[Overview]
Rillaboom’s solid offensive stats, excellent movepool, and access to a powerful priority Grassy Glide courtesy of its own Grassy Surge allow Rillaboom to function as a strong wallbreaker for offensive teams with powerful priority to threaten opposing offensive teams. Rillaboom's priority Grassy Glide grants it a fantastic matchup against weakened threats like Zeraora, Garchomp, and Excadrill. Rillaboom's great coverage in Knock Off and Superpower give it excellent coverage against Grass-type resists. Rillaboom's access to a hard-hitting Knock Off is especially useful for its twofold ability to damage traditional checks like Volcarona and Zapdos whilst removing their coveted Heavy-Duty Boots, making these checks far more inconsistent at dealing with Rillaboom later in the game. Rillaboom's natural bulk, reinforced by the pseudo-Leftovers recovery of its Grassy Terrain, is also quite solid for a wallbreaker; the recovery from Grassy Terrain allows Rillaboom to more easily pivot against the opposing team and, at worst, offsets a noticeable portion of its Life Orb and/or Wood Hammer recoil. The Grassy Terrain Rillaboom summons can also provide its teammates with some much-needed recovery while cutting Earthquake's power in half. However, Rillaboom is not without flaws; it is extremely reliant on its Grassy Terrain to deal with faster offensive threats since its base Speed is simply decent, so Tapu Koko and Tapu Lele can threaten to revenge kill it by forcibly changing the terrain and thus removing Grassy Glide's priority component. Lastly, Rillaboom's Grass STAB is quite mediocre in terms of coverage and Rillaboom can consequently be exploited by Grass-type resists like Kartana, Kyurem, Hydreigon, and Dragapult if it is either locked into its STAB or forced to use Grassy Glide, though none of these can safely switch in against Rillaboom's coverage options and can be dispatched by Grassy Glide anyway if significantly weakened.
[SET]
name: Choice Band
move 1: Grassy Glide
move 2: Wood Hammer
move 3: U-Turn
move 4: Knock Off
Item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Choice Band Rillaboom offers most offensively-oriented teams a great deal of immediate power, allowing it to both break through more defensive teams in the early to mid-game and act as an extremely dangerous revenge killer and lategame cleaner against more offensive teams using its very powerful Grassy Glide. Wood Hammer is Rillaboom’s most powerful attack and thanks to both its Choice Band and Grassy Terrain boosts can pose a threat to most slower targets; it often 2HKOs Toxapex even after healing with Regenerator, very frequently 2HKOs Zapdos even without any residual damage from Stealth Rock, and even OHKOs Tornadus-Therian after Stealth Rock damage. U-Turn allows Rillaboom to grab momentum against a predicted switch into a Grass-type resist. Knock Off provides even more utility by inflicting decent damage while crippling a prospective Grassy Glide switchin like Heatran, Zapdos, or Mandibuzz.
While Rillaboom can naturally threaten a significant portion of the tier, it has a very difficult time breaking past bulky Flying-types like Zapdos or Corviknight and Flame Body users like Volcarona; many of these, in addition to resisting Rillaboom’s STAB, are able to punish all of its moves either with chip damage or with status. Magnezone makes for an exceptional teammate for its ability to trap and eliminate Corviknight and Skarmory with Magnet Pull. Heatran appreciates both Rillaboom’s U-Turn support to get it in safely against a Corviknight attempting to switch in and its Grassy Terrain support, which provides more recovery and the ability to survive Earthquakes from defensive Ground-types like Rocky Helmet Landorus-Therian, Hippowdon, and Swampert. Kartana, despite sharing a similar typing and similar coverage to Rillaboom, makes for a great offensive teammate. Kartana's access to Knock Off can allow Rillaboom itself to forego Knock Off in some cases, Rillaboom's Grassy Terrain gives Kartana some more passive recovery and a significant power boost to its already-strong STAB Leaf Blade, and they can wear down their similar checks and counters over the course of the game, allowing one to sweep after the other has fulfilled its wallbreaking duties.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Grassy Glide
move 3: Knock Off
move 4: Superpower
item: Life Orb
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Rillaboom can use Swords Dance to break past slow Grass-type resists like Corviknight and Skarmory with its great coverage early in the game and to even outpace faster Grass-type resists and KO them with Grassy Glide after some chip damage. After a boost Rillaboom's Grassy Glide can OHKO Dragapult after Stealth Rock damage and Garchomp without any prior damage. Knock Off cripples would-be switchins like Zapdos by removing their items and offers solid neutral coverage. Superpower rounds out Rillaboom’s coverage by giving it an effective way to cleanly OHKO Ferrothorn after a boost and to 2HKO Corviknight, Mandibuzz, and Skarmory with a +2 Superpower into a +1 Superpower. An Adamant nature with full offensive investment is run to ensure that Rillaboom can hit as hard as possible with its boosted Grassy Glides and Superpowers, with the former even having a significant chance to OHKO Dragapult at +2 after Stealth Rock damage.
