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:
- Is High Horsepower better than Knock Off on Rillaboom? It would give me another way to damage Fire types.
- If High Horsepower is better, should Body Press be replaced with Knock Off on Ferrothorn?
- Is there a better move than Foul Play for Amoonguss?
- Is Black Sludge better than Heavy-Duty Boots on Amoonguss?
- Does Cradily need Stealth Rock if I already have Spikes? If not, what are other options?
- 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?
- 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.
- And of course, any general improvements.
Thanks in advance.