Hi everyone! Welcome to my third RMT of the generation. I haven't been able to find my footing since Home released, but I'm proud to say I've finally climbed out of 1500's purgatory to return to top ladder with a new team! I hope y'all enjoy!
Table of Contents:
1. Proof of Peak
2. Teambuilding Process
3. The Pokémon
4. Threat List
5. Considered Changes
6. Conclusion
7. Importable
1. Proof of Peak
With this team I peaked at 1887 ELO, #50 in the DLC 1 meta as shown below. A new peak for me! (in terms of rank, not ELO rip)
2. Teambuilding Process
I'm mainly a balance/bulky offense player (rip me in current meta), so I liked the idea of building a bulky Grassy Terrain team.
Next I began looking for Pokémon that would synergize well with Grassy Terrain and counter current meta trends well. With the heavy rise of Iron Moth, Iron Valiant, and hyper-offensive teams in general, I opted for an Assault Vest Slowking-G set to serve as our dedicated special wall.
Sticking with fat Pokémon that benefit from Grassy Terrain, Kingambit is our Steel-type, late-game win condition, and "Oh Shiftry!" button all in one.
At this point, I notice that my team is quite defensively sound, but suffers from a lack of momentum and a heavily hazard-stacked metagame. I opted for a bulky Cinderace to provide momentum and Court Change hazards away, and a Bulk Up Great Tusk to sweep and secure complete hazard control.
Lastly, I added Zapdos to serve as our dedicated Ground switch-in. Zapdos also synergizes well with the team by providing speed control to an otherwise very slow team, and completing the team's VoltTurn core.
3. The Pokemon
PEEP HOLE (Rillaboom) @
Ability: Grassy Surge
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
is a breaker, pivot, and enabler for the team via Grassy Terrain. Grassy Glide, though nerfed, is still incredibly strong and pretty free in most situations. Grassy Glide is very useful for revenge-killing sweepers, particularly or a weakened , and can essentially win the rain matchup on its own. Wood Hammer provides a powerful breaking move against fat structures, doing big damage to , , , , etc. Lastly, Knock Off provides item control and soft punishes and , while U-Turn provides momentum.
Tera Grass was selected for maximum breaking power, especially in the stall matchup. The given EV spreads maximizes breaking power and speed.
ROCKSTAR (Great Tusk) @
Ability: Protosynthesis
Tera Type: Steel
EVs: 244 HP / 12 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Bulk Up
is the secondary member of the hazard-control core, our primary physical check, and one of our two sweepers. Headlong Rush is our STAB of choice and provides excellent coverage alongside Ice Spinner, while not being weakened from Grassy Terrain like Earthquake is. Ice Spinner is our coverage move, mostly notable for , , , , and popping on the switch-in. While it is true that Ice Spinner ends our terrain, it also ends other teams' terrain. This tends to be more relevant since we often can catch opposing coming in, or Ice Spinner their terrain away before they can Wood Hammer. Rapid Spin boosts our Speed and clears hazards, while Bulk Up boosts Great Tusk to victory.
Tera Steel was selected for general defensive utility and creating setup opportunities, particularly when facing a , , or . The given EV spread maximizes Grassy Terrain/ recovery while ensuring a Protosynthesis Attack boost. I chose the Attack boost to massacre sun teams, but the 12 EVs could easily be moved around to get the Attack, Defense, or Speed boost.
Note: One common sequence you might see with is Bulk Up on Protect -> Tera Steel and Bulk Up/Rapid Spin on Toxic, or Ice Spinner raw to KO. This is especially effective under Grassy Terrain as really cannot do anything to you with Earthquake, and you still have Grassy Terrain to heal you if you get your knocked.
TLC (Kingambit) (F) @
Ability: Supreme Overlord
Tera Type: Flying
EVs: 108 HP / 252 Atk / 4 SpD / 144 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
is our primary wincon, bulky Steel, and emergency revenge killer. For the better part of the run I used the more traditional 141 Speed set, but switched to a slightly faster 172 set at higher ladder. The best way to use is to get a free Kowtow Cleave into a slightly worn or for the knockout, or as a get-out-of-jail-free card against utility , but it also eases predictions into and (e.g., they predict Tera Flying and Dire Claw, you heal off the status). Otherwise, the standard set is run. I swapped between Low Kick and Iron Head a little bit, but I think that Iron Head remains more consistent for threats like , , and Tera Fairy .
Tera Flying is used as the most consistent way to create setup opportunities. The given EV spread aims to maximize Attack, outspeed opposing 171 , and maximize Grassy Terrain recovery, in that order.
+2 Kowtow Cleave, 0 Allies vs: Defensive : +2 252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 104 Def Zapdos: 319-376 (83 - 97.9%) -- guaranteed 2HKO
vs: Offensive : +2 252+ Atk Kingambit Kowtow Cleave vs. 0 HP / 0 Def Zapdos: 358-423 (111.5 - 131.7%) -- guaranteed OHKO
vs: Def. : +2 252+ Atk Kingambit Kowtow Cleave vs. 248 HP / 248+ Def Moltres: 243-286 (63.4 - 74.6%) -- guaranteed 2HKO
vs: Sp. Def. : +2 252+ Atk Kingambit Kowtow Cleave vs. 248 HP / 0 Def Moltres: 342-403 (89.2 - 105.2%) -- 31.3% chance to OHKO
BLAME IT ON BABY (Zapdos) @
Ability: Static
Tera Type: Fairy
EVs: 188 HP / 208 Def / 4 SpD / 108 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Roost
- Thunder Wave
serves as our Ground immunity, speed control, secondary physical check, and momentum gatherer. The set is pretty standard overall. Volt Switch is used to gain momentum, Hurricane is our 70% accuracy Chad STAB move, and Roost and Thunder Wave are for longevity and trolling, respectively.
Tera Fairy was mostly selected to have a solid defensive typing that adds a failsafe Fairy-type to the team, though I will note that I ran Tera Steel in the earlier part of my run and clicked that more. Additionally, you could argue that Tera Fairy helps against , but we already have a method of dealing with that (keep reading). So, consider whether or not Tera Fairy is the right choice for you.
The given EV spread hits 263 Speed to outspeed , , etc. at 262, maximizes Grassy Terrain recovery when Roosting, and then maximizes bulk. This spread also allows to live an Ivy Cudgel from from full health, allowing you to safely Volt Switch or Thunder Wave the threat without needing to predict.
In general, I think Zapdos is a valuable member of the team, but is probably the weakest link currently in terms of optimization. Here are some changes I would consider testing:
BLIND (Slowking-Galar) (M) @
Ability: Regenerator
Tera Type: Water
EVs: 212 HP / 16 Def / 164 SpA / 116 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Psyshock
- Surf
- Flamethrower
is the best ace up this team's sleeve, in my opinion. This set single-handedly solves issues with special attacks, full stop. and will consume their only to get 20% off into , and will die to Psyshock in return (if you're lucky the will give you their Tera Steel while they're at it). Calm Mind thinks it can beat you with Tera Steel, but a well-timed Flamethrower solves this issue. thinks it has you trapped and dead to rights, but a Tera Water Surf puts the advantage back in your court. And Sludge Bomb is an excellent fishing move against incoming , , , etc.
This set heavily relies on the surprise factor of , so choose the order in which you reveal moves carefully. It is often worth it to click a Psyshock into a Protect to bait them into thinking they wall you, or to conceal Flamethrower until you are certain that or is coming in (though this doesn't usually take long).
Tera Water was partially selected as a generally solid defensive typing, but is honestly moreso important for boosting the power of Surf against , , , , etc. (see threats below). The given EV spread is just the standard spread from Smogon with some EVs moved from HP to SpA. I did this in order to hit a Grassy Terrain number and give a tiny bit more of an offensive presence.
GO (Cinderace) @
Ability: Blaze
Tera Type: Ghost
EVs: 204 HP / 32 Atk / 20 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
is the primary member of our hazard control core. We run the standard bulky set because it's goated. That's it. Did you think I'd have more to say about this guy? Dude knows one move. NBA, the way this guy thinks he's Court Changing.
I didn't use Tera Ghost for most of the run up the ladder, but switched to it at high ladder and found it extremely useful. Tera Ghost allows to spinblock on (particularly relevant against Sticky Web teams), or get a Will-o-Wisp off on , , , or to win endgames.
4. Threat List
Point: This thing is cheap and makes me sad, Mr. Showdown please ban :( (unless it's Tail Glow, then you're fine.)
Counterpoint: Skill issue, I should run a team with Encore / Taunt / Haze / Roar.
Our team doesn't have an all-in-one solution to , so getting swept by it is possible if not played correctly. The best counterplay imo is to make a sacrifice to the Body Press god so you can go to your (hopefully) healthy , Tera Ghost and Will-o-Wisp. Even if you miss the first time, is 3HKO'd by Crunch, so clicking it again is fine if you're not Aaron Zheng. Of course, this requires a Lionel Messi rabbit to begin with, so either preserve your health as best possible or hope your opponent has not seen the team before.
