SV OU bellibolt gterrain gaming

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:
:bellibolt::rillaboom:
started with these two, since i kinda need bellibolt to do bellibolt things and rilla is literally mandatory for gterrain (rip my man :tapu_bulu:, u were mid at best)
:bellibolt::rillaboom::garganacl:
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
:bellibolt::rillaboom::garganacl::alomomola:
i always run spdef on :garganacl:, so mola's there as a dedicated physdef wall/wish passer, and just all around fish
:bellibolt::rillaboom::garganacl::alomomola::dragapult:
dude, its literally a dragapult. this team needed some speed, and a ghost is never a bad idea. plus, with the amount of status :bellibolt: and :alomomola: spread, hex stocks are through the roof
:bellibolt::rillaboom::garganacl::alomomola::dragapult::great tusk:
this was the part of my teambuilding where i asked myself where the hazard removal was. while i couldve run :iron_treads:, but i didn't really need the speed after adding :dragapult:, and i liked the pure damage output of tusk, combined with gterrain healing to let me run something not named leftovers
individual mons:
:bellibolt:
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 :gliscor::iron_treads::clodsire::excadrill:. those four get punished anyway, as soak is there to get rid of their ground stabs, letting :bellibolt: 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.
:rillaboom:
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, :bellibolt: 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 :bellibolt: 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.
:garganacl:
again, fairly standard set, tera water lets it beat :gholdengo: which never hurts, :bellibolt: 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 :garganacl:. 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 :alomomola: as a slow pivot to scout for potential good 1v1s to switch in on.
:alomomola:
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 :ogerpon-wellspring: and burn/wish pass/flip turn into them. also, tickle over protect is some rlly fun tech i've been enjoying on :alomomola:. it allows it to come in on physical attackers that use setup moves, particularly ddance (stuff like :roaring_moon::dragonite:) 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 :alomomola:. 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.
:dragapult:
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 :gliscor: 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.
:great_tusk:
this thing's awesome. gets rid of hazards, gets rid of :gliscor:, 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 :ogerpon_wellspring: (if its running sd) are insanely threatening to this team, usually i can get around it, but it still forces either :bellibolt: to not get chipped or :rillaboom: to tera, neither of which are that great of outcomes. anyway, ty for reading my yapping, hope u like the team!
 
cool team! i believe there was a team that peaked really high on the ladder with nearly the exact same mons (except they put tinkaton over garg, and had a specs pult). will definitely try this one out tho and lyk how it goes
 
Hello, cool bellibolt balance! I will try to improve the team without removing the key froggo here.
I never said the froggo itself was perfect though! I think soak is largely not too useful in most matchups. While it's true that it allows you to status a handful of ground types (and gliscor isn't one of them, it doesnt care), a lot of these grounds are pretty irrelevant and can be handled by teammates as needed. Discharge, slack off, and toxic are all great, but last I would probably go Volt Switch>Soak. A few more relevant mons like opposing garganacl/Gholdengo can laugh off discharge+toxic, so in that case you're better off getting out of that bad matchup with volt switch.

Onto our main problems though: no fairy resist and no psychic resist. No fairy resist is pretty bad for self-expanatory reasons bc there are so many good fairy mons in the tier, but normally I don't make a fuss over no psychic resist. The issue is that glowking can come in in bellibolt, alo, and garg easily and even pult a few times, and once it clicks future sight, trying to tank that is not too pretty. So my edits are going to add a fairy resist to the team while making it less glowking weak.

First, I think you need Moltres>Alomomola. This lets you keep a solid tusk answer, adds a fairy resist and ival/enamorus check, and you can still have options like tusk and bellibolt to scout rock coverage on mons that might try to break past molt.

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 184 Def / 64 SpD / 12 Spe
Bold Nature
- Flamethrower
- Roost
- U-turn
- Roar

Given evs will avoid 2hko from speed booster moth sludge wave, speed hits 219 for gambit, max hp rest in defense. Roar + U-turn gives you the flexiblitity of burning booster energy from opposing HO mons or gaining momentum on fatties like opposing glowking/ting-lu that can come in on you. Tera type is flexible here.

Now it's time for a psychic resist. I think the easiest fit is Kingambit > Garganacl to keep a gholdengo check and improve the glowking MU. Kingambit will enjoy leftovers+grassy terrain recovery as much as garg and bellibolt does, and it will appreciate the general physical pressure put on by tusk and cb rillaboom as well.

Kingambit (F) @ Leftovers
Ability: Supreme Overlord
Tera Type: Grass
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

Standard set, basic evs, tera type is flexible. I just think grass is kinda cool to resist ground but also improve the raging bolt matchup, which can always get scary for a team with moltres. Regrettably, going kingambit over garg does mean that we have to now put Stealth Rock>Close Combat on Great Tusk because we still gotta have that on all teams. Oh well.

Here's an import with my edits: https://pokepast.es/e69c0d27666f0d75
Hopefully the team feels better to play, have fun!
 
Hello, cool bellibolt balance! I will try to improve the team without removing the key froggo here.
I never said the froggo itself was perfect though! I think soak is largely not too useful in most matchups. While it's true that it allows you to status a handful of ground types (and gliscor isn't one of them, it doesnt care), a lot of these grounds are pretty irrelevant and can be handled by teammates as needed. Discharge, slack off, and toxic are all great, but last I would probably go Volt Switch>Soak. A few more relevant mons like opposing garganacl/Gholdengo can laugh off discharge+toxic, so in that case you're better off getting out of that bad matchup with volt switch.

Onto our main problems though: no fairy resist and no psychic resist. No fairy resist is pretty bad for self-expanatory reasons bc there are so many good fairy mons in the tier, but normally I don't make a fuss over no psychic resist. The issue is that glowking can come in in bellibolt, alo, and garg easily and even pult a few times, and once it clicks future sight, trying to tank that is not too pretty. So my edits are going to add a fairy resist to the team while making it less glowking weak.

First, I think you need Moltres>Alomomola. This lets you keep a solid tusk answer, adds a fairy resist and ival/enamorus check, and you can still have options like tusk and bellibolt to scout rock coverage on mons that might try to break past molt.

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 184 Def / 64 SpD / 12 Spe
Bold Nature
- Flamethrower
- Roost
- U-turn
- Roar

Given evs will avoid 2hko from speed booster moth sludge wave, speed hits 219 for gambit, max hp rest in defense. Roar + U-turn gives you the flexiblitity of burning booster energy from opposing HO mons or gaining momentum on fatties like opposing glowking/ting-lu that can come in on you. Tera type is flexible here.

Now it's time for a psychic resist. I think the easiest fit is Kingambit > Garganacl to keep a gholdengo check and improve the glowking MU. Kingambit will enjoy leftovers+grassy terrain recovery as much as garg and bellibolt does, and it will appreciate the general physical pressure put on by tusk and cb rillaboom as well.

Kingambit (F) @ Leftovers
Ability: Supreme Overlord
Tera Type: Grass
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

Standard set, basic evs, tera type is flexible. I just think grass is kinda cool to resist ground but also improve the raging bolt matchup, which can always get scary for a team with moltres. Regrettably, going kingambit over garg does mean that we have to now put Stealth Rock>Close Combat on Great Tusk because we still gotta have that on all teams. Oh well.

Here's an import with my edits: https://pokepast.es/e69c0d27666f0d75
Hopefully the team feels better to play, have fun!
thanks so much, ill try this on ladder now!
 
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