Project OU Next Best Thing: Cycle 87 - Not hosted anymore

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Taunt SD
:ss/rillaboom:

Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Taunt
- Swords Dance
- Grassy Glide
- Drain Punch

Steels are some of the main ways people are dealing with Rillaboom. Typically, heavy hitters get past their defensive answers is by using a set-up move in conjunction with Substitute or Taunt. However, most of the common defensive answers to Rillaboom are able to semi-consistently break its Substitute with Body Press to prevent SubSD Rillaboom from setting up on them. TauntSD on the other hand, gets around that by disabling their recovery (Corviknight, Mandibuzz), or status moves (Ferrothorn), setting up in front of them, and smacking them hard with Drain Punch. Rotom-H, if caught on the switch-in with Taunt, is also prevented from using Nasty Plot, which makes it less punishing for Rillaboom to switch out of.
 
Offensive Assault Vest Rillaboom

Rillaboom @ Assault Vest
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drum Beating
- U-turn
- Knock Off
- Drain Punch

Here we have a variation of Rillaboom, which uses the combination of Assault Vest + Grassy Terrain + Drain Punch + natural bulk in order to stomach hits better on the special side of the spectrum.
Knock Off + Drain Punch is a pretty standard choice to have some utility + coverage, whereas Drum Beating is here to have an utility move to have some Spe control + nice power after the S.T.A.B. and the boost from Grassy Terrain. U-turn is always pretty good to have in order to keep the momentum, especially together with Drum Beating.

With a -1 Spe onto the opponent, Rillaboom (268 Spe if Adamant) can outspeed by one point even a fully invested base-134 with a positive nature on the Spe.

This way you can enter multiple times throughout the match, thus activating the Grassy Terrain to support your team multiple times if needed.

The EVs spread is customizable depending on what you want to check on the special side. Keep in mind this:
8 SpA Rotom-Heat Overheat vs. 0 HP / 0 SpD Assault Vest Rillaboom: 264-312 (77.4 - 91.4%) -- guaranteed 2HKO after Grassy Terrain recovery
252 SpA Gengar Shadow Ball vs. 0 HP / 0 SpD Assault Vest Rillaboom: 118-139 (34.6 - 40.7%) -- guaranteed 3HKO after Stealth Rock and Grassy Terrain recovery
252 SpA Gengar Sludge Wave vs. 0 HP / 0 SpD Assault Vest Rillaboom: 278-330 (81.5 - 96.7%)
252 SpA Life Orb Hydreigon Draco Meteor vs. 0 HP / 0 SpD Assault Vest Rillaboom: 242-285 (70.9 - 83.5%) -- guaranteed 2HKO after Grassy Terrain recovery
252 SpA Starmie Ice Beam vs. 0 HP / 0 SpD Assault Vest Rillaboom: 146-174 (42.8 - 51%) -- guaranteed 3HKO after Grassy Terrain recovery
252+ SpA Choice Specs Dragapult Draco Meteor vs. 0 HP / 0 SpD Assault Vest Rillaboom: 261-307 (76.5 - 90%) -- guaranteed 2HKO after Grassy Terrain recovery
 
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:ss/rillaboom:

Miracle Seed Swords Dance

Rillaboom @ Miracle Seed
Ability: Grassy Surge
EVs: 248 HP / 164 Atk / 96 Spe
Adamant Nature
- Grassy Glide
- Swords Dance
- Wood Hammer
- Drain Punch / Knock Off / Superpower

This is essentially a less sweep-dependent Terrain Seed variant - the greater bulk and no LO recoil emulates the effectiveness of it but instead opts to swap out Acrobatics for Wood Hammer in an attempt to get in more damage vs potential soft answers like Toxapex. The EVs outspeed max Speed Adamant Scizor and also allow Rillaboom to avoid being OHKO'd by Mandibuzz's Foul Play at +2. The choice of Drain Punch / Knock Off / Superpower depends on which targets you think have more priority to knock out first - Drain Punch is the most consistent option and allows for greater healing but Superpower is considerably better at taking chunks out of Scizor and Corviknight. Knock Off is also useful for denting Dragapult and Aegislash immediately if needed, and has added benefits such as being able to remove the Rocky Helmet off of certain checks like Tangrowth.
 
