SV OU S/V OU Rillaboom + Defensive Threats

*Descriptions of each mon are above the sets*

Hi! I've just gotten back into competitive pokemon, specifically OU play after a couple years, and this is my first attempt at building a team. It's been pretty good overall, going 44-14 from a fresh account (current ELO is 1660), with the winrate improving as I made little adjustments. Here's what I have now: I'd call it a defensive team, since I find it leaning more on walls then a balance team would, but I don't think it can be called a stall team with the offensive glimmora and band rillaboom. Initially I wanted the team to be one that could stack a lot of hazards and slowly wear down the opponent after removing heavy-duty boots with knock off, but the need to address immediate offensive threats has made me more reliant on winning more 1v1 situations with cleric support from alomomola and blissey with less hazard support, and finding good opportunities to break through with banded-tera grass rillaboom.

Blissey is my rocker, although it's mainly here to hold off the strong offensive threats on the special side. I absolutely adore heal bell (it's been great healing off 3 toxics spread by gliscor), although not hitting ghost types ( special/specs dragapult and gholdengo mainly) feels like a missed opportunity. It can also be pushed into a corner a bit too easily by iron moth if it gets enough boosts, but I imagine investing in phys. def is still standard given Blissey's high natural special bulk. Other move considerations are shadow ball for ghosts and ice beam for gliscor. Tera ghost seems fine (i think i've only used it once against +2 Spa kommo-o), although I could see the argument for poison.

Blissey @ Leftovers
Ability: Natural Cure
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Heal Bell
- Stealth Rock

Mandibuzz probably suffers the most from 4-slot syndrome, I would love u-turn for pivoting and knock off to make the hazards from glimmora/blissey more useful. However, I have found having a solid check to ogerpon and kingambit to be more useful (hence iron def + foul play), and with the use of leftovers on heatran + blissey, defog is essential. I think the EVs can be optimized more (not sure if spdef or speed is needed for certain ranges to outpace certain mons I need to check) although this hasn't appeared to be too much of an issue. Tera steel over fire/fairy is mainly to deal with ogerpon cornerstone, as the team does not have a rock resistance otherwise (although this hasn't come up for me yet, it was a later change + the tera is mainly used for rillaboom).

Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Roost
- Iron Defense
- Foul Play

Rillaboom has been absolutely fantastic - band tera grass woodhammer ohkhos the boogey-man gliscor and often breaks through the defensive switch-ins. Additionally, the passive recovery from terrain makes the defensive mons even more resilient. Showdown defaulted me to jolly nature when making the spreads, and I found it outpaces a couple key mons (gholdengo to outspeed with knock off and speed-tying hisuian samurott comes to mind) but I find I have missed a couple 2HKOs every once in a while that has made me consider adamant (mainly skeledirge with tera grass wood hammer under terrain). I don't think I'm missing anything move-wise, maybe hammer arm or high horsepower for coverage? (<-I doubt either of these outvalues the utility of knock or u-turn)

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

Glimmora is the only mon I'd consider changing entirely. Glimm has had its moments, but I find it is really hard to lead with it on a team that really appreciates the hazard support (usually teams have 2 or 3 solid answers to glimm (e.g. gliscor)/threats I want to get momentum on turn 1 + hazard removal in mons the team can't easily threaten such as great tusk, making lead glimm seem less ideal + I like suprising opponents with the threat of rillaboom turn 1 if the opponent leads with a glimm counter that often is threatened by rillaboom). The moveset is pretty unorthodox, so I'll walk through my process here: toxic is to deal with any mon that has gotten out of control/to handle it in a 1v1 situation, giving flexibility for blissey/alo to heal on it while still providing damage; Spikes is to set up some additional passive damage against teams vulnerable to hazards that otherwise are tough to break/eventually put things in range of grassy glide- heatran has earth power and so I found giving glimm its stabs to be the most useful against offensive threats the team has struggled with at times (thundurus therian and iron valiant come to mind, which glimm can usually take a hit from thanks to sash + wish support from alo to keep it intact). Other move considerations are mortal spin, stealth rock and earth power: giving glimm rocks could free up shadow ball for blissey, earth power makes glimm a better answer to opposing glimm and heatran, which the team otherwise has trouble immediately answering, mortal spin would be good in matchups where keeping mandibuzz healthy is really important (mainly into ogerpon teams), however all these adjustments seem like marginal improvements at the cost of the utility toxic and spikes provide. Tera grass is to help with 1v1s against ground + water attack users when I need the glimm HP (it can suprise ogerpon wellspring for example, although once again terastillizing something that's not rillaboom is rare). Replacing glimmora with toxapex has been a thought, however I like having the second offensive option on the team + the ability to passively set up tspixes with toxic debris, so I've kept glimm around.

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Spikes
- Sludge Bomb
- Power Gem

Heatran is probably the mon I'm most confident in. Missing magma storm sucks, and sometimes I miss having a more reliable fire stab, but the trapping set has been so useful against stall teams and having taunt for utility is a big part of that. Earth power is great for the aformentioned opposing glimm + heatran (typically I have allowed tran to take 60-70% from opposing earth power, which isn't as much of an issue with wish support from alomomola + blissey as a backup special defender), and protect is great for maintaining heatran hp with lefties and grassy terrain. Protect could potentially be given up for stealth rocks, but having the ability to scout + the passive recovery seems more important to me. Tera flying is essential to win 1v1s into ground moves when I don't have a great switch-in otherwise.

Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Taunt
- Earth Power
- Magma Storm
- Protect

Alomomola has also served me quite well. Having a second physical wall along with mandibuzz means I almost always have a way to deal with a physical threat - with regenerator providing recovery, I have really like rocky helmet as a consistent source of passive damage + putting things into range of grassy glide. I know acro-mola has gained popularity, but given the lack of electric-resists on the team I like having tera dragon, and scald is always great as another way of crippling physical attackers + getting additional passive damage going when glimmora doesn't have an opportunity to get in.

Alomomola @ Rocky Helmet
Ability: Regenerator
Tera Type: Dragon
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Flip Turn
- Scald


And that's the team! I feel pretty good about it overall, although I know I am probably resisting making changes in fear of making it worse/throwing something off, so getting additional feedback would be great.
 
Some comments: this team is very defensive. Focus sash Glimmora is often used on hyper offense style teams where it is sent out first to get rocks up and die. If you're looking for a utility spiker with with toxic, gliscor is better in every way. However, if gliscor is banned ting-lu is a good alternative. Since Ting-lu doenst get toxic, you can run toxic on mandibuzz. I'd replace defog as defog is counterintuitive to your hazard stacking gameplan. Instead a rapid spinner would be better, or you could run heavy duty boots on your defensive mons to avoid having to run hazard removal. Also you should run at least enough speed on heatran to reach 200 speed to outspeed adamant max speed kingambit.
 
I'd replace defog as defog is counterintuitive to your hazard stacking gameplan. Instead a rapid spinner would be better, or you could run heavy duty boots on your defensive mons to avoid having to run hazard removal.

Yeah maybe defensive tusk as a spinner and a rocker while Blissey can do its regular role as a SpD wall
 
Back
Top