I'm looking to start playing UU, and this is my first attempt at making a competitive team. I've read a bit about it's metagame, and tested this team a few times with moderate sucess. Now I'm looking to you to help make it, and me, better.
I figured I would attempt a hail team for a few reasons. The first is that TTar is gone, and Hippopotas gets very little use, so hail will be pretty uncontested as an autoweather. I also figured that sun would be completely unusable, as it always is and will be without Groundon. It also seemed that Snover can take most water typed attacks well enough that it could keep rain from staying up long. My second reason is that I already have a pretty firm understanding of hail teams, I used a fairly similar one in OU for a while. Feel free to be harsh in your criticism, a lot of the meanest criticism is also the most helpful.
My team in sprites:

Now, for the actual team:
Snover @ Leftovers
Ability: Snow Warning
EVs: 52 HP/200 Def/4 Spd/252 SDef
Calm nature
- Substitute
- Leech Seed
- Blizzard
- Light Screen
Truthfully, I wasn't, and still aren't, really sure what to do with Snover. All I know is to make it as tough as I can because it's not going to be doing much damage anyways, and that I need it to get hail going. Analysis says nothing about it, and I don't have anywhere near enough experience to make a sensible set.
Clefable (Level 2) @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk/252 Spd
Jolly nature
- Endeavor
- Protect
- Encore
- Toxic
Pretty much guaranteed one kill a fight in hail, seeing as without Froslass, both Ice and Ghost aren't seen much. It sometimes grabs a second kill if they panic and do something stupid, but usually, it's just one kill. Protect is for a little additional hail damage on occasion, encore and toxic are really just fillers.
Walrein @ Leftovers
Ability: Ice Body
EVs: 220 HP/240 Def/48 Spd
Bold nature
- Blizzard
- Toxic
- Substitute
- Protect
Classic StallRein, the core of a hail team. I opted to use toxic over roar because leftovers are far more common in UU than phazing. I may consider switching Blizzard to Surf for hitting the rock types that give this team trouble.
Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP/148 Def/112 Spd
Bold nature
- Flamethrower
- Roost
- Substitute
- Toxic
Moltres is a powerful pokemon, but can also take some monster hits. It's resistances to Fire and Fighting are very important, especially with Tentacruel not being an option. It can ToxiStall, or just kill things straight up with base 125 Flamethrowers. It requires spin support from Claydol to switch in repeatedly, though.
Glaceon @ Choice Scarf
Ability: Snow Cloak
EVs: 36 HP/220 Spd/252 SAtk
Timid nature
- Blizzard
- Shadow Ball
- Sleep Talk
- Hidden Power [Fighting]
Faster than just about all of UU , and very powerful, although frail. It's Blizzards do lots of damage, and it can take some fair hits (such as a Yanmega's Bug Buzz). Snow Cloak will sometimes save it from ertain death, and can sometimes start a sweep. Sleep Talk is a filler, but it is fairly useful, especially as a Roserade switch-in.
Claydol @ Leftovers
Ability: Poison Point
EVs: 252 HP/114 SAtk/144 Def
Bold nature
- Rapid Spin
- Earth Power
- Stealth Rock
- Psychic
Claydol joined the team mainly because it resists both Fighting and Rock, which I am otherwise very weak to. It's ability to rapid spin is very useful on a team where 2/3 of the pokemon are rock weak. Earth Power and Psychic have pretty good coverage, and are super-effective against the problematic rock and fighting typed pokemon.
The biggest problem I've noticed for this team are rain dance teams. Snover has to be able to come in repeatedly, and that is especially difficult because all of the Water attacks keep Claydol from spinning for him. Thunder being able to break protect in rain also rapes StallRein pretty hard.
I figured I would attempt a hail team for a few reasons. The first is that TTar is gone, and Hippopotas gets very little use, so hail will be pretty uncontested as an autoweather. I also figured that sun would be completely unusable, as it always is and will be without Groundon. It also seemed that Snover can take most water typed attacks well enough that it could keep rain from staying up long. My second reason is that I already have a pretty firm understanding of hail teams, I used a fairly similar one in OU for a while. Feel free to be harsh in your criticism, a lot of the meanest criticism is also the most helpful.
My team in sprites:






Now, for the actual team:
Snