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Project SV OU - Victim of the Week (Week 74: Assault Vest Hoopa-U)

Check

:iron_moth:
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Fiery Dance
- Dazzling Gleam
- Substitute

Probably the most viable current check to Rillaboom period, Extremely reliable at it's job, a neat tidbit is with the amount of special attack it runs to get a speed boost off booster, it's pretty much exactly enough to guarantee the ohko on no bulk rilla:
132 SpA Iron Moth Fiery Dance vs. 0 HP / 4 SpD Rillaboom: 338-402 (99.1 - 117.8%) -- 93.8% chance to OHKO

Moth greatly appreciates the benefits given to it by Grassy Terrain as well, ESPECIALLY if you run tera grass, not only do you initially take less damage from the likes of EQ, get free recovery in tandem with substitute, but you ALSO get a boost to your tera grass Energy Balls.

While it might sound that Moth isnt that good at switching into this, it actually doesn't have that hard of a time:

252+ Atk Choice Band Rillaboom Wood Hammer vs. 0 HP / 124 Def Iron Moth in Grassy Terrain: 128-151 (42.5 - 50.1%) -- guaranteed 3HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Knock Off vs. 0 HP / 124 Def Iron Moth: 143-169 (47.5 - 56.1%) -- 28.1% chance to 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 124 Def Iron Moth in Grassy Terrain: 59-70 (19.6 - 23.2%) -- possible 6HKO after Grassy Terrain recovery

4x resisting Grassy Glide is also just incredible since Iron Moth is one of the few setup sweepers that cannot get revenged by Rillaboom

Overall an extremely consistent check (at least on tera grass rilla :P)
 
Check

:SV/Kingambit:
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Fairy / Flying / Fire
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

There are reasons why Kingambit has been #1 in OU usage for the 2nd month in a row. One of them is its ability to blanket check a lot, such as this Rillaboom.

252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 236 HP / 0 Def Kingambit in Grassy Terrain: 232-274 (58 - 68.5%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom Grassy Glide vs. 236 HP / 0 Def Kingambit in Grassy Terrain: 107-127 (26.7 - 31.7%) -- 29.7% chance to 4HKO after Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom Knock Off (97.5 BP) vs. 236 HP / 0 Def Kingambit: 72-85 (18 - 21.2%) -- possible 7HKO after Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom U-turn vs. 236 HP / 0 Def Kingambit: 105-124 (26.2 - 31%) -- 6.7% chance to 4HKO after Grassy Terrain recovery
252+ Atk Black Glasses Kingambit Kowtow Cleave vs. 0 HP / 4 Def Tera Grass Rillaboom: 204-241 (59.8 - 70.6%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Kingambit Kowtow Cleave vs. 0 HP / 4 Def Tera Grass Rillaboom: 171-202 (50.1 - 59.2%) -- 78.5% chance to 2HKO after Grassy Terrain recovery
252+ Atk Black Glasses Kingambit Sucker Punch vs. 0 HP / 4 Def Tera Grass Rillaboom: 169-199 (49.5 - 58.3%) -- 66.4% chance to 2HKO after Grassy Terrain recovery
252+ Atk Kingambit Sucker Punch vs. 0 HP / 4 Def Tera Grass Rillaboom: 141-166 (41.3 - 48.6%) -- guaranteed 3HKO after Grassy Terrain recovery

Always Kowtow Cleave first. If they Knock Off, they're easy pickings. If they Wood Hammer, use Sucker Punch next turn. If they Grassy Glide, keep using Kowtow Cleave. If you predict a U-turn, you can try to Sucker Punch. If you actually have Supreme Overlord boosts, this fight should be even easier.
 
Ty for voting. The winners this time are

Checks
:Choice Specs: :Walking Wake: by Lectrys
:Choice Specs: :Goodra-Hisui: by Zora489

Counters
Fast Haze + Freeze Dry :Cryogonal: by Magcargo
Your sets are now in the Hall of Fame. For the next Victim of the Week we have... Choice Band Rillaboom!

:sv/rillaboom:
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn

- Knock Off

Rillaboom getting back Grassy Glide in the DLC helped it restore its status as an OU Pokemon. Tera Grass makes up for the power nerf of Grassy Glide, allowing Rillaboom to threaten OHKOs on Pokemon like Ogerpon-W and Iron Valiant. Knock Off provides coverage for Gholdengo and Galarian Slowking. What answers does Monkey have?

Submissions end on Sunday October 15th at 23:59 EST
Please specify if your submission is a check or a counter

COUNTER (Without a spike + rocks/crit)

Chesnaught walls yet another strong physical attacker lol. When will people understand its greatness within the entirety of the gen 9 meta?

Set :

Zora'sFavorite<3 (Chesnaught) @ Leftovers
Ability: Bulletproof
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Iron Defense
- Synthesis
- Spikes

As you can already tell, this set focuses on hard switching into physical threats and clicking ID to further wall them out alongside the reliable recovery of synthesis. You don't have to run leftovers specifically, ches has an array of items at its disposal within the current meta, but lefties or HDB do the job best considering the absence of garg.

Calcs :

252+ Atk Choice Band Tera Grass Rillaboom Grassy Glide vs. 252 HP / 252+ Def Chesnaught in Grassy Terrain: 79-94 (20.7 - 24.7%) -- possible 7HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 252 HP / 252+ Def Chesnaught in Grassy Terrain: 170-201 (44.7 - 52.8%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom U-turn vs. 252 HP / 252+ Def Chesnaught: 77-91 (20.2 - 23.9%) -- possible 7HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom Knock Off (97.5 BP) vs. 252 HP / 252+ Def Chesnaught: 53-63 (13.9 - 16.5%) -- possible 9HKO after Stealth Rock and Grassy Terrain recovery

Remember, as you have both lefties and grassy up you have to subtract 12.5% off of each attack due to end of turn recovery. These conditions allow it to set up an ID or spike up fairly consistently. To even have a chance at breaking (crit), your opponent would have to click wood hammer into ches' switch in each time, leaving themselves open to a possible prediction kill.

Btw :
252+ Def Chesnaught Body Press vs. 0 HP / 0 Def Tera Grass Rillaboom: 151-178 (44.2 - 52.1%) -- guaranteed 3HKO after Grassy Terrain recovery
(Add recoil damage and its at like 20%)

If all else fails, you can just click BP and revenge it afterwards.
 
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Counter: Corviknight

:sv/Corviknight:

Infinity Links (Corviknight) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- U-turn
- Defog
- Roost

Corviknight 4x resists Rillaboom’s STAB moves, which is almost a requisite for being a switch-in to Banded Wood Hammer, and while it doesn’t resist Knock Off it’s able to take the hit without being ruined by losing its item. Rocky Helmet punishes U-turn, while if Rilla stays in and clicks either Knock Off or a Grass move, Corviknight can take advantage of that by dealing damage with Brave Bird, getting an opportunity to Defog, healing off damage taken with Roost, or generating momentum by U-turning out itself.

0 Atk Corviknight Brave Bird vs. 0 HP / 4 Def Rillaboom: 252-296 (73.9 - 86.8%) -- guaranteed 2HKO after Grassy Terrain recovery
Corviknight deals significant damage to Rillaboom with even an uninvested Brave Bird, with a guaranteed OHKO after two rounds of Rocky Helmet chip.

0 Atk Corviknight U-turn vs. 0 HP / 4 Def Rillaboom: 98-116 (28.7 - 34%) -- 98.4% chance to 4HKO after Grassy Terrain recovery
Alternatively, Corviknight can take this opportunity to switch out with a U-turn, dealing significant chip and safely bringing in a mon to take advantage of Rillaboom’s choice lock, or preserving momentum in case the Rillaboom user switches out.
252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 248 HP / 252+ Def Corviknight in Grassy Terrain: 94-111 (23.5 - 27.8%) -- possible 5HKO after Leftovers recovery
Even with Tera Grass, Wood Hammer does very little to Corviknight, taking more from recoil + Rocky Helmet damage.

