SV OU Rillaboom and Gang! An Amateur's First Team. (Help needed)

(This part is purely for introduction since this is my first RMT, skip if you want to)
Hi all! So I've been wanting to get serious about gen9 OU this past couple of weeks and hit top500, a dream of mine that I am determined to reach. See, I've always been a lowladder larry, struggling to get out of 1200 elo since the format started. This june, however, I started watching showdown creators and relearning the basics with a team I got off the forums, peaking 1570 elo. Unfortunately, I almost immediately tumbled down the ranks and spiraled into a cycle of using different teams that didnt click with me...until yesterday that is! I've put my thinking cap on and began building my own team (which is the team in question for this RMT) and without further ado lets begin!
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rillaboom.png

Bungasaurus (Rillaboom) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Grassy Glide
- Knock Off
- Wood Hammer
- Drain Punch

The first and the hardest hitting member on the team is Rillaboom, whose purpose is to enter safely either by :slowking-galar: or :moltres: and leave a massive hole in the opposing team via Knock off, Drain Punch or Wood Hammer. Grassy Glide is also welcome as a powerful priority tool, all around a standard set that is self explanatory. Initally in his place was :hoopa-unbound: who was the original center of the team. The reason why Rillaboom over Hoopa is because Waterpon bullied the initial version of the team to hell and back and the team generally struggled against HO. Now this is where I want feedback on, I'm torn between running Adamant and Jolly natures if someone could help me make up my mind I'd be thankful.


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Mc Thinker (Slowking-Galar) (F) @ Shuca Berry
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilly Reception
- Toxic
- Future Sight
- Slack Off

Glowking is one of the best and most safest pivots in the tier. Future Sight into GrassyG/Wood Hammer is really hard to wall. Toxic is to shut down setup sweepers and slack off if regenerator cant cut it. The reason why I opted for :shuca-berry: intead of :heavy-duty-boots: is because tanking an incoming ground type attack often comes in clutch to suprise :great-tusk:s who think they can oneshot you with headlong, allowing Glowking to pivot comfortably into a check, I gave up on Colbur berry since we already have two dark resists. In the inital version of the team I went with regular Slowking since I just like the guy more but eventually caved in to the norm.

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Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Will-O-Wisp
- Roost
- U-turn
- Flamethrower

Moltres is our trusty physical wall, notably answering :lokix: who is gaining popularity in the tier and threatens a burn/u turn on :samurott-hisui: if you are ballsy enough to lead with it since non choice band sets only 2HKO with Razor Shell (this can go poorly so I dont recommend it unless the opponent lacks physical attackers.) U turn is a nice pivoting option you cant really go wrong with. In my experience Moltres puts in solid work even if it doesnt seem like it at first.

ironvaliant.png

Mr Martinez (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
IVs: 0 Atk
- Moonblast
- Vacuum Wave
- Destiny Bond
- Thunderbolt

This Iron Valiant set is our speed control/panic button. Now I know Booster Energy isnt the most reliable form of speed control so it should only come out when you need it. Vacuum Wave, altough relatively weak, is still some form of fast priority. Moonblast is for STAB and Tbolt for :primarina: and :corviknight: who dents both for respectable damage, allowing other members to later capitilize on the weakened walls. Destiny Bond is a cheesy move I love and is the primary reason I have Val in the first place, when things hit the fan he will take one for the team which is why I went for a SpDef lowering nature. (Granted I suck at timing the move but its still handy nevertheless)


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Enenea (Great Tusk) @ Leftovers
Ability: Protosynthesis
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Roar
- Rapid Spin

Great Tusk is our secondary knocker, roar user and spinner. While this team is not that weak to rocks, the lack of :heavy-duty-boots: on :slowking-galar: is still something to consider and if :moltres: gets knocked off he is in big trouble. I chose eq over headlong primarily because its safer to not lower our bad spdef even further. The lack of ice spinner hurts our matchup into :gliscor: but roar can handle SD sets in an okay manner. Leftovers is great when combined with grassy terrain too.

ogerpon-cornerstone.png

The Idea Gal (Ogerpon-Cornerstone) (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- Knock Off
- Swords Dance

Rockerpon, oh how I've come to appreciate you. With her immediate and fast power she is our second highest damage dealer next to her grass type coworker :rillaboom:. I chose Horn Leech over Power Whip simply because I am tired of missing. While very niche using tera to gain a defense boost can save your life and lets you spam Ivy Cudgel to no end. Knock off and SD are more placeholder moves until I can find a better subsitute for them, which is exactly the advice I am looking for in this part. Also since it has less of a chokehold on the metagame than :ogerpon-wellspring: teams will generally be less prepared for her.
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Possible Threats

:ceruledge:. He caused some problems during testing, we lack special attackers that deal good damage to it so Weak Armor going off is a big possibility. We cant burn it due to its fire typing so I'd just Ivy Cudgel to bring it to sash, sac :ogerpon-cornerstone: (the :ogerpon-cornerstone: part is assuming she is chipped as to not give Bitter Blade value, otherwise I cant think of anything to tackle this problem) and grassy glide to finish it off as shadow sneak at +2 does around 48 percent to :rillaboom:. I tend to really panic and lose focus when faced with :ceruledge: so my plan is not be the best for it, I'd really appreciate a better method to face it.

:gliscor:. While this team has a better matchup into stall the only good answer to bulky :gliscor: is Wood Hammer which deals recoil due to the lack of ice spinner. I really have no idea what to do against it aside from praying I knock off its toxic orb on the switch. Again, help would be much obliged.

:kyurem:. I didnt face him much on the ladder yet but when I did it wasnt all that fun. Its basically is a guessing game of finding out which set it is. I'd try to preserve :iron-valiant: for it. Chilly Reception giving it a defense boost isnt helping either. Rockpon is also an okay answer to DD sets before a boost but all of :choice-specs: :kyurem:'s moves OHKO her.

Other than those three I mostly lost due to skill issue, if someone who has a better grasp on the metagame can point out some other pokemon I'd love it.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------This team is far from good as many aspects of it are subject to change but I can feel a certain groove when piloting it. Teambuilding is very fun and I really enjoyed this one. This community is amazing and a big BIG thank you to Pinkacross who inspired me to start teambuilding and also gave some advice on the team, he's the goat. Love you all!
 
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