Pokémon Rate My Team
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Though Grass isn't typically considered an elite type, it's a decent anti-meta pick in Monotype to address powerful Water teams. You also get to use the funny monkey if you go with Grass. Is there any better reason than that?

Importable team here



Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Superpower
- Knock Off
- Swords Dance

Rillaboom is mandatory on Grass teams for its wallbreaking potential. Grassy Glide is the star of the show and lets Rillaboom break down otherwise threatening opponents like Weavile and Mamoswine; it is also one of the most reliable non-Ground type answers to Regieleki. Superpower helps against Steel types like Heatran and Corviknight that would otherwise wall the set. Knock Off chips defensive switch-ins like Corsola-Galar, the Slowtwins, and Aegislash. Swords Dance lets Rillaboom do enough damage for its teammates to come in and clean up in the lategame.

Life Orb and an Adamant Nature were chosen for maximum offenses; Jolly isn't necessary with Grassy Glide in play.


Zarude @ Choice Scarf
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Darkest Lariat
- Power Whip
- Close Combat
- U-turn

Zarude forms a great core with Rillaboom --- the two output enough raw damage to overpower their checks. Darkest Lariat is Zarude's strongest Dark STAB and helps the Fire matchup by dealing with Blacephalon and Victini. Power Whip is chiefly used for Water types --- Scarfed Zarude notably outspeeds Scarfed Urshifu-Rapid, an otherwise dangerous Pokemon. Close Combat deters assorted bulky Steels and speedy Ice types like Darmanitan-Galar. U-turn prevents threats like Buzzwole and Weezing-Galar from abusing Zarude.

Choice Scarf and a Jolly Nature are especially effective after Rillaboom breaks down tanky opponents. I chose to use a fast Zarude over a Bulk Up variant because my team otherwise has no clear wincons.


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Leech Seed
- Iron Head
- Body Press

Though Rillaboom and Zarude are both excellent Pokemon, they can't take on a team without a little help. Ferrothorn intends to address this, providing not only a key switch-in against Ice and Fairy types but also hazards to make the breakers' jobs a little easier.

Spikes is chosen over Stealth Rock so Cradily can use the latter. Leech Seed prevents Chansey from sitting on Ferrothorn indefinitely; this plus Leftovers lets Ferrothorn stay healthy long-term. Iron Head checks the Ice and Fairy types that want to come in on Zarude (Kyurem, Ninetales-Alola), while Body Press makes it easier for the team to answer Steel types like Melmetal.


Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spore
- Sludge Bomb
- Foul Play
- Synthesis

Amoonguss patches up Ferrothorn's shortcomings: it provides the team with a Fighting resistance, a way to absorb Toxic Spikes, and reliable switch-in opportunities thanks to Spore. In return, Ferrothorn's Flying neutrality and Psychic resistance make this an attractive defensive core.

Amoonguss' combination of Toxic Spikes immunity, Regenerator, and Spore give it excellent defensive utility right off the bat. It continues to be useful with Synthesis for reliable recovery and Sludge Bomb for the Tapus. Foul Play is what Smogon recommends as a Bisharp check, but I'm not sure it's practical on this team.

Heavy-Duty Boots and a Bold Nature increase its longevity. Would another item be better?


Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rock Blast
- Stealth Rock
- Toxic
- Recover

Though Cradily is pretty bad in standard tiers, it provides Grass teams with the third member of its impregnable defensive core. Possessing a coveted Fire neutrality, Cradily's bulk helps against special attackers like Nidoking and Volcarona that the rest of the team has trouble with. In return, Amoonguss and Ferrothorn can switch into Toxic and physical attackers.

Rock Blast is this team's only direct answer to Fire types and Substitute users. Cradily cannot solo either, but Rock Blast will often do enough damage for Rillaboom and Zarude to break through later. Stealth Rock and Toxic work well in conjunction with Ferrothorn's Spikes and Leech Seed, while Recover keeps Cradily healthy and makes Toxic more potent.

Storm Drain, Leftovers, and a Careful Nature give Cradily switch-in opportunities against Water types and special attackers, giving it the best odds of surviving against Volcarona and Pelipper.


Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Giga Drain
- Psychic
- Earth Power

The final member of the team is Celebi, rounding out the offensive core with a special attacker that answers otherwise-troublesome Fighting and Poison types. As with Rillaboom's Swords Dance, Nasty Plot is Celebi's way of breaking through neutral matchups like Cobalion and passive Pokemon like Toxapex. Giga Drain is better than Leaf Storm so Celebi can stay moderately healthy. Psychic is great against most Poison and Fighting types that usually give its teammates a hard time. Earth Power takes care of Skuntank and Drapion, prevents Steel types from walling Celebi, and is the team's best bet against most Fire types.

As Celebi is the best option against Fire types, a Timid Nature and the Life Orb are necessary to both outspeed and outdamage its opponents.


I think this team is fairly solid overall, but I do have a few specific questions:

  1. Is High Horsepower better than Knock Off on Rillaboom? It would give me another way to damage Fire types.
  2. If High Horsepower is better, should Body Press be replaced with Knock Off on Ferrothorn?
  3. Is there a better move than Foul Play for Amoonguss?
  4. Is Black Sludge better than Heavy-Duty Boots on Amoonguss?
  5. Does Cradily need Stealth Rock if I already have Spikes? If not, what are other options?
  6. The Fire matchup is near-unwinnable, especially when the opponent is smart and preserves Cinderace until Cradily is dead. Is there a way to improve this?
  7. This team has no hazard removal and I don't see a way to slot it in. Other than Sticky Web, this hasn't been an issue.
  8. And of course, any general improvements.

Thanks in advance.

by
from what I remember, Grass struggled a lot due to its poor matchups against common types. It's naturally at a disadvantage against Steel, Dragon, and Flying (genuinely broken type), and Electric can overwrite the terrain. as for the actual team, I forgot too much abt the meta (and have never played grass) to answer on this
Yeah, unfortunately that's just how it goes sometimes. I think Fire is the only auto-lose matchup, but I'd love some feedback against Flying/Dragon/Bug teams. Electric has been fairly manageable as long as I preserve Amoonguss for Koko.
I don't think Bug is that common to begin with. Flying often contains a whole cohort of dual types so you kind of just have to prep for each one; in particular, you need an answer to Unburden Hawlucha. The matchup is so abysmal that I think there are only two genuine "answers" for Hawlucha: Whimsicott, with its Prankster support moves, and PhysDef Tangrowth with Rocky Helmet and Morning Sun. Or you can try and exert enough pressure to deny Close Combat activating White Herb, but that's kind of difficult without Dhelmise or Celebi already switched in.
As for Dragon, you just have to stack hazards and hope for the best. Scarf Kyurem is extremely oppresive, and both Hydreigon and Dragapult have Draco Meteor in conjunction with Fire Blast, which hits the only Dragon resist in Ferrothorn. There's also Kommo-O and the entire bag of worms Clangerous Soul brings to the table. Since your only mon tht actually threatens Dragapult is Scarf Zarude, it's quite easy to find a switch-in opportunity when Zarude is locked into a resisted move or not on the field. I feel like you just have to play your U-Turns well; Dragapult can switch into Kommo-O and let it eat a Darkest Lariat, so try and U-Turn on that so Celebi can threaten it...only for Hydreigon to come in and stonewall it. Yeah these aren't great matchups and I frankly do not know much of how Grass operates, but since Dragon has to utilize its teammates to best threaten Grass, try and sets hazards up as soon as possible; Dragon does not have many (or any) viable hazard removers.
The best way to deal with the Flying/Dragon/Bug matchups is to pray you never run into them and/or pretend those types don't exist. If those two options don't work, you can go touch actual grass instead. :)

...Jokes aside, the flying matchup is rough since Celesteela + Tornadus-Therian exists(plus Flying is THE BEST type in Gen 8 Monotype, so...). Bug isn't really common and isn't that great in SS Monotype. If it's Volcarona you're concerned about, you can consider using Rock Slide over Power Whip on Scarf Zarude, but that has its drawbacks. As for Dragon, Grass can handle Dragon teams if they have Whimsicott on the team, which is the case since Grass teams usually use the 6 of Rillaboom, Zarude, Ferrothorn, Amoonguss, Cradily, and Whimsicott. Your team doesn't have a Whimsicott, so you'd probably have to slot that in over Celebi. I know you said Celebi was for the Fighting and Poison matchups, but Galarian Slowking does make Celebi improving the Posion matchup not increase as much as you'd think. I feel like that's one of the issues with Grass teams in SS (Gen 8) Monotype is it is forced to run the same 6 (With either Band Rilla + BU Zarude or SD Rilla + Scarf Zarude) to help deal with certain matchups, making variants with different Pokemon difficult (i.e not using Whimsicott makes Dragon not a comfortable matchup).

Guess I'll cover the questions you asked:

1: Coverage wise, High Horsepower is better, but Knock Off does have its usefulness, but I haven't used a Grass team that wasn't a Sun Grass team iirc to say which one is better. (Probably Knock Off)
2: Haven't used non Sun Grass to know about this one
3: For Grass teams, no. In addition to Bisharp, Foul Play is useful against Dragon Dance Dragapult to prevent it from using Amoonguss as setup fodder.
4: No, not really. Boots is better because Grass teams typically don't run hazard removal.
5: Keep Stealth Rock on Cradily. The only move it replaces with something else is replacing Toxic for Earthquake to hit Heatran, Nidoking, and Galarian Slowking, though you have to be careful using it because of Rilla's Grassy Surge.
6: Celebi can somewhat help out against slower Fire-types(?) Bulk Up Zarude also somewhat helps(?), but you're using Scarf Zarude, so... Otherwise, Fire is a tough matchup for Grass in general.
7: Grass teams don't usually use removal, as it is tough to slot that in, so you'll have to accept that hazards are going up.
8: The team is fine overall, it's just not having Whimsicott is sad for the Dragon matchup, and umm, trying to slot that in would mean dropping Celebi, making it a generic Grass team.

Not sure if this should be an answer so this will be a comment for now. :P
I really appreciate all the insight, thanks so much! To sum:

- Whimsicott is necessary for the Dragon matchup, but getting rid of Celebi makes Fighting harder.
- The other five members are mandatory and can't be messed around with.
- Flying, especially Hawlucha, is an annoying matchup in general and can't be reliably answered.

@Banana and @Manectric I'm more than happy with this feedback, if either of you want to make an answer. What I'm hearing is that I should just play a more viable type lmao.
Couldn't Whimisicott help with the Fighting-types lol? You shouldn't worry about Fighting too much since Fighting is part of the bottom 2 types in Gen 8 Monotype.
Yeah iirc there are like 10 types that are more viable than Grass, if you want I can recommend you a new type to play based on your playstyle.
@Manectric Yes, that didn't occur to me lol.
@Banana Sure, if you'd like. I've had fun with Steel and Ice in the past. Thanks!

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