252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 248 HP / 252+ Def Corviknight: 118-139 (29.5 - 34.8%) -- 10.9% chance to 3HKO
252+ Atk Choice Band Tera Grass Rillaboom Knock Off vs. 248 HP / 252+ Def Corviknight: 79-94 (19.7 - 23.5%) -- possible 5HKO
The most damage that Rillaboom can do is with Knock Off, which barely does more than Wood Hammer, and after Corvi loses its item it takes a maximum of 23.5% from Knock.

With Rocky Helmet damage, Corviknight punishes Rillaboom’s entirely contact moveset, taking little damage from any of its attacks and using it as an opportunity to get chances to clear hazards or pivot out for momentum.

Check: Cinderace

:sv/Cinderace:

Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Fire
EVs: 176 HP / 76 Atk / 4 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change

Although Bulky Cinderace cannot switch directly into Rillaboom, being almost guaranteed OHKOd by Tera Grass Wood Hammer, it performs a similar role to Corviknight if granted a free switch-in, capable of using a free turn to pivot out or Court Change away hazards while also having the ability to burn a switch in with Will-O-Wisp. The given spread allows for Ace to guaranteed OHKO Rilla with Pyro Ball, while maximising speed and investing the rest into bulk.

76 Atk Cinderace Pyro Ball vs. 0 HP / 4 Def Rillaboom: 342-404 (100.2 - 118.4%) -- guaranteed OHKO
Ace kills Rillaboom from full with Pyro Ball.

76 Atk Cinderace U-turn vs. 0 HP / 4 Def Tera Grass Rillaboom: 134-158 (39.2 - 46.3%) -- guaranteed 3HKO after Grassy Terrain recovery
Alternatively, Cinderace can pivot out with U-turn, which will do significant damage to Rilla in the case that they do stay in or are already weakened.
252+ Atk Choice Band Tera Grass Rillaboom Grassy Glide vs. 176 HP / 4 Def Cinderace in Grassy Terrain: 158-187 (45.7 - 54.2%) -- 5.9% chance to 2HKO after Grassy Terrain recovery
If Ace is given a free switch in, Rillaboom cannot kill it before being knocked out itself due to its strong priority being resisted.

252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 176 HP / 4 Def Cinderace in Grassy Terrain: 343-404 (99.4 - 117.1%) -- 93.8% chance to OHKO
252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 176 HP / 4 Def Cinderace: 214-252 (62 - 73%) -- guaranteed 2HKO after Grassy Terrain recovery
Cinderace cannot switch in on a Tera Grass Wood Hammer, and does not appreciate getting its item knocked off; This makes it only a check to Rillaboom.

Cinderace is only a check as it lacks reliable recovery and cannot come hard in on an attack, but will live even a Tera Grass Glide and always kill back with Pyro Ball or take advantage of a switch by clicking Court Change, Will-O-Wisp or U-turn, depending on what is necessary at the time.
 
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COUNTER

:sv/moltres:

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost

Moltres doesn't really care about anything this set does, comes in for free, and while the first Knock stings a little bit you can just roost, then sit on rilla forever afterwards. Or just roast it immediately.

252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 248 HP / 248+ Def Moltres in Grassy Terrain: 105-124 (27.4 - 32.3%) -- guaranteed 4HKO
252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 248 HP / 248+ Def Moltres: 131-155 (34.2 - 40.4%) -- guaranteed 3HKO
252+ Atk Choice Band Rillaboom Knock Off vs. 248 HP / 248+ Def Moltres: 88-104 (22.9 - 27.1%) -- 48.7% chance to 4HKO

0 SpA Moltres Flamethrower vs. 0 HP / 0 SpD Rillaboom: 314-372 (92 - 109%) -- 56.3% chance to OHKO
 
Counter: AMONG US Amoonguss
:sv/amoonguss:
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

The main issue with a lot of rilla checks/counters is that they can counter, but risk being knocked. Losing an important item like boots is extremely problematic because a lot of flying types that counter rilla will die to rocks chip. Other mons like potentially tran will lose lefties, which is horrible because of its lack of reliable recovery moves. Amoonguss lacks the problem of longevity, as long as it can switch out, it can come back and take hits from rilla due to quad resisting wood hammer and glide. Gterrain also provides recovery for amoonguss. Unfortunately, counters like corv and amoonguss aren't too great in the gholdengo hazard stack metagame hazards can whittle down amoonguss and corv cant defog on ghold. ALSO I WANTED CORV TT-TT

0 SpA Amoonguss Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 228-270 (66.8 - 79.1%) -- guaranteed 2HKO after Grassy Terrain recovery
Literally, there is no point using any other move, expect maybe spore if you predict u-turn.
252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 252 HP / 172+ Def Amoonguss: 166-196 (38.4 - 45.3%) -- guaranteed 3HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 172+ Def Amoonguss in Grassy Terrain: 100-118 (23.1 - 27.3%) -- possible 5HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 252 HP / 172+ Def Amoonguss in Grassy Terrain: 46-54 (10.6 - 12.5%) -- possibly the worst move ever
252+ Atk Choice Band Rillaboom U-turn vs. 252 HP / 172+ Def Amoonguss: 120-142 (27.7 - 32.8%) -- 78.9% chance to 4HKO after Grassy Terrain recovery

Check: Dragonite
:sv/dragonite:
Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Roost

Dragonite literally takes no damage from wood hammer, grassy glide, and u-turn. Knock isn't great but after losing boots, dnite only takes about ~38% max. Also, dnite doesn't need boots after switching in because it usually doesn't switch out a lot, especially in the late game when it's checks/counters are weakened/dead.

252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Rillaboom: 107-126 (31.3 - 36.9%) -- guaranteed 4HKO after Grassy Terrain recovery
+2 252+ Atk Tera Normal Dragonite Extreme Speed vs. 0 HP / 4 Def Rillaboom: 319-376 (93.5 - 110.2%) -- 62.5% chance to OHKO
Don't use eq in gterrain, it does negative damage.
252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 144 HP / 0 Def Multiscale Dragonite: 88-104 (24.5 - 28.9%) -- 99.7% chance to 4HKO
252+ Atk Choice Band Rillaboom Knock Off vs. 144 HP / 0 Def Dragonite: 119-140 (33.1 - 38.9%) -- 99.9% chance to 3HKO
252+ Atk Choice Band Rillaboom Wood Hammer vs. 144 HP / 0 Def Multiscale Dragonite in Grassy Terrain: 53-62 (14.7 - 17.2%) -- possible 6HKO
252+ Atk Choice Band Rillaboom Grassy Glide vs. 144 HP / 0 Def Multiscale Dragonite in Grassy Terrain: 24-29 (6.6 - 8%) -- possibly the worst move ever
252+ Atk Choice Band Rillaboom U-turn vs. 144 HP / 0 Def Multiscale Dragonite: 32-37 (8.9 - 10.3%) -- possibly the worst move ever
 
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COUNTER

:sv/moltres:

Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Will-O-Wisp
- U-turn
- Roost

Moltres doesn't really care about anything this set does, comes in for free, and while the first Knock stings a little bit you can just roost, then sit on rilla forever afterwards. Or just roast it immediately.

252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 248 HP / 248+ Def Moltres in Grassy Terrain: 105-124 (27.4 - 32.3%) -- guaranteed 4HKO
252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 248 HP / 248+ Def Moltres: 131-155 (34.2 - 40.4%) -- guaranteed 3HKO
252+ Atk Choice Band Rillaboom Knock Off vs. 248 HP / 248+ Def Moltres: 88-104 (22.9 - 27.1%) -- 48.7% chance to 4HKO

0 SpA Moltres Flamethrower vs. 0 HP / 0 SpD Rillaboom: 314-372 (92 - 109%) -- 56.3% chance to OHKO
Moltres da goat! Btw, water is a nice tera so you can continue to wall gambit after tera as you'd keep the steel resistance.
 
:sv/torkoal:

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Tera Type: Water
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Yawn

Torkoal is a check. While this set completely lacks any means of recovery and is weak to hazards, Torkoal takes relatively little damage from Rillaboom's attacks, with the only thing that comes even close to 2HKOing from full being Tera Grass Wood Hammer. In return, Torkoal can OHKO with Lava Plume after hazard damage or one round of Wood Hammer recoil or use the inevitable switch to set hazards or spin the opponent's hazards away.

:torkoal:
8 SpA Torkoal Lava Plume vs. 0 HP / 0 SpD Rillaboom in Sun: 306-362 (89.7 - 106.1%) -- 37.5% chance to OHKO
0- Atk Torkoal Rapid Spin vs. 0 HP / 4 Def Rillaboom: 31-37 (9 - 10.8%) -- possibly the worst move ever

:rillaboom:
252+ Atk Choice Band Rillaboom Wood Hammer vs. 248 HP / 252+ Def Torkoal in Grassy Terrain: 115-136 (33.5 - 39.6%) -- 25% chance to 3HKO after Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom Wood Hammer vs. 248 HP / 252+ Def Torkoal in Grassy Terrain: 154-182 (44.8 - 53%) -- 0.4% chance to 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 248 HP / 252+ Def Torkoal: 96-114 (27.9 - 33.2%) -- 91.3% chance to 4HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 248 HP / 252+ Def Torkoal in Grassy Terrain: 54-63 (15.7 - 18.3%) -- possible 8HKO after Grassy Terrain recovery
252+ Atk Choice Band Tera Grass Rillaboom Grassy Glide vs. 248 HP / 252+ Def Torkoal in Grassy Terrain: 72-85 (20.9 - 24.7%) -- possible 6HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom U-turn vs. 248 HP / 252+ Def Torkoal: 35-41 (10.2 - 11.9%) -- possibly the worst move ever
 
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Check

:sv/goodra-hisui:
Goodra-Hisui @ Assault Vest
Ability: Sap Sipper
Tera Type: Flying
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Draco Meteor
- Earthquake
- Fire Blast / Flamethrower
- Flash Cannon

252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 196 HP / 0 Def Goodra-Hisui: 170-200 (48.5 - 57.1%) -- 46.9% chance to 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Knock Off vs. 196 HP / 0 Def Goodra-Hisui: 113-134 (32.2 - 38.2%) -- 2.3% chance to 3HKO after Grassy Terrain recovery

252+ SpA Goodra-Hisui Fire Blast vs. 0 HP / 4 SpD Rillaboom: 312-368 (91.4 - 107.9%) -- 50% chance to OHKO
252+ SpA Goodra-Hisui Flamethrower vs. 0 HP / 4 SpD Rillaboom: 256-302 (75 - 88.5%) -- guaranteed 2HKO after Grassy Terrain recovery

Wood Hammer hits hard even against most double resists, but it does nothing to Goodra. Knock Off hits surprisingly hard, so you can't safely switch in on it, but it can't 2HKO you, and you can KO with 1-2 hits from your preferred Fire attack.
 
Ty for voting. The winners this time are

Checks
:Choice Specs: :Walking Wake: by Lectrys
:Choice Specs: :Goodra-Hisui: by Zora489

Counters
Fast Haze + Freeze Dry :Cryogonal: by Magcargo
Your sets are now in the Hall of Fame. For the next Victim of the Week we have... Choice Band Rillaboom!

:sv/rillaboom:
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn

- Knock Off

Rillaboom getting back Grassy Glide in the DLC helped it restore its status as an OU Pokemon. Tera Grass makes up for the power nerf of Grassy Glide, allowing Rillaboom to threaten OHKOs on Pokemon like Ogerpon-W and Iron Valiant. Knock Off provides coverage for Gholdengo and Galarian Slowking. What answers does Monkey have?

