so to preface this, bellibolt is one of if not my absolute favourite ou viable mon rn. while i know it was first noticed on a rain team, (that i believe was posted here? idk the lore) i've personally found way more success running it as a bulky grassy terrain mon, basically a swiss army knife that can spread status, assist the rest of the team, and pick up a good amount of kos while benefitting from terrain healing and losing its eq weakness.
the gaymers:
https://pokepast.es/4508bff267ed5c47
teambuilding process:


started with these two, since i kinda need bellibolt to do bellibolt things and rilla is literally mandatory for gterrain (rip my man
, u were mid at best)



i love to run garg on gterrain, double lefties is goated, and i tend to run a bulkier style of gterrain, so it fits well




i always run spdef on
, so mola's there as a dedicated physdef wall/wish passer, and just all around fish





dude, its literally a dragapult. this team needed some speed, and a ghost is never a bad idea. plus, with the amount of status
and
spread, hex stocks are through the roof






this was the part of my teambuilding where i asked myself where the hazard removal was. while i couldve run
, but i didn't really need the speed after adding
, and i liked the pure damage output of tusk, combined with gterrain healing to let me run something not named leftovers
individual mons:

on this set, im running soak, discharge, toxic, slack off. slack off is fairly self explanatory, since healing is basically mandatory considering how many hits it will be taking. toxic is always rlly nice and punishes ground type switch-ins, aside from like


. those four get punished anyway, as soak is there to get rid of their ground stabs, letting
survive moves it has no right living, and also allowing it to either toxic the opponent, or hit it with a boosted discharge. discharge over tbolt to get the 30% para chance, and i almost never tera this thing but tera fairy is there since it's just a goated defensive type that works well with bellibolt's resistances, plus this team doesnt have any fairy type without teraing, so why not.

pretty obvious why this mon is here, literally the first member of the dk crew if by the dk crew u mean any dedicated gterrain team. since making this team, i've been running terrain extender on similar teams, but i still prefer band for this. about what i'd consider standard for rillaboom, high horsepower works well too but i prefer this moveset. tera grass to nuke things more. also,
supporting other members of the team comes in here, considering the fact that it not only spreads paralysis which makes a lot of matchups way more winnable for the ape due to speed tiers, but
can use soak and switch into this mon (if safe to do so ofc) to either force a switch or force a sac since the mon probably dies to a supereffective banded glide.

again, fairly standard set, tera water lets it beat
which never hurts,
comes in yet again with the support by allowing a soaked mon to be hit for 25% each turn from salt cure damage. bc of that, it kinda forces almost anything out if it can't kill
. like i said earlier, i love running spdef investment on garganacl, this is no exception, and with potential toxic or lost turns from bellibolt poisoning or paralyzing the opposing pokemon, salt cure damage only further adds up. also, stealth rocks is always nice, and also benefits from
as a slow pivot to scout for potential good 1v1s to switch in on.

the fish takes no prisoners. rocky helmet bc i have hazard removal and like making physical attackers suffer. tera steel bc its a good defensive type without an eq weakness if its under terrain, can basically switch in on any physical threat not named
and burn/wish pass/flip turn into them. also, tickle over protect is some rlly fun tech i've been enjoying on
. it allows it to come in on physical attackers that use setup moves, particularly ddance (stuff like 
) and counteract their setup while setting up itself to flip turn out, doing a ton of damage due to the defense drops tickle also gives. basically just further cementing the fact that u should not try to physically break
. also, felt protect wasnt as necessary since it gives the opponent grassy terrain healing i'd prefer they didnt have, but if u arent a tickle believer be my guest, im sure protect works well.

as stated earlier, pult is there to be fast, abuse the status this team spreads, and be a good pivot/ghost type. tera fairy complements its weaknesses really well, even if i dont find myself teraing pult much. hdb bc its a pivot, and while this team spreads a lot of status, i still run wisp on it since it's never really guaranteed ur opponent's gonna be statused. also, checks
really well given the fact that it has hex, and synergizes really well with literally the entire rest of this team. lastly, draco meteor is there to be the nuke that it is, even though idk if that needed explanation.

this thing's awesome. gets rid of hazards, gets rid of
, and their tusks are just really great. ice spinner might seem to go against running grassy terrain, and it does, but 80 bp ice coverage is just too good to pass up. plus, ice spinner getting rid of the terrain can deny healing in situations where tusk doesn't need to heal up itself, but the opposing mon does. headlong rush is a nice ground move on a team where i cant rlly run eq easily, tera steel bc its steel+no eq weakness under gterrain, overall just allows the team to function by being there to spin rapidly.
conclusion:
overall, i know this team certainly isnt perfect, and if anyone has feedback about what they'd change i'm more than open to that. it's gotten me to about what i'd consider mid ladder (peaked at about 1650) so i know it's at least pretty solid, but some mons like
(if its running sd) are insanely threatening to this team, usually i can get around it, but it still forces either
to not get chipped or
to tera, neither of which are that great of outcomes. anyway, ty for reading my yapping, hope u like the team!
the gaymers:
https://pokepast.es/4508bff267ed5c47
teambuilding process:


started with these two, since i kinda need bellibolt to do bellibolt things and rilla is literally mandatory for gterrain (rip my man




i love to run garg on gterrain, double lefties is goated, and i tend to run a bulkier style of gterrain, so it fits well




i always run spdef on






dude, its literally a dragapult. this team needed some speed, and a ghost is never a bad idea. plus, with the amount of status








this was the part of my teambuilding where i asked myself where the hazard removal was. while i couldve run


individual mons:

on this set, im running soak, discharge, toxic, slack off. slack off is fairly self explanatory, since healing is basically mandatory considering how many hits it will be taking. toxic is always rlly nice and punishes ground type switch-ins, aside from like






pretty obvious why this mon is here, literally the first member of the dk crew if by the dk crew u mean any dedicated gterrain team. since making this team, i've been running terrain extender on similar teams, but i still prefer band for this. about what i'd consider standard for rillaboom, high horsepower works well too but i prefer this moveset. tera grass to nuke things more. also,



again, fairly standard set, tera water lets it beat





the fish takes no prisoners. rocky helmet bc i have hazard removal and like making physical attackers suffer. tera steel bc its a good defensive type without an eq weakness if its under terrain, can basically switch in on any physical threat not named






as stated earlier, pult is there to be fast, abuse the status this team spreads, and be a good pivot/ghost type. tera fairy complements its weaknesses really well, even if i dont find myself teraing pult much. hdb bc its a pivot, and while this team spreads a lot of status, i still run wisp on it since it's never really guaranteed ur opponent's gonna be statused. also, checks


this thing's awesome. gets rid of hazards, gets rid of

conclusion:
overall, i know this team certainly isnt perfect, and if anyone has feedback about what they'd change i'm more than open to that. it's gotten me to about what i'd consider mid ladder (peaked at about 1650) so i know it's at least pretty solid, but some mons like


