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.
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.