SV OU Grassy TerRAIN!

Grassy TerRAIN

:Pelipper::Barraskewda::Rillaboom::Hawlucha::Archaludon::Garchomp:
https://pokepast.es/0450e53e0891a1eb

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Overview

I will keep it quick. This is a Rain offense team that keeps up unrelenting pressure with lots of fast, powerful threats. It utilizes the cool combination of Rain and Grassy Terrain, to make an all-out offensive team. It's great into opposing offense that can't deal with the speed and power. The boost from weather and jungle energy let you punch through fat too. It's very simple to use. Games are quick, the buttons are clicked, and opponents get 'licked.

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Team-Building

This follows the same premise from the Gen 8 weather-terrain method. Pick a terrain. Pick a weather. Pick a breaker. Use a Garchomp. It translates to Gen9 surprisingly well. There are fewer options these days, without the Tapus, but no matter. I like the simple elegance of the construction. It just works.

:Pelipper::Barraskewda: The obligatory weather setter--sweeper pair. Barraskewda is amazingly fast and powerful. The aim is to get Fish in safely and then click water moves.

:Pelipper::Barraskewda::Rillaboom::Hawlucha: Then we throw in the Terrain pair. In Sneasler's absence, Hawlucha is really the only unburden sweeper left. Similarly, unless you want to use :Weezing-Galar: or :Indeedee:, terrains other than grassy are hard to access. Rillaboom is powerful priority and a slow U-Turn. Birdman is a great cleaner.

:Pelipper::Barraskewda::Rillaboom::Hawlucha::Archaludon: Following the teambuilding paradigm above, Archaludon is a fantastic breaker under rain AND grassy terrain. It gets the benefit from weather with its signature move and turns into an immortal architectural wonder under grassy terrain. It's fat, it's powerful, and it wrecks the usual threats to rain.

Lastly, :Garchomp:. It is a lead, source of rocks, emergency contact punish, and a ground type all in one. Nice. Ya, this could be :great tusk:, but we have to stick to the instructions.
1703790845030.png


:Pelipper::Barraskewda::Rillaboom::Hawlucha::Archaludon::Garchomp: So there it is. We have:
  • Momentum dudes :pelipper::Barraskewda::rillaboom:
  • Speed :Barraskewda::Hawlucha:
  • Wallbreakers: :Barraskewda::rillaboom::archaludon::garchomp:
  • Priority :Rillaboom::barraskewda:

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Sets

:sv/pelipper:Pelipper @ Damp Rock
Ability: Drizzle
Tera Type: Ground
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Knock Off
- U-turn
- Weather Ball
- Hurricane
Send it in and then click u-Turn. very simple. It's a pivot into Volcarona. Offensive set is used so that stuff can't set-up on you. Roost was here, but games rarely go long enough that you will need to click it. The Speed and Attack EVs are completely unoptimized. You'll never click tera on this.


:sv/barraskewda:Barraskewda @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Aqua Jet
- Liquidation
- Flip Turn
Yes, it's weaker than :Floatzel: Wave Crash, but it's fast and it has a more powerful Flip Turn and Aqua Jet. It's faster than anything in the meta. Always faster than +2 :Roaring Moon: under rain. It's very strong. Because we're packing an :Archaludon:, Water immunities like :Ogerpon Wellspring: are less punishing, so click away! If your opponent has obvious water resists, just click Flip Turn and go to MONKE :Rillaboom:. Usually, this is your Tera.
252+ Atk Choice Band Tera Water Barraskewda Aqua Jet vs. 0 HP / 4 Def Kingambit in Rain: 178-210 (52.1 - 61.5%) -- guaranteed 2HKO
252+ Atk Choice Band Barraskewda Liquidation vs. 252 HP / 0 Def Great Tusk in Rain: 524-620 (120.7 - 142.8%) -- guaranteed OHKO
252+ Atk Choice Band Tera Water Barraskewda Liquidation vs. 252 HP / 252+ Def Skarmory: 168-198 (50.2 - 59.2%) -- guaranteed 2HKO


:sv/rillaboom:Rillaboom @ Miracle Seed
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Knock Off / Swords Dance
- Wood Hammer
- Grassy Glide
MONKE. Miracle Seed bluffs Choice Band. Tera Grass Wood Hammer annihilates fat. Grassy Glide is OP priority. Knock off hits the birds, Moth, and dragonite. I think it could use a little more speed.
252+ Atk Miracle Seed Rillaboom Wood Hammer vs. 252 HP / 4 Def Ting-Lu in Grassy Terrain: 536-632 (104.2 - 122.9%) -- guaranteed OHKO
252+ Atk Miracle Seed Rillaboom Grassy Glide vs. 0 HP / 0 Def Iron Boulder in Grassy Terrain: 362-428 (112.7 - 133.3%) -- guaranteed OHKO
252+ Atk Miracle Seed Rillaboom Grassy Glide vs. 0 HP / 4 Def Iron Valiant in Grassy Terrain: 163-193 (56.4 - 66.7%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Miracle Seed Tera Grass Rillaboom Wood Hammer vs. 0 HP / 0 Def Enamorus in Grassy Terrain: 291-343 (100.6 - 118.6%) -- guaranteed OHKO


:sv/hawlucha:Hawlucha @ Grassy Seed
Ability: Unburden
Tera Type: Electric
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Swords Dance
- Encore
- Close Combat
- Acrobatics
Yeah. Also pretty self-explanatory. It comes in late in the game and cleans-up. The speed EVs are to go faster than a +2 excadrill. It lives +1 Extreme Speed with seed activation. Encore is very nice. You can use a pivot move on Monke or Fish to get this in as your opponent recovers and then set up for free. Tera Electric is pretty niche. You rarely will use it, but it's there to avoid contact paralysis and nerds that try to Thunder Wave you. Also a way to not die to Thunderclap from :Raging Bolt:


:sv/archaludon:Archaludon @ Leftovers
Ability: Stamina
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Electro Shot
- Body Press
- Flash Cannon
The big chalupa. The bridge of destiny. It doesn't die when you have grassy terrain up and you get to click Electro Shot until the cows come home when rain is up. Draco Meteor is kind of "eh", but you need it to hit some dragons and :Skeledirge: (who ignores the drops). I think it could use a touch more defense EVs to that it KOs kingambit with body press consistently. Tera Fairy prevents opposing draco meteor or a strong Close Combat from ruining your puddle-stomping.


:sv/garchomp:Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Water
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Liquidation
- Swords Dance
- Stealth Rock
- Scale Shot
Based lead. Turn 1. Click SD. Turn 2. Click Rocks. That's it. Weird spread, but I don't think you need to be faster than anything that's not :Great Tusk:. Earthquake is nice, obviously, but it gets weakened by terrain and Liquidation is as good as stab under rain anyway. Sometimes your opponent is a doofus and gets swept from turn 1 scale shot. The rocky helmet discourages shenanigans. You know what I mean. Tera water flips the ice weakness and gives you some POWER when rain is up. Sometimes that can be helpful if rocks are not critical in the matchup.
+2 240+ Atk Garchomp Liquidation vs. 252 HP / 252+ Def Skarmory in Rain: 173-204 (51.7 - 61%) -- guaranteed 2HKO
4 Atk Great Tusk Ice Spinner vs. 16 HP / 0 Def Garchomp: 304-360 (84.2 - 99.7%) -- guaranteed 2HKO

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Threats
This team is obviously offensively inclined and it doesn't have a repeat switch-ins to powerful fairy, ghost, or dark moves. That's OK, because you aren’t some ninny-nanny that tries to click Soft Boiled and win with Toxic. Just click liquidation and trust in the power. Go fast, take Ws.

Don't get dunked by Toxic Spikes stall. That's probably the only bad matchup. (pretend that kyurem doesn't exist...)

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Replays
ez W in room tour final vs :Weavile::Amoonguss::Garganacl::Maushold::Kingambit::Samurott-Hisui:
https://replay.pokemonshowdown.com/gen9ou-2021818763

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Thanks for reading! Have fun!
:Pelipper::Barraskewda::Rillaboom::Hawlucha::Archaludon::Garchomp:
https://pokepast.es/0450e53e0891a1eb
 
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Solid team! I like the "Gen 8 weather-terrain method" you mentioned, it seems like a strong starting point for building teams and something I want to try on my own for Gen 7-9. I have some suggestions to make to help optimize the team. Pokepaste for my version of the team is included right below.

My version: :pelipper: :barraskewda: :rillaboom: :hawlucha: :archaludon: :iron-treads:

Changes

1. :iron-treads: > :garchomp:: I can tell this method of building is reliable because I had a hard time finding a replacement for :garchomp:. Its biggest problem is more of a team problem, and that is a lack of hazard control. Hyper Offense does not care too much about hazards, but your team is based around pivoting so your threats will get worn down very quickly, and Toxic Spikes can overwhelm this build with ease. I wanted to put a lead that could get rid of hazards, set up hazards, and not be vulnerable to Toxic Spikes. That left me with :glimmora:/:excadrill:/:iron-treads:/Heavy-Duty Boots :great-tusk:. A Ground-type seemed important to have for this team, and I wanted a lead that could handle opposing leads. :iron-treads: felt like the best all-around pick; while it loses sweeping potential and passive damage, it takes care of hazards, outspeeds :deoxys-speed: and all opposing leads so it can set up Stealth Rock before getting Taunted, and due to Rapid Spin and solid bulk it can 1v1 :deoxys-speed:/:glimmora: no matter the set. High Horsepower > Earthquake is for Grassy Terrain. Volt Switch is super nice to have for even more momentum generation; you can have :iron-treads: last during a game if you need its speed and defensive typing. It feels really solid, though there are other strong leads to consider too. Tera Flying is good for :iron-boulder:/:great-tusk: in a pinch.

2. Assault Vest > Leftovers on :archaludon:: As great as :archaludon: is both offensively and defensively, due to no bulk investment, it will drop to almost any special attack. Assault Vest won't make :archaludon: some specially defensive juggernaut, but it has a lot more utility than Leftovers, especially for this team. You do not need Leftovers as Grassy Terrain will serve as its healing throughout the game, not to mention it does not need to heal a lot since you will be playing aggressively with the team and want to apply pressure quickly. Assault Vest will let you live one special hit and KO something in exchange (e.g. :kyurem:/:dragapult:/:walking-wake:). Assault Vest could be the difference between :archaludon: getting one KO and getting two KOs in a match, and that will greatly open up your other threats on the team.

3. Roost > Knock Off, Tera Fairy > Ground on :pelipper:: I know I just said you don't need to heal a lot with your team, but you still need your rain setter alive, and if Stealth Rock is up, you have to be much more careful about bringing :pelipper: in, otherwise once rain is gone, :barraskewda: and :archaludon: become nerfed. The utility you get from Roost outweighs the benefit of Knock Off, especially since you likely won't click it much and have :rillaboom: to Knock Off items if need be. Tera Fairy is for :gouging-fire: getting out of control and clicking Outrage. You can come in, eat the hit, and deal a big chunk with Weather Ball. It also makes you neutral to Freeze-Dry from Choice Specs :kyurem: and live one from full, then you can deal around half to it. I mention :kyurem: a lot since it is a huge threat to this team.

4. EV Changes:
a. :pelipper:: I made it 0 Speed IVs so you are slower than opposing :pelipper: and can gain momentum with slow U-turn.
b. :rillaboom:: 96 Speed EVs let you outspeed :gliscor: and Pokemon trying to speed creep the scorpion. The rest is kept in HP so you still retain most of your bulk.

I hope these suggestions help your team a bit! Feel free to keep :garchomp: if you prefer its utility over :iron-treads:, and if you keep it, consider making it or :pelipper: Tera Poison to absorb Toxic Spikes. I like this fun way of building, and I will implement it in my own teams!
 
Solid team! I like the "Gen 8 weather-terrain method" you mentioned, it seems like a strong starting point for building teams and something I want to try on my own for Gen 7-9. I have some suggestions to make to help optimize the team. Pokepaste for my version of the team is included right below.

My version: :pelipper: :barraskewda: :rillaboom: :hawlucha: :archaludon: :iron-treads:

Changes

1. :iron-treads: > :garchomp:: I can tell this method of building is reliable because I had a hard time finding a replacement for :garchomp:. Its biggest problem is more of a team problem, and that is a lack of hazard control. Hyper Offense does not care too much about hazards, but your team is based around pivoting so your threats will get worn down very quickly, and Toxic Spikes can overwhelm this build with ease. I wanted to put a lead that could get rid of hazards, set up hazards, and not be vulnerable to Toxic Spikes. That left me with :glimmora:/:excadrill:/:iron-treads:/Heavy-Duty Boots :great-tusk:. A Ground-type seemed important to have for this team, and I wanted a lead that could handle opposing leads. :iron-treads: felt like the best all-around pick; while it loses sweeping potential and passive damage, it takes care of hazards, outspeeds :deoxys-speed: and all opposing leads so it can set up Stealth Rock before getting Taunted, and due to Rapid Spin and solid bulk it can 1v1 :deoxys-speed:/:glimmora: no matter the set. High Horsepower > Earthquake is for Grassy Terrain. Volt Switch is super nice to have for even more momentum generation; you can have :iron-treads: last during a game if you need its speed and defensive typing. It feels really solid, though there are other strong leads to consider too. Tera Flying is good for :iron-boulder:/:great-tusk: in a pinch.

2. Assault Vest > Leftovers on :archaludon:: As great as :archaludon: is both offensively and defensively, due to no bulk investment, it will drop to almost any special attack. Assault Vest won't make :archaludon: some specially defensive juggernaut, but it has a lot more utility than Leftovers, especially for this team. You do not need Leftovers as Grassy Terrain will serve as its healing throughout the game, not to mention it does not need to heal a lot since you will be playing aggressively with the team and want to apply pressure quickly. Assault Vest will let you live one special hit and KO something in exchange (e.g. :kyurem:/:dragapult:/:walking-wake:). Assault Vest could be the difference between :archaludon: getting one KO and getting two KOs in a match, and that will greatly open up your other threats on the team.

3. Roost > Knock Off, Tera Fairy > Ground on :pelipper:: I know I just said you don't need to heal a lot with your team, but you still need your rain setter alive, and if Stealth Rock is up, you have to be much more careful about bringing :pelipper: in, otherwise once rain is gone, :barraskewda: and :archaludon: become nerfed. The utility you get from Roost outweighs the benefit of Knock Off, especially since you likely won't click it much and have :rillaboom: to Knock Off items if need be. Tera Fairy is for :gouging-fire: getting out of control and clicking Outrage. You can come in, eat the hit, and deal a big chunk with Weather Ball. It also makes you neutral to Freeze-Dry from Choice Specs :kyurem: and live one from full, then you can deal around half to it. I mention :kyurem: a lot since it is a huge threat to this team.

4. EV Changes:
a. :pelipper:: I made it 0 Speed IVs so you are slower than opposing :pelipper: and can gain momentum with slow U-turn.
b. :rillaboom:: 96 Speed EVs let you outspeed :gliscor: and Pokemon trying to speed creep the scorpion. The rest is kept in HP so you still retain most of your bulk.

I hope these suggestions help your team a bit! Feel free to keep :garchomp: if you prefer its utility over :iron-treads:, and if you keep it, consider making it or :pelipper: Tera Poison to absorb Toxic Spikes. I like this fun way of building, and I will implement it in my own teams!
I appreciate all the thoughts!

The Garchomp is definitely a bit tongue-in-cheek to keep with the original team-building method; I agree with the lack of hazard control options, though in practice, the team plays very aggressively and tends to not worry about accrued hazard damage against all but the fattest of opposing teams. I will try your suggestions.

As for everything else, especially the EVs, those look like direct upgrades. Thanks again for the deeper consideration. Cheers!
 
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