SV OU Raging Bolt Grassy Terrain Hyper Offense Team

Huge thanks to kd458, Overshoc, and Arishem for helping with the making of this team!

Description of Team
As the name suggests, it's a Grassy Terrain hyper offense team with Raging Bolt. It utilizes several setup sweepers who can take advantage of Rillaboom's Grassy Terrain like Raging Bolt and Hawlucha to break through walls against opposing teams and one special wall/stallbreaker (Heatran). One thing that needs to be said: DON'T WORRY TOO MUCH ABOUT SACKING MONS. The goal is to break teams as quickly as possible, so if you have to sack a mon to preserve momentum, do it if you no longer need it. Longevity isn't the main thing that concerned me when building since it's hyper offense and Grassy Terrain gives every mon bar Hawlucha passive recovery.

THE TEAM: :raging bolt::rillaboom::hatterene::hawlucha::great tusk::heatran:

Pokémon
:sv/raging bolt:
Raging Bolt @ Leftovers
Ability: Protosynthesis
Tera Type: Fairy
EVs: 64 HP / 28 Def / 252 SpA / 164 Spe
Modest Nature
IVs: 20 Atk
- Calm Mind
- Draco Meteor
- Thunderbolt
- Thunderclap
The premier mon of the team, Calm Mind Raging Bolt is a menace with Grassy Terrain support. Boasting great 125/91/89 bulk, strong Earthquakes are some of the most reliable ways to kill it. With Grassy Terrain nerfing Earthquake damage, now you can freely setup in front of opposing Gliscor and Landorus-Therian without fearing Earthquake is gonna 2hko you (however Gliscor Toxics are still gonna be a huge pain). I opted for Leftovers instead of Booster Energy because I wanted double recovery and because Booster Energy only works one time, and through testing I found that I was switching Raging Bolt quite a bit, however if you want to use Booster Energy over Lefties I completely understand, being able to 2hko spdef Unaware Clodsire with Draco Meteor is extremely satisfying. The spread gives it maximum power and allows it to live Booster Energy Great Tusk's Headlong Rush from full, and the speed is to outspeed Gliscor. I opted for Draco Meteor over Dragon Pulse in the final version (I had Dragon Pulse in earlier versions) because the power that Draco Meteor provides is important for netting KOs against mons like Gliscor, Landorus-Therian, and Assault Vest Archaludon at +1. Thunderclap is what makes the mon so deadly; it allows for it to revenge faster mons like Weavile, Iron Valiant, and Enamorus after a boost. The opp is forced to go into their offensive counterplay immediately or else they'll risk Raging Bolt boosting up the longer it's on the field. Tera Fairy is my Tera of choice, flipping the matchup against Dragons like Dragapult, opposing Raging Bolt, and Roaring Moon, although Water could work too. By the way, it's running 20 Attack IVs because it's not OU legal without at least 20.

Notable calc: 4 Atk Great Tusk Headlong Rush vs. 64 HP / 28 Def Raging Bolt: 342-404 (84 - 99.2%) -- guaranteed 2HKO after Leftovers recovery

:sv/rillaboom:
Rillaboom @ Terrain Extender
Ability: Grassy Surge
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Grassy Glide
- Knock Off
- U-turn
The Grassy Terrain setter of the team, Rillaboom is running a bulkier spread than usual to give it more longevity and switch in opportunities. I've seen Drum Beating on utility Rillaboom to lower speed of opposing mons so Rillaboom's teammates can outspeed and sweep easier, but I wanted Grassy Glide to pick off weakened threats and more priority doesn't hurt. I chose Terrain Extender over Choice Band because this team greatly appreciates and benefits from the extra terrain turns, however you could change that if you feel more comfortable running Choice Band. Drain Punch is to hit Steels, mainly Kingambit, while giving Rillaboom extra longevity and healing. Knock Off and U-turn are standard utility moves, pretty self-explanatory, knock off items and pivot out. Tera Fairy isn't really for anything super specific, it's just an overall great defensive typing so I just decided to go for that. You're likely never gonna Tera Rillaboom anyway since there are 5 other mons on the team who are able to use it more effectively than Rillaboom can. Rillaboom's the only mon on this team you should focus on keeping alive since it may need to set terrain multiple times to fully support its teammates depending on the opposing team and how well you play.

:sv/hatterene:
Hatterene @ Grassy Seed
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Psyshock
- Mystical Fire
The hazard deterrent and setup sweeper in one slot, Hatterene is an underrated threat in Grassy Terrain. Grassy Seed and physdef investment give it the physical bulk it needs to set up in front of physical attackers like Great Tusk, Landorus-Therian, and Roaring Moon, and the Calm Mind boosts give it special bulk. Draining Kiss is vital Fairy STAB since it heals Hatterene, giving it a lot more longevity and the ability to 6-0 teams even after 1 Calm Mind. Psyshock is my Psychic STAB of choice over Psychic, being able to break past special walls with bad physical bulk like Clodsire, Blissey, and Volcarona who is also boosting up with Quiver Dance. Mystical Fire is how Hatterene's able to hit Steels, mainly Gholdengo, with the added perk of lowering special attack so Gholdengo won't be able to hit as hard. Psychic Noise is an alternative to prevent healing on mons like Volcarona and Dondozo, as well as Skeledirge and Heatran on the predicted switch in. It's running just enough speed to outspeed Toxapex, so it can hit it with Psyshock before it's able to Haze the boosts away. Tera Water gives Hatterene Steel and Fire resistances, allowing it to have better matchups against mons like Gholdengo, Volcarona, and Heatran.

:sv/hawlucha:
Hawlucha @ Grassy Seed
Ability: Unburden
Tera Type: Flying
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Acrobatics
- Close Combat
- Encore
- Swords Dance
I feel like this mon doesn't get enough love in this meta. With Sneasler gone and Zapdos viability at its lowest this gen, Hawlucha finally has a place on hyper offense teams as the Unburden sweeper of choice. Much like Hatterene, Grassy Seed gives it the physical bulk to set up in front of physical attackers like Great Tusk, Rillaboom, and Zamazenta. Grassy Seed being comsumed the minute it comes out in terrain also doubles Acrobatics's power right away, giving Hawlucha immediate breaking power when combined with its other strong STAB, Close Combat. Encore is to punish other mons, mainly Kingambit, for trying to set up alongsire Hawlucha. The speed is to outspeed Choice Scarf Darkrai after the Unburden boost. I decided to not run max speed since it doesn't need it and I appreciated the additional bulk to make setting up a lot easier. Unlike the others, Hawlucha is not running a defensive Tera for easier set up, instead running Tera Flying to increase Acrobatics's nuking power. That being said, a good alternative would be Tera Fire to become immune to burns from Cinderace, Skeledirge, and Dragapult. Tera Ground's another cool alternative, gaining a resistance to Raging Bolt's Thunderclap, preventing it from ruining any progress Hawlucha's made, as well as ignoring Thunderbolt and Volt Switch from Zapdos. Teraing into Thunderbolt and then Encoring is a great way to render it useless and force a switch. Hawlucha will struggle with Gholdengo, but don't worry if it doesn't 6-0 the opp. Earlygame, Hawlucha is meant to punch holes through the opposing team to make it easier for Raging Bolt, Great Tusk, and Hatterene to clean up lategame. If you use Hawlucha lategame, that's when you want Hawlucha to be cleaning up; there's no correct order to using these mons, it all depends on the matchup.

:sv/great tusk:
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Ice Spinner
- Rapid Spin
Great Tusk fits very well on this team by virtue of being a Ground type that isn't actively hindered by Grassy Terrain due to using Headlong Rush over Earthquake. It does lack the attack power desired to break teams initially due to running no attack investment, but after a few Bulk Ups, Great Tusk becomes an unstoppable force. It's running only 4 in attack so Booster Energy boosts speed instead of attack, allowing it to outspeed key threats like Dragapult, Jolly Gouging Fire, and non-Choice Scarf Enamorus. Ice Spinner is mandatory for hitting Gliscor and Rapid Spin is used to boost speed and remove hazards off the field. I went with Tera Steel over Tera Ice because I wanted to be able to flip the matchup against Fairy, Ice, Grass, and Psychic types like Rillaboom, Enamorus, Hatterene, and Weavile, potentially giving me an extra turn of setup. One really important mon Tera Steel Great Tusk checks is Meowscarada, as now you resist both Flower Trick and Triple Axel and can proceed to set up on it. You could opt for Close Combat over Rapid Spin, but I found Rapid Spin to be more consistent while testing since it allows Great Tusk to outspeed mons like Choice Scarf Darkrai and Booster Energy Iron Valiant and Iron Boulder after 1 Rapid Spin.

:sv/heatran:
Heatran @ Air Balloon
Ability: Flash Fire
Tera Type: Ghost
EVs: 252 HP / 216 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Earth Power
- Magma Storm
- Taunt
- Will-O-Wisp
The final mon is most unusual for a hyper offense team, but it's the one that makes the team go from meh to really good. Heatran is extremely significant glue for this team, so this'll take a lot of explaining. Running Air Balloon gives it a Ground immunity so it can wall the likes of Clodsire, Gliscor, Ting-Lu if not running Ruination, and Gouging Fire if its only 2 attacks are Heat Crash/Flare Blitz and Earthquake. The Gouging Fire matchup is especially important for this team since without Heatran Gouging Fire can click DD once and proceed to break the entire team open; Heatran's able to lessen the damage it'll be able to impose on the team. Heatran's also needed to check both Gholdengo and Meowscarada in one slot; those 2 pose a huge threat to the team without it. Taunt's used to further its stallbreaking capabilities, crippling mons like Clefable, Toxapex, and prevent Glowking from clicking Chilly Reception after absorbing a Magma Storm. Will-O-Wisp is meant to punish powerful physical attackers coming in like Roaring Moon, Dragonite, Hisuian Samurott, and Iron Boulder; you'll find that burning Dragons is extremely beneficial for this team. 40 speed allows Heatran to outspeed max speed Adamant Kingambit so it can hit with Magma Storm or burn it with Will-O-Wisp before it can land a Kowtow Cleave. Tera Ghost is the interesting tech on this team, but trust me, it has a LOT of super wicked applications. Tera Ghost Heatran with Air Balloon still intact can wall Dragonite if its only 2 attacking moves are Extreme Speed and Earthquake, and also helps blank Close Combats from mons like Great Tusk and Zamazenta. Even if Air Balloon is popped, Grassy Terrain still helps it survive the weaker EQs from mons like Clodsire and Gliscor, tying into its synergy with Rillaboom. Do be aware that burning Tera on Heatran makes your Gholdengo matchup a lot worse.

Threats to this team
:gholdengo:
This was an obvious one. Gholdengo is able to use Rillaboom, Hawlucha, and Hatterene as setup fodder, and if it's Air Balloon it can set up on Great Tusk too. Heatran is the one surefire way to deal with it since it's specially defensive and can retaliate with a super effective Magma Storm, though be aware Heatran is prone to chip.

:gouging fire:
Although Air Balloon Heatran and Raging Bolt (if Gouging Fire lacks a Dragon move) are able to somewhat handle it, still be aware this mon does pose a threat. Gouging Fire's impressive bulk coupled with its raw power and good speed, along with a naturally great typing to beat Grassy Terrain means this mon can go crazy if played against poorly.

:meowscarada:
At first glance you'd think Meowscarada doesn't ruin this team, until you realize Meowscarada not only benefits from the Grassy Terrain Rillaboom sets up with even more hard-hitting Flower Tricks, but the team doesn't have any proper switch ins. Heatran is able to check it but this comes at the cost of popping Air Balloon, and this can be dangerous if Heatran appreciates Air Balloon to check potential teammates like Gliscor. Since it gained Triple Axel, now it has coverage to beat all of Rillaboom, Raging Bolt, and Hawlucha in one hit, so although Hawlucha can outspeed and kill it, it certainly can't switch in. Playing smart with Hatterene and Heatran, and Teraing Great Tusk will make the Meowscarada matchup a lot more bearable.

:kyurem:
Yo honestly, I'm kinda shocked a Dragon/Ice type with 130 offenses and 125 HP has an amazing matchup against a Grassy Terrain team built around Rillaboom and Raging Bolt. In all seriousness, it's Kyurem, there's no way to check every set, Hatterene will be your best bet at soaking hits since Heatran dies to Earth Power after Balloon's popped (although it helps if Balloon's still present) and can set up CM to take special hits better, though DD Kyurem doesn't care. Hawlucha's able to outspeed and revenge it but can't switch in. There's also the dilemma of guessing the Kyurem set in the first place, which you'll likely get wrong since it can run almost anything effectively. One neat trick I found after I've guessed the Kyurem set wrong is to click X, trust me, it works every time.

Hope you win and have fun with this team! I did.

EDIT: Adding some replays to show the team in action.
Replays
https://replay.pokemonshowdown.com/gen9ou-2042285700-r8v5ldki23hqjpzruvc8g10aw6cca1rpw
Win against Hisuian Samurott offense team.

https://replay.pokemonshowdown.com/gen9ou-2042290752
Win against CorviGlow balance.

https://replay.pokemonshowdown.com/gen9ou-2027937022-pi7eut0tt703v42kyk1dwwsas7h6s32pw
Win against rain.

https://replay.pokemonshowdown.com/gen9ou-2022600174
Win against semi-stall.
 
Last edited:
Rilla - Hatt - Heatran is back ? Christmas is saved....... Fire team, big fan of the double seed action and I like the way this is presented, really cool RMT
 
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