Zapdos, Volcarona, and Rocky Helmet Corviknight can punish anything Rillaboom can use against them with either crippling status or with chip damage, though none can safely switch in against it; as such, teammates that can threaten these checks are often greatly appreciated. Screens setters Grimmsnarl and Regieleki can reliably set up Reflect and Light Screen and thus temporarily give the offensive teams Swords Dance Rillaboom frequently fits on some additional setup opportunities. Hawlucha deserves special mention as an offensive teammate for its great synergy with Rillaboom with Unburden and a Grassy Seed. Hawlucha can sweep a team already weakened by Rillaboom’s assault late-game and can also run Stone Edge to widen its coverage, giving it a super effective and contact-free hit against Zapdos and Volcarona. Bisharp also fits nicely on Hyper Offense teams, synergizes quite well with Rillaboom defensively by resisting Dragapult's STABs, and can help wear down their shared checks. Moltres-Galar, though a more niche option on Hyper Offense teams, synergizes well with both Rillaboom and Hawlucha and greatly appreciates their ability to wear down Heatran and Tapu Koko, which otherwise stop its sweep. Lastly, Kartana appreciates Rillaboom’s ability to wear down their similar checks, can wear down those checks itself, and greatly appreciates the power and survivability boost from Rillaboom's Grassy Terrain.
[STRATEGY COMMENTS]
Other Options
====
Grassy Seed is a usable alternative to Life Orb on the Swords Dance set. It expands Rillaboom’s setup opportunities somewhat and allows it to forego Knock Off in favor of an extremely powerful Acrobatics that demolishes the likes of Tangrowth and Buzzwole at +2. However, the loss in power by foregoing Life Orb leaves Rillaboom in a far less ideal position against Corviknight, which it can no longer comfortably 2HKO with a +2 Superpower into a +1 Superpower. Moreover, Tangrowth and Buzzwole are themselves very niche options that see little use, and Acrobatics only serves to break past them and does rather little in the way of coverage otherwise.
Drain Punch gives Rillaboom even more longevity and still hits most targets very hard at +2, but the loss of power against Corviknight and Skarmory is very noticeable; as such, it is often very difficult to justify running Drain Punch over Superpower.
Superpower can also be run on the Choice Band set to break past Ferrothorn, though giving up one of Wood Hammer, Knock Off, or U-Turn can be very difficult to justify at times due to the power or utility each move provides.
Wood Hammer can be run on the Swords Dance hit to break past Toxapex at +2 but giving up the valuable coverage or utility of Superpower or Knock Off is often very difficult to justify.
A Jolly nature can be considered to outpace opposing Rillaboom and the uncommon Timid Heatran, but the loss in power by foregoing an Adamant nature is often too significant to justify as it can no longer OHKO Dragapult with a +2 Grassy Glide after Stealth Rock damage the majority of the time.
Checks and Counters
====
**Steel-Types**: Corviknight, Scizor, and Skarmory all boast a quadruple resistance to Rillaboom's STAB and can easily Roost off damage from anything Rillaboom can use against them barring a +2 Life Orb Superpower.
