SV OU GaRilla Warfare (1500's 1st post - looking for help on terrain offense)

Initial idea:

I watched a blunder video where a tera electric garg 6-0ed a dude, and an off-hand comment of ‘that'd be good in grassy terrain' inspired me to make a team centred around garg and rilla, which I've dubbed GaRilla warfare. I'm a 1500’s player with essentially no teambuilding experience, so don't expect this team to have no flaws or auto-win games every time, but it is fun to use, and I'd very much like feedback on it with ways to improve it.

The Team:

https://pokepast.es/c8aad3ed83afc88c


Rillaboom:

Rillaboom @ Choice Scarf

Ability: Grassy Surge

Tera Type: Dark

EVs: 252 HP / 4 Atk / 252 Spe

Jolly Nature

- Drum Beating

- Knock Off

- U-turn

- Drain Punch


The only grassy terrain setter in the tier, so a must for the strategy to work. I originally ran terrain extender with far more attack evs, but found that I was consistently being outsped and chipped with u-turns, knock offs, etc. and was dying far too early for the whole team to benefit from the terrain, so am now opting for a scarf lead with max hp for some survivability, the downside being he now hits like a pool noodle, and gets 1v1ed by nearly every mon in the game if he's your last.

Garganacal:

Garganacl @ Leftovers

Ability: Purifying Salt

Tera Type: Electric

EVs: 56 HP / 4 Atk / 252 Def / 196 SpD

Impish Nature

- Salt Cure

- Body Press

- Curse

- Recover

Garg, in my opinion, is the least skilled sweeper in the game once it gets going. Gambit has sucker mind games, bax can miss crash and needs a couple dds to really go for game, garg just clicks salt cure and hopes it sponges everything coming at it. Tera electric in terrain is essentially only weak to earth power in the current meta, and I've found that if you start cursing in terrain, even out of it you can beat Tusk 1v1, offensive or not depending on the number of boosts you got off. I haven't played a covert cloak gholdengo yet, and I've performed several dark rituals to manifest it never appearing to halt my 0 iq sweeps after fumbling everything else. Body press over eq due to terrain halving damage.

Sneasler:

Sneasler @ Grassy Seed

Ability: Unburden

Tera Type: Flying

EVs: 252 Atk / 4 Def / 252 Spe

Adamant Nature

- Swords Dance

- Close Combat

- Dire Claw

- Acrobatics

I wanted another grassy terrain abuser, so went for a classic unburden acro set. If garg doesn't get electric off, this will most likely be your next tera candidate, as a stab +2 acro does some real damage to a lot of mons, especially Tusks or Glowkings thinking they can switch into dire claw/cc freely. Just make sure not to sack rilla too early, because without the seed activation, it's largely disappointing.

Great Tusk:

Great Tusk @ Heavy-Duty Boots

Ability: Protosynthesis

Tera Type: Fighting

EVs: 252 Atk / 4 Def / 252 Spe

Jolly Nature

- Headlong Rush

- Close Combat

- Knock Off

- Rapid Spin

Terrain means that eq comes off a meagre 50bp, so I decided on a headlong rush set instead. With the number of hazard stack teams around, I feel its necessary to have multiple removal options, and a fast boots Tusk is pretty good at doing its job. You could maybe put rocks on it, but largely the team either wins or loses so quickly, I don't know if it's worth it, and keeping them up would be tricky with no spin denial.

Cinderace:

Cinderace @ Heavy-Duty Boots

Ability: Blaze

Tera Type: Fire

EVs: 224 HP / 32 Atk / 252 Spe

Jolly Nature

- Pyro Ball

- U-turn

- Will-O-Wisp

- Court Change

Another hazard removal option that I particularly like for its ability to switch in on gambits sding or suckering and get a (nearly) guaranteed wisp off. Fast U-turns generate the necessary momentum to get your sweepers in, and while its a utility set, don't underestimate blaze-boosted pyro balls damage, especially with tera fire in a pinch.

Kingambit:

Kingambit @ Leftovers

Ability: Supreme Overlord

Tera Type: Fairy

EVs: 236 HP / 252 Atk / 20 Spe

Adamant Nature

- Swords Dance

- Kowtow Cleave

- Sucker Punch

- Iron Head

I didn't know who to put as the last mon, so slapped on a gambit with the reasoning that it's probably the best in the format, so can't really hurt with it's addition. Terrain gives it even more recovery, plus more resistance to incoming eqs, making it a serious threat even outside of tera. If everything goes wrong, just trust your sucker instincts and there's a chance you'll cheese a win regardless of your skill level.

Final thoughts:

I suck at team-building, so would really appreciate any feedback on it - it's got clear flaws, like no water resist outside rilla, who doesn't take u-turns, hurricanes and shadow balls well, making rain a hellish match up, and there's likely several more auto-losses that I haven't found in the brief time I've been playing with it. Ev and moveset suggestions would be especially useful, as I basically just went off the recommended showdown sets, which very well may be suboptimal for the team style.
 
Really cool team! I love the idea of Ele-Garg + Rillaboom. This is a pretty solid team already, I'm just going to make some changes.

Big Changes:

Swap :sneasler:'s unburden sweeper set for a utility set. With :kingambit: and :garganacl:on your team already, you don't need more setup. With a pivot set Sneasler can freely u-turn spam and dire claw to have a high chance to inflict status. Things like :moltres: and :zapdos: no longer check it with their respective abilities. It can chip down things which benefits Kingambit and Garg in the late game. While unburden sweeper Sneasler offers more damage, Pivots ability to u-turn out with no downside (thanks to :protective-pads:) and get in its teammates fits this team better. Here's a quick rundown of the set. U-turn for pivoting in and out and having a chance of poisoning the opponent which lets you get two turns in one. Fake Out is for revenge killing with even higher priority than extreme speed letting you get free damage in + a chance to poison (unless the target is holding the :covert-cloak:). This fully counters :samurott-hisui: lead as you can fake-out first turn and then cc to kill it. Dire Claw is always going to be on this set as it is the main way Sneasler spreads status. And Close Combat is at the last moveslot. Just a really strong stab. You can swap Shadow Claw over Fake Out as that lets you hit physic and ghost types which sneasler struggles to hit right now. I chose fake-out as you have Kingambit and Garg on the team already and you can deal with lead samurott better.

Sneasler @ Protective Pads
Ability: Poison Touch
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Dire Claw
- U-turn
- Fake Out

Make :Kingambit: more offensive. With grassy terrain + leftovers, Kingambit will be healing back alot of damage so the added bulk is not really necessary. More offence is really good in the endgame for stronger sucker punches/moves. Something like the set below will do but so can make changes to your preferences. Kingambit is really customizable. I would suggest the first options though as that is the most general/covers the most for your team.

Kingambit (F) @ Leftovers/Black Glasses/Lum Berry
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head/Low Kick/Tera Blast

Small Changes/Notes:

Swap Body Press on :garganacl: for Earthquake. Hits steels much better and its just a stronger attack than body press. Don't be worried about Corv as that doesn't matter because you can just salt cure it and use earthquake on it when predicting it to roost. Also you can use it as setup fodder.

Swap :heavy-duty-boots: on :great-tusk: for :rocky-helmet:. Your tusk is less bulky so getting as much chip damage off with rocky helmet is really good.

Swap tera on Great-Tusk from Fighting to Water. Give a water resist, only use if really needed. Eg. to live a hit and kill back or remove hazards.

I think the rain matchup for you is really tough. Some advice I can give is to hard predict water moves with :Rillaboom:, with its choice scarf, it can outspeed alot of things except for swift swimmers. Try to lead :garganacl: and tera turn one. Always salt-cure as it means that those rain sweepers cannot stay in for too long before dying especially things like :basculegion:. If they go :iron-treads:, then you should switch into Rillaboom. Your gameplan is to predict when Pelliper is going to switchin to set rain then go to Garg. You could also swap Close Combat on :great-tusk: for stealth rock to chip the rain sweepers and Pelliper down more.

Thats all! Hope this helps. Go get em! :boi:
 
Hey, thanks a lot - I'll try out everything you mentioned, it all sounds good, especially the sneasler change - right now I'm bringing it in, getting some damage off, but rarely winning with it due to lots of meta mons resisting it, so being able to more freely get in the other threats seems really good.
 
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