I must admit, I faced this core maybe three or four times on high ladder and was not able to break it a single time (though for the majority of those encounters I had Ice Beam instead of Surf and instead of ). In my mind, the best way to go about this matchup is either to fish for poisons on to wear down Roost PP and attempt to preserve Tera, or to go at some point, Swords Dance to bait out , and burn Lum Berry in order to get a +2 Kowtow Cleave into it. Or maybe a combination of both? Or maybe it's better to just Tera early game and nuke these two with Surf??? Let me know below. :)
I don't consider stall a total threat for this team, which is why I have it the bottom of this list. Moreso it's a nuisance worth calling it since we really only have one form of counterplay to it. For a core like the one shown above, Tera Grass Wood Hammer should be sufficient to blow up 2+ members before faints from recoil, but even this can be avoided by making smart pivots to heal up your team with Grassy Terrain. Definitely avoid getting Knocked Off or poisoned by . If the opponent has a resist such as or , Knock Off their item on the switch initially, and U-Turn around them in subsequent turns.
Similar to stall, this guy is not an outright threat, but just a bit of a nuisance for this team. Our Fire resists are lacking, and sending in on it forces the Tera Grass/Bug mindgames. Thus, the only real counterplay is to preserve health on so you can safely Tera Water Surf. This method, however, is very reliable, so this route should be fine.
5. Replays
I thought I was saving replays as I went, but for some reason they didn't save :/ I will try to get a few in the near future for y'all.
6. Conclusion
I hope y'all enjoyed this RMT. Please let me know of any feedback and comments below, and definitely let me know if you try the team and enjoy it! See y'all in the next one.
7. Importable
RillaBalance ft. AV Glowking (w/ nicknames)
RillaBalance ft. AV Glowking (w/o nicknames)
Table of Contents:
1. Proof of Peak
2. Teambuilding Process
3. The Pokémon
4. Threat List
5. Considered Changes
6. Conclusion
7. Importable
1. Proof of Peak
With this team I peaked at 1887 ELO, #50 in the DLC 1 meta as shown below. A new peak for me! (in terms of rank, not ELO rip)
2. Teambuilding Process
I'm mainly a balance/bulky offense player (rip me in current meta), so I liked the idea of building a bulky Grassy Terrain team.
Next I began looking for Pokémon that would synergize well with Grassy Terrain and counter current meta trends well. With the heavy rise of Iron Moth, Iron Valiant, and hyper-offensive teams in general, I opted for an Assault Vest Slowking-G set to serve as our dedicated special wall.
Sticking with fat Pokémon that benefit from Grassy Terrain, Kingambit is our Steel-type, late-game win condition, and "Oh Shiftry!" button all in one.
At this point, I notice that my team is quite defensively sound, but suffers from a lack of momentum and a heavily hazard-stacked metagame. I opted for a bulky Cinderace to provide momentum and Court Change hazards away, and a Bulk Up Great Tusk to sweep and secure complete hazard control.
Lastly, I added Zapdos to serve as our dedicated Ground switch-in. Zapdos also synergizes well with the team by providing speed control to an otherwise very slow team, and completing the team's VoltTurn core.
3. The Pokemon
PEEP HOLE (Rillaboom) @
Ability: Grassy Surge
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
is a breaker, pivot, and enabler for the team via Grassy Terrain. Grassy Glide, though nerfed, is still incredibly strong and pretty free in most situations. Grassy Glide is very useful for revenge-killing sweepers, particularly or a weakened , and can essentially win the rain matchup on its own. Wood Hammer provides a powerful breaking move against fat structures, doing big damage to , , , , etc. Lastly, Knock Off provides item control and soft punishes and , while U-Turn provides momentum.
Tera Grass was selected for maximum breaking power, especially in the stall matchup. The given EV spreads maximizes breaking power and speed.
ROCKSTAR (Great Tusk) @
Ability: Protosynthesis
Tera Type: Steel
EVs: 244 HP / 12 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Bulk Up
is the secondary member of the hazard-control core, our primary physical check, and one of our two sweepers. Headlong Rush is our STAB of choice and provides excellent coverage alongside Ice Spinner, while not being weakened from Grassy Terrain like Earthquake is. Ice Spinner is our coverage move, mostly notable for , , , , and popping on the switch-in. While it is true that Ice Spinner ends our terrain, it also ends other teams' terrain. This tends to be more relevant since we often can catch opposing coming in, or Ice Spinner their terrain away before they can Wood Hammer. Rapid Spin boosts our Speed and clears hazards, while Bulk Up boosts Great Tusk to victory.
Tera Steel was selected for general defensive utility and creating setup opportunities, particularly when facing a , , or . The given EV spread maximizes Grassy Terrain/ recovery while ensuring a Protosynthesis Attack boost. I chose the Attack boost to massacre sun teams, but the 12 EVs could easily be moved around to get the Attack, Defense, or Speed boost.
Note: One common sequence you might see with is Bulk Up on Protect -> Tera Steel and Bulk Up/Rapid Spin on Toxic, or Ice Spinner raw to KO. This is especially effective under Grassy Terrain as really cannot do anything to you with Earthquake, and you still have Grassy Terrain to heal you if you get your knocked.
TLC (Kingambit) (F) @
Ability: Supreme Overlord
Tera Type: Flying
EVs: 108 HP / 252 Atk / 4 SpD / 144 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
is our primary wincon, bulky Steel, and emergency revenge killer. For the better part of the run I used the more traditional 141 Speed set, but switched to a slightly faster 172 set at higher ladder. The best way to use is to get a free Kowtow Cleave into a slightly worn or for the knockout, or as a get-out-of-jail-free card against utility , but it also eases predictions into and (e.g., they predict Tera Flying and Dire Claw, you heal off the status). Otherwise, the standard set is run. I swapped between Low Kick and Iron Head a little bit, but I think that Iron Head remains more consistent for threats like , , and Tera Fairy .
Tera Flying is used as the most consistent way to create setup opportunities. The given EV spread aims to maximize Attack, outspeed opposing 171 , and maximize Grassy Terrain recovery, in that order.
+2 Kowtow Cleave, 0 Allies vs: Defensive : +2 252+ Atk Kingambit Kowtow Cleave vs. 252 HP / 104 Def Zapdos: 319-376 (83 - 97.9%) -- guaranteed 2HKO
vs: Offensive : +2 252+ Atk Kingambit Kowtow Cleave vs. 0 HP / 0 Def Zapdos: 358-423 (111.5 - 131.7%) -- guaranteed OHKO
vs: Def. : +2 252+ Atk Kingambit Kowtow Cleave vs. 248 HP / 248+ Def Moltres: 243-286 (63.4 - 74.6%) -- guaranteed 2HKO
vs: Sp. Def. : +2 252+ Atk Kingambit Kowtow Cleave vs. 248 HP / 0 Def Moltres: 342-403 (89.2 - 105.2%) -- 31.3% chance to OHKO
BLAME IT ON BABY (Zapdos) @
Ability: Static
Tera Type: Fairy
EVs: 188 HP / 208 Def / 4 SpD / 108 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hurricane
- Roost
- Thunder Wave
serves as our Ground immunity, speed control, secondary physical check, and momentum gatherer. The set is pretty standard overall. Volt Switch is used to gain momentum, Hurricane is our 70% accuracy Chad STAB move, and Roost and Thunder Wave are for longevity and trolling, respectively.
Tera Fairy was mostly selected to have a solid defensive typing that adds a failsafe Fairy-type to the team, though I will note that I ran Tera Steel in the earlier part of my run and clicked that more. Additionally, you could argue that Tera Fairy helps against , but we already have a method of dealing with that (keep reading). So, consider whether or not Tera Fairy is the right choice for you.
The given EV spread hits 263 Speed to outspeed , , etc. at 262, maximizes Grassy Terrain recovery when Roosting, and then maximizes bulk. This spread also allows to live an Ivy Cudgel from from full health, allowing you to safely Volt Switch or Thunder Wave the threat without needing to predict.
In general, I think Zapdos is a valuable member of the team, but is probably the weakest link currently in terms of optimization. Here are some changes I would consider testing:
- Moves: Consider the combination of U-Turn and Discharge over Volt Switch and Thunder Wave to guarantee momentum on and and give yourself a move to stay in against opposing .
- Tera Type: Consider running Tera Water to greatly improve the matchup into + / , as Tera Water is still not a perfect answer due to its lacking physical defense. I mentioned Tera Steel above, but that was just to illustrate that I'm not clicking Tera Fairy that often-- ultimately if is Tera Steel, these two would essentially accomplish the same thing through Tera. Thus, my best advice is to test Tera Fairy vs. Tera Water.
- EVs: I ran the standard 301 Speed defensive spread for most of my run and only later switched to the current spread. So, if you find the team to be too slow, this could be a potential solution.
BLIND (Slowking-Galar) (M) @
Ability: Regenerator
Tera Type: Water
EVs: 212 HP / 16 Def / 164 SpA / 116 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Psyshock
- Surf
- Flamethrower
is the best ace up this team's sleeve, in my opinion. This set single-handedly solves issues with special attacks, full stop. and will consume their only to get 20% off into , and will die to Psyshock in return (if you're lucky the will give you their Tera Steel while they're at it). Calm Mind thinks it can beat you with Tera Steel, but a well-timed Flamethrower solves this issue. thinks it has you trapped and dead to rights, but a Tera Water Surf puts the advantage back in your court. And Sludge Bomb is an excellent fishing move against incoming , , , etc.
This set heavily relies on the surprise factor of , so choose the order in which you reveal moves carefully. It is often worth it to click a Psyshock into a Protect to bait them into thinking they wall you, or to conceal Flamethrower until you are certain that or is coming in (though this doesn't usually take long).
Tera Water was partially selected as a generally solid defensive typing, but is honestly moreso important for boosting the power of Surf against , , , , etc. (see threats below). The given EV spread is just the standard spread from Smogon with some EVs moved from HP to SpA. I did this in order to hit a Grassy Terrain number and give a tiny bit more of an offensive presence.
GO (Cinderace) @
Ability: Blaze
Tera Type: Ghost
EVs: 204 HP / 32 Atk / 20 Def / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Will-O-Wisp
- Court Change
is the primary member of our hazard control core. We run the standard bulky set because it's goated. That's it. Did you think I'd have more to say about this guy? Dude knows one move. NBA, the way this guy thinks he's Court Changing.
I didn't use Tera Ghost for most of the run up the ladder, but switched to it at high ladder and found it extremely useful. Tera Ghost allows to spinblock on (particularly relevant against Sticky Web teams), or get a Will-o-Wisp off on , , , or to win endgames.
4. Threat List
Point: This thing is cheap and makes me sad, Mr. Showdown please ban :( (unless it's Tail Glow, then you're fine.)
Counterpoint: Skill issue, I should run a team with Encore / Taunt / Haze / Roar.
Our team doesn't have an all-in-one solution to , so getting swept by it is possible if not played correctly. The best counterplay imo is to make a sacrifice to the Body Press god so you can go to your (hopefully) healthy , Tera Ghost and Will-o-Wisp. Even if you miss the first time, is 3HKO'd by Crunch, so clicking it again is fine if you're not Aaron Zheng. Of course, this requires a Lionel Messi rabbit to begin with, so either preserve your health as best possible or hope your opponent has not seen the team before.
I must admit, I faced this core maybe three or four times on high ladder and was not able to break it a single time (though for the majority of those encounters I had Ice Beam instead of Surf and instead of ). In my mind, the best way to go about this matchup is either to fish for poisons on to wear down Roost PP and attempt to preserve Tera, or to go at some point, Swords Dance to bait out , and burn Lum Berry in order to get a +2 Kowtow Cleave into it. Or maybe a combination of both? Or maybe it's better to just Tera early game and nuke these two with Surf??? Let me know below. :)
I don't consider stall a total threat for this team, which is why I have it the bottom of this list. Moreso it's a nuisance worth calling it since we really only have one form of counterplay to it. For a core like the one shown above, Tera Grass Wood Hammer should be sufficient to blow up 2+ members before faints from recoil, but even this can be avoided by making smart pivots to heal up your team with Grassy Terrain. Definitely avoid getting Knocked Off or poisoned by . If the opponent has a resist such as or , Knock Off their item on the switch initially, and U-Turn around them in subsequent turns.
Similar to stall, this guy is not an outright threat, but just a bit of a nuisance for this team. Our Fire resists are lacking, and sending in on it forces the Tera Grass/Bug mindgames. Thus, the only real counterplay is to preserve health on so you can safely Tera Water Surf. This method, however, is very reliable, so this route should be fine.
5. Replays
I thought I was saving replays as I went, but for some reason they didn't save :/ I will try to get a few in the near future for y'all.
6. Conclusion
I hope y'all enjoyed this RMT. Please let me know of any feedback and comments below, and definitely let me know if you try the team and enjoy it! See y'all in the next one.
7. Importable
RillaBalance ft. AV Glowking (w/ nicknames)
RillaBalance ft. AV Glowking (w/o nicknames)
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