I'm surprised Choice Scarfed Rillaboom hasn't been posted in this thread yet so here it goes:

:ss/rillaboom:

Rillaboom @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 40 Def / 216 Spe
Jolly Nature
- Wood Hammer
- Knock Off
- U-turn
- Superpower

Arguably Rillaboom's best set in RU before Isle of Armor DLC and its Hidden Ability were released. It is only made better with the addition of Grassy Surge since then. Although it's not as strong as sets with Life Orb or Choice Band, Wood Hammer still hits non-resisted mons hard with the help of Grassy Terrain. Grassy Glide is omitted because it does not hit as hard as other coverage options in its move pool while this set can already outspeed OU's fastest mons with enough speed investment. With 216 speed, Scarfed Rillaboom outspeeds positive speed natured Dragapult and Zeraora. It also outspeeds and 2HKOs Scarfed Togekiss with rocks up:

252 Atk Rillaboom Wood Hammer vs. 0 HP / 0 Def Togekiss in Grassy Terrain: 129-153 (41.4 - 49.1%) -- guaranteed 2HKO after Stealth Rock

The remaining 40 EVs are simply dumped into defense. Knock Off is great for threatening common ghost and psychic types such as Dragapult, Gengar and Alakzam in addition to providing utility. U-turn is a staple for pivoting out of things Rillaboom cannot check or threaten with super effective damage. Lastly, Superpower can hit mons super effectively that resist its main STAB like Life Orb Hydreigon and Specs Kyurem.
 
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I'm surprised Choice Scarfed Rillaboom hasn't been posted in this thread yet so here it goes:

:ss/rillaboom:

Rillaboom @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 40 Def / 216 Spe
Jolly Nature
- Wood Hammer
- Knock Off
- U-turn
- Superpower

Arguably Rillaboom's best set in RU before Isle of Armor DLC and its Hidden Ability were released. It is only made better with the addition of Grassy Surge since then. Although it's not as strong as sets with Life Orb or Choice Band, Wood Hammer still hits non-resisted mons hard with the help of Grassy Terrain. Grassy Glide is omitted because it does not hit as hard as other coverage options in its move pool and can already outspeed OU's fastest mons with enough speed investment. With 216 speed, Scarfed Rillaboom outspeeds positive speed natured Dragapult and Zeraora. It also outspeeds and 2HKOs Scarfed Togekiss with rocks up:

252 Atk Rillaboom Wood Hammer vs. 0 HP / 0 Def Togekiss in Grassy Terrain: 129-153 (41.4 - 49.1%) -- guaranteed 2HKO after Stealth Rock

The remaining 40 EVs are simply dumped into defense. Knock Off is great for threatening common ghost and psychic types such as Dragapult, Gengar and Alakzam in addition to providing utility. U-turn is a staple for pivoting out of things Rillaboom cannot check or threaten with super effective damage. Lastly, Superpower can hit mons super effectively that resist its main STAB like Life Orb Hydreigon and Specs Kyurem.
I am VERY surprised that this wasn't even one of the blacklisted sets in the first place; this was Rilla's original best set in this meta.

On that note, here's my own take on ReadTheMango's Bulk Up Rillaboom set: PhysDef SubSeed.


Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 156 Def / 96 Spe
Impish Nature
- Knock Off / Bulk Up
- Grassy Glide / Drum Beating
- Substitute
- Leech Seed

Extremely similar idea in concept, but in practice this Rillaboom set plays a little differently from the SpDef SubSeed set, with one crucial trait in mind: any Corviknight lacking Brave Bird cannot break its Substitute, and Pex can't even 2HKO its Substitute with Knock Off or Scald.

Its moveset choices barring Substitute and Leech Seed are pretty flexible from here. Knock Off can cripple a large number of threats, but Bulk Up allows it to stallbreak better once its checks are dealt with. Grassy Glide offers what is still some incredibly formidable STAB priority to deal with weakened offensive threats, but Drum Beating vastly improves its tankiness.

