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Weavile @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Low Kick
- Knock Off
- Swords Dance
Pretty self explanatory. Weavile's role is to apply pressure, while also outspeeding a decent portion of the meta. Additionally, most mons that do outspeed Weavile do not like coming in on its attacks. Low Kick is to hit steel and dark types, notably Kingambit, Archaludon, and other Weaviles. No ice shard is needed because the team is quite speedy and has decent priority in Rillaboom. Other than that it is quite standard.

Enamorus (F) @ Choice Specs
Ability: Contrary
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Earth Power
- Tera Blast
- Mystical Fire
Main wallbreaker of the team. Destroys most mons, and works quite well with Weavile as the main walls to it are quite weak to Weavile, and it also makes major breakthroughts for Weavile or Rillaboom to sweep. The set is the standard one, and I believe it works quite well, albeit predictable. You pretty much always click moonblast.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Poison / Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Temper Flare
- Knock Off
- Rapid Spin
Oh its just a boring tusk set. Nevermind cuz this guy is using Temper Flare. No CC or Ice Spinner needed because of Weavile taking care of Gliscor, and Gliscor doesn't want to be knocked on a switch anyway. Temper flare can take care of Skarm and Corv after some chip.
252 Atk Great Tusk Temper Flare vs. 252 HP / 160+ Def Skarmory: 200-236 (59.8 - 70.6%) -- guaranteed 2HKO
252 Atk Great Tusk Temper Flare vs. 248 HP / 252+ Def Corviknight: 230-272 (57.6 - 68.1%) -- guaranteed 2HKO after Leftovers recovery
Temper flare takes care of some grass types on the switch too. The tera poison is mainly due to the team's weakness to fairy, but steel tera is good too for the psychic types.

Glimmora @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Earth Power
- Power Gem
Realistically there is nothing to say about this set. It does its job in setting up hazards and doing some chip before dying. This is just standard set. The hazards really help, especially when you knocked off all the boots. Tera ghost and Pult could help keep hazards on, but you might not need hazards for some games at all.

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Knock Off
- Wood Hammer
- U-turn
Pretty standard set again. You could forgo knockoff for the superpower, but that makes you ultra vulnerable to gholdengo. This fixes the major weakness of the team to water types, as weavile is heavily walled by Amolamola, and Ogerpon can destroy the team without Rilla. Just don't switch it in on a scald and get burned, and you should be pretty much fine. If you know a wall coming in, always knock if it still has an item.

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn
Specs pult is pretty self explanatory too. It's mostly block spin, and at the same time do good damage to walls like Corv, Pex, etc. U turn also makes it a safe switch for Weavile and Enam. This has saved me in so many end games, and is another check to Ogerpon, which is pretty devastating to the team without Pult and Rillaboom.
Threats:



