SV OU Rillia + Waterpon Offense

Click on the Sprites for the Pokèpaste
:rillaboom: :Ogerpon-Wellspring: :Primarina: :Cinderace: :weavile: :Landorus-Therian:

Hi. I'm a returning player who's causally played on and off since Gen 4, but never made it out of the 1300s and stopped 'round Gen 7. After following Pokemon for awhile, I found that SV looked sick enough for me to try to pick up competitive Pokemon again and actually try to get (kind of) good at Pokemon. After scraping the 1400's playing 74 games, I'll felt like I reached the limit of what I could do for my team alone and wish to see if anyone can improve my team further.

The process for the team was as follows:

:rillaboom: :ogerpon-wellspring:
After seeing what Wellspring was capable, I wanted a team that centered on it and Rillaboom as Rilla is a house of a mon and the grassy terrain it gives bolsters Wellspring's Grass STAB

:rillaboom: :ogerpon-wellspring: :weavile: :Volcarona:

Then I slotted in Volcarona and Weavile as the analyses said they had good synergy together with the former being another reliable win condition and the latter being a potent form of speed control. Each expanding the types of 'mon the team could hit (please note that my team building/ladder climb started long before the Volc suspect).

:rillaboom: :ogerpon-wellspring: :weavile: :Volcarona: :great tusk: :ting-lu:

Then I looked at means of setting up hazards as well as finding defensive sponges to take hits for team so I added the big premier Ground types (Tusk and Lu) to round out the team. Then I found the team a little inflexible so I opted for a different approach.

:rillaboom: :ogerpon-wellspring: :weavile: :Volcarona: :iron crown: :landorus-therian:

After reading posts on the metagame thread, I saw how AV Iron Crown had utility as a specially defensive pivot and Landorus-T was rising up as a physically defensive pivot so I slotted them in not only give the team some defensive backbone, but also add more flexibility with the Volt-turn core they create.

:rillaboom: :ogerpon-wellspring: :weavile: :cinderace: :landorus-therian: :iron crown:

After a couple dozen games, I decided to cut Volcarona as I felt like the wins I got with it felt undeserved and I didn't want to rely on it saving fumbled games with its Quiver Dance bullshit. While not the most competitive reason, in a way, it helped me find ways to make the team better in the long run (Note: this was way before Volc was in the process of getting suspected).
It took some time find a 'mon to take its place. I tried defensive Gouging Fire, but it felt like it didn't gel with the team despite its power and bulk. But it did give me the idea to put in Cinderace as I got tilted watching half my 'mons get chipped by hazzards and I wanted to get them off my field, but I also really wanted something to take Wisp for the team as half the 'mons were physical attackers.

:rillaboom: :ogerpon-wellspring: :weavile: :cinderace: :landorus-therian: :primarina:

Then I got waxed by a Volcarona and I had to think about what I could do to fill the hole of the team. That's when I came across Primarina and decided to run the Assalt Vest so I could maintain the phys/special pivots I had when Crown was on the team and this is the build I've settled on for the time being.

The Team:

Rillaboom sprite from Scarlet & Violet
Haōsaru (Rillaboom) @ Assault Vest
Ability: Grassy Surge
Shiny: Yes
Tera Type: Fighting
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Grassy Glide
- Low Kick
- U-turn
- Knock Off

The backbone of the team. Originally ran an unga-bunga Choice Band set to just kill stuff, but after using the utility set, I find the flexiblity it provides too valuable to give up. I ran the AV version of utility Rilla as Grassy Terain isn't game-determinative for the team and Rilla finds a way to hit the field mulitple times a match so giving it extra bulk felt nice. Glide is still amazing for sniping enemy 'mons, Knock and U-turn are just really great moves and Low Kick rounds out the coverage so things like Gambit don't get too comfortable against Rilla (with Tera Fighting giving Rilla a Dark resist). Truly a wonderful Pokemon.
Ogerpon

Goonie (Ogerpon-Wellspring) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- Play Rough / Knock Off
- Swords Dance / Encore

The star of the proverbial show and one of my favorite Pokemon out of Gen 9 after Clodsire and Ceruledge. I sometimes waffle on which moves to use between SD(let Wellspring 6-0 balance on its own) or Encore (lets Wellspring troll 'mons like Gambit) as well as between Play Rough (giving near perfect coverage) or Knock off ( a good move to smack other 'mons with), though I evenually settled on the standard SD moveset. Let's the team break through Alo cores with ease and still chip the enemy team if it can't get a SD up. While being locked into a fixed Tera type isn't ideal, the SpD boost it gets from Embody Apspect comes in cluch for things like Booster Iron Moth.

Primarina sprite from Scarlet & Violet
Avu-Chan (Primarina) @ Assault Vest
Ability: Torrent
Tera Type: Ghost
EVs: 252 HP / 40 Def / 216 SpA
Modest Nature
- Surf
- Moonblast
- Flip Turn
- Chilling Water

The last new member, and certainly not the least. Great typing, good special attack and special defence enhanced by Assault Vest and Flip turn to help pivot around threats. For the Tera type, I picked Tera Ghost as I got raw dogged by a Tera Steel ID+ BP Zamazenta and looked for a way to counter it and thought "Oh. Ghost is immune to Fighting. Who cares if it gets to +6 defence". I added Chilling Water as an extra layer of protection as when Tera Ghost makes Body Press whiff, I click Chilling Water to make Zam's Crunch sting a little less. Plus it has a chance to screw with some other physical attacker.

Weavile sprite from Scarlet & Violet
Dimoret (Weavile) (F) @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick

The main form of speed control and one of the first members of the team. While not the fastest speed guy in the tier, it has the most proverbial teeth. Triple Axel hits like a truck (when it hits....) and Ice Shard is just some nice priority to snipe weakened threats with both options getting powered up by Tera Ice. Knock Off aisde from being one the best utility tools in the game, is just a really potent STAB on Weavile that makes Knock really sting on non-resists as well as getting rid of items. Low Kick rounds out the coverage as again, hitting Gambit and any other Darks is just really good.


Cinderace sprite from Scarlet & Violet
Isagi (Cinderace) (M) @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Gunk Shot
- Court Change

The main Wisp abosorber as well as removal for the team. Court Change is just a really funny form of removal as its just 'no u' and gives the opponent the hazzards on my field (which is really funny against Web/hazzard stacking teams). Intially used a bulk pivot, but felt like I rather just use this thing to either chip or kill stuff. Pyro Ball is a great STAB option, U-turn lets me pivot and Gunk Shot helps pick off Fairy types like opposing Primarina.

Landorus sprite from Scarlet & Violet
TenMoreYrs (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 32 Def / 224 Spe
Timid Nature
- Stealth Rock
- U-turn
- Taunt
- Earth Power

Much like the Magneto/Storm/Sentenel team from MvC2 being prophised to rule for ten more years, so too shall Lando-T rule over OU for Ten More Years. Lando serves a very important role for the team as blanket physical check. When stuff like Roaring Moon or Dragonite start boosting and try to run over the team, Lando acts as a roadblock by cutting the enemy's Attack and make them lose health by hurting themselves thanks to Rocky Helmet (hopefully enough for the other members to pick off the weakened threats). Basic game plan is to have it lead and either set rocks or taunt the opponent to prevent funny bussiness and then U-turn away. Earth power is used as it hits mons like defensive Gouging Fire and ID + BP Zamazenta for decent damage. Just makes alot of scary senarios more playable.

Honorable Mentions:


Iron Crown sprite from Scarlet & Violet
UniTree Go1(Iron Crown) @ Assault Vest
Ability: Quark Drive
EVs: 32 HP / 244 SpA / 232 Spe
IVs: 20 Atk
Tera Type: Fighting
Timid Nature
- Tachyon Cutter
- Future Sight
- Focus Blast
- Volt Switch

Loved running this thing. Secured me against Gilmmora BS and was just a nice alternative lead when it felt like Lando had a bad lead matchup.


