OU Rillaboom [QC 3/3] [GP 2/2]

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[Overview]
Rillaboom's unique access to Grassy Surge and Grassy Glide makes it a deadly revenge killer in OU. Moreover, its strong coverage moves, setup in Swords Dance, and pivoting in U-turn make it a great choice for offensive teams; it can effectively wallbreak, sweep late-game, and create momentum via pivoting out on its telegraphed switch-ins, and it also provides residual healing through Grassy Terrain. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass-resistant Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, with this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, Rillaboom faces competition from other offensive Grass-types in the tier. Tapu Bulu’s higher Defense and Fairy typing make it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge lets it more reliably break through Flying-type switch-ins. Alternatively, Kartana’s higher Attack stat lets it more freely wallbreak early-game, and Beast Boost lets it snowball and break past would-be counters like Corviknight in the endgame. Finally, the prominence of Tapu Koko, Tapu Lele, and Tapu Fini, which override Grassy Terrain, threatens both Rillaboom’s damage output and access to priority, significantly decreasing its ease in simply sweeping with Grassy Glide.

[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 / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
The immediate power of Grassy Glide means that, if it is safely brought in, Rillaboom can force plenty of switches and set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resistant Pokemon. Knock Off complements Grassy Glide well, punishing switch-ins by removing items such as the Heavy-Duty Boots of Flying-types. Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOes the likes of Unaware Clefable, which otherwise frustrates both this set and hyper offense generally. Wood Hammer also inflicts high damage to Flying-type switch-ins, helping a common teammate in Kartana clean later in the game with Knock Off, therefore making Knock Off redundant on Rillaboom itself. Superpower OHKOes Steel-types like Heatran, Ferrothorn, and Melmetal and 2HKOes Corviknight and Skarmory even when factoring in the Attack drop. A Jolly nature allows Rillaboom to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammers.

This set is best run on hyper offense builds that appreciate Rillaboom’s powerful priority and ability to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let physical attackers like Urshifu-R and Weavile sweep later. Kartana is a notable partner; though the pair fulfill greatly redundant offensive roles, one can wallbreak for the other to sweep later, with Grassy Terrain making Kartana’s Leaf Blade spammable against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, punishing and discouraging predictable switches into Skarmory and Corviknight so it can more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offense builds an unparalleled Speed tier and terrifying wallbreaker in one teamslot while also aiding Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off hits Grass-resistant foes on the switch for high damage and crucially gets rid of items like Tornadus-T’s Heavy-Duty Boots and Corviknight’s Rocky Helmet, setting up easier wallbreaking opportunities as the game progresses. If Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal, since Kartana is better poised to wallbreak with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel-type switch-ins Rillaboom forces. It generates momentum throughout the game, something competitors in Tapu Bulu and Kartana are unable to do. Rillaboom is also reasonably bulky and healed by Grassy Terrain, giving it opportunities to switch in and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much.

This set is most appropriate in bulky offense builds. As always, Magnezone is a standout partner as an incredible recipient of U-turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain to heal and weaken Earthquakes from the likes of Galarian Slowking. It can open up Rillaboom by trapping and removing non-Shed Shell Toxapex, preventing it from scouting Rillaboom's Choice-locked move. Heatran also easily sets Stealth Rock versus nearly all of the Flying-types in the tier, which is especially useful in conjunction with Rillaboom’s Knock Off. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break through physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory helps slowly wear down the opponent's team for Grassy Glide to sweep later. Finally, Urshifu-R can capitalize on Rillaboom’s U-turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for it to sweep opposing teams with Surging Strikes.

[STRATEGY COMMENTS]
Other Options
====

Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel-types, though the difference in power relative to Superpower is significant. For example, at +2, Superpower is a guaranteed 2HKO on Corviknight after Stealth Rock, whereas Drain Punch has just a 33.6% chance to 2HKO. Acrobatics with no item is another option on the set to lure in and break past Buzzwole, Tangrowth, and Amoonguss, making way for teammates like Kartana and Urshifu-R; running no item is preferred over Grassy Seed, since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable loss in power from dropping Life Orb, however. A Choice Scarf set can be used on teams in need of revenge killing that isn't as reliant on Grassy Glide, and it can also snag surprise KOs on the likes of Dragapult early-game. This generally relies on surprise factor, though, and is hard to justify over Choice Scarf Kartana, which boasts Beast Boost to clean more effectively late-game.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. Knock Off removing Buzzwole’s Rocky Helmet or Heavy-Duty Boots, however, can either make it easier to use physical attacks or increase the cost of Buzzwole switching in on Rillaboom, respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory, and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying-type STAB moves, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom switching out with Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, though, for they all risk being 2HKOed. Moreover, Corviknight and Skarmory must be cautious of Rillaboom using U-turn to bring in Magnezone, which traps and KOes them, whereas the others severely dislike losing their Heavy-Duty Boots to Knock Off.

**Steel-types**: The likes of Corviknight, Skarmory, Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with options like entry hazards, U-turn, and Thunder Wave, especially against the Choice Band set. They must be wary of Superpower, however.

**Contact Effects**: Zapdos’s Static, Volcarona's Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with entry hazards and Life Orb chip damage.

**Opposing Terrain**: All opposing Terrain severely hinders Rillaboom by removing the 1.3x damage boost to its Grass-type moves and negating the priority effect of Grassy Glide. Tapu Lele can always come in after a KO and threaten to OHKO with any of its STAB moves, while Tapu Koko can either use U-turn to pivot out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both are unable to switch into Rillaboom, however.

[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [airfare, 513717]]
- Grammar checked by: [[Finland, 517429], [Estronic, 240732]]
 
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Additions/changes will be in Purple
Removals will be Striked
Comments will be in Blue

[Overview]
Rillaboom’s unique access to the combination of Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in the OU tier. As the metagame has developed.Unecessary fluff, Rillaboom finds its predominant niche on Hyper Offense builds, where it can threaten to OHKO or 2HKO the entire metagame after a Swords Dance boost and break would-be checks and counters.holes in the opposing team i feel like this is more fitting as a description for what rillaboom does to pave a way for other physical attacking teammates such as Urshifu-R, Kartana, Weavile, and Garchomp. Access to colorful options in the likes of Superpower for Steel types and Acrobatics for Buzzwole aids Rillaboom in this regard. On As for.this works much better as a transition to explaining rillaboom's role on BO teams Bulky Offense builds, Rillaboom carves a niche for itself from comparable Grass types like Kartana and Tapu Bulu due to its access to both U-Turn,priority. grassy glide is a big difference between rilla and other grasses so not mentioning it here seems a bit off, especially since you mentioned knock off and U-turn in this section and Knock Off, which helps Rillaboom flexibly abuse the linear switch-ins it courts with either momentum or item-removal utility. Possessing a more immediately powerful Grassy Glide also allows it to function more effectively as a late-game cleaner, at the cost of being able to overwhelm Pokemon the Swords Dance set threatens to bust past. Despite all of these qualities, Rillaboom is held back by the ubiquity of physically bulky flying types Grass resists. mentioning grass resists as a whole feels alot more accurate to rillaboom's checks, especially since you mentioned buzzwole — such as Skarmory, Zapdos, and Corviknight — as well as Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, even in light of its unique access to Grassy Glide, U-Turn, and Knock Off, Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge and Close Combat lets it more effectively wallbreak past common Rillaboom counters such as Zapdos, Dragonite, Mandibuzz, and even Corviknight without Brave Bird. On the other hand, Kartana’s Steel typing gives it a more favorable matchup versus Weavile, its higher attack stat lets it more freely spam neutral Knock Offs to break in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game. Grass being a pretty bad offenisve typing is one of rillaboom's biggest downfalls so you want to mention that somewhere

[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of revenge killing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off 2HKOs virtually all neutral threats and punishes switch-ins through item removal. However, if paired with Kartana, Knock Off should not be run to maximize the damage Kartana can deal with its own Knock Off. This allows Kartana to cleave through the bulky Flying types Rillaboom struggles with, setting them up for Rillaboom to KO and sweep. In this case, Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal 2HKOs incoming Corviknight and Skarmory even in lieu of the attack drop,and at the very least forcing high damage or a trade. The EVs are set to maximize attacking power and speed. Adamant capitalizes on Rillaboom's strong priority, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive non-Choice Specs i dont see why you would mention choice specs heatran here Heatran.

This set is best run on Hyper Offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later i think you would want to mention how they share checks somewhere in this section is more comprehensive here, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s it's presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Suicide leads like Mew and Landorus-Therian provide entry hazards that more comfortably confirm Rillaboom’s KOs and help set-up sweeps in the end-game once would-be checks are put in range of Grassy Glide. Not mentioning Hawlucha as a possible partner is extremely odd, since its one of the most iconic rilla partner, especially on hyper offense, so you should include it in this section, also dont forget to mention how it can lure zapdos with stone edge for rilla

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. It is crucial to one’s gameplan to acknowledge how much prior damage is needed on an opponent to be in range of one or two Grassy Glides. Knock Off can help achieve that end while also punishing the telegraphed switch-ins that Grassy Glide invites; for example, removing Flying-types like Mandibuzz, Zapdos, and Tornadus-Therian's Heavy-Duty Boots greatly diminishes their ability to switch-in throughout the game. In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to wallbreak with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, Kartana, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to that. giving examples here is unnecessary punish the common Steel type switch-ins Rillaboom forces. Similarly to the last set, the EVs are to maximize Rillaboom’s power while providing as much speed as possible to outspeed the likes of Bisharp.

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. The advantage of Rillaboom compared to these two is the combination of Knock Off and U-Turn, which provides multiple options when predicting a switch-in; comparatively, Tapu Bulu can only afford to inflict potentially very fleeting chip damage with its high base-power coverage options and though Kartana can also use Knock Off, the utility of it sees diminishing marginal returns as the game progresses. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. Slowking’s Future Sight can make Rillaboom even more difficult to switch into and can further streamline the opponent’s switch into Corviknight to punish with Magnezone. Finally, entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later.

Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item however.

Checks and Counters
====

Flying-types: Tornadus-T,, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed.

Steel-types: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

Contact abilities and Rocky Helmet: Zapdos’s Static, Volcarona and Moltres’s Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip.
Mention Buzzwole in the checks and counters section since you have used it as an example before.

[CREDITS]
- Written by: [[Midnight Fredrick]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 

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[Overview]
Rillaboom’s unique access to the combination of Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in the OU tier. As the metagame has developed, Rillaboom finds its predominant niche on Hyper Offense builds, where it can threaten to OHKO or 2HKO the entire metagame not true theres still things like Buzzwole that can avoid that, also this is kinda wordy in general, say smth along the lines of "RIllaboom finds its predominant niche on hyper offensive builds where it can threaten most of the metagame with its swords dance boosted moves" much shorter. after a Swords Dance boost and break would-be checks and counters to pave a way for other physical attacking teammates such as Urshifu-R, Kartana, Weavile, and Garchomp. Access to colorful options in the likes of Superpower for Steel types and Acrobatics for Buzzwole oo option dont mention it in the overview aids Rillaboom in this regard. On Bulky Offense builds, Rillaboom carves a niche for itself from comparable Grass types like Kartana and Tapu Bulu due to its access to both U-Turn and Knock Off this either implies that neither have knock off or uturn or that one of them has knock off and the other uturn neither of which is true phrase it differently, which helps Rillaboom flexibly abuse the linear switch-ins it courts with either momentum or item-removal utility. Possessing a more immediately powerful Grassy Glide also allows it to function more effectively as a late-game cleaner, at the cost of being able to overwhelm Pokemon the Swords Dance set threatens to bust past. Despite all of these qualities, Rillaboom is held back by the ubiquity of physically bulky flying types — such as Skarmory, Zapdos, and Corviknight — as well as Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, even in light of its unique access to Grassy Glide, U-Turn, and Knock Off, Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge and Close Combat lets it more effectively wallbreak past common Rillaboom counters such as Zapdos, Dragonite, Mandibuzz, and even Corviknight without Brave Bird. On the other hand, Kartana’s Steel typing gives it a more favorable matchup versus Weavile, its higher attack stat lets it more freely spam neutral Knock Offs to break in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game.

in general try to cut down on a bit of the fluff, cuz the overview is supposed to be basically a tl;dr of the mon, if its too long not many are gonna bother to read it and also if its too long it defeats its purpose, if you need help w this ofc id be willing to, just hmu on discord or in the ou server

[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of revenge killing KOing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off 2HKOs virtually all neutral threats and nope not true especially because of knock offs weaker damage on already knocked off individuals but also because youre usually using the free turn while your opponent switches to set up. punishes switch-ins through item removal. However, if paired with Kartana, Knock Off should not be run to maximize the damage Kartana can deal with its own Knock Off. This allows Kartana to cleave through the bulky Flying types Rillaboom struggles with, setting them up for Rillaboom to KO and sweep. No need to say this here In this case, Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal 2HKOs incoming Corviknight and Skarmory even in lieu of the attack drop, at the very least forcing high damage or a trade. The EVs are set to maximize attacking power and speed. EVs are straightforward here so no need to explain them. Adamant capitalizes on Rillaboom's strong priority, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive non-Choice SpecsHeatran. Specs heatran isnt an actual set, also mention jolly's ability to outspeed and force damage onto Zapdos.

This set is best run on Hyper Offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Suicide leads like Mew and Landorus-Therian provide entry hazards that more comfortably confirm Rillaboom’s KOs and help set-up sweeps in the end-game once would-be checks are put in range of Grassy Glide. Suicide leads are becoming less and less relevant so not a important mention, do mention hawlucha tho, its a very common partner for rilla and should definitely be mentioned.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. It is crucial to one’s gameplan to acknowledge how much prior damage is needed on an opponent to be in range of one or two Grassy Glides. Knock Off can help achieve that that isnt rlly knock offs intended purpose since almost all of rillas switch ins have recovery and whatever chip it forces onto them isnt permanent by any means, its more to remove items, mainly boots from the likes of torn zap and mandi to put them in range of a wood hammer with rocks. theres also the purpose of it being able to deter a pult/glowking switch in, theres also that it removes rocky helmet from the likes of corv buzz and skarm letting it spam its moves more freely end while also punishing the telegraphed switch-ins that Grassy Glide invites; for example, removing Flying-types like Mandibuzz, Zapdos, and Tornadus-Therian's Heavy-Duty Boots greatly diminishes their ability to switch-in throughout the game. In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to break with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, Kartana, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel type switch-ins Rillaboom forces. Similarly to the last set, the EVs are to maximize Rillaboom’s power while providing as much speed as possible to outspeed the likes of Bisharp. basically dont explain evs if theyre just max max 4

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. The advantage of Rillaboom compared to these two is the combination of Knock Off and U-Turn, which provides multiple options when predicting a switch-in; comparatively, Tapu Bulu can only afford to inflict potentially very fleeting chip damage with its high base-power coverage options and though Kartana can also use Knock Off, the utility of it sees diminishing marginal returns as the game progresses. cut this bit down you really dont need to go into why it faces competition from these mons, simply saying that it does is good enough. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. Slowking’s Future Sight can make Rillaboom even more difficult to switch into and can further streamline the opponent’s switch into Corviknight to punish with Magnezone. Finally, entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later. mention the use of kartana as a partenr here too, same reasons as above, sd kart breaks, rilla cleans.

Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item however.

Checks and Counters
====

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed.

**Steel-types**: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

**Contact abilities and Rocky Helmet Contact Effects**: Zapdos’s Static, Volcarona and Moltres’s Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip.

Dont remove the asterisks. Mention buzzwole as its own point, probably the biggest road stop to rillaboom.

[CREDITS]
- Written by: [[Midnight Fredrick, 209953]] make sure to mention your user id, its the 6 digit number in your url, https://www.smogon.com/forums/members/midnight-fredrick.209953/
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Implement this, ill give it another run through when youre done.
 

Abhi

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[Overview]
Rillaboom’s unique access to the combination of Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in the OU tier. Rillaboom finds its predominant niche on hyper offensive builds where it can threaten most of the metagame with its Swords Dance boosted attacks. Access to colorful options in the likes of Superpower for Steel types aids Rillaboom in this regard. As for Bulky Offense builds, Rillaboom carves a niche for itself from comparable Grass types like Kartana and Tapu Bulu due to its access to the combination of U-Turn and Knock Off, which helps Rillaboom flexibly abuse the linear switch-ins it courts with either momentum or item-removal utility. Possessing a more immediately powerful, Choice Band-boosted Grassy Glide also allows it to function more effectively as a late-game cleaner, at the cost of being able to overwhelm Pokemon the Swords Dance set threatens to bust past. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, even in light of its unique access to Grassy Glide, U-Turn, and Knock Off, Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge and Close Combat lets it more effectively wallbreak past common Rillaboom counters such as Zapdos, Dragonite, Mandibuzz, and even Corviknight without Brave Bird. you could shorten this sentence easily by just mentioning its defensive qualities, you dont rlly need to talk about its coverage since it just clutters the overview up. On the other hand, Kartana’s Steel typing gives it a more favorable matchup versus Weavile, its higher attack stat lets it more freely spam neutral Knock Offs to break in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game.


[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off accompanies Grassy Glide well, punishing switch-ins through item removal. However, if paired with Kartana, Knock Off should not be run to maximize the damage Kartana can deal with its own Knock Off. In this case, Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal 2HKOs incoming Its most often setting up as they switch in so this isnt rlly the case. Corviknight and Skarmory even in lieu of the attack drop, at the very least forcing high damage or a trade. An Adamant nature capitalizes on Rillaboom's strong priority, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran, while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammer.

This set is best run on Hyper Offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Rillaboom’s Grassy Terrain naturally sets up Hawlucha’s Unburden ability, giving hyper offensive builds an unparalleled speed tier and terrifying breaker in one spot. elaborate a bit on why theyre such a good pair like how they can blow holes for each other (most often rilla does it for hawlucha).

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. It is crucial to one’s gameplan to acknowledge how much prior damage is needed on an opponent to be in range of one or two Grassy Glides. unnescessary tbh. Knock Off discourages Grassy Glide resists in Slowking-Galar and Dragapult from coming in while also punishing the telegraphed switch-ins that Grassy Glide invites; for example, removing Flying-types like Mandibuzz, Zapdos, and Tornadus-Therian's Heavy-Duty Boots greatly diminishes their ability to switch-in throughout the game and take boosted Wood Hammers as the game progresses. Moreover, removing Rocky Helmets allows Rillaboom to more freely attack. In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to break with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, Kartana, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel type switch-ins Rillaboom forces.

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. Slowking’s Future Sight can make Rillaboom even more difficult to switch into and can further streamline the opponent’s switch into Corviknight to punish with Magnezone. are you saying all three be used together? imo remove slowking too, most of its common checks are resistant to fs like corv skarm and mandi or just resist its attacks so even w fs it cant break that well. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Finally, entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later.

Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item however.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves barring the uncommon Acrobatics, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed.

**Steel-types**: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

**contact effects**: Zapdos’s Static, Volcarona Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip. theres no non adverse contact effects


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
QC 1/3 after implementation, Good Job
 

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[Overview]
Rillaboom’s unique access to the combination of Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Rillaboom finds its predominant niche on hyper offensive builds where it can threaten most of the metagame with its Swords Dance boosted attacks. Access to Superpower for Steel types aids Rillaboom in this regard. As for Bulky Offense builds, Rillaboom carves a niche for itself from comparable Grass types like Kartana and Tapu Bulu due to its access to the combination of U-Turn and Knock Off, which helps Rillaboom flexibly abuse the linear switch-ins it courts with either momentum or item-removal utility. (So I feel that this section should be condensed. Most of what you are saying should be relegated to the respective sets, rather than the overview. Instead, focusing on its traits as a whole, rather than specific sets, gives the reader a good idea of what to expect when they use this mon. You could change it to something like: Rillaboom's unique access to Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Access to strong coverage moves, set up in Swords Dance, and pivoting ability in U-turn make it a great choice for offensive teams and let it do XYZ etc. Basically condense the bolded part while highlighting its strengths, and leave the specifics to each set. Make sure to mention terrain support for the team as well. Possessing a more immediately powerful, Choice Band-boosted Grassy Glide also allows it to function more effectively as a late-game cleaner, at the cost of being able to overwhelm Pokemon the Swords Dance set threatens to bust past. (This isn't necessarily relevant to the overview, and not 100% true either) Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, even in light of its unique access to Grassy Glide, U-Turn, and Knock Off, Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora. On the other hand, Kartana’s higher attack stat lets it more freely spam neutral Knock Offs to break in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game. (Make sure you mention here that rilla lives and dies on its terrain. If it runs out or is reset, Rilla's main strength is taken away from it and can be a sitting duck)


[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

(add a line about its set up opportunities before jumping straight in to >)At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off accompanies Grassy Glide well, punishing switch-ins through item removal. However, if paired with Kartana, Knock Off should not be run to maximize the damage Kartana can deal with its own Knock Off. (I don't really agree with this , especially because Knock is such a strong move on its own and Kart wants to sweep with one of its STABs) In this case, Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal 2HKOs Corviknight and Skarmory even in lieu of the attack drop, at the very least forcing high damage or a trade. An Adamant nature capitalizes on Rillaboom's strong priority attacks, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran, while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammer.

This set is best run on Hyper Offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Rillaboom’s Grassy Terrain naturally sets up Hawlucha’s Unburden ability Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offensive builds an unparalleled speed tier and terrifying breaker in one spot (add that it takes on Buzzwole). Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off discourages Grassy Glide resists in Slowking-Galar and Dragapult from coming in while also punishing the telegraphed switch-ins that Grassy Glide invites; for example, removing Flying-types like Mandibuzz, Zapdos, and Tornadus-Therian's Heavy-Duty Boots greatly diminishes their ability to switch-in throughout the game and take boosted Wood Hammers as the game progresses. Moreover, removing Rocky Helmets allows Rillaboom and its teammates to more freely attack. In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to break with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel type switch-ins Rillaboom forces. (Rilla has pretty good bulk, and can come in on weaker/resisted attacks and pivot accordingly with U-turn on electrics/waters/grounds and aforementioned steels so add a mention of that)

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Finally, entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later. (Add a mention of Urshifu who likes Rilla's ability to take on fini and weaken fat waters and appreciates the U-turn on melmetal/heatran)

Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item however.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves barring the uncommon Acrobatics, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. (Buzzwole doesn't like losing its boots/helmet, so mention Knock Off here)

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed. (Mention that the steel birds need to be wary of U-turn since Rilla is often paired with Zone. and the other 3 don't like losing their boots to Knock Off)

**Steel-types**: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

**Contact effects**: Zapdos’s Static, Volcarona Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip.

(add opposing terrain setters here too. Lele threatens the OHKO and Koko can pivot out or win the 1v1 after minor chip or SR)


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]


lmk when implemented and i'll run through it again.
 
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(Comments)


[Overview]
Rillaboom’s unique access to the combination of Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Rillaboom finds its predominant niche on hyper offensive builds where it can threaten most of the metagame with its Swords Dance boosted attacks. Access to Superpower for Steel types aids Rillaboom in this regard. As for Bulky Offense builds, Rillaboom carves a niche for itself from comparable Grass types like Kartana and Tapu Bulu due to its access to the combination of U-Turn and Knock Off, which helps Rillaboom flexibly abuse the linear switch-ins it courts with either momentum or item-removal utility. (So I feel that this section should be condensed. Most of what you are saying should be relegated to the respective sets, rather than the overview. Instead, focusing on its traits as a whole, rather than specific sets, gives the reader a good idea of what to expect when they use this mon. You could change it to something like: Rillaboom's unique access to Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Access to strong coverage moves, set up in Swords Dance, and pivoting ability in U-turn make it a great choice for offensive teams and let it do XYZ etc. Basically condense the bolded part while highlighting its strengths, and leave the specifics to each set. Make sure to mention terrain support for the team as well. Possessing a more immediately powerful, Choice Band-boosted Grassy Glide also allows it to function more effectively as a late-game cleaner, at the cost of being able to overwhelm Pokemon the Swords Dance set threatens to bust past. (This isn't necessarily relevant to the overview, and not 100% true either) Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, even in light of its unique access to Grassy Glide, U-Turn, and Knock Off, Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora. On the other hand, Kartana’s higher attack stat lets it more freely spam neutral Knock Offs to break in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game. (Make sure you mention here that rilla lives and dies on its terrain. If it runs out or is reset, Rilla's main strength is taken away from it and can be a sitting duck)


[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

(add a line about its set up opportunities before jumping straight in to >)At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off accompanies Grassy Glide well, punishing switch-ins through item removal. However, if paired with Kartana, Knock Off should not be run to maximize the damage Kartana can deal with its own Knock Off. (I don't really agree with this , especially because Knock is such a strong move on its own and Kart wants to sweep with one of its STABs) In this case, Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal 2HKOs Corviknight and Skarmory even in lieu of the attack drop, at the very least forcing high damage or a trade. An Adamant nature capitalizes on Rillaboom's strong priority attacks, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran, while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammer.

This set is best run on Hyper Offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Rillaboom’s Grassy Terrain naturally sets up Hawlucha’s Unburden ability Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offensive builds an unparalleled speed tier and terrifying breaker in one spot (add that it takes on Buzzwole). Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off discourages Grassy Glide resists in Slowking-Galar and Dragapult from coming in while also punishing the telegraphed switch-ins that Grassy Glide invites; for example, removing Flying-types like Mandibuzz, Zapdos, and Tornadus-Therian's Heavy-Duty Boots greatly diminishes their ability to switch-in throughout the game and take boosted Wood Hammers as the game progresses. Moreover, removing Rocky Helmets allows Rillaboom and its teammates to more freely attack. In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to break with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel type switch-ins Rillaboom forces. (Rilla has pretty good bulk, and can come in on weaker/resisted attacks and pivot accordingly with U-turn on electrics/waters/grounds and aforementioned steels so add a mention of that)

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Finally, entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later. (Add a mention of Urshifu who likes Rilla's ability to take on fini and weaken fat waters and appreciates the U-turn on melmetal/heatran)

Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item however.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves barring the uncommon Acrobatics, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. (Buzzwole doesn't like losing its boots/helmet, so mention Knock Off here)

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed. (Mention that the steel birds need to be wary of U-turn since Rilla is often paired with Zone. and the other 3 don't like losing their boots to Knock Off)

**Steel-types**: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

**Contact effects**: Zapdos’s Static, Volcarona Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip.

(add opposing terrain setters here too. Lele threatens the OHKO and Koko can pivot out or win the 1v1 after minor chip or SR)


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]


lmk when implemented and i'll run through it again.
Sorry it's late been a busy week. Addressed!
 

Clone

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[Overview]
Rillaboom’s unique access to the combination of Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Rillaboom's unique access to Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Moreover, its access to strong coverage moves, set up in Swords Dance, and pivoting ability in U-turn make it a great choice for offensive teams as it can effectively wallbreak, late-game sweep, and create momentum via pivoting out on its telegraphed switch-ins, while providing its team with residual healing through the Grassy Terrain it creates on switch-in. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, even in light of its unique access to Grassy Glide, U-Turn, and Knock Off, (Less is more and you mentioned this already) Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora. On the other hand, Kartana’s higher attack stat lets it more freely spam neutral Knock Offs to break in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game. (I think you can remove the part about Knock Off and just say that Kartana is a better breaker/cleaner) Finally, the prominence of the likes of Tapu Koko, Tapu Lele, and Tapu Fini, who possess different terrain setting abilities, threatens both Rillaboom’s damage output and access to priority, significantly decreasing the ease to which it can simply sweep with Grassy Glide.


[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

The immediate power of a priority Grassy Glide means that if it is safely brought in, Rillaboom can force plenty of switches that give it an opportunity to set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off accompanies Grassy Glide well, punishing switch-ins through item removal. Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal 2HKOs Corviknight and Skarmory even in lieu of the attack drop, at the very least forcing high damage or a trade. An Adamant nature capitalizes on Rillaboom's strong attacks, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran, while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammer.

This set is best run on Hyper Offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offensive builds an unparalleled speed tier and terrifying breaker in one spot while also helping ail Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off discourages Grassy Glide resists in Slowking-Galar and Dragapult from coming in while also punishing the telegraphed switch-ins that Grassy Glide invites; for example, removing Flying-types like Mandibuzz, Zapdos, and Tornadus-Therian's Heavy-Duty Boots greatly diminishes their ability to switch-in throughout the game and take boosted Wood Hammers as the game progresses. Moreover, removing Rocky Helmets allows Rillaboom and its teammates to more freely attack. (You can condense this sentence a lot by simply saying that Knock Off hits Grass resists and removes items such as Helmet and boots from X mons) In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to break with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel type switch-ins Rillaboom forces. Rillaboom is also reasonably bulky, giving it opportunities to switch-in and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much due to Grassy Terrain’s passive healing.

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later. Finally, Urshifu-R pairs nicely with Rillaboom as it can capitalize on Rillaboom’s U-Turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for Surging Strikes to sweep opposing teams.

Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item however.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves barring the uncommon Acrobatics, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. Knocking Off Buzzwole’s Rocky Helmet or Heavy Duty Boots however can either ease the ability to click physical attacks or increase the cost of Buzzwole switching in on Rillaboom respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed. Moreover, the Steel birds must be cautious of Rillaboom U-Turning into Magnezone for they will be trapped and killed, whereas the likes of Tornadus-T, Zapdos, and Mandibuzz severely dislike their Heavy Duty Boots being Knocked Off.

**Steel-types**: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

**Contact effects**: Zapdos’s Static, Volcarona Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip.

**Opposing Terrain**: All opposing terrain severely castrates Rillaboom by removing the 1.3x damage boost to its Grass-type moves and by negating the priority effect of Grassy Glide. Tapu Lele can always come in on the revenge kill and threaten to OHKO with any of its STAB moves, while Tapu Koko can either U-Turn out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both of these Pokemon must be wary though, for Rillaboom is comparably threatening towards them when it comes in on the revenge kill. (Just say that they can't directly switch in)


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]


2/3 when implemented. good job
 
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[Overview]
Rillaboom’s unique access to the combination of Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Rillaboom's unique access to Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Moreover, its access to strong coverage moves, set up in Swords Dance, and pivoting ability in U-turn make it a great choice for offensive teams as it can effectively wallbreak, late-game sweep, and create momentum via pivoting out on its telegraphed switch-ins, while providing its team with residual healing through the Grassy Terrain it creates on switch-in. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, even in light of its unique access to Grassy Glide, U-Turn, and Knock Off, (Less is more and you mentioned this already) Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora. On the other hand, Kartana’s higher attack stat lets it more freely spam neutral Knock Offs to break in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game. (I think you can remove the part about Knock Off and just say that Kartana is a better breaker/cleaner) Finally, the prominence of the likes of Tapu Koko, Tapu Lele, and Tapu Fini, who possess different terrain setting abilities, threatens both Rillaboom’s damage output and access to priority, significantly decreasing the ease to which it can simply sweep with Grassy Glide.


[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

The immediate power of a priority Grassy Glide means that if it is safely brought in, Rillaboom can force plenty of switches that give it an opportunity to set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off accompanies Grassy Glide well, punishing switch-ins through item removal. Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal 2HKOs Corviknight and Skarmory even in lieu of the attack drop, at the very least forcing high damage or a trade. An Adamant nature capitalizes on Rillaboom's strong attacks, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran, while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammer.

This set is best run on Hyper Offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offensive builds an unparalleled speed tier and terrifying breaker in one spot while also helping ail Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off discourages Grassy Glide resists in Slowking-Galar and Dragapult from coming in while also punishing the telegraphed switch-ins that Grassy Glide invites; for example, removing Flying-types like Mandibuzz, Zapdos, and Tornadus-Therian's Heavy-Duty Boots greatly diminishes their ability to switch-in throughout the game and take boosted Wood Hammers as the game progresses. Moreover, removing Rocky Helmets allows Rillaboom and its teammates to more freely attack. (You can condense this sentence a lot by simply saying that Knock Off hits Grass resists and removes items such as Helmet and boots from X mons) In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to break with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel type switch-ins Rillaboom forces. Rillaboom is also reasonably bulky, giving it opportunities to switch-in and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much due to Grassy Terrain’s passive healing.

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later. Finally, Urshifu-R pairs nicely with Rillaboom as it can capitalize on Rillaboom’s U-Turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for Surging Strikes to sweep opposing teams.

Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item however.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves barring the uncommon Acrobatics, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. Knocking Off Buzzwole’s Rocky Helmet or Heavy Duty Boots however can either ease the ability to click physical attacks or increase the cost of Buzzwole switching in on Rillaboom respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed. Moreover, the Steel birds must be cautious of Rillaboom U-Turning into Magnezone for they will be trapped and killed, whereas the likes of Tornadus-T, Zapdos, and Mandibuzz severely dislike their Heavy Duty Boots being Knocked Off.

**Steel-types**: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

**Contact effects**: Zapdos’s Static, Volcarona Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip.

**Opposing Terrain**: All opposing terrain severely castrates Rillaboom by removing the 1.3x damage boost to its Grass-type moves and by negating the priority effect of Grassy Glide. Tapu Lele can always come in on the revenge kill and threaten to OHKO with any of its STAB moves, while Tapu Koko can either U-Turn out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both of these Pokemon must be wary though, for Rillaboom is comparably threatening towards them when it comes in on the revenge kill. (Just say that they can't directly switch in)


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]


2/3 when implemented. good job
Addressed
rilla hard.png
 

airfare

is a Tutoris a Tiering Contributoris a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
OUPL Champion
[Overview]
Rillaboom's unique access to Grassy Surge and Grassy Glide allows it to function as a deadly revenge killer in OU. Moreover, its access to strong coverage moves, set up in Swords Dance, and pivoting ability in U-turn make it a great choice for offensive teams as it can effectively wallbreak, late-game sweep, and create momentum via pivoting out on its telegraphed switch-ins, while providing its team with residual healing through Grassy Terrain. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, Rillaboom still faces competition from the aforementioned other offensive Grass types in the tier. Tapu Bulu’s higher defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora. another main draw to bulu is stone edge letting u kill birds immediately On the other hand, Kartana’s higher attack stat lets it more freely wallbreak in the early game and its Beast Boost ability lets it snowball and break past would-be counters like Corviknight in the end-game. Finally, the prominence of the likes of Tapu Koko, Tapu Lele, and Tapu Fini, who possess different terrain setting abilities, threatens both Rillaboom’s damage output and access to priority, significantly decreasing the ease to which it can simply sweep with Grassy Glide.


[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/Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

The immediate power of a priority Grassy Glide means that if it is safely brought in, Rillaboom can force plenty of switches that give it an opportunity to set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted Pokemon. Knock Off accompanies Grassy Glide well, punishing switch-ins through item removal. mention birds specifically Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOs the likes of Unaware Clefable which otherwise frustrates both this set and Hyper Offense generally. ur usually using hammer alongside kart, which breaks the birds early game for u to clean up lategame and makes knock unnecessary for rilla Superpower OHKOs Steel types like Heatran, Ferrothorn, and Melmetal and 2HKOs Corviknight and Skarmory even in lieu of the attack drop. An Adamant nature capitalizes on Rillaboom's strong attacks, whereas Jolly allows it to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran, while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammer.

This set is best run on Hyper Offense hyper offense builds that appreciate Rillaboom’s powerful priority and capacity to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, one can break for the other to sweep later, with Grassy Terrain greatly increasing the spammability of Kartana’s Leaf Blade against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offensive builds an unparalleled speed tier and terrifying breaker in one spot while also helping ail Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-Turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off hits Grass-resists on the switch-in for high damage and crucially gets rid of items like Tornadus-T’s Heavy Duty Boots and Corviknight’s Rocky Helmet, setting up easier breaking potential as the game progresses. In the case that Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal since Kartana is better poised to break with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-Turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel type switch-ins Rillaboom forces. Rillaboom is also reasonably bulky, giving it opportunities to switch-in and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much due to Grassy Terrain’s passive healing.

This set is more appropriate in Bulky Offense and Balance builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. Magnezone is a standout partner yet again as an incredible recipient of U-Turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for Rillaboom’s Choice-locked move. tran can also set rocks on every bird in the tier (or just kill them), especially potent when combined w rilla's knock - and appreciates the added insurance vs earthquakes Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory help slowly wear down the opponent for Grassy Glide to sweep later. Finally, Urshifu-R pairs nicely with Rillaboom as it can capitalize on Rillaboom’s U-Turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for Surging Strikes to sweep opposing teams.

[STRATEGY COMMENTS]
Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel types, though the difference in immediate power relative to Superpower is significant. any specific calcs? A Choice Scarf set can be used on teams in need of speed control that isn't as reliant on Grassy Glide, while also having the ability to snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item as compared to Life Orb, however. just clarifying because i thought u were talking about seed vs itemless at first

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves barring the uncommon Acrobatics, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. we usually keep oo options out of the rest of the analysis This greatly limits Rillaboom’s ability to make progress in a game. Knocking Off Buzzwole’s Rocky Helmet or Heavy Duty Boots however can either ease the ability to click physical attacks or increase the cost of Buzzwole switching in on Rillaboom respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying STAB, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, for they all risk being 2HKOed. Moreover, the Steel birds must be cautious of Rillaboom U-Turning into Magnezone for they will be trapped and killed, whereas the likes of Tornadus-T, Zapdos, and Mandibuzz severely dislike their Heavy Duty Boots being Knocked Off.

**Steel-types**: The aforementioned Flying/Steel types as well as the likes of Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with hazards, U-Turn, or Thunder Wave respectively, especially against the Banded set. They must be cognizant of Superpower coverage however.

**Contact effects**: Zapdos’s Static, Volcarona Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with hazards and Life Orb chip.

**Opposing Terrain**: All opposing terrain severely castrates use a different verb.. Rillaboom by removing the 1.3x damage boost to its Grass-type moves and by negating the priority effect of Grassy Glide. Tapu Lele can always come in on the revenge kill and threaten to OHKO with any of its STAB moves, while Tapu Koko can either U-Turn out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both are unable to switch into Rillaboom however.


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [airfare, 513717]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
additions, comments, removals
great work, 3/3
 

Katy

Banned deucer.
For the Opposing Terrain in Checks & Counter section, I would just say:
**Opposing Terrain**: All opposing terrain severely hinders Rillaboom by removing the 1.3x damage boost to its Grass-type moves and by negating the priority effect of Grassy Glide.

In case you need help with a verb. :)
 

Adeleine

after committing a dangerous crime
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[Overview]
Rillaboom's unique access to Grassy Surge and Grassy Glide allows it to function as makes it a deadly revenge killer in OU. Moreover, its access to strong coverage moves, setup (was "set up") in Swords Dance, and pivoting ability in U-turn make it a great choice for offensive teams: (added colon) as it can effectively wallbreak, late-game sweep late-game, and create momentum via pivoting out on its telegraphed switch-ins, while providing its team with and it also provides residual healing through Grassy Terrain. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Grass-resistant Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, with this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, Rillaboom still faces competition from other offensive Grass-types (added hyphen) in the tier. Tapu Bulu’s higher Defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge lets it more reliably break through Flying-type switch-ins. On the other hand, Alternatively, Kartana’s higher Attack stat lets it more freely wallbreak in the early game and its Beast Boost ability early-game, and Beast Boost lets it snowball and break past would-be counters like Corviknight in the endgame. (collpased hyphen) Finally, the prominence of the likes of Tapu Koko, Tapu Lele, and Tapu Fini, who possess different terrain setting abilities, which override Grassy Terrain, threatens both Rillaboom’s damage output and access to priority, significantly decreasing the ease to which it can simply sweep its ease in simply sweeping with Grassy Glide.


[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 / Jolly (added spaces before and after slash)
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

The immediate power of a priority Grassy Glide means that, (AC) if it is safely brought in, Rillaboom can force plenty of switches that give it an opportunity to set up, and set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted resistant Pokemon. Knock Off accompanies complements Grassy Glide well, punishing switch-ins through item removal, by removing items such as the Heavy-Duty (added hyphen) Boots of Flying-type switch-ins. Flying-types. Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOes the likes of Unaware Clefable, (AC) which otherwise frustrates both this set and hyper offense generally. Wood Hammer also inflicts high damage to Flying-type switch-ins, helping a common teammate in Kartana clean later in the game with Knock Off, and (or did you mean "therefore"?) making Knock Off redundant on Rillaboom itself. Superpower OHKOes Steel-types (added hyphen) like Heatran, Ferrothorn, and Melmetal and 2HKOes Corviknight and Skarmory even in lieu of factoring in the Attack drop. An Adamant nature capitalizes on Rillaboom's strong attacks, whereas Jolly allows it A Jolly nature allows Rillaboom to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran (RC) while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammers.

This set is best run on hyper offense builds that appreciate Rillaboom’s powerful priority and capacity ability to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, they fulfill greatly redundant offensive roles, one can wallbreak for the other to sweep later, with Grassy Terrain greatly increasing the spammability of making Kartana’s Leaf Blade spammable against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom punishing and discouraging predictable switches into Skarmory and Corviknight so it can more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offensive builds an unparalleled Speed tier and terrifying wallbreaker in one spot teamslot while also helping ail aiding Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off hits Grass-resists on the switch-in Grass-resistant foes on the switch for high damage and crucially gets rid of items like Tornadus-T’s Heavy-Duty (added hyphen) Boots and Corviknight’s Rocky Helmet, setting up easier breaking potential wallbreaking as the game progresses. In the case that If Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal, (AC) since Kartana is better poised to wallbreak with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel-type (added hyphen) switch-ins Rillaboom forces. It generates momentum throughout the game and also justifies using Rillaboom over Kartana or Tapu Bulu. (what I assumed your removed clause in the second paragraph meant? feel free to tinker) Rillaboom is also reasonably bulky and healed by Grassy Terrain, giving it opportunities to switch in (removed hyphen) and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much due to Grassy Terrain’s passive healing.

This set is more appropriate in Bulky Offense builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. most appropriate in bulky offense builds. As always, Magnezone is a standout partner yet again as an incredible recipient of U-turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for to heal and weaken Earthquakes from the likes of Galarian Slowking. It can open up Rillaboom by trapping and removing non-Shed Shell Toxapex, preventing it from scouting Rillaboom's Choice-locked move. Heatran also easily sets up Stealth Rock versus nearly all of the Flying-types in the tier, which is especially useful in conjunction with Rillaboom’s Knock Off; it also appreciates Grassy Terrain weakening incoming Earthquakes from the likes of Galarian Slowking. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break through physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory helps slowly wear down the opponent's team for Grassy Glide to sweep later. Finally, Urshifu-R pairs nicely with Rillaboom as it can capitalize on Rillaboom’s U-turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for Surging Strikes to sweep opposing teams.

[STRATEGY COMMENTS]
Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel-types, (added hyphen) though the difference in immediate power relative to Superpower is significant. For example, at +2, Superpower is a guaranteed 2HKO on Corviknight after Stealth Rock, whereas Drain Punch is has just a 33.6% chance to 2HKO. Acrobatics with no item is another option on the set to lure in and break past Buzzwole, Tangrowth, and Amoonguss, making way for teammates like Kartana and Urshifu-R; running no item is preferred over Grassy Seed, since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable loss in power from dropping Life Orb, however. A Choice Scarf set can be used on teams in need of speed control revenge killing that isn't as reliant on Grassy Glide, while also having the ability to and it can also snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who early-game. This generally relies on surprise factor, though, and is hard to justify over Choice Scarf Kartana, which boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item as compared to Life Orb, however. late-game.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves, (AC) even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. Knocking Off Knock Off removing Buzzwole’s Rocky Helmet or Heavy-Duty Boots, however, (added hyphen and both commas) can either ease the ability make it easier to click physical attacks or increase the cost of Buzzwole switching in on Rillaboom, (AC) respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory, (AC) and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying-type STAB moves, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out Rillaboom switching out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, though, for they all risk being 2HKOed. Moreover, the Steel birds Corviknight and Skarmory must be cautious of Rillaboom U-Turning into Magnezone for they will be trapped and killed, whereas the likes of Tornadus-T, Zapdos, and Mandibuzz severely dislike their Heavy Duty Boots being Knocked Off. using U-turn to bring in Magnezone, which traps and KOes them, whereas the others severely dislike losing their Heavy-Duty Boots to Knock Off.

**Steel-types**: The aforementioned Flying/Steel types as well as The likes of Corviknight, Skarmory, Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with options like entry hazards, U-turn, or Thunder Wave respectively, and Thunder Wave, especially against the Banded Choice Band set. They must be cognizant of Superpower coverage wary of Superpower, however.

**Contact Effects**: Zapdos’s Static, Volcarona's Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with entry hazards and Life Orb chip damage.

**Opposing Terrain**: All opposing terrain severely hinders Rillaboom by removing the 1.3x damage boost to its Grass-type moves and by negating the priority effect of Grassy Glide. Tapu Lele can always come in on the revenge kill after a KO and threaten to OHKO with any of its STAB moves, while Tapu Koko can either use U-turn to pivot out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both are unable to switch into Rillaboom, (AC) however.


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [airfare, 513717]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
schmooves.gif
1/2
 
Add/Fix Remove Comment
(AC)/(RC): Add/Remove Comma

[Overview]
Rillaboom's unique access to Grassy Surge and Grassy Glide allows it to function as makes it a deadly revenge killer in OU. Moreover, its access to strong coverage moves, setup (was "set up") in Swords Dance, and pivoting ability in U-turn make it a great choice for offensive teams: (added colon) as it can effectively wallbreak, late-game sweep late-game, and create momentum via pivoting out on its telegraphed switch-ins, while providing its team with and it also provides residual healing through Grassy Terrain. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass resisting Grass-resistant Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, with this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, Rillaboom still faces competition from other offensive Grass-types (added hyphen) in the tier. Tapu Bulu’s higher Defense and Fairy typing makes it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge lets it more reliably break through Flying-type switch-ins. On the other hand, Alternatively, Kartana’s higher Attack stat lets it more freely wallbreak in the early game and its Beast Boost ability early-game, and Beast Boost lets it snowball and break past would-be counters like Corviknight in the endgame. (collpased hyphen) Finally, the prominence of the likes of Tapu Koko, Tapu Lele, and Tapu Fini, who possess different terrain setting abilities, which override Grassy Terrain, threatens both Rillaboom’s damage output and access to priority, significantly decreasing the ease to which it can simply sweep its ease in simply sweeping with Grassy Glide.


[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 / Jolly (added spaces before and after slash)
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

The immediate power of a priority Grassy Glide means that, (AC) if it is safely brought in, Rillaboom can force plenty of switches that give it an opportunity to set up, and set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resisted resistant Pokemon. Knock Off accompanies complements Grassy Glide well, punishing switch-ins through item removal, by removing items such as the Heavy-Duty (added hyphen) Boots of Flying-type switch-ins. Flying-types. Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOes the likes of Unaware Clefable, (AC) which otherwise frustrates both this set and hyper offense generally. Wood Hammer also inflicts high damage to Flying-type switch-ins, helping a common teammate in Kartana clean later in the game with Knock Off, and (or did you mean "therefore"?) making Knock Off redundant on Rillaboom itself. Superpower OHKOes Steel-types (added hyphen) like Heatran, Ferrothorn, and Melmetal and 2HKOes Corviknight and Skarmory even in lieu of factoring in the Attack drop. An Adamant nature capitalizes on Rillaboom's strong attacks, whereas Jolly allows it A Jolly nature allows Rillaboom to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran (RC) while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammers.

This set is best run on hyper offense builds that appreciate Rillaboom’s powerful priority and capacity ability to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let these physical attackers like Urshifu-R and Weaville sweep later. Kartana is a notable partner; though there is great redundancy in the offensive roles these Pokemon provide, they fulfill greatly redundant offensive roles, one can wallbreak for the other to sweep later, with Grassy Terrain greatly increasing the spammability of making Kartana’s Leaf Blade spammable against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, both due to Rillaboom baiting predictable switch-ins to Skarmory and Corviknight that Magnezone can punish and due to Magnezone’s presence discouraging these switch-ins in the first place letting Rillaboom punishing and discouraging predictable switches into Skarmory and Corviknight so it can more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offensive builds an unparalleled Speed tier and terrifying wallbreaker in one spot teamslot while also helping ail aiding Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off hits Grass-resists on the switch-in Grass-resistant foes on the switch for high damage and crucially gets rid of items like Tornadus-T’s Heavy-Duty (added hyphen) Boots and Corviknight’s Rocky Helmet, setting up easier breaking potential wallbreaking as the game progresses. In the case that If Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal, (AC) since Kartana is better poised to wallbreak with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel-type (added hyphen) switch-ins Rillaboom forces. It generates momentum throughout the game and also justifies using Rillaboom over Kartana or Tapu Bulu. (what I assumed your removed clause in the second paragraph meant? feel free to tinker) Rillaboom is also reasonably bulky and healed by Grassy Terrain, giving it opportunities to switch in (removed hyphen) and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much due to Grassy Terrain’s passive healing.

This set is more appropriate in Bulky Offense builds compared to the Swords Dance set, where it faces stiff competition from Kartana and Tapu Bulu. Rillaboom’s unique access to U-Turn compared to these two allows some form of momentum generation throughout all the phases of the games. most appropriate in bulky offense builds. As always, Magnezone is a standout partner yet again as an incredible recipient of U-turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain as a source of residual healing and can trap and kill non-Shed Shell Toxapex to open up Rillaboom more by disabling the opponent’s ability to use Toxapex as a midground to scout for to heal and weaken Earthquakes from the likes of Galarian Slowking. It can open up Rillaboom by trapping and removing non-Shed Shell Toxapex, preventing it from scouting Rillaboom's Choice-locked move. Heatran also easily sets up Stealth Rock versus nearly all of the Flying-types in the tier, which is especially useful in conjunction with Rillaboom’s Knock Off; it also appreciates Grassy Terrain weakening incoming Earthquakes from the likes of Galarian Slowking. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break through physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory helps slowly wear down the opponent's team for Grassy Glide to sweep later. Finally, Urshifu-R pairs nicely with Rillaboom as it can capitalize on Rillaboom’s U-turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for Surging Strikes to sweep opposing teams.

[STRATEGY COMMENTS]
Other Options
====
Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel-types, (added hyphen) though the difference in immediate power relative to Superpower is significant. For example, at +2, Superpower is a guaranteed 2HKO on Corviknight after Stealth Rock, whereas Drain Punch is has just a 33.6% chance to 2HKO. Acrobatics with no item is another option on the set to lure in and break past Buzzwole, Tangrowth, and Amoonguss, making way for teammates like Kartana and Urshifu-R; running no item is preferred over Grassy Seed, since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable loss in power from dropping Life Orb, however. A Choice Scarf set can be used on teams in need of speed control revenge killing that isn't as reliant on Grassy Glide, while also having the ability to and it can also snag surprise kills on the likes of Dragapult in the early game. This generally relies on surprise factor; its merits and niche should be seriously considered on a team relative to a Choice Scarf Kartana, who early-game. This generally relies on surprise factor, though, and is hard to justify over Choice Scarf Kartana, which boasts Beast Boost to clean more effectively in the late game. Acrobatics with no item can be run on the Swords Dance set to allow Rillaboom to lure and break past Buzzwole, Tangrowth, and Amoonguss to make way for other teammates like Kartana and Urshifu-R; no item is preferred over Grassy Seed since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable opportunity cost in power by opting for no item as compared to Life Orb, however. late-game.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves, (AC) even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. Knocking Off Knock Off removing Buzzwole’s Rocky Helmet or Heavy-Duty Boots, however, (added hyphen and both commas) can either ease the ability make it easier to click physical attacks or increase the cost of Buzzwole switching in on Rillaboom, (AC) respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory, (AC) and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying-type STAB moves, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom’s switch out Rillaboom switching out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, though, for they all risk being 2HKOed. Moreover, the Steel birds Corviknight and Skarmory must be cautious of Rillaboom U-Turning into Magnezone for they will be trapped and killed, whereas the likes of Tornadus-T, Zapdos, and Mandibuzz severely dislike their Heavy Duty Boots being Knocked Off. using U-turn to bring in Magnezone, which traps and KOes them, whereas the others severely dislike losing their Heavy-Duty Boots to Knock Off.

**Steel-types**: The aforementioned Flying/Steel types as well as The likes of Corviknight, Skarmory, Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with options like entry hazards, U-turn, or Thunder Wave respectively, and Thunder Wave, especially against the Banded Choice Band set. They must be cognizant of Superpower coverage wary of Superpower, however.

**Contact Effects**: Zapdos’s Static, Volcarona's Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with entry hazards and Life Orb chip damage.

**Opposing Terrain**: All opposing terrain severely hinders Rillaboom by removing the 1.3x damage boost to its Grass-type moves and by negating the priority effect of Grassy Glide. Tapu Lele can always come in on the revenge kill after a KO and threaten to OHKO with any of its STAB moves, while Tapu Koko can either use U-turn to pivot out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both are unable to switch into Rillaboom, (AC) however.


[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [airfare, 513717]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
View attachment 3607061/2
Addressed!

drum rilla.jpeg
 

Astra

talk to me nice
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Community Leader Alumnus

add remove (comments)
[Overview]
Rillaboom's unique access to Grassy Surge and Grassy Glide makes it a deadly revenge killer in OU. Moreover, its strong coverage moves, setup in Swords Dance, and pivoting in U-turn make it a great choice for offensive teams; (colon -> semicolon) it can effectively wallbreak, sweep late-game, and create momentum via pivoting out on its telegraphed switch-ins, and it also provides residual healing through Grassy Terrain. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass-resistant Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, with this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, Rillaboom faces competition from other offensive Grass-types in the tier. Tapu Bulu’s higher Defense and Fairy typing make it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge lets it more reliably break through Flying-type switch-ins. Alternatively, Kartana’s higher Attack stat lets it more freely wallbreak early-game, and Beast Boost lets it snowball and break past would-be counters like Corviknight in the endgame. Finally, the prominence of Tapu Koko, Tapu Lele, and Tapu Fini, which override Grassy Terrain, threatens both Rillaboom’s damage output and access to priority, significantly decreasing its ease in simply sweeping with Grassy Glide.

[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 / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
The immediate power of a priority Grassy Glide means that, if it is safely brought in, Rillaboom can force plenty of switches and set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resistant Pokemon. Knock Off complements Grassy Glide well, punishing switch-ins by removing items such as the Heavy-Duty Boots of Flying-types. Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOes the likes of Unaware Clefable, which otherwise frustrates both this set and hyper offense generally. Wood Hammer also inflicts high damage to Flying-type switch-ins, helping a common teammate in Kartana clean later in the game with Knock Off, therefore making Knock Off redundant on Rillaboom itself. Superpower OHKOes Steel-types like Heatran, Ferrothorn, and Melmetal and 2HKOes Corviknight and Skarmory even when factoring in the Attack drop. A Jolly nature allows Rillaboom to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammers.

This set is best run on hyper offense builds that appreciate Rillaboom’s powerful priority and ability to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let physical attackers like Urshifu-R and Weaville Weavile sweep later. Kartana is a notable partner; though the pair fulfill greatly redundant offensive roles, one can wallbreak for the other to sweep later, with Grassy Terrain making Kartana’s Leaf Blade spammable against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, punishing and discouraging predictable switches into Skarmory and Corviknight so it can more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offense builds an unparalleled Speed tier and terrifying wallbreaker in one teamslot while also aiding Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off hits Grass-resistant foes on the switch for high damage and crucially gets rid of items like Tornadus-T’s Heavy-Duty Boots and Corviknight’s Rocky Helmet, setting up easier wallbreaking opportunities as the game progresses. If Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal, (spacing) since Kartana is better poised to wallbreak with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel-type switch-ins Rillaboom forces. It generates momentum throughout the game, something competitors in Tapu Bulu and Kartana are unable to do. Rillaboom is also reasonably bulky and healed by Grassy Terrain, giving it opportunities to switch in and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much.

This set is most appropriate in bulky offense builds. As always, Magnezone is a standout partner as an incredible recipient of U-turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain to heal and weaken Earthquakes from the likes of Galarian Slowking. It can open up Rillaboom by trapping and removing non-Shed Shell Toxapex, preventing it from scouting Rillaboom's Choice-locked move. Heatran also easily sets up Stealth Rock versus nearly all of the Flying-types in the tier, which is especially useful in conjunction with Rillaboom’s Knock Off. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break through physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory helps slowly wear down the opponent's team for Grassy Glide to sweep later. Finally, Urshifu-R can capitalize on Rillaboom’s U-turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for Surging Strikes it to sweep opposing teams with Surging Strikes.

[STRATEGY COMMENTS]
Other Options
====

Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel-types, though the difference in power relative to Superpower is significant. For example, at +2, Superpower is a guaranteed 2HKO on Corviknight after Stealth Rock, whereas Drain Punch has just a 33.6% chance to 2HKO. Acrobatics with no item is another option on the set to lure in and break past Buzzwole, Tangrowth, and Amoonguss, making way for teammates like Kartana and Urshifu-R; running no item is preferred over Grassy Seed, since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable loss in power from dropping Life Orb, however. A Choice Scarf set can be used on teams in need of revenge killing that isn't as reliant on Grassy Glide, and it can also snag surprise kills KOs on the likes of Dragapult early-game. This generally relies on surprise factor, though, and is hard to justify over Choice Scarf Kartana, which boasts Beast Boost to clean more effectively late-game.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. Knock Off removing Buzzwole’s Rocky Helmet or Heavy-Duty Boots, however, can either make it easier to click use physical attacks or increase the cost of Buzzwole switching in on Rillaboom, respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory, and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying-type STAB moves, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom switching out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, though, for they all risk being 2HKOed. Moreover, Corviknight and Skarmory must be cautious of Rillaboom using U-turn to bring in Magnezone, which traps and KOes them, whereas the others severely dislike losing their Heavy-Duty Boots to Knock Off.

**Steel-types**: The likes of Corviknight, Skarmory, Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with options like entry hazards, U-turn, (AC) and Thunder Wave, especially against the Choice Band set. They must be wary of Superpower, however.

**Contact Effects**: Zapdos’s Static, Volcarona's Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with entry hazards and Life Orb chip damage.

**Opposing Terrain**: All opposing Terrain severely hinders Rillaboom by removing the 1.3x damage boost to its Grass-type moves and negating the priority effect of Grassy Glide. Tapu Lele can always come in after a KO and threaten to OHKO with any of its STAB moves, while Tapu Koko can either use U-turn to pivot out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both are unable to switch into Rillaboom, however.

[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [airfare, 513717]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
2/2 :blobthumbsup:
Estronic-GP-small.gif
 

add remove (comments)
[Overview]
Rillaboom's unique access to Grassy Surge and Grassy Glide makes it a deadly revenge killer in OU. Moreover, its strong coverage moves, setup in Swords Dance, and pivoting in U-turn make it a great choice for offensive teams; (colon -> semicolon) it can effectively wallbreak, sweep late-game, and create momentum via pivoting out on its telegraphed switch-ins, and it also provides residual healing through Grassy Terrain. Despite all of these qualities, Rillaboom is held back by the ubiquity of Grass-resistant Pokemon such as Skarmory, Zapdos, Corviknight, and especially Buzzwole, with this exacerbated by its susceptibility to adverse contact effects such as Rocky Helmet and Static. Additionally, Rillaboom faces competition from other offensive Grass-types in the tier. Tapu Bulu’s higher Defense and Fairy typing make it a more reliable check to Landorus-T, Urshifu-R, and Zeraora, while its access to Stone Edge lets it more reliably break through Flying-type switch-ins. Alternatively, Kartana’s higher Attack stat lets it more freely wallbreak early-game, and Beast Boost lets it snowball and break past would-be counters like Corviknight in the endgame. Finally, the prominence of Tapu Koko, Tapu Lele, and Tapu Fini, which override Grassy Terrain, threatens both Rillaboom’s damage output and access to priority, significantly decreasing its ease in simply sweeping with Grassy Glide.

[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 / Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
The immediate power of a priority Grassy Glide means that, if it is safely brought in, Rillaboom can force plenty of switches and set up, such as against Tapu Fini or Urshifu-R. At +2, boosted by a Life Orb and Grassy Terrain, Grassy Glide is immensely powerful, capable of KOing virtually all neutral threats and even doing high damage to resistant Pokemon. Knock Off complements Grassy Glide well, punishing switch-ins by removing items such as the Heavy-Duty Boots of Flying-types. Wood Hammer can be opted for here instead; it is extremely powerful, often eliminating the need for prediction, and OHKOes the likes of Unaware Clefable, which otherwise frustrates both this set and hyper offense generally. Wood Hammer also inflicts high damage to Flying-type switch-ins, helping a common teammate in Kartana clean later in the game with Knock Off, therefore making Knock Off redundant on Rillaboom itself. Superpower OHKOes Steel-types like Heatran, Ferrothorn, and Melmetal and 2HKOes Corviknight and Skarmory even when factoring in the Attack drop. A Jolly nature allows Rillaboom to outspeed and KO Modest Kyurem, Modest Tapu Lele, and offensive Heatran while also getting the jump on Zapdos to pressure it with boosted Knock Offs or Wood Hammers.

This set is best run on hyper offense builds that appreciate Rillaboom’s powerful priority and ability to break past defensive checks. Superpower helps soften Skarmory and Corviknight to let physical attackers like Urshifu-R and Weaville Weavile sweep later. Kartana is a notable partner; though the pair fulfill greatly redundant offensive roles, one can wallbreak for the other to sweep later, with Grassy Terrain making Kartana’s Leaf Blade spammable against even resisted switch-ins. Magnezone stands out as the single best partner for Rillaboom, punishing and discouraging predictable switches into Skarmory and Corviknight so it can more freely attack. Grassy Seed Hawlucha is a great partner for Rillaboom, giving hyper offense builds an unparalleled Speed tier and terrifying wallbreaker in one teamslot while also aiding Rillaboom’s weakness to Buzzwole. Moreover, Rillaboom is able to bust past the likes of Clefable, Slowbro, and Toxapex, setting up Hawlucha to sweep in the endgame.

[Set]
name: Choice Band
move 1: Grassy Glide
move 2: Knock Off
move 3: Wood Hammer
move 4: U-turn
item: Choice Band
ability: Grassy Surge
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Grassy Glide is the strongest priority move in the game under Grassy Terrain, capable of OHKOing common offensive threats, cementing Rillaboom as one of the tier's premier revenge killers. Knock Off hits Grass-resistant foes on the switch for high damage and crucially gets rid of items like Tornadus-T’s Heavy-Duty Boots and Corviknight’s Rocky Helmet, setting up easier wallbreaking opportunities as the game progresses. If Rillaboom is paired with Kartana, omitting Knock Off for Superpower is optimal, (spacing) since Kartana is better poised to wallbreak with its own Knock Off if the opposing Flying-types' items are intact. Superpower is useful for targeting Steel-types like Melmetal, Ferrothorn, and Heatran that otherwise switch into Grassy Glide. For the final slot, U-turn is a hard-hitting pivoting tool that can bring in partners such as Magnezone, Blacephalon, and Heatran to punish the common Steel-type switch-ins Rillaboom forces. It generates momentum throughout the game, something competitors in Tapu Bulu and Kartana are unable to do. Rillaboom is also reasonably bulky and healed by Grassy Terrain, giving it opportunities to switch in and pivot out against weaker, resisted attacks like Landorus-T’s Earthquake without sacrificing its longevity too much.

This set is most appropriate in bulky offense builds. As always, Magnezone is a standout partner as an incredible recipient of U-turn’s pivoting, heavily limiting the opponent’s ability to effectively utilize Corviknight and Skarmory. Heatran appreciates Grassy Terrain to heal and weaken Earthquakes from the likes of Galarian Slowking. It can open up Rillaboom by trapping and removing non-Shed Shell Toxapex, preventing it from scouting Rillaboom's Choice-locked move. Heatran also easily sets up Stealth Rock versus nearly all of the Flying-types in the tier, which is especially useful in conjunction with Rillaboom’s Knock Off. Swords Dance Kartana greatly benefits from Grassy Terrain boosting the power of its Leaf Blade and can break through physical walls like Corviknight, setting up Rillaboom to clean with Grassy Glide in the endgame. Entry hazard support such as Stealth Rock from Landorus and Spikes from Skarmory helps slowly wear down the opponent's team for Grassy Glide to sweep later. Finally, Urshifu-R can capitalize on Rillaboom’s U-turns out of incoming Heatran and Melmetal. Moreover, Rillaboom has favorable matchups with all of the bulky Water-types in the tier, paving the way for Surging Strikes it to sweep opposing teams with Surging Strikes.

[STRATEGY COMMENTS]
Other Options
====

Drain Punch can be run on the Swords Dance set to provide a more sustainable offensive option versus Steel-types, though the difference in power relative to Superpower is significant. For example, at +2, Superpower is a guaranteed 2HKO on Corviknight after Stealth Rock, whereas Drain Punch has just a 33.6% chance to 2HKO. Acrobatics with no item is another option on the set to lure in and break past Buzzwole, Tangrowth, and Amoonguss, making way for teammates like Kartana and Urshifu-R; running no item is preferred over Grassy Seed, since Grassy Seed makes the presence of Acrobatics obvious. There is a noticeable loss in power from dropping Life Orb, however. A Choice Scarf set can be used on teams in need of revenge killing that isn't as reliant on Grassy Glide, and it can also snag surprise kills KOs on the likes of Dragapult early-game. This generally relies on surprise factor, though, and is hard to justify over Choice Scarf Kartana, which boasts Beast Boost to clean more effectively late-game.

Checks and Counters
====

**Buzzwole**: Buzzwole resists and tanks all of Rillaboom’s moves, even after a Swords Dance boost, while punishing attacking attempts with Rocky Helmet. This greatly limits Rillaboom’s ability to make progress in a game. Knock Off removing Buzzwole’s Rocky Helmet or Heavy-Duty Boots, however, can either make it easier to click use physical attacks or increase the cost of Buzzwole switching in on Rillaboom, respectively.

**Flying-types**: Tornadus-T, Corviknight, Zapdos, Skarmory, and Mandibuzz all comfortably switch into Grassy Glide and threaten out Rillaboom with Flying-type STAB moves, Static, Rocky Helmet, Foul Play, or a mixture of the above. Crucially, they can all also punish Rillaboom switching out with a Defog, which can greatly lower a team’s momentum. These Pokemon must exert caution when switching into Rillaboom at +2, though, for they all risk being 2HKOed. Moreover, Corviknight and Skarmory must be cautious of Rillaboom using U-turn to bring in Magnezone, which traps and KOes them, whereas the others severely dislike losing their Heavy-Duty Boots to Knock Off.

**Steel-types**: The likes of Corviknight, Skarmory, Heatran, Ferrothorn, Scizor, and Melmetal can discourage Grassy Glide spam and punish with options like entry hazards, U-turn, (AC) and Thunder Wave, especially against the Choice Band set. They must be wary of Superpower, however.

**Contact Effects**: Zapdos’s Static, Volcarona's Flame Body, and the ubiquity of Rocky Helmet all limit Rillaboom’s ability to spam attacks and threaten to wear it down over time, especially in conjunction with entry hazards and Life Orb chip damage.

**Opposing Terrain**: All opposing Terrain severely hinders Rillaboom by removing the 1.3x damage boost to its Grass-type moves and negating the priority effect of Grassy Glide. Tapu Lele can always come in after a KO and threaten to OHKO with any of its STAB moves, while Tapu Koko can either use U-turn to pivot out of an incoming switch-in or just KO outright with Dazzling Gleam with trivial amounts of chip damage. Both are unable to switch into Rillaboom, however.

[CREDITS]
- Written by: [[Midnight Fredrick, 209953]]
- Quality checked by: [[Abhi, 526987], [Clone, 218318], [airfare, 513717]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
2/2 :blobthumbsup:
View attachment 360896
Addressed! Thank you all for the edits :D
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