**Fire-Types**: Volcarona and Moltres cannot switch in against Rillaboom's Knock Off safely but can force it out with their Fire STABs, can Roost off any damage they take, and can even punish Rillaboom with burns from Flame Body should it attack into them. Volcarona in particular gives Rillaboom a headache as it easily OHKOs it even without any investment and can set up on a Rillaboom locked into Grassy Glide quite safely.
**Dragon-Types:** Kyurem, Hydreigon, and Dragapult all outpace Rillaboom and can KO it with relative ease, thus forcing it out. However, none of them can switch in against Rillaboom's coverage options and Dragapult can even be OHKOed by a +2 Life Orb Grassy Glide after just Stealth Rock damage. Dragonite can keep Rillaboom in check with its Multiscale, recovery from Roost, and excellent defensive typing and can even set up in front of it if running Dragon Dance.
**Flying-Types:** Zapdos and Tornadus-Therian can withstand at least one hit from Rillaboom as long as they remain healthy and can threaten to KO it with their Heat Waves or STAB Hurricanes. Mandibuzz can cripple Rillaboom with Knock Off or OHKO it at +2 with Foul Play but must remain healthy enough to survive a +2 Superpower. The aforementioned Dragonite, Skarmory, and Corviknight can also leverage their Flying-typings and access to Roost to check Rillaboom, to varying degrees of success.
**Contact Punishment:** Because all of Rillaboom's attacks make contact with the opponent, Rillaboom can be worn down by Rocky Helmet damage over the course of the game and fears being crippled by paralysis from Zapdos's Static or a burn from Volcarona's Flame Body. As such, Rillaboom often has to be played very carefully if one of these aforementioned threats is on the opponent's team.
**Miscellaneous Grass-type resists:** Weezing-Galar, Sap Sipper Azumarill, Buzzwole, and Tangrowth are all very niche options that seldom fear both Rillaboom's STAB and coverage options and can often force it out as a result, but have many downsides outside of being dedicated Rillaboom checks.
[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[Ausma, 360720], [curiosity, 443485]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Rillaboom’s solid offensive stats, excellent movepool, and access to a powerful priority Grassy Glide courtesy of its own Grassy Surge allow Rillaboom to function as a strong wallbreaker for offensive teams with powerful priority to threaten opposing offensive teams. Rillaboom's priority Grassy Glide grants it a fantastic matchup against weakened threats like Zeraora, Garchomp, and Excadrill. Rillaboom's great coverage in Knock Off and Superpower give it excellent coverage against Grass-type resists. Rillaboom's access to a hard-hitting Knock Off is especially useful for its twofold ability to damage traditional checks like Volcarona and Zapdos whilst removing their coveted Heavy-Duty Boots, making these checks far more inconsistent at dealing with Rillaboom later in the game. Rillaboom's natural bulk, reinforced by the pseudo-Leftovers recovery of its Grassy Terrain, is also quite solid for a wallbreaker; the recovery from Grassy Terrain allows Rillaboom to more easily pivot against the opposing team and, at worst, offsets a noticeable portion of its Life Orb and/or Wood Hammer recoil. The Grassy Terrain Rillaboom summons can also provide its teammates with some much-needed recovery while cutting Earthquake's power in half. However, Rillaboom is not without flaws; it is extremely reliant on its Grassy Terrain to deal with faster offensive threats since its base Speed is simply decent, so Tapu Koko and Tapu Lele can threaten to revenge kill it by forcibly changing the terrain and thus removing Grassy Glide's priority component. Lastly, Rillaboom's Grass STAB is quite mediocre in terms of coverage and Rillaboom can consequently be exploited by Grass-type resists like Kartana, Kyurem, Hydreigon, and Dragapult if it is either locked into its STAB or forced to use Grassy Glide, though none of these can safely switch in against Rillaboom's coverage options and can be dispatched by Grassy Glide anyway if significantly weakened.
