SV OU BO Sand Grassy

I had the idea to play a Tera Rock Rillaboom set and I thought it would be interesting to combine it with Tyranitar to help him get set-up. And I took the part of playing a sand team without Excadrill, because I thought it was a shame to have to play High Horsepower because of the grassy field.

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https://pokepast.es/246b0806eefa4435


Rillaboom (F) @ Leftovers
Ability: Grassy Surge
Tera Type: Rock
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Wood Hammer
- Tera Blast
- Substitute

I find the Tera Rock on a Grass-type quite interesting because it gains a Fire, Ice and Flying resists! And Rillaboom takes advantage of it because with Tera Blast he can counter Legendary Birds. With Swords Dance Rillaboom is our set-up sweeper that wins against Dondozo (or at least forces him to Tera)!

Tyranitar (F) @ Choice Band
Ability: Sand Stream
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Knock Off
- Low Kick
- Ice Punch

Tyranitar is too often in the shadow of Excadrill but in this team we give him the chance to shine by playing him with a Choice Band set. It serves as a breaker and is played Low Kick to be able to hit Steel-types, especially Kingambit.

Goodra-Hisui (F) @ Leftovers
Ability: Sap Sipper
Tera Type: Fairy
EVs: 248 HP / 56 Def / 204 SpA
Quiet Nature
- Draco Meteor
- Heavy Slam
- Knock Off
- Protect

Why Goodra-Hisui, you may ask? Well, for his Sap Sipper talent which allows me to have a Grass immunity and therefore to prevent the opponent from being able to take advantage of the grassy field laid by our Rillaboom.
With 248 HP and 56 EVs in Def he can take a Close Combat of a Mixed Iron Valliant while the rest is put in SpA to increase the damage of Draco Meteor.
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I like Heavy Slam to win agaisnt Tera Fairy Raging Bolt and Knock Off to remove HDBoots.
And finally I prefer Protect + Leftovers to recover because we don't play a wish support anymore.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Temper Flare
- Rapid Spin
- Stealth Rock

Great Tusk with the boots on is not affected by the T-Spikes and can remove them for the team.
And rather than Ice Spinner, he is played Temper Flare because we don't want to remove the grassy field and surprise Corviknight/Skarmory or Gholdengo Air Balloon.
Great Tusk > Excadrill because it's a better spinner first and foremost!
Also new addition since I replace Clefable, I needed a rocker so Great Tusk play this role now! And I think Knock Off is better on Goodra-Hisui anyway.

Slowbro (F) @ Rocky Helmet
Ability: Regenerator
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Thunder Wave
- Slack Off

Now I'm testing Slowbro over Clefable to manage Great Tusk and physical attackers.
With Regenerator and Slack Off, we can afford to play him with Rocky Helmet and therefore adding cheap damage.
Also his Future Sight attack benefit Rillaboom by putting pressure on Poison-types like Pecharunt.
Lastly, Thunder Wave and Scald help Dragapult to power up his Hex. And T Wave helps in general the match up of Rillaboom.

Dragapult (F) @ Leftovers
Ability: Infiltrator
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- Will-O-Wisp
- U-turn

And finally Dragapult is here to revenge kill thanks to his great speed and pivot.
And we play it with the Leftovers to counterbalance the damage of the Sandstorm.
 
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I feel like Clodsire would be a huge problem. Your team doesn't seem to pair up very well against stall teams using toxic.
Yeah, I rushed to publish the team but I'm not satisfied with it. I've neglected it a bit, but maybe there are some ideas to be recovered.
 
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