Hey there Smogon! It's been more than a year since I've been around here, and I've been swimming around the depths of RU/NU for a while, but I think it's time I got back into the game! I knew the OU Metagame was dominated by weather, so I knew I'd have to use one if I wanted an edge (while I got used to OU again, that is). Well, I've played with Sandstorm for a long time, so I was bored with that. I played with Sun, and I just didn't enjoy it. Rain? Yyeeeaaaah, no thanks. So! That leaves Hail! I've also been really interested in Hail since Gen IV, but have never really gotten around to seriously using it. So, here's what I've got so far. I've been testing it out on Showdown for a while, and it's been doing fairly well, even against opposing weather teams, which I am proud of.
THE TEAM
Abomasnow @ Expert Belt
Snow Warning
Adamant ~ 252 HP / 252 Atk / 4 SpD
-Ice Shard
-Wood Hammer
-Leech Seed
-Protect
Abomasnow is a must-have for Hail, of course, and I'm fairly fond of it as a bulky attacker. I know this set could use some improvement, however, but that's why I'm sharing it with you guys. Ice Shard is my method of dealing with Dragons, the Genies, and Breloom. It's also a nice way to deal some final damage before it's knocked out, or to revenge kill something that's low on health. Wood Hammer is powerful secondary stab that fares well against Water, Ground, and Rock types, meaning it's great opposition to Sand and Rain teams. Leech Seed gives it some longetivity to keep it around longer, and helps to add residual damage alongside Hail. Protect keeps me around longer via additional Leech Seed recovery and helps to scout out enemy moves. The reason I'm running the above EV set with an Adamant Nature and Expert Belt is because I need as much power as I can get from Ice Shard and Wood Hammer without sacrificing too much bulk. Again, any input on Abomasnow would be appreciated.
Mamoswine @ Life Orb
Thick Fat
Jolly ~ 4 HP / 252 Atk / 252 Spe
-Ice Shard
-Icicle Crash
-Earthquake
-Stealth Rock
Ah yes, the beautiful Mamoswine. With the introduction of Thick Fat via Dream World, Mamoswine can provide an additional Ice resits while avoiding an additional Fire weakness that Hail teams are generally prone to. I have a terrible paranoia involving the new Breloom, so one of Mamoswine's roles is a Breloom counter. Ice Shard usually handles it fairly well, especially backed by Life Orb, and it also deals with Dragons, Genies, and Revenge Killing. Icicle Crash is for slower Ground types while also providing a safe option when anticipating a switch. Earthquake is my primary STAB that deals fairly nice damage to anything that doesn't resist it, and serving as a means to deal with non-Scarfed Jirachi. Stealth Rock is primarily filler but also helps to increase residual damage alongside Hail and scares away Ninetales and Volcarona.
Froslass @ Choice Scarf
Cursed Body
Modest ~ 4 HP / 252 SpA / 252 Spe
-Trick
-Destiny Bond
-Spikes
-Blizzard
Froslass is usually a Suicide Lead, but can act as a strong annoyance as well. Trick screws walls and slower tanks, while allowing Froslass to force switches and switch between moves. Destiny Bond is used to hopefully take out the likes of Terrakion and other hard-hitters, which sometimes pose a threat. Spikes is the key point here that I use to contribute to residual damage alongside Hail and to slow down the switch-ins of opposing Ninetales and Volcarona, as well as Tyranitar, Heatran, Forretress, Ferrothorn, Tentacruel, and other pains. Froslass also works as a Spinblocker, so that's cool as well. Blizzard is my offensive option that deals nice damage and abuses the 100% accuracy provided by Hail, while also hitting things like Breloom and Whimsicott that often prove to be obnoxious to the team. Additionally, Froslass' Ghost typing allows me to switch in on incoming Fighting attacks aimed at Abomasnow and Mamoswine, hopefully protecting them.
Tentacruel @ Black Sludge
Liquid Ooze
Bold ~ 252 HP / 240 Def / 16 Spe
-Rapid Spin
-Toxic Spikes
-Scald
-Blizzard
I've grown increasingly fond of Tentacruel, and here's why: Liquid Ooze, Rapid Spin, Scald, and Toxic Spikes. Combined, these all make Tentacruel a formidable defensive threat. Liquid Ooze makes Tentacruel something special - a counter to SubSeeders (with the help of Blizzard), a better counter to Ferrothorn, and a better counter to Conkeldurr. Because of Liquid Ooze, all of these lose continuous health alongside Hail (making it 1/8th a turn), and in the case of Conkeldurr, destroys its healing option. This has actually won me MULTIPLE battles on Showdown, and with the helps of potential Burns from Scald, it can outstall opposing defensive threats. Rapid Spin blows away hazards that would otherwise hurt my team while Tentacruel's typing also allows it to absorb Toxic Spikes. Tentacruel can also use its own Toxic Spikes to poison the opponent's team, FURTHERING residual damage alongside Hail. Scald is my STAB and helps to weaken physically offensive threats, slow down Sand Teams (primarily Hippowdown, since I shouldn't be staying in otherwise), and is boosted if I encounter Rain teams. Blizzard is my secondary offensive option that exploits the Hail for a 100% accurate 120 Base Power move that hits Breloom and Dragons super effectively, as well as the likes of Hippowdon. Tentacruel is a helpful addition to the team because it resits the Fighting types that generally plague Hail teams' cores, resists the Fire types that do the same, resits Steel that does the same, and overall functions as helpful support.
Alakazam @ Life Orb
Magic Guard
Timid ~ 4 HP / 252 SpA / 252 Spe
-Psychic
-Focus Blast
-Shadow Ball
-Energy Ball
Alakazam is my primary sweeper, and does an EXCELLENT job. Because of Magic Guard, Alakazam is immune to Hail and Hazards, so it can switch in for easy Revenge Kills, and can sweep without the fear of Poison, Burns, Hail, or Leech Sleed hindering its sweep. Psychic is my STAB option which does a lot to anything that doesn't resist it, and serves as a safe option when anticipating switches, while also eliminating Fighting types and opposing Tentacruel. Focus Blast is my powerful - though risky - way of handling Steels, Tyranitar, and Terrakion. Shadow Ball pairs well with Focus Blast by providing near-perfect coverage while allowing me to handle opposing Alakazam, Reuniclus, and Lati@s. I was torn between this and Hidden Power Fire as better way of handling Jirachi and opposing Steels, but I REALLY needed the Lati@s and opposing Psychic coverage. Energy Ball is my final option that allows me to deal with the massive amount of Water types out there - especially Politoed and Rotom-W, as well as Hippowdon.
Arcanine @ Leftovers
Flash Fire
Adamant ~ 4 HP / 252 Atk / 252 Spe
-Flare Blitz
-Extremespeed
-Close Combat
-Wild Charge
I'm sure many of you are wondering, "WHY NOT HEATRAN?" Here's why - an additional Fighting weakness that I do not need. I have to admit, though, this slot is shaky for me because I need something to counter Fire types and opposing Heatran, but Terrakion and Scizor have been giving me A LOT of trouble. Anyway, let's examine what I have right now. Arcanine works as a great counter to Fire types, absorbing attacks geared towards Abomasnow, Froslass, and Mamoswine. It also functions spectacularly against Sun, because of a boosted Flare Blitz that - especially after Flash Fire - crushes nearly anything in its path. Extremespeed is my way of breaking the sashes of faster Sash-users (note: Alakazam) and Multiscale (damn you, Dragonite), while also serving as a nice method to use for Revenge Killing and paving the way for my other teammates. Close Combat hits Steels and Rock types. Hard. Especially useful when concerned with Tyranitar. Wild Charge vs. Crunch is still a debate going on in my head, but I'm fond of Wild Charge so far. Wild Charge allows me to take down bulky waters more easily, including the evil Politoed that would try to change the weather on me.
So to avoid more length blocks of text, I'll leave you guys with some closing thoughts.






THE TEAM

Abomasnow @ Expert Belt
Snow Warning
Adamant ~ 252 HP / 252 Atk / 4 SpD
-Ice Shard
-Wood Hammer
-Leech Seed
-Protect
Abomasnow is a must-have for Hail, of course, and I'm fairly fond of it as a bulky attacker. I know this set could use some improvement, however, but that's why I'm sharing it with you guys. Ice Shard is my method of dealing with Dragons, the Genies, and Breloom. It's also a nice way to deal some final damage before it's knocked out, or to revenge kill something that's low on health. Wood Hammer is powerful secondary stab that fares well against Water, Ground, and Rock types, meaning it's great opposition to Sand and Rain teams. Leech Seed gives it some longetivity to keep it around longer, and helps to add residual damage alongside Hail. Protect keeps me around longer via additional Leech Seed recovery and helps to scout out enemy moves. The reason I'm running the above EV set with an Adamant Nature and Expert Belt is because I need as much power as I can get from Ice Shard and Wood Hammer without sacrificing too much bulk. Again, any input on Abomasnow would be appreciated.

Mamoswine @ Life Orb
Thick Fat
Jolly ~ 4 HP / 252 Atk / 252 Spe
-Ice Shard
-Icicle Crash
-Earthquake
-Stealth Rock
Ah yes, the beautiful Mamoswine. With the introduction of Thick Fat via Dream World, Mamoswine can provide an additional Ice resits while avoiding an additional Fire weakness that Hail teams are generally prone to. I have a terrible paranoia involving the new Breloom, so one of Mamoswine's roles is a Breloom counter. Ice Shard usually handles it fairly well, especially backed by Life Orb, and it also deals with Dragons, Genies, and Revenge Killing. Icicle Crash is for slower Ground types while also providing a safe option when anticipating a switch. Earthquake is my primary STAB that deals fairly nice damage to anything that doesn't resist it, and serving as a means to deal with non-Scarfed Jirachi. Stealth Rock is primarily filler but also helps to increase residual damage alongside Hail and scares away Ninetales and Volcarona.

Froslass @ Choice Scarf
Cursed Body
Modest ~ 4 HP / 252 SpA / 252 Spe
-Trick
-Destiny Bond
-Spikes
-Blizzard
Froslass is usually a Suicide Lead, but can act as a strong annoyance as well. Trick screws walls and slower tanks, while allowing Froslass to force switches and switch between moves. Destiny Bond is used to hopefully take out the likes of Terrakion and other hard-hitters, which sometimes pose a threat. Spikes is the key point here that I use to contribute to residual damage alongside Hail and to slow down the switch-ins of opposing Ninetales and Volcarona, as well as Tyranitar, Heatran, Forretress, Ferrothorn, Tentacruel, and other pains. Froslass also works as a Spinblocker, so that's cool as well. Blizzard is my offensive option that deals nice damage and abuses the 100% accuracy provided by Hail, while also hitting things like Breloom and Whimsicott that often prove to be obnoxious to the team. Additionally, Froslass' Ghost typing allows me to switch in on incoming Fighting attacks aimed at Abomasnow and Mamoswine, hopefully protecting them.

Tentacruel @ Black Sludge
Liquid Ooze
Bold ~ 252 HP / 240 Def / 16 Spe
-Rapid Spin
-Toxic Spikes
-Scald
-Blizzard
I've grown increasingly fond of Tentacruel, and here's why: Liquid Ooze, Rapid Spin, Scald, and Toxic Spikes. Combined, these all make Tentacruel a formidable defensive threat. Liquid Ooze makes Tentacruel something special - a counter to SubSeeders (with the help of Blizzard), a better counter to Ferrothorn, and a better counter to Conkeldurr. Because of Liquid Ooze, all of these lose continuous health alongside Hail (making it 1/8th a turn), and in the case of Conkeldurr, destroys its healing option. This has actually won me MULTIPLE battles on Showdown, and with the helps of potential Burns from Scald, it can outstall opposing defensive threats. Rapid Spin blows away hazards that would otherwise hurt my team while Tentacruel's typing also allows it to absorb Toxic Spikes. Tentacruel can also use its own Toxic Spikes to poison the opponent's team, FURTHERING residual damage alongside Hail. Scald is my STAB and helps to weaken physically offensive threats, slow down Sand Teams (primarily Hippowdown, since I shouldn't be staying in otherwise), and is boosted if I encounter Rain teams. Blizzard is my secondary offensive option that exploits the Hail for a 100% accurate 120 Base Power move that hits Breloom and Dragons super effectively, as well as the likes of Hippowdon. Tentacruel is a helpful addition to the team because it resits the Fighting types that generally plague Hail teams' cores, resists the Fire types that do the same, resits Steel that does the same, and overall functions as helpful support.

Alakazam @ Life Orb
Magic Guard
Timid ~ 4 HP / 252 SpA / 252 Spe
-Psychic
-Focus Blast
-Shadow Ball
-Energy Ball
Alakazam is my primary sweeper, and does an EXCELLENT job. Because of Magic Guard, Alakazam is immune to Hail and Hazards, so it can switch in for easy Revenge Kills, and can sweep without the fear of Poison, Burns, Hail, or Leech Sleed hindering its sweep. Psychic is my STAB option which does a lot to anything that doesn't resist it, and serves as a safe option when anticipating switches, while also eliminating Fighting types and opposing Tentacruel. Focus Blast is my powerful - though risky - way of handling Steels, Tyranitar, and Terrakion. Shadow Ball pairs well with Focus Blast by providing near-perfect coverage while allowing me to handle opposing Alakazam, Reuniclus, and Lati@s. I was torn between this and Hidden Power Fire as better way of handling Jirachi and opposing Steels, but I REALLY needed the Lati@s and opposing Psychic coverage. Energy Ball is my final option that allows me to deal with the massive amount of Water types out there - especially Politoed and Rotom-W, as well as Hippowdon.

Arcanine @ Leftovers
Flash Fire
Adamant ~ 4 HP / 252 Atk / 252 Spe
-Flare Blitz
-Extremespeed
-Close Combat
-Wild Charge
I'm sure many of you are wondering, "WHY NOT HEATRAN?" Here's why - an additional Fighting weakness that I do not need. I have to admit, though, this slot is shaky for me because I need something to counter Fire types and opposing Heatran, but Terrakion and Scizor have been giving me A LOT of trouble. Anyway, let's examine what I have right now. Arcanine works as a great counter to Fire types, absorbing attacks geared towards Abomasnow, Froslass, and Mamoswine. It also functions spectacularly against Sun, because of a boosted Flare Blitz that - especially after Flash Fire - crushes nearly anything in its path. Extremespeed is my way of breaking the sashes of faster Sash-users (note: Alakazam) and Multiscale (damn you, Dragonite), while also serving as a nice method to use for Revenge Killing and paving the way for my other teammates. Close Combat hits Steels and Rock types. Hard. Especially useful when concerned with Tyranitar. Wild Charge vs. Crunch is still a debate going on in my head, but I'm fond of Wild Charge so far. Wild Charge allows me to take down bulky waters more easily, including the evil Politoed that would try to change the weather on me.
So to avoid more length blocks of text, I'll leave you guys with some closing thoughts.
- I think Abomasnow's set could use some work
- Terrakion is a big problem
- Jirachi and Heatran are big problems as well, though Mamoswine and Arcanine can generally handle non-Scarfed variants
- Scizor is a bit of a problem too (I'm sensing a pattern here)
- I'm really iffy on Froslass because, as much as I love it, I feel like something with more potential could be filling it's place, but I value the Spikes support
Thanks for any and all of your input, folks! It feels good to be back in the OU Metagame after such a long time.