SV OU Grassy Terrain Sun?? (with heatran) (Peak #118 1843 elo)


Pokepaste: :heatran: :ninetales: :rillaboom: :walking_wake: :great_tusk: :venusaur:

Introduction

Hello! I am Heatraniac (rebranded from Super_dino341) and this is one of the first teams I've built which I've actually had some success with! I hope that duel-archetypes become more popular in the future :D The main idea behind the team is both that heatran overlaps nicely being able to use grassy terrain effectively along with sun for very strong overheat pivots with eject pack, but also that venusaur is able to mitigate lorb damage with terrain healing and get strong 156 power Solar Beams which can do a LOT after one growth, being able to 2hko the likes of :blissey:. Asides from that, sun can appreciates priority in the form of :rillaboom:'s Grassy Glide and lowered earthquake damage. HUGE shoutout to the goat Almighty Sa (aka bundy) for their awesome Jungle Planet RMT which inspired this team. Shoutout to Disscratch for helping me initially build the team too!

Proof of peak

Screenshot 2025-08-13 at 8.59.59 pm.png

The Team​

P6677_701-07047_01.jpg

We bring the BOOM (Rillaboom) @ Terrain Extender
Ability: Grassy Surge
Tera Type: Grass/Fire
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Wood Hammer
- Knock Off/Tera Blast

Starting off, the grassy terrain setting himself, RILLABOOM. Terrain Extender is used over Choice Band to maximise how long the terrain is out for :heatran: and :venusaur:. I experimented with Tera Blast Fire for a while to try and synergise with the sun, but I think the reliability of Knock, along with being a strong hit into :Slowking-galar: is too much to give up. U-turn is pretty important to pivot to threats on the team and to pivot to ninetales slowly to safely set sun. In some matchups, Rilla won't be doing too much and the G-terrain can potentially work against you, healing stuff like :Slowking-Galar: or :Ting-lu:. Very often, Rilla is a good lead, baiting out opposing U-turns to safely set sun with a good switch to Tales, or just using U-turn itself to go to tales and set sun happily. The main thing to be careful of leading with Rilla is the opponent leading with :Kyurem: - who can threaten the whole team pretty much with ice and ground coverage, pretty much requiring tera or a well timed Draco from Wake to take down, or :great_tusk:, who can immediately ice spinner for super effective damage whilst removing terrain. Wood hammer is there to threaten strong grass stab, able to threaten kills on :ting-lu: and :primarina:. One more nice thing about Rillaboom is that if :heatran: ever baits out a Tera Ground Tera Blast, Rilla can immediately come in and threaten to revenge it with G-Glide.


P3520_701-02852_01.jpg

Max Brightness (Ninetales) @ Heat Rock
Ability: Drought
Tera Type: Flying
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Encore
- Will-O-Wisp
- Healing Wish

:Ninetales: is the Sun Setter of choice on this team, able to dish out damage with overheat along with having the oh so Encore and Wisp for the team, making any :kingambit: endgame a cakewalk. Healing wish is important for endgames where you are in a bit of a zugzwang, wanting to sac :ninetales: for a safe switch to another mon without wanting to risk chip or waste sun turns whilst healing an important team member. There isn't too much to say other than that overheat can potentially be replaced by Weather-ball or Flamethrower based on preference.

omlheatran.jpeg

Sheatran (Heatran) (F) @ Eject Pack
Ability: Flash Fire
Tera Type: Grass
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Taunt
- Solar Beam
- Earth Power

:Heatran: my beloved. :Heatran: actually plays a nice role as a switch in and pivot for the team using eject pack, being able to switch into attacks, heal a bit using Gterrain and Overheat in the sun for a pretty sizeable amount of damage and a pivot to someone on the team. The high speed EVs allows you to catch any slower mons off guard like :samurott_hisui: with Solar Beam or just pivot with Overheat into one of your attackers like :venusaur: or :walking_wake:. Taunt is pretty important for preventing boosting mons from getting out of hand, notably :raging_bolt:, :sinistcha: or any other calm minding pokemon who have the potential to beat the team due to the heavy reliance on special attackers. An option is also to replace taunt with rocks and run AV on :great_tusk: with CC to help with the :raging_bolt: situation and the :kyurem: situation for the team. Heatran being on the team is important to allow :venusaur: to run Modest, as :Heatran: is able to wall 90% of :Iron_Moth: sets which outspeed and beat :Venusaur: and any ground TB can be safely switched into by :Rillaboom:. Earth Power is there for the exceptional coverage it provides.

P9866_701E11376_01.jpg

Kingdra-Primal (Walking Wake) @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
- Hydro Steam
- Draco Meteor
- Flip Turn
- Flamethrower

:walking_wake: is a standard sun fella who can use proto speed to outrun most of the tier with threatening water and dragon STAB, with Flamethrower having the sun boost and allowing mid-ground plays to hit potential steel or :Ogerpon-wellspring: switch ins. The speed is vital, as without :walking_wake: the team effectively loses to :zamazenta:. Flip turn is good to pivot on switch ins like AV :alomomola:, AV :primarina:and Tera Water:ting-lu:. Draco is probably the main answer to :dragonite: as it sets up, being able to OHKO after out-speeding one dance, but be careful of tera fairy or scale shot sets.

great-tusk.png

Timmy Tusknuckles (Great Tusk) @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Fire
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Headlong Rush
- Temper Flare
- Stealth Rock

:Great_tusk: is effectively a must have for the team to not lose to hazards or webs instantly and strong electric attacks from :raging_bolt:, who very often will expend Tera or switch out in response. Temper flare in sun means that missing headlong on :corviknight: is no big deal as you ohko with temper flare the next turn, and stealth rock is there to put hazards on the team, which is really good for getting mons into range of being 1 or 2hkoed by :walking_wake: or :venusaur:. As said before, AV is an option to help out with the :Kyurem: :raging_bolt: matchup, placing stealth rock duty on :Heatran:. :great_tusk: is also in general a solid defensive switch in for the team and can help finish off weakened physical attackers with rocky helmet.

P10931_72-10184-101_01.jpg

RAHHHHHH (Venusaur) @ Life Orb
Ability: Chlorophyll
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Growth
- Solar Beam
- Sludge Bomb/Earth Power
- Weather Ball

:Venusaur: is one of the main abusers of Grassy Terrain on the team, being able to forego the weak power of Giga Drain and instead use the much stronger Solar beam, mitigating Lorb damage with terrain whilst getting a significant 30% equivalent to protosynthesis buff to solar beam which allows it, with the combination of Tera Stellar, to do some pretty crazy things. This damage helps Venusaur be the main stallbreaker of the team,
+2 252+ SpA Life Orb Venusaur Solar Beam vs. 4 HP / 252+ SpD Blissey in Grassy Terrain: 352-417 (53.9 - 63.9%) -- 91% chance to 2HKO after Leftovers recovery and Grassy Terrain recovery
Sludge bomb is a really nice stab option to be able to hit things like moltres and those pesky dragon types like :dragonite: who resist solar beam and Weather Ball, whilst being immune to weather ball, however it does leave venusaur vulnerable to completely being walled by :heatran:. Earth power also allows for Tera Stellar to have a good chance to OHKO :slowking-galar:. Personally I do lean towards Sludge Bomb being better for the team, matching into the worst matchups a little more consistently. The Tera Stellar was chosen because I couldn't really decide on a stab that I wanted so it kinda just chooses them all . The 29 HP EVs makes the health the Life Orb number of 299 to reduce damage from attacking from 30 to 29.


WEAKNESSES
:Kyurem:
Kyurem poses the biggest threat to the team, namely with sub sets effectively winning on the spot. The main counterplay to Kyurem is making repeated defensive predictions and getting Walking Wake in to hit it with Draco Meteor or Tusk in with Tera Fire and Proto boosted Headlong Rush to get the job done.


:Dragonite:
No ice moves on the team makes Dragonite, especially Extreme Speed and Scale Shot sets, very threatening to the team, effectively requiring good plays with tera on Ninetales to wisp or encore or hoping it doesn't kill Walking Wake once its set up.

:Raging_Bolt:
Raging bolt, especially with tera flying, is probably the worst matchup for the team, being able to both take hits with calm mind spdef boosts and deal massive damage with dragon pulse.

:dragapult:
Specs pult hasn't really got any switchins on the team, 2hkoing Heatran with shadowball, and can do some evil work resisting hydro steam and taking base venusaur attacks enough to live and hit back really hard.


REPLAYS

Thanks for checking out my first RMT :D
 
Last edited:
I have recommended and tried rillaboom on sun multiple times because it does help with a lot of bad matchups. I do have a question and that is if you've tried Grassy Seed Venusaur, I know the power loss would be considerable, but I think there's some potential to be had with a +1 defense venu

252+ Atk Black Glasses Supreme Overlord 5 allies fainted Tera Dark Kingambit Sucker Punch vs. +1 0 HP / 4 Def Venusaur: 242-286 (80.3 - 95%) -- guaranteed 2HKO after Grassy Terrain recovery

252+ Atk Black Glasses Supreme Overlord 5 allies fainted Tera Dark Kingambit Sucker Punch vs. 0 HP / 4 Def Venusaur: 362-426 (120.2 - 141.5%) -- guaranteed OHKO

Let me know what you think, and congrats for the peak!
 
I have recommended and tried rillaboom on sun multiple times because it does help with a lot of bad matchups. I do have a question and that is if you've tried Grassy Seed Venusaur, I know the power loss would be considerable, but I think there's some potential to be had with a +1 defense venu

252+ Atk Black Glasses Supreme Overlord 5 allies fainted Tera Dark Kingambit Sucker Punch vs. +1 0 HP / 4 Def Venusaur: 242-286 (80.3 - 95%) -- guaranteed 2HKO after Grassy Terrain recovery

252+ Atk Black Glasses Supreme Overlord 5 allies fainted Tera Dark Kingambit Sucker Punch vs. 0 HP / 4 Def Venusaur: 362-426 (120.2 - 141.5%) -- guaranteed OHKO

Let me know what you think, and congrats for the peak!
Grassy seed Venusaur does sound pretty interesting, but since its a one time thing and once the sun is over venusaur is switching out, I don't thing its as good as Lorb, though living gambit sucker and probably switching in well vs stuff like Ogerpon-Wellspring to setup does sound pretty nice. I think it might be worth testing but Venu does still rely on Lorb for a lot of calcs. thanks for comment :D
 
Back
Top