Trainers who have adventured in the Unova region are probably quite familiar with the monkey Pokemon, Pansage, Pansear and Panpour. Naturally, when trainers first arrive the Unova-based Blueberry Academy, they might want to capture the three Pokemon for their journey around the biomes. However, instead of Pansage, trainers might be able to find Grookey instead in the Coastal Biome once the biodiversity of that biome has been expanded. Just like many previous starter Pokemon, Grookey isn’t too bad for a first-staged Pokemon, having some workable Attack and Speed. However, it won’t be able to catch up with the harsh environment around the Academy and should be left on the team to gain passive experience. After gaining one level, Grookey evolves into Thwackey, which isn’t too terrible as far as NFEs go, but it should still rather evolve again as soon as possible into the almighty Rillaboom.
The Galar starters share two things in common: their uninteresting pure-typings and their min-max stat distributions At the first glance, Rillaboom may not seem as crazy as its Galarian siblings, but it most definitely has its own merits. Rillaboom is a bulky attacker with workable bulk and a surprisingly good Speed. Its strength lies in its base 125 Attack that is the highest among all Grass-type starter Pokemon. Combining that with its natural access to Tera-Grass, Rillaboom can even tear through tough Grass-resists with its STAB moves. As if that isn’t impressive enough, Rillaboom can even boost its firepower with its abilities. Overgrow is the default one for Grass-type starters, and Rillaboom can make good use of it thanks to its good bulk, though it is definitely not the superior ability. If you are considering putting Rillaboom on your team, you are most likely looking at its Hidden Ability, Grassy Surge. Having Grassy Terrain set on the field every time it comes out means Rillaboom basically gets a free 30% power boost in its Grass-type moves. Healing your opponents at the end of each turn isn’t ideal, but bear in mind that Rillaboom and its partner get the same healing effect as well, which can be utilized effectively by defensive plays like Protect-stall or screen support. Rillaboom also appreciates passive recovery as it sometimes like to spam recoil-inducing moves, and its capability to take big hits with its 100/90/70 bulk allows it to win 1-on-1 in many situations. Grassy Surge is also absolutely wonderful for team support, with Rillaboom being a great teammate to Unburden users or other Grass-type Pokemon. Rillaboom’s only unfortunate attribute comes from its 85 Speed. While it isn’t bad by any means, Pokemon around the Blueberry Academy are for some reasons way faster than that. Rillaboom certainly has ways to work around this issue, but the mediocre speed will still bite at times. Its pure Grass-typing is also less than ideal, as it has an unfavourable matchup against most trainers in the Academy, most notably three of the Elite Four members. However, with solid stats backing it up, Rillaboom doesn’t really worry about type charts all that much, and it can find more than enough opportunities to demolish its opponents. Overall, Rillaboom has a great offensive power, a reliable bulk and a great Hidden Ability to work with its stats, which are all great traits for a Pokemon to be useful in a single-player playthrough.
Rillaboom’s great tale doesn’t stop here, as its moveset almost feels tailormade by its creators. First of all, Rillaboom’s signature move, Drum Beating, is basically Seed Bomb that also guarantees a speed-dropping effect on the target. Not only is it a reliable STAB for Rillaboom to use for consistent damage, but it is also a wonderful way to work around Rillaboom’s average Speed, as well as a great way to support slower allies. Rillaboom sometimes prefers an even stronger damage though, and it may want to run Wood Hammer for its massive base power. However, Wood Hammer does wear down Rillaboom a lot, usually much more than what Grassy Terrain heals for. Having high-power moves is great, but Rillaboom’s favourite toy has got to be Grassy Glide. Thanks to Grassy Surge setting up Grassy Terrain, Grassy Glide is basically a guaranteed priority move for Rillaboom. The lowered base power for the move hurt a little bit, as having a priority move that doesn’t KO targets is not as useful as just spamming Wood Hammer, but Grassy Glide is still an excellent move that allows Rillaboom to control the battlefield more often than not. Rillaboom’s main strategy revolves around its Grass-type damage output, and it often feels like running more than one Grass-type moves because of that. However, Rillaboom still has plenty of options in terms of type coverage. Acrobatics pairs tremendously with Rillaboom, since the gorilla can run Grassy Seed, which automatically triggers thanks to Grassy Surge, to enjoy the boosted power of Acrobatics with a +1 in its Defense at the same time. Grass/Flying form a strong combination that is only notably resisted by Steel in common, which is where Rillaboom’s Ground-type coverage options come in handy. Earthquake is always a great choice for strong physical attackers, but Rillaboom’s Grassy Surge will cut the power of the move in half, making it a little too weak. When Arceus closes a door, it sometimes opens another one, if it deems you worthwhile. As if Game Freak planned everything for our gorilla friend here, Rillaboom has access to High Horsepower, which is more or less as strong as Earthquake but without the drawback of hitting your partner or lower power in Grassy Terrain. Fighting-type moves function equally well against Steel-type opponents, and Rillaboom has plenty of those as well. Drain Punch goes well with the bulky attacking style of Rillaboom, giving the gorilla another way to recover the recoil damage taken from Wood Hammer. Alternatively, Hammer Arm is simply a much stronger move, and the speed drop doesn’t hurt too much as Rillaboom can follow things up with Grassy Glide. If Rillaboom isn’t particularly worried about Steel-types, Knock Off can work well as a strong coverage, as well as a great way to weaken its foes. While it is open to strong moves of other types, Rillaboom’s main strategy is still to juice out Grass-type damage. To amplify its strength, Rillaboom can also run some of its setup options, like Swords Dance, which pumps up its Wood Hammer to a whole new power level. Bulk Up is a milder boost, but having a Defense boost is always safe against the strong physical attackers around. Growth is really only helpful if Rillaboom wants to use its base 60 Special Attack, presumably unleashing a strong Boomburst around the field. Other great moves for Rillaboom to consider include, Fake Out for first-turn control, U-turn for a second chance of spreading Grassy Terrain or getting out of bad matchups, Brick Break and Body Slam for even more attacks, Substitute and Leech Seed to take advantage of the passive healing. Rillaboom’s wide asset of tools continues to be effective around the Deeper Area Zero thanks to its powerful damage output with Tera-Grass, though it should be careful about Grassy Terrain giving its opponents free healing. Similarly, Rillaboom manages to make things work in the Kitakami revisit, as it is capable of demolishing pretty much everything with its strong Grass-type moves. Despite having an uninteresting pure Grass-typing, Rillaboom ends up being a great addition thanks to a wonderful ability and moves that synergize well with said ability. In fact, Rillaboom’s main issue seems to be how boring it is, as it pretty much clicks the same two buttons in every battle when Wood Hammer is enough most of the time. Rillaboom is a living proof that Grass-type starters can very well be excellent choices, beating the worst starter type allegations.
With Grassy Surge powering up Grass-type moves for its teammates, Rillaboom is without a doubt a great contender for a potential team slot on a mono-Grass team. It is a powerful physical attacker itself, and the Grassy Terrain would enable its teammates for even stronger Grass assault. However, Grassy Terrain isn’t exactly a necessity, as it often gives the opponents free healing that can ruin potential 2HKOs. The Blueberry Academy is also filled with Grass-resists to the point that most Grass teams would rather run Pokemon that don’t use Grass-type moves that much, making the terrain not as useful. Rillaboom is still a great Pokemon, thanks to its accesses to good moves like High Horsepower and Knock Off, and having STAB-priority is never a bad thing. Rillaboom can work well on a Grass-type team, and its usefulness entirely depends on the rest of the team structure.