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SV OU Grassy Seed Drifblim

Hello everybody, I return with more cheap gimmicks! Today I have a grassy seed Drifblim team. Here is the PokePaste:

https://pokepast.es/b6231e40077ce550

Drifblim

Drifblim @ Grassy Seed
Ability: Unburden
Tera Type: Steel
EVs: 196 Def / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Strength Sap
- Shadow Ball
- Stored Power

This Drifblim set uses grassy seed to balance out its low defense. With calm mind, you can set up even further and use strength sap to handicap physical attackers and heal at the same time. With 60 speed EVs, I am almost certain Drifblim outspeeds Dragapult. Shadow ball is the most powerful STAB option for it, and I opted for stored power over air slash because of how weak air slash is, and the snowball potential of stored power. Tera steel gives immunity to toxic and is an overall good defensive type, but I'm considering changing it to tera ground for an immunity to electric + paralysis.

Rillaboom

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off

Rillaboom is the best terrain setter (besides maybe weezing-galar? but we don't talk about that), and grassy terrain's passive health recovery is very useful, so I decided to use it. I went choice band over terrain extender because drifblim really only needs to activate it once, and choice band brings some extra physical power that this team seems to be lacking of, considering Samurott and Great Tusk are both non-set up.

Samurott-Hisui

Samurott-Hisui @ Assault Vest
Ability: Sharpness
Tera Type: Poison
EVs: 248 HP / 84 Atk / 124 SpD / 52 Spe
Adamant Nature
- Ceaseless Edge
- Aqua Cutter
- Sucker Punch
- Flip Turn

Samurott-Hisui resists dark and ghost, simulteanously providing offensive pressure and hazards. With assault vest, it becomes more balanced and a bit more reliable switch in to special attacks. I thought that the hazards would be especially useful for chipping down opponents to make it easier to sweep. Its moveset here is pretty standard, but I'm considering putting sacred sword on there to get rid of dark types like Kingambit, because Drifblim really struggles with those.

Great Tusk

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

Since I already have Samurott-Hisui, the next obvious pick would be Great Tusk, which fits on basically any team. It provides reliable hazard removal while also setting up additionally hazards. This is a pretty standard set, and I chose the heavy duty boots set, but booster energy speed (or maybe attack) might work better. Heavy duty boots do prevent it from getting chipped down, though.

Kyurem

Kyurem @ Choice Specs
Ability: Pressure
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power

Kyurem fits the role of a wallbreaker, similar to Rillaboom, but on the special side. Its useful coverage against flying, dragon, grass, water, rock, steel, and probably other types helps this team out a lot, and modest helps it hit even harder. I might switch that out for timid, because without it Kyurem has a pretty disappointing speed stat.

Iron Moth

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Dazzling Gleam
- Substitute

So far, this team has been pretty slow, so Iron Moth was a choice for speed control that stood out to me. It has setup potential, but can also just be used to outspeed most opposing Pokemon, besides some choice scarf users. Iron Moth has the only moves super effective against fairy, dark, and ice on this team, which is a bit concerning, but the coverage is nice. Tera fairy is used to surprise opposing dark types and knock them out, letting Drifblim come in a bit more safely later.

Thanks for reading! As usual, I appreciate any feedback that you all give me!
 
Team looks good however I do have some big nitpicks that require some decently big changes:
- Team is super weak to pivoting, u-turn pokemon like rillaboom, scizor, tornadus therian are super hard to deal with and without contact punishing make them extremely difficult to deal with
- Team is super hazard weak, tusk is not really sufficient removal against the myriad of hazard setters and this is not helped by your inclusion of specs kyurem and iron moth
- Team honestly doesn't have a great way to switch into ground types. Your only immunity your driftblim has a one time use item that it loves and hates getting ice spinner'd or u-turned on. This loses you lots of momentum and can put you in the backfoot

The biggest thing I would change would be your special supporting cast. The reason of iron moths inclusion from your explanation is for speed control and we can put those in one basket by replacing :kyurem: -> :dragapult:

:sv/dragapult:
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- Shadow Ball
- U-turn

- This still gives you a competent way to chip down ting-lu, hrott, kingambit lots for drifblim in the end game. Also provides some great speed control backed up by your double priority and your fast mon not limited to one time booster energy. Also helps shore up your MU's into pokemon like offensive zamazenta as well.

To fix your issue of pivot spam and to give you a better way to deal with ground types I would suggest :iron-moth: -> :moltres:

:sv/moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 236 SpD / 24 Spe
Calm Nature
- U-turn
- Flamethrower
- Roost
- Roar

- Standard spdef molt, gives you a contact punisher to punish those u-turn pokemon and is also a good check to special attackers like kyurem and darkrai. Speed evs for adamant ttar & tera could be something like grass or steel but I prefer fairy for the many resistances like fighting. This acts as a great check to pokemon like great tusk which is nice for your team as well.

Finally, I wanted to replace the :samurott-hisui: . I felt that a more bulky, powerful ghost resist was more appreciated and the team wants a better abuser of grassy terrain. This is why I would suggest :samurott-hisui: -> :kingambit:

:sv/kingambit:
Kingambit @ Leftovers
Ability: Supreme Overlord
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Kowtow Cleave

- Standard kingambit that gives you a steel type and gives you super strong priority. This acts as a secondary check to specs kyurem, gholdengo, darkrai, pecharunt and iron crown that hrott was not the best at dealing with. Tera dark is used as the extra power to sucker punch is valuable, however a defensive tera can also be a good idea and the speed is for corviknight.

Set Changes:

:great-tusk: - I just made this 52 spdef evs. This is to live booster special attack raging bolt dragon pulse since raging bolt is a threatening pokemon to deal with. Alternative tera types can also be an option as well

https://pokepast.es/42e4658977e0e3b9
 
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