Submissions end on Sunday October 15th at 23:59 EST
Please specify if your submission is a check or a counter
CRYOGONAL DA GOAT
Dipplin @ Eviolite
Ability: Sticky Hold
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Recover
- Draco Meteor
- Grass Knot
- Syrup Bomb
my god this has no moves
252+ Atk Choice Band Tera Grass Rillaboom U-turn vs. 252 HP / 252 Def Eviolite Dipplin: 122-144 (33.5 - 39.5%) -- guaranteed 3HKO after Stealth Rock and Grassy Terrain recovery
bam
0 SpA Dipplin Draco Meteor vs. 0 HP / 0 SpD Tera Grass Rillaboom: 180-213 (52.7 - 62.4%) -- 99.6% chance to 2HKO after Grassy Terrain recovery
prolly a counter
plz dont use this
 
CRYOGONAL DA GOAT
Dipplin @ Eviolite
Ability: Sticky Hold
Tera Type: Fairy
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Recover
- Draco Meteor
- Grass Knot
- Syrup Bomb
my god this has no moves
252+ Atk Choice Band Tera Grass Rillaboom U-turn vs. 252 HP / 252 Def Eviolite Dipplin: 122-144 (33.5 - 39.5%) -- guaranteed 3HKO after Stealth Rock and Grassy Terrain recovery
bam
0 SpA Dipplin Draco Meteor vs. 0 HP / 0 SpD Tera Grass Rillaboom: 180-213 (52.7 - 62.4%) -- 99.6% chance to 2HKO after Grassy Terrain recovery
prolly a counter
plz dont use this
Nah bro dippy is actually good. Trust. Also, gknot kinda ass for the guy but its not like adding mfin dragon's breath for para spam is much better :sob:
 
Check
:zapdos:
Zapdos :zapdos:

Zapdos @ Heavy-Duty Boots
Timid Nature
Ability: Static
EVs: 252 HP / 216 Def / 40 Spe
IVs: 0 Atk
- Volt Switch
- Hurricane
- Heat Wave
- Roost

Zapdos with timid and 40 speed outspeeds all possible adamant Rillabooms, though Zapdos can afford to run less bulk and more speed whils still accomplishing it's job.

252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 216 Def Zapdos in Grassy Terrain: 185-218 (48.1 - 56.7%) -- 89.5% chance to 2HKO

0 SpA Zapdos Hurricane vs. 0 HP / 0 SpD Rillaboom: 386-456 (113.1 - 133.7%) -- guaranteed OHKO

On swap Zapdos has a 70% chance to kill with hurricane, 89.5% chance to live for a second hurricane, and a 49% chance to paralyze (65% if Zapdos avoids the 2hko)

Zapdos can terastalize into steel to avoid potential hax, gaining grassy terrain recovery + not losing resist on roost.

To lose matchup without Tera on switch, rillaboom has to dodge 2 hurricanes, get an 89.5% chance to 2hko or have to dodge 3 hurricanes instead (damage roll doesn't apply if rillaboom terastalizes, however that is an extremely risky move for Rillaboom as your opponents Rillaboom will almost surely die or get parad wasting the tera), and avoid paralysis into full paralysis. If you get Zapdos in for free, it adds an additional static para and hurricane Rillaboom has to dodge.
 
:sv/torkoal:

Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Tera Type: Water
Bold Nature
- Lava Plume
- Rapid Spin
- Stealth Rock
- Yawn

It should be noted that Torkoal consistently OHKOs Rillaboom with Flamethrower (and obviously Fire Blast). Both are viable options in todays Meta. I actually run Fire Blast currently since it OHKOs offensive Gholdengo outright.

8 SpA Torkoal Flamethrower vs. 0 HP / 0 SpD Rillaboom in Sun: 344-408 (100.8 - 119.6%) -- guaranteed OHKO

Check
:zapdos:
Zapdos :zapdos:

Zapdos @ Heavy-Duty Boots
Timid Nature
Ability: Static
EVs: 252 HP / 216 Def / 40 Spe
IVs: 0 Atk
- Volt Switch
- Hurricane
- Heat Wave
- Roost

Zapdos with timid and 40 speed outspeeds all possible adamant Rillabooms, though Zapdos can afford to run less bulk and more speed whils still accomplishing it's job.