[SET]
name: Choice Band
move 1: Grassy Glide
move 2: Wood Hammer
move 3: U-Turn
move 4: Knock Off
Item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Choice Band Rillaboom offers most offensively-oriented teams a great deal of immediate power, allowing it to both break through more defensive teams in the early to mid-game and act as an extremely dangerous revenge killer and lategame cleaner against more offensive teams using its very powerful Grassy Glide. Wood Hammer is Rillaboom’s most powerful attack and thanks to both its Choice Band and Grassy Terrain boosts can pose a threat to most slower targets; it often 2HKOs Toxapex even after healing with Regenerator, very frequently 2HKOs Zapdos even without any residual damage from Stealth Rock, and even OHKOs Tornadus-Therian after Stealth Rock damage. U-Turn allows Rillaboom to grab momentum against a predicted switch into a Grass-type resist. Knock Off provides even more utility by inflicting decent damage while crippling a prospective Grassy Glide switchin like Heatran, Zapdos, or Mandibuzz.
While Rillaboom can naturally threaten a significant portion of the tier, it has a very difficult time breaking past bulky Flying-types like Zapdos or Corviknight and Flame Body users like Volcarona; many of these, in addition to resisting Rillaboom’s STAB, are able to punish all of its moves either with chip damage or with status. Magnezone makes for an exceptional teammate for its ability to trap and eliminate Corviknight and Skarmory with Magnet Pull. Heatran appreciates both Rillaboom’s U-Turn support to get it in safely against a Corviknight attempting to switch in and its Grassy Terrain support, which provides more recovery and the ability to survive Earthquakes from defensive Ground-types like Rocky Helmet Landorus-Therian, Hippowdon, and Swampert. Kartana, despite sharing a similar typing and similar coverage to Rillaboom, makes for a great offensive teammate. Kartana's access to Knock Off can allow Rillaboom itself to forego Knock Off in some cases, Rillaboom's Grassy Terrain gives Kartana some more passive recovery and a significant power boost to its already-strong STAB Leaf Blade, and they can wear down their similar checks and counters over the course of the game, allowing one to sweep after the other has fulfilled its wallbreaking duties.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Grassy Glide
move 3: Knock Off
move 4: Superpower
item: Life Orb
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Rillaboom can use Swords Dance to break past slow Grass-type resists like Corviknight and Skarmory with its great coverage early in the game and to even outpace faster Grass-type resists and KO them with Grassy Glide after some chip damage. After a boost Rillaboom's Grassy Glide can OHKO Dragapult after Stealth Rock damage and Garchomp without any prior damage. Knock Off cripples would-be switchins like Zapdos by removing their items and offers solid neutral coverage. Superpower rounds out Rillaboom’s coverage by giving it an effective way to cleanly OHKO Ferrothorn after a boost and to 2HKO Corviknight, Mandibuzz, and Skarmory with a +2 Superpower into a +1 Superpower. An Adamant nature with full offensive investment is run to ensure that Rillaboom can hit as hard as possible with its boosted Grassy Glides and Superpowers, with the former even having a significant chance to OHKO Dragapult at +2 after Stealth Rock damage.
Zapdos, Volcarona, and Rocky Helmet Corviknight can punish anything Rillaboom can use against them with either crippling status or with chip damage, though none can safely switch in against it; as such, teammates that can threaten these checks are often greatly appreciated. Screens setters Grimmsnarl and Regieleki can reliably set up Reflect and Light Screen and thus temporarily give the offensive teams Swords Dance Rillaboom frequently fits on some additional setup opportunities. Hawlucha deserves special mention as an offensive teammate for its great synergy with Rillaboom with Unburden and a Grassy Seed. Hawlucha can sweep a team already weakened by Rillaboom’s assault late-game and can also run Stone Edge to widen its coverage, giving it a super effective and contact-free hit against Zapdos and Volcarona. Bisharp also fits nicely on Hyper Offense teams, synergizes quite well with Rillaboom defensively by resisting Dragapult's STABs, and can help wear down their shared checks. Moltres-Galar, though a more niche option on Hyper Offense teams, synergizes well with both Rillaboom and Hawlucha and greatly appreciates their ability to wear down Heatran and Tapu Koko, which otherwise stop its sweep. Lastly, Kartana appreciates Rillaboom’s ability to wear down their similar checks, can wear down those checks itself, and greatly appreciates the power and survivability boost from Rillaboom's Grassy Terrain.
[STRATEGY COMMENTS]
Other Options
====
Grassy Seed is a usable alternative to Life Orb on the Swords Dance set. It expands Rillaboom’s setup opportunities somewhat and allows it to forego Knock Off in favor of an extremely powerful Acrobatics that demolishes the likes of Tangrowth and Buzzwole at +2. However, the loss in power by foregoing Life Orb leaves Rillaboom in a far less ideal position against Corviknight, which it can no longer comfortably 2HKO with a +2 Superpower into a +1 Superpower. Moreover, Tangrowth and Buzzwole are themselves very niche options that see little use, and Acrobatics only serves to break past them and does rather little in the way of coverage otherwise.
Drain Punch gives Rillaboom even more longevity and still hits most targets very hard at +2, but the loss of power against Corviknight and Skarmory is very noticeable; as such, it is often very difficult to justify running Drain Punch over Superpower.
Superpower can also be run on the Choice Band set to break past Ferrothorn, though giving up one of Wood Hammer, Knock Off, or U-Turn can be very difficult to justify at times due to the power or utility each move provides.
Wood Hammer can be run on the Swords Dance hit to break past Toxapex at +2 but giving up the valuable coverage or utility of Superpower or Knock Off is often very difficult to justify.
A Jolly nature can be considered to outpace opposing Rillaboom and the uncommon Timid Heatran, but the loss in power by foregoing an Adamant nature is often too significant to justify as it can no longer OHKO Dragapult with a +2 Grassy Glide after Stealth Rock damage the majority of the time.
Checks and Counters
====
**Steel-Types**: Corviknight, Scizor, and Skarmory all boast a quadruple resistance to Rillaboom's STAB and can easily Roost off damage from anything Rillaboom can use against them barring a +2 Life Orb Superpower.
**Fire-Types**: Volcarona and Moltres cannot switch in against Rillaboom's Knock Off safely but can force it out with their Fire STABs, can Roost off any damage they take, and can even punish Rillaboom with burns from Flame Body should it attack into them. Volcarona in particular gives Rillaboom a headache as it easily OHKOs it even without any investment and can set up on a Rillaboom locked into Grassy Glide quite safely.
**Dragon-Types:** Kyurem, Hydreigon, and Dragapult all outpace Rillaboom and can KO it with relative ease, thus forcing it out. However, none of them can switch in against Rillaboom's coverage options and Dragapult can even be OHKOed by a +2 Life Orb Grassy Glide after just Stealth Rock damage. Dragonite can keep Rillaboom in check with its Multiscale, recovery from Roost, and excellent defensive typing and can even set up in front of it if running Dragon Dance.
**Flying-Types:** Zapdos and Tornadus-Therian can withstand at least one hit from Rillaboom as long as they remain healthy and can threaten to KO it with their Heat Waves or STAB Hurricanes. Mandibuzz can cripple Rillaboom with Knock Off or OHKO it at +2 with Foul Play but must remain healthy enough to survive a +2 Superpower. The aforementioned Dragonite, Skarmory, and Corviknight can also leverage their Flying-typings and access to Roost to check Rillaboom, to varying degrees of success.
**Contact Punishment:** Because all of Rillaboom's attacks make contact with the opponent, Rillaboom can be worn down by Rocky Helmet damage over the course of the game and fears being crippled by paralysis from Zapdos's Static or a burn from Volcarona's Flame Body. As such, Rillaboom often has to be played very carefully if one of these aforementioned threats is on the opponent's team.
**Miscellaneous Grass-type resists:** Weezing-Galar, Sap Sipper Azumarill, Buzzwole, and Tangrowth are all very niche options that seldom fear both Rillaboom's STAB and coverage options and can often force it out as a result, but have many downsides outside of being dedicated Rillaboom checks.
[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[Ausma, 360720], [curiosity, 443485]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Last edited: