tldr:this is not a swords dance boost team, I do not think that its especially good in doubles when every team has intimidate(if it is i cant think of how to make it work). anyway Drifblim passes defence and special defence, Alomomola passes special defence and special attack, and Diance passes defence. it isn't that hard for me to get two fully set up mons on the board at the same time(primarily kyurem and heatran). overall a really fun team, but one that I know could use a bit of improvements.
Diancie @ Heavy-Duty Boots
Ability: Clear Body
Shiny: Yes
Tera Type: Grass
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Body Press
- Diamond Storm
- Trick Room
- Baton Pass
body press and diamond storm because this is a boost pass team. i though of iron defence in stead of trickroom but never ended up clicking it , whereas trickroom is great. baton pass out to a healthy teamate for defence boosts or just pass the chain of boosts to something else. not sure on the ev spread, could probably be less special defense more hp? not sure, not sure about tera type, grass makes team less weak to moonguss, but also doesnt really do much outside of that... heavy duty boots feels good but also maybe lefties is better.
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Grass
EVs: 144 HP / 224 Def / 140 SpD
Bold Nature
IVs: 0 Atk
- Baton Pass
- Wish
- Scald
- Calm Mind
by contrast with Diance tera grass feels pretty great here, allows another turn of set up in the face of Amoongus which is quite nice. baton pass is the theme of the team, and i like it being slow but I don't know if it needs a minus speed nature... wish is perfect oi often just click calm mind, wish, then baton pass(healing up alomomola with regenerator) and just setting up one of my sweepers/ healing to full if i dont want to click calm mind. not too sure if rocky helmet is great, but it does feel pretty good, and scald is funny because it can just become a win condition in itself if nothing can kill it. not sure on ev spead though, pretty specaially weak...
Drifblim @ Grassy Seed
Ability: Unburden
Tera Type: Dark
EVs: 144 HP / 172 Def / 192 Spe
Jolly Nature
- Strength Sap
- Amnesia
- Baton Pass
- Acrobatics
this pokemon unironically has a lot of sauce, its super quick after unburden procs, even without much attack acrobatics is still kind of a great move. not many things get strength sap but it is so good at neutering physiscal threats that the team is less equipped to handle. tera dark allows it to stay in against things that want to kill it with a ghost or a dark move, amnesia makes it even more bulky and so on. it is my fastest baton passer so sometimes turn one is just to switch in rillaboom and baton pass the defence boost to diance, and so on. not too sure if this is the optimal stat spead but i think eveything else is close to perfect. this thing sometimes just wins games if it can wear down the threats / makes a good tera. very funny very good.
Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
Tera Type: Flying
EVs: 184 HP / 116 Def / 148 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Will-O-Wisp
- Flash Cannon
- Fire Blast
- Protect
defenseively thius guy loves having driftblim who is immune to both ground moves and fighting moves. carries the first protect of the team, and is a crucial fire immunity. willow wisp is also great an neuturing physical threats, fire blast is big funny move, and flash cannon hit the fairies targeting kyurem. almost impossible to get rid of once it has recieved the boosts. not too sure if falsh cannon and fire blast are optimal though, and i might start running magma storm instead and so on.
Kyurem @ Leftovers
Ability: Pressure
Shiny: Yes
Tera Type: Water
EVs: 104 HP / 96 Def / 56 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Protect
- Roar
like heatran this guy is super bulky after reciving boosts. protect + lefties + grassy terrain is really significant. i dont have too much i would change, roar is to have an extra stage of counterplay on opposing boost sweepers and mons trying to click trickroom, basic roar shenanigans.
Rillaboom @ Assault Vest
Ability: Grassy Surge
Shiny: Yes
Tera Type: Fighting
EVs: 160 HP / 196 Def / 152 SpD
Adamant Nature
- Fake Out
- U-turn
- Grassy Glide
- Body Press
rillaboom is grateful for fakeout and typical rillaboom things. has a bit more sauce on this team with body press that it gets for some reason, which is really nice after receiving defensive boosts from driftblim or diance. perhaps not optimal nature, though im unsure.
in terms of weaknesses, the team is lacking in protects, and if you know what to expect and you target the alomomola it can be hard to bounce back. it is far from perfect but its a really funny team to play.
here are some replays(some moves may be slightly different but i dont think it really impacts the way the team plays too much):
https://replay.pokemonshowdown.com/gen9doublesou-2446618376
https://replay.pokemonshowdown.com/gen9doublesou-2446626252
https://replay.pokemonshowdown.com/gen9doublesou-2446610135
https://replay.pokemonshowdown.com/gen9doublesou-2446596364
Diancie @ Heavy-Duty Boots
Ability: Clear Body
Shiny: Yes
Tera Type: Grass
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Body Press
- Diamond Storm
- Trick Room
- Baton Pass
body press and diamond storm because this is a boost pass team. i though of iron defence in stead of trickroom but never ended up clicking it , whereas trickroom is great. baton pass out to a healthy teamate for defence boosts or just pass the chain of boosts to something else. not sure on the ev spread, could probably be less special defense more hp? not sure, not sure about tera type, grass makes team less weak to moonguss, but also doesnt really do much outside of that... heavy duty boots feels good but also maybe lefties is better.
Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Grass
EVs: 144 HP / 224 Def / 140 SpD
Bold Nature
IVs: 0 Atk
- Baton Pass
- Wish
- Scald
- Calm Mind
by contrast with Diance tera grass feels pretty great here, allows another turn of set up in the face of Amoongus which is quite nice. baton pass is the theme of the team, and i like it being slow but I don't know if it needs a minus speed nature... wish is perfect oi often just click calm mind, wish, then baton pass(healing up alomomola with regenerator) and just setting up one of my sweepers/ healing to full if i dont want to click calm mind. not too sure if rocky helmet is great, but it does feel pretty good, and scald is funny because it can just become a win condition in itself if nothing can kill it. not sure on ev spead though, pretty specaially weak...
Drifblim @ Grassy Seed
Ability: Unburden
Tera Type: Dark
EVs: 144 HP / 172 Def / 192 Spe
Jolly Nature
- Strength Sap
- Amnesia
- Baton Pass
- Acrobatics
this pokemon unironically has a lot of sauce, its super quick after unburden procs, even without much attack acrobatics is still kind of a great move. not many things get strength sap but it is so good at neutering physiscal threats that the team is less equipped to handle. tera dark allows it to stay in against things that want to kill it with a ghost or a dark move, amnesia makes it even more bulky and so on. it is my fastest baton passer so sometimes turn one is just to switch in rillaboom and baton pass the defence boost to diance, and so on. not too sure if this is the optimal stat spead but i think eveything else is close to perfect. this thing sometimes just wins games if it can wear down the threats / makes a good tera. very funny very good.
Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
Tera Type: Flying
EVs: 184 HP / 116 Def / 148 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Will-O-Wisp
- Flash Cannon
- Fire Blast
- Protect
defenseively thius guy loves having driftblim who is immune to both ground moves and fighting moves. carries the first protect of the team, and is a crucial fire immunity. willow wisp is also great an neuturing physical threats, fire blast is big funny move, and flash cannon hit the fairies targeting kyurem. almost impossible to get rid of once it has recieved the boosts. not too sure if falsh cannon and fire blast are optimal though, and i might start running magma storm instead and so on.
Kyurem @ Leftovers
Ability: Pressure
Shiny: Yes
Tera Type: Water
EVs: 104 HP / 96 Def / 56 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Earth Power
- Protect
- Roar
like heatran this guy is super bulky after reciving boosts. protect + lefties + grassy terrain is really significant. i dont have too much i would change, roar is to have an extra stage of counterplay on opposing boost sweepers and mons trying to click trickroom, basic roar shenanigans.
Rillaboom @ Assault Vest
Ability: Grassy Surge
Shiny: Yes
Tera Type: Fighting
EVs: 160 HP / 196 Def / 152 SpD
Adamant Nature
- Fake Out
- U-turn
- Grassy Glide
- Body Press
rillaboom is grateful for fakeout and typical rillaboom things. has a bit more sauce on this team with body press that it gets for some reason, which is really nice after receiving defensive boosts from driftblim or diance. perhaps not optimal nature, though im unsure.
in terms of weaknesses, the team is lacking in protects, and if you know what to expect and you target the alomomola it can be hard to bounce back. it is far from perfect but its a really funny team to play.
here are some replays(some moves may be slightly different but i dont think it really impacts the way the team plays too much):
https://replay.pokemonshowdown.com/gen9doublesou-2446618376
https://replay.pokemonshowdown.com/gen9doublesou-2446626252
https://replay.pokemonshowdown.com/gen9doublesou-2446610135
https://replay.pokemonshowdown.com/gen9doublesou-2446596364