Volcarona

Pyrax (Volcarona) (F) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Ground
EVs: 252 HP / 104 Def / 152 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Tera Blast
- Morning Sun

This dumb bastard carried games I fumbled and bailed me out when I screwed up bigly. That said, I felt like it was time to part with this thing and I guess the decision aged really well due to the Volc ban. RIP and hope I never see this thing again (though it did pave the way for Slither Wing and Iron Moth to exist so thats cool).


Main Theats:

:kyurem:
Kyurem

Very scary mon when it hits the field. Best hope is that Prima trades favorably with it


:iron moth:
Iron Moth

The only real answer the team has is Tera Wellspring eating a Sludge Wave thanks to the SpD boost and clapping back with Ivy Cudgel


:zamazenta:
Zamazenta

Another scary 'mon. Requires a combination of it getting chipped by Rocky Helmet and winning the Tera mini game with Prima
 
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:rillaboom: :Ogerpon-Wellspring: :Primarina: :Cinderace: :weavile: :Landorus-Therian:

Hi. I'm a returning player who's causally played on and off since Gen 4, but never made it out of the 1300s and stopped 'round Gen 7. After following Pokemon for awhile, I found that SV looked sick enough for me to try to pick up competitive Pokemon again and actually try to get (kind of) good at Pokemon. After scraping the 1400's playing 74 games, I'll felt like I reached the limit of what I could do for my team alone and wish to see if anyone can improve my team further.

The process for the team was as follows:

:rillaboom: :ogerpon-wellspring:
After seeing what Wellspring was capable, I wanted a team that centered on it and Rillaboom as Rilla is a house of a mon and the grassy terrain it gives bolsters Wellspring's Grass STAB

:rillaboom: :ogerpon-wellspring: :weavile: :Volcarona:

Then I slotted in Volcarona and Weavile as the analyses said they had good synergy together with the former being another reliable win condition and the latter being a potent form of speed control. Each expanding the types of 'mon the team could hit.

:rillaboom: :ogerpon-wellspring: :weavile: :Volcarona: :great tusk: :ting-lu:

Then I looked at means of setting up hazards as well as finding defensive sponges to take hits for team so I added the big premier Ground types (Tusk and Lu) to round out the team. Then I found the team a little inflexible so I opted for a different approach.

:rillaboom: :ogerpon-wellspring: :weavile: :Volcarona: :iron crown: :landorus-therian:

After reading posts on the metagame thread, I saw how AV Iron Crown had utility as a specially defensive pivot and Landorus-T was rising up as a physically defensive pivot so I slotted them in not only give the team some defensive backbone, but also add more flexibility with the Volt-turn core they create.

:rillaboom: :ogerpon-wellspring: :weavile: :cinderace: :landorus-therian: :iron crown:

After a couple dozen games, I decided to cut Volcarona as I felt like the wins I got with it felt undeserved and I didn't want to rely on it saving fumbled games with its Quiver Dance bullshit. While not the most competitive reason, in a way, it helped me find ways to make the team better in the long run (Note: this was way before Volc was in the process of getting suspected).
It took some time find a 'mon to take its place. I tried defensive Gouging Fire, but it felt like it didn't gel with the team despite its power and bulk. But it did give me the idea to put in Cinderace as I got tilted watching half my 'mons get chipped by hazzards and I wanted to get them off my field, but I also really wanted something to take Wisp for the team as half the 'mons were physical attackers.

:rillaboom: :ogerpon-wellspring: :weavile: :cinderace: :landorus-therian: :primarina:

Then I got waxed by a Volcarona and I had to think about what I could do to fill the hole of the team. That's when I came across Primarina and decided to run the Assalt Vest so I could maintain the phys/special pivots I had when Crown was on the team and this is the build I've settled on for the time being.

The Team:

Rillaboom sprite from Scarlet & Violet
Haōsaru (Rillaboom) @ Assault Vest
Ability: Grassy Surge
Shiny: Yes
Tera Type: Fighting
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Grassy Glide
- Low Kick
- U-turn
- Knock Off

The backbone of the team. Originally ran an unga-bunga Choice Band set to just kill stuff, but after using the utility set, I find the flexiblity it provides too valuable to give up. I ran the AV version of utility Rilla as Grassy Terain isn't game-determinative for the team and Rilla finds a way to hit the field mulitple times a match so giving it extra bulk felt nice. Glide is still amazing for sniping enemy 'mons, Knock and U-turn are just really great moves and Low Kick rounds out the coverage so things like Gambit don't get too comfortable against Rilla (with Tera Fighting giving Rilla a Dark resist). Truly a wonderful Pokemon.
Ogerpon

Goonie (Ogerpon-Wellspring) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- Play Rough / Knock Off
- Swords Dance / Encore

The star of the proverbial show and one of my favorite Pokemon out of Gen 9 after Clodsire and Ceruledge. I sometimes waffle on which moves to use between SD(let Wellspring 6-0 balance on its own) or Encore (lets Wellspring troll 'mons like Gambit) as well as between Play Rough (giving near perfect coverage) or Knock off ( a good move to smack other 'mons with), though I evenually settled on the standard SD moveset. Let's the team break through Alo cores with ease and still chip the enemy team if it can't get a SD up. While being locked into a fixed Tera type isn't ideal, the SpD boost it gets from Embody Apspect comes in cluch for things like Booster Iron Moth.

Primarina sprite from Scarlet & Violet
Avu-Chan (Primarina) @ Assault Vest
Ability: Torrent
Tera Type: Ghost
EVs: 252 HP / 40 Def / 216 SpA
Modest Nature
- Surf
- Moonblast
- Flip Turn
- Chilling Water

The last new member, and certainly not the least. Great typing, good special attack and special defence enhanced by Assault Vest and Flip turn to help pivot around threats. For the Tera type, I picked Tera Ghost as I got raw dogged by a Tera Steel ID+ BP Zamazenta and looked for a way to counter it and thought "Oh. Ghost is immune to Fighting. Who cares if it gets to +6 defence". I added Chilling Water as an extra layer of protection as when Tera Ghost makes Body Press whiff, I click Chilling Water to make Zam's Crunch sting a little less. Plus it has a chance to screw with some other physical attacker.

Weavile sprite from Scarlet & Violet
Dimoret (Weavile) (F) @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick

The main form of speed control and one of the first members of the team. While not the fastest speed guy in the tier, it has the most proverbial teeth. Triple Axel hits like a truck (when it hits....) and Ice Shard is just some nice priority to snipe weakened threats with both options getting powered up by Tera Ice. Knock Off aisde from being one the best utility tools in the game, is just a really potent STAB on Weavile that makes Knock really sting on non-resists as well as getting rid of items. Low Kick rounds out the coverage as again, hitting Gambit and any other Darks is just really good.


Cinderace sprite from Scarlet & Violet
Isagi (Cinderace) (M) @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- Gunk Shot
- Court Change

The main Wisp abosorber as well as removal for the team. Court Change is just a really funny form of removal as its just 'no u' and gives the opponent the hazzards on my field (which is really funny against Web/hazzard stacking teams). Intially used a bulk pivot, but felt like I rather just use this thing to either chip or kill stuff. Pyro Ball is a great STAB option, U-turn lets me pivot and Gunk Shot helps pick off Fairy types like opposing Primarina.

Landorus sprite from Scarlet & Violet
TenMoreYrs (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 32 Def / 224 Spe
Timid Nature
- Stealth Rock
- U-turn
- Taunt
- Earth Power

Much like the Magneto/Storm/Sentenel team from MvC2 being prophised to rule for ten more years, so too shall Lando-T rule over OU for Ten More Years. Lando serves a very important role for the team as blanket physical check. When stuff like Roaring Moon or Dragonite start boosting and try to run over the team, Lando acts as a roadblock by cutting the enemy's Attack and make them lose health by hurting themselves thanks to Rocky Helmet (hopefully enough for the other members to pick off the weakened threats). Basic game plan is look lead and either set rocks or taunt the opponent to prevent funny bussiness and then U-turn away. Earth power is used as it hits mons like defensive Gouging Fire and ID + BP Zamazenta for decent damage. Just makes alot of scary senarios more playable.

Honorable Mentions:


Iron Crown sprite from Scarlet & Violet
UniTree Go1(Iron Crown) @ Assault Vest
Ability: Quark Drive
EVs: 32 HP / 244 SpA / 232 Spe
IVs: 20 Atk
Tera Type: Fighting
Timid Nature
- Tachyon Cutter
- Future Sight
- Focus Blast
- Volt Switch

Loved running this thing. Secured me against Gilmmora BS and was just a nice alternative lead when it felt like Lando had a bad lead matchup.


Volcarona

Pyrax (Volcarona) (F) @ Heavy-Duty Boots
Ability: Flame Body
Shiny: Yes
Tera Type: Ground
EVs: 252 HP / 104 Def / 152 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Tera Blast
- Morning Sun

This dumb bastard carried games I fumbled and bailed me out when I screwed up bigly. That said, I felt like it was time to part with this thing and I guess the decision aged really well due to the Volc ban. RIP and hope I never see this thing again (though it did pave the way for Slither Wing and Iron Moth to exist so thats cool).


Main Theats:

:kyurem:
Kyurem

Very scary mon when it hits the field. Best hope is that Prima trades favorably with it


:iron moth:
Iron Moth

The only real answer the team has is Tera Wellspring eating a Sludge Wave thanks to the SpD boost and clapping back with Ivy Cudgel


:zamazenta:
Zamazenta

Another scary 'mon. Requires a combination of it getting chipped by Rocky Helmet and winning the Tera mini game with Prima
Volcarona is completely unusable in OU right now, matchup moth is not usable trust me bro.
Also primarina usually runs psychic noise.
Also rillaboom may benefit from wood hammer.
 
Volcarona is completely unusable in OU right now, matchup moth is not usable trust me bro.
Also primarina usually runs psychic noise.
Also rillaboom may benefit from wood hammer.

I started my climb well before Volc was even suspect tested which is why it was on earlier builds of the team (and also cut it from the team well before the suspect test as well). Though I do cede that Psychic Noise is more useful than Chilling Water so that something I'll look into.
 
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I started my climb well before Volc was even suspect tested which I why it was on earlier builds of the team (and also cut it from the team well before the suspect test as well). Though I do cede that Psychic Noise is more useful than Chilling Water so that something I'll look into.
Also, your team will benefit from a slow pivot of somekind to pair with your sweepers, also weavile usually runs band or swords dance.
Try glowking
Also your RMT is miles ahead of other newer players, keep it up.
 
Hi here for some changes I really like your idea of a grass terrain team I’m personally a fan of these types of teams as well.

1. First change is changing :rillaboom: to a band set it applies more pressure and makes it significantly harder to stomach than the assault vest set you had previously.


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

2. I would change :primarina: into a subsitute calm mind set grassy terrain + leftovers gives it plentiful longevity.

Primarina @ Leftovers
Ability: Torrent
EVs: 80 HP / 252 SpA / 176 Spe
IVs: 0 Atk
Tera Type: Steel
Modest Nature
- Calm Mind
- Surf
- Moonblast
- Substitute

3. As the other user mentioned above I feel :slowking-galar: over :cinderace: is a much much better move as it provides checks to things such as :iron moth: , some variants of :iron Valiant:, and :raging bolt: it’s also a great partner to your :rillaboom: and :weavile:.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 16 Def / 240 SpD
IVs: 0 Spe
Tera Type: Water
Sassy Nature
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave

4. also make weavile swords dance
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Ice
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Swords Dance

Final https://pokepast.es/06adb0b021243bdd
Happy laddering !
 
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