SS RU Rilla-BOOM! Choice Band Rillaboom balance team

Rillaboom @ Choice Band
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Knock Off
- U-turn
- Earthquake

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Crunch

Mantine @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Scald
- Toxic
- Roost

Gallade (M) @ Assault Vest
Ability: Justified
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Zen Headbutt
- Knock Off
- Thunder Punch

Salazzle (F) @ Life Orb
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Toxic
- Nasty Plot
- Sludge Wave

Charizard @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Air Slash
- Focus Blast
- Dragon Pulse

Ever been walled by Gastrodon? Good thing Rillaboom's banded Wood Hammer annihilated it... And puts sizable dents in many mons. U-turn is a big hit that also helps you hold momentum (is also a safe option for most switch ins). Earthquake is there for mons that do appreciate a Wood Hammer to the face, masochits walls like Vileplume and Steelix come to mind. Knock off is there to smack items off of anything that comes in to deal with annoying scarves and leftovers. One thing to keep in mind is that Rillaboom gets hard walled by Vileplume, even with EQ (Vileplume will want to avoid getting Knocked tho)

Calcs:
252 Atk Choice Band Rillaboom Earthquake vs. 252 HP / 252+ Def Vileplume: 127-150 (35.8 - 42.3%) -- 93% chance to 3HKO after Black Sludge recovery
252 Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 196+ Def Jellicent: 546-644 (135.1 - 159.4%) -- guaranteed OHKO
252 Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 252+ Def Mantine: 258-304 (68.9 - 81.2%) -- guaranteed 2HKO
252 Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 252+ Def Aromatisse: 253-298 (62.3 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Rillaboom Earthquake vs. 252 HP / 0 Def Steelix: 172-204 (48.5 - 57.6%) -- 47.7% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Rillaboom Wood Hammer vs. +1 252 HP / 252+ Def Mudsdale: 276-326 (68.3 - 80.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 64 Def Sableye: 333-393 (109.5 - 129.2%) -- guaranteed OHKO

Specially Defensive Steelix is here to help facilitate the team with Sturdy and Rocks support, acting as the main physical wall of the team. EQ/Heavy Slam is a strong duel stab, while Crunch is to help deal with Rotom and Drifbloom.

Mantine is our special wall, defogger, roost pivot, scald burner and toxic spreader (it was a lot of role compression) Scald is the only attacking move this Mantine will be running, everything else is utility with Heavy Duty Boots to allow it to not care about the otherwise stingray crippling rocks.

The offensive tank to help Mantine deal with the special threats is actually an Assault Vest Gallade. This takes advantage of Gallades beefy 105 Spedef stat alongside Drain Punch recovery to deal with the various special attackers of the tier. Zen Headbutt is to hit Salazzle and Vileplume while Thunder Punch it to hit Mantine.

Our special threats consist of Scarf Zard and NP + Toxic Salazzle. Both have strong fire stab, Air Slash and Sludge Wave do a ton of work for their respective mons, and Scarf Zard has the advantage of outspeeding the popular scarf Passimian and ohkoing it it with Air Slash (if you don't miss). Dragon Pulse is there because there are limited options while Focus Blast is to help against rock and steel types in the tier.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top