I have to protest here and call Zapdos a counter. I have been running fat Zapdos as my lone Rilla answer on rain builds for more than 4 years. It beats all forms of Rilla with about 99.8% certainty. In theory, Rilla can beat Zapdos with Knock and certain positioning but just never happens in practice. I think the fast Zapdos spreads are worse for checking Rilla maybe that is where the idea of check comes from. Max physical bulk (248 HP / 244 Def / 16 Spe Bold) beats SD 100% of the time, and it lives even 2 Banded Wood Hammers. Underspeeding Rilla just means you Roost on it. If you pick up the Static not only is Rilla crippled but now you just outspeed and kill it.

252+ Atk Choice Band Rillaboom Wood Hammer vs. 248 HP / 244+ Def Zapdos in Grassy Terrain: 164-193 (42.8 - 50.3%) -- 1.2% chance to 2HKO
 
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Agreed about Flame on Tork being a better answer into Rilla, but Tera Grass Wood Hammer has a 70% chance of beating a slower Zapdos on the switch no? 77% factoring the chance of Static para into Cane miss + no full para, so speed for Rilla is necessary for it here to be a counter (or check if you aren’t confident in hitting a cane lool, but you could call it a counter if missing and Rilla getting the 2HKO roll + no static full para would be considered hax)
 
Agreed about Flame on Tork being a better answer into Rilla, but Tera Grass Wood Hammer has a 70% chance of beating a slower Zapdos on the switch no? 77% factoring the chance of Static para into Cane miss + no full para, so speed for Rilla is necessary for it here to be a counter (or check if you aren’t confident in hitting a cane lool, but you could call it a counter if missing and Rilla getting the 2HKO roll + no static full para would be considered hax)

That is all true in theory. My experience over hundreds of battles with fat Zapdos vs. Rilla is that it hard stops all forms of Rilla. It’s even a harder stop now with the Grassy Glide nerf (banded glide doesn’t even do 30). If you are faster than Band Rilla the interaction is even worse because you cannot Roost on it. All he has to do is Knock once and switch out.

For Banded Rilla, it has to do all this to get past max bulk Zapdos:
-Knock On first appearance (Zapdos comfortably lives a 2nd Knock and Roosts)
-Team has to lay and keep SR down
-Wood Hammer twice on next switch in
-NOT get hit with Static on any time

It is possible to accomplish all this, it just does not happen in practice because all 4 conditions have to be met and it is rare that Band Rilla gets that many chances on the field use moves other than Grassy Glide. That is a really high bar for a Pokémon to not be considered a counter.
 
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That is all true in theory. My experience over hundreds of battles with fat Zapdos vs. Rilla is that it hard stops all forms of Rilla. It’s even a harder stop now with the Grassy Glide nerf (banded glide doesn’t even do 30). If you are faster than Band Rilla the interaction is even worse because you cannot Roost on it. All he has to do is Knock once and switch out.

Yeah but considering every possible scenario, Tera Grass Hammer 2HKOs a slower Zap, you only survive if you get the Static proc on the first hit, and so it’s not a counter if the Zap is slower; of course if they Glide or click a diff move they’ll lose, but it kinda needs to be faster if you want to be a guaranteed check/counter to banded since if you don’t get static all you can do is let Zap go down and pray the second hit paras. I’d definitely consider it for a potential counter since yeah it only loses if you get hax’d on your canes, but it does need to hit a 70% acc move to not just get twotapped so I get it either way.
 
Yeah but considering every possible scenario, Tera Grass Hammer 2HKOs a slower Zap, you only survive if you get the Static proc on the first hit, and so it’s not a counter if the Zap is slower; of course if they Glide or click a diff move they’ll lose, but it kinda needs to be faster if you want to be a guaranteed check/counter to banded since if you don’t get static all you can do is let Zap go down and pray the second hit paras. I’d definitely consider it for a potential counter since yeah it only loses if you get hax’d on your canes, but it does need to hit a 70% acc move to not just get twotapped so I get it either way.

With all due respect to everyone, I don’t think we should consider Tera interactions in the definition of counter. With Tera, there is simply no such thing as a counter.
 
With all due respect to everyone, I don’t think we should consider Tera interactions in the definition of counter. With Tera, there is simply no such thing as a counter.
This thread is specified to consider the Tera interactions, given that the mon is using a certain Tera (listed as Grass here for Rillaboom). This is for proposing a mon that can beat the specified Victim of the Week, and pretty much every submission so far has been done considering Tera, so I don't think dismissing something that we currently do play with is what we should be doing here. (not gonna discuss this further cus I don't wanna clog up the submissions with chat about tera haha)
 
With all due respect to everyone, I don’t think we should consider Tera interactions in the definition of counter. With Tera, there is simply no such thing as a counter.
With all due respect, this is a terrible opinion. The asinine idea that "nothing is a counter" due to tera is entirely incorrect. Multiple counters have been posted that counter banded rillaboom reliably specifically within this thread. Even the situation you posted is incredibly unlikely and based in dislike of tera. You do realize that the situation you've procured requires less than ~ a 3% chance to ever occur. Meaning, it counters rilla WITH TERA 97% of the time.
 
Hey there,

We have been rather flexible with the definition of checks and counters this gen, as Tera does make interactions really awkward. I for example allowed the Choice Band Meowscarada vs Tera Grass Manaphy submission last week even though with Tera and +3 Manaphy just wins if the Meowscarada clicks Flower Trick the turn Manaphy burns tera.

Stll, factoring tera when possible is still a good idea, specially in cases when the tera just boosts power like here with RIllaboom. The Tera Grass Wood Hammer interaction with Rillaboom and Zapdos isnt even outlandish. Will be keeping 15terms's submission as check for now, they are free to change it to counter or change the EVs if they want to.

At the end of the day the voters get to decide which submission can deal with a given set the best, tera factored in.
 
Hey there,

We have been rather flexible with the definition of checks and counters this gen, as Tera does make interactions really awkward. I for example allowed the Choice Band Meowscarada vs Tera Grass Manaphy submission last week even though with Tera and +3 Manaphy just wins if the Meowscarada clicks Flower Trick the turn Manaphy burns tera.

Stll, factoring tera when possible is still a good idea, specially in cases when the tera just boosts power like here with RIllaboom. The Tera Grass Wood Hammer interaction with Rillaboom and Zapdos isnt even outlandish. Will be keeping 15terms's submission as check for now, they are free to change it to counter or change the EVs if they want to.

At the end of the day the voters get to decide which submission can deal with a given set the best, tera factored in.
Yo, do you think we should vote on an exact def of counter and check? This would be the like, 6th time the terms have been mistaken/misunderstood. It would probably help tbh.
 
Wrt post above, current definition seems fine for now. We have flexibility to adjust and voters can always use discretion to decide how much they want to weight tera or other factors when voting.

With that being said, thank you to everyone who participated this week. Please vote for up to 2 checks and 2 counters

Check
:Iron Moth: by Ehmcee
(Bulky) :Kingambit: by Lectrys
(Bulky) :Cinderace: by kd458
(Roost) :Dragonite: by Pando067
PhysDef Lava Plume :Torkoal: by InvisibleWater
Modest Fire Blast / Flamethrower :Goodra-Hisui: by chartung17
PhysDef :Zapdos: by 15terms

Counter
Iron Defense + Body Press :Chesnaught: by Zora489
PhysDef Brave Bird :Corviknight: by kd458
PhysDef :Moltres: by Mugenman88
PhysDef Sludge Bomb :Amoonguss: by Pando067
Eviolite + Recover :Dipplin: by zaydapoketrainer

Voting ends on Wednesday October 18th at 11:59 EST
 
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