This set runs max HP to get 404 HP Substitutes and enough Speed investment to creep Jolly Crawdaunt, should one opt to not run Grassy Glide, and the rest is dumped into Defense to best soak up hits from any Corviknight lacking Brave Bird. An alternative spread of 252 HP / 184 Def / 72 Spe is also viable, and one could even opt to dump some Defense EVs into SpDef to let it tank other hits better.
 
I am VERY surprised that this wasn't even one of the blacklisted sets in the first place; this was Rilla's original best set in this meta.

On that note, here's my own take on ReadTheMango's Bulk Up Rillaboom set: PhysDef SubSeed.


Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 156 Def / 96 Spe
Impish Nature
- Knock Off / Bulk Up
- Grassy Glide / Drum Beating
- Substitute
- Leech Seed

Extremely similar idea in concept, but in practice this Rillaboom set plays a little differently from the SpDef SubSeed set, with one crucial trait in mind: any Corviknight lacking Brave Bird cannot break its Substitute, and Pex can't even 2HKO its Substitute with Knock Off or Scald.

Its moveset choices barring Substitute and Leech Seed are pretty flexible from here. Knock Off can cripple a large number of threats, but Bulk Up allows it to stallbreak better once its checks are dealt with. Grassy Glide offers what is still some incredibly formidable STAB priority to deal with weakened offensive threats, but Drum Beating vastly improves its tankiness.

This set runs max HP to get 404 HP Substitutes and enough Speed investment to creep Jolly Crawdaunt, should one opt to not run Grassy Glide, and the rest is dumped into Defense to best soak up hits from any Corviknight lacking Brave Bird. An alternative spread of 252 HP / 184 Def / 72 Spe is also viable, and one could even opt to dump some Defense EVs into SpDef to let it tank other hits better.
Just an FYI, the scarf set traditionally fell out of favor because people think banded grassy glide is enough speed control. Honestly though I think it's underrated, with coverage moves providing nice hits on targets who would usually be ok because of a grassy glide resist.
 
Taunt Pivot. It's an interesting set. It has some great team support options and Grassy terrain provides it leftovers recovers even with boots. It really highlights Rillaboom's team support. Taunt, Knock off, Drum Beating, U-turn, and other great moves. Really imaginitive and uses Rillaboom's not great movepool to great effect in a way that not many would think of. Kudos.
 

Ruft

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Smogon Discord Contributor Alumnus
OU Leader
:ss/rillaboom:

The voting phase is over! The winner of Cycle 28 is Miracle Seed SD by Chazm. Congratulations! Your submission will be added to the Hall of Fame soon. Now, let's move on to the next Cycle!

Cycle Twenty-Nine - Necrozma
:ss/necrozma:


Necrozma has always been a tricky Pokemon to face due to its wide movepool and its ability Prism Armor making it hard to take down. Before the Isle of Armor DLC, it was often used as a sweeper with Weakness Policy and Autotomize. With the DLC, it gained a new toy in Meteor Beam, which it can use both on sweeping sets and to set Stealth Rock while threatening removers like Mandibuzz as well as Corviknight and Excadrill with Heat Wave. The Stealth Rock set in particular has seen a decent amount of usage on offensive teams on the OLT ladder.

Banned Sets
:power herb: | :weakness policy:

The deadline is Thursday 27th of August. Good luck!​
 

Katy

Banned deucer.
dragon dance

:ss/Necrozma:
Necrozma @ Life Orb
Ability: Prism Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Photon Geyser
- Earthquake
- X-Scissor
- Dragon Dance


dragon dance + life orb necrozma is a nice set-up sweeper with having the physical coverage to get past pkmn like hydreigon, crawdaunt, mew, and rillaboom with a super effective x-scissor. photon geyser is the stab of choice and hits from the physical side as the nature and spread allows it to do so. earthquake threatens the very common zeraora and also torkoal. quake also gets past magnezone with hitting it for 4x damage furthermore this move allows necrozma to hit aegislash.
this set works the best on offense like sticky webs or either dual-screens/veil and it can be used there as a nice physical set-up sweeper in the late-game.
 
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:ss/necrozma:
Necrozma @ Kasib Berry
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Stored Power
- Moonlight / Rest

This set works as a more interesting win-con, using Iron Defense + Calm Mind to outlive almost any attack and deal heavy damage with Stored Power in return. Moonlight is the recovery move of choice, but be cautious because the PP is very low (and is weather dependent on a side-note.) That being said, you could run Rest for a full on recovery with extra PP but it also grants you 2 turns of sleep. Additionally, this will also help you prevent being worn down from status. Obviously, it's very important to get Dark-types off the field before using this thing. Kasib Berry lets you set up on strong Ghost-type attacks, namely Hex from Dragapult:

188+ SpA Dragapult Hex (130 BP) vs. 252 HP / 252 SpD Kasib Berry Prism Armor Necrozma: 118-139 (29.6 - 34.9%) -- guaranteed 3HKO after burn damage
252 SpA Gengar Shadow Ball vs. 252 HP / 252 SpD Kasib Berry Prism Armor Necrozma: 84-100 (21.1 - 25.1%) -- 0% chance to 4HKO
252+ SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 252 SpD Kasib Berry Prism Armor Necrozma: 115-136 (28.8 - 34.1%) -- 1.7% chance to 3HKO

This set also differs from Reuniclus by utilizing great bulk paired with Prism Armor and slightly higher Special Attack (along with being faster.)​
 
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Hyper Beam -- Urshifu Lure

Necrozma @ Colbur Berry
Ability: Prism Armor
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Photon Geyser
- Hyper Beam
- Calm Mind

Live wicked blow. Kill with hyper beam. Kills mandibuzz at +3. You have to pair with ditto
 
Sub-Salac Necrozma
:ss/necrozma:
Necrozma @ Salac Berry
Ability: Prism Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Photon Geyser
- Brick Break / X-Scissor / Earthquake

This thing packs a serious punch. Substitute lets you take advantage of any switches that this mon usually forces, if they predict wrong and let you get an SD up, a game can be over real quick. Given EVs let you hit salac off of 3 subs. Also allows you to, at +1 speed, hit the same speed tier as Zeraora, with a lot more oomph when set up. You're obviously limited to 8 Photon Geyser PP, so that is a major gate to sweeps if the opponent has something to handle it. Outside of that, this beast really hits like a truck after an SD or two.

I personally prefer Brick Break over X-Scissor so that Urshifu doesn't just laugh at you, but X-Scissor has the added benefit of hitting psychic types better, so it's honestly the preferred choice. Earthquake is a third option if you aren't concerned about dark types ruining your day, and are instead more concerned about all those pesky steel types. Each serves a similar purpose, deal damage to a check who switches into your sub. Or if set up fully, hopefully kill said check.
 
Reserving Substitute+Cosmic Power Necrozma
Thunder Wave (offensive support) Necrozma

Necrozma @ Heavy-Duty Boots/Lum Berry
Ability: Prism Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Photon Geyser
- Heat Wave
- Power Gem

This is a way to use the good natural bulk of Necrozma of 97/101/89 + Prism Armor and good offenses to support your teammates with some useful Spe support/control, which is one of the main aspects of the game.
Also, this Necrozma can gain extra turns to attack your opponent's threat more than one time and/or force more switch-outs.

3 attacks allows Necrozma to put some nice pressure even though Power Gem has low base power. Paralysis + Meteor Beam sounds nice in theory, but it requires additional team support and I think that in practice is not worthy enough.

I think that the offensive variant of this set is better than a defensive one because it puts a good amount of pressure.
The item chosen allows Necrozma to switch-in&out repeatedly even if the battlefield is full of hazards, but also Lum Berry is fine if you have another teammate that appreciates the Boots more and you are feared by Toxic.

Keep in mind that this Necrozma is only a cleaner because it doesn't have the power to OHKO from full HP, so hazards and/or Psychic Terrain support is really appreciated (252 SpA Necrozma Photon Geyser vs. 252 HP / 4 SpD Toxapex in Psychic Terrain: 308-366 (101.3 - 120.3%) -- guaranteed OHKO).
Also a way to get past Dark and Psychic-types not weak to coverage moves is mandatory.

nameless90, your submission is too similar to the banned Weakness Policy Autotomize set, since it's really just an item change (Autotomize and Rock Polish are only marginally different in practice). Please change your set or it will not be included.
You have 24 hours to do this, we will start the voting when this is done.
Done
 
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