This is my 3rd RMT and my most successful team to date, I’ve never been this high on ladder even using sample teams (not to say this team is necessarily better than the samples, but it’s certainly the team that has worked best for how I play and think). I wanted to build a webs team that did a better job against the usual hard matchups for webs (stall,

,

) without giving up the usual favorable matchups, to the best of my ability, and I wanted to make

work, and it turned out that both of those goals worked together pretty nicely, leading to this team. So without further ado, let’s get into the team!
Table of Contents:
1) Proof of Peak
2) Teambuilding Process
3) Sets and Roles
4) Threats and Counterplay
5) Implications of Gliscor Ban
6) Replays (empty for now)
7) Importable
8) Conclusion
1) Proof of Peak
2) Teambuilding Process
3) Sets and Roles
Ribombee @ Focus Sash
Ability: Shield Dust
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Moonblast / Skill Swap
- Stun Spore
- Psychic
The absolute standard webs set. Guarantees webs up on anything not named

, can normally get a para off as well, and can 1v1

leads and pressure

and

thanks to psychic. I haven’t invented anything new here. Tera ghost allows it to spinblock to maintain webs if necessary. The smogon set suggests skill swap as an alternative to psychic (for

), but honestly, I find myself clicking psychic a whole lot more than moonblast. Against a rapid spin lead like

or

, if you don’t want to tera, you can consider going for stun spore and then webbing and fishing for a para before spinblocking with

; however, I would only do this if webs aren’t that important to winning the game, and if webs and tera can both wait you can always hard switch in

or

(watch for

’s close combat of course).
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Focus Blast
Not sure how this mon is still allowed, but happy to take it the distance. With balloon, even offensively EV’d

does an amazing job of keeping hazards up. Importantly, webs also ensures that

outspeeds any

not running boots, along with a wide array of other threats that would normally shut down a sweep with the threat of a revenge kill. Focus blast + tera fighting ensures that

can’t shut down your sweep and has to tera
or dodge which is depressingly consistent counterplay to survive. If it teras it will still drop to one of your +2 STABs, although it will be able to use a 2nd sucker punch.

also loses to focus blast especially alongside tera fighting, although with grassy terrain or an intact balloon you don’t even need to commit tera.
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
Come for the grassy glide, stay for the wood hammer.

is more tactical nuke than breaker, basically only not 2HKOing

and

. Hell, with tera grass wood hammer it 1v1s PHYSDEF TERA DRAGON

(lacking curse). The bulkiest physical wall ever to grace OU, with a resistant tera type. With webs, this tactical nuke also outspeeds anything below base 135 speed unless it flies or has boots, which its smaller tactical nuke in grassy glide can generally handle.

also acts as a team supporter, helping to provide a little longevity to offset your own lack of hazard removal, while also removing boots (and

’s helmet when applicable) to ensure that your webs take effect on grounded mons. Even if it hits a rough matchup it can mix in uturns to maintain momentum and bring in winning matchups. Tera grass for extra power.
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trailblaze
- Headlong Rush
- Facade
- Fire Punch
More physical firepower, benefiting greatly from webs and grassy terrain. With trailblaze and webs, and with webs almost always causing booster speed mons to boost a different stat, boots, scarf, or ground immunity and base 100+ speed are necessary to outspeed

after a trailblaze. Additionally trailblaze into facade is a nearly guaranteed kill on

, who is outsped even with boots after one trailblaze; this kill is guaranteed with terrain up. Meanwhile ice spinner isn’t even a 2HKO on

. Tera fairy allows

to handle clear body

, as its ghost immunity makes a dragon attack extremely likely in response; with this turn you can either trailblaze again and outspeed at +2, or headlong rush for a kill. It also gives you a resistance to fighting and to sucker punch, keeping

from revenge killing you. Fire punch covers revenge kill attempts from balloon

and allows you to 2HKO

, which will often try to check you and which

really appreciates having weakened or killed.
Samurott-Hisui @ Black Glasses
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Razor Shell
- Ceaseless Edge
- Sucker Punch
Provides the team with spikes and a proper sweeper with great neutral coverage and strong priority. With black glasses, +2 ceaseless edge becomes extraordinarily powerful, and sucker punch can either keep a sweep going or allow you to revenge kill with

. As with many HO teams, your breakers and sweepers are somewhat interchangeable, where you can and often should use

early to get a spike or two up and either sacrifice it or bring it back in later to sweep. Tera dark for stronger ceaseless edges and suckers, pretty self explanatory. Can also come in handy to avoid a weakness to grassy glide from

.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass / Dark
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Fiery Dance
- Sludge Wave
- Psychic
The other special sweeper of the team, as well as speed control that works regardless of whether or not the opposing mon is webbed. Webs does mean that it benefits more from 4 attacks worth of coverage than it does from substitute, as being forced out doesn’t necessarily mean it’s too slow to do its job when webs are on the field. It also appreciates the fact that

is liable to wear down

and

for it, although the latter in particular requires a lot of wearing down in order to sweep past. In exchange, it provides a second burn immunity and can swap into

,

,

(kinda—despite a 4x resist, wood hammer barely misses 2HKO),

,

, and opposing

. Psychic gives it coverage for

,

,

,

, and

, while energy ball and tera grass allows you to power through

if it doesn’t expect tera and whirlwind you,

, and

(especially AV). Tera grass also just sheds the ground and water weaknesses. Tera dark is an alternative that allows you immunity to psyshock and future sight and a resistance to sucker punch.
4) Threats and Counterplay

can be an issue due to being strong against

and

while lacking any real switch-ins, and being able to limit

to 1 turn provided it lands magma storm. Generally I handle this by finding a sac and immediately going for trailblaze with

(in order to exploit a potential switch as well), then headlong rush it or facade if it tera’d expecting headlong rush. If it’s balloon, this tera read is a lot harder since it may stay in to magma storm you expecting to lose balloon to facade; in this case, facade is reasonably safe as it does a lot even to resistant heatran and you should be able to get a big hit off with

or

after

dies, but now you’re down 2 mons.
Curse tera dragon

is dangerous enough that any time there’s a

you should assume the worst and try to get ahead of its setup.

can legitimately switch into it even if it uses liquidation or body press and proceed to click facade as long as it hasn’t started to curse (switching in on the first curse is fine), while

can fish for spdef drops from shadow ball. Not so bad unless it has rest, in which case being wrong about physdef vs spdef curse is often a death sentence.

isn’t directly very threatening but this team has no boots and no hazard removal, so court change is a big deal.

is also fast with boots on and thus is unbothered by webs.

’s wood hammer with tera grass oneshots it, absolutely worth using tera to do that if your webs are already up. If you need tera or are less sure that

is gonna try to come in on you, click knock off instead and try to force them to at least choose between webs and spikes. Or just save your webs if they have a better swap for

.

is a serious issue IF it has u-turn; otherwise it can be checked by

. If it has u-turn you may have to make the scary read and go to

on u-turn/power whip/horn leech.
5) Implications of Gliscor Ban
I made this team before the

ban but I believe the ban has been and will continue to be beneficial for this team for a few reasons: because

is less common without

which

and

appreciate; because this team’s lack of hazard removal made dealing with

spikes alongside any momentum sinks that were effective against this team really difficult to handle, especially since

could lead into

and force you to take 3 spikes or swap into it; because this team’s only answers to earthquake + toxic are

who is scared of knock off and

who would generally prefer to save its health and still needs to have activated its flame orb; because

’s ban encourages the use of other ground types who have to be concerned of

’s stun spore; and because

encouraged boots spam and stall teams which often ignore webs.
6) Replays
I’ve never worried about saving replays for an RMT because I’ve never had this successful of a team. Will update this section soon.
7) Importable
https://pokepast.es/99f1e56ee50527dd
8) Conclusion
I’ve had a lot of fun with this team (and I normally don’t with HO), and I hope you guys do too and find it to be as effective as I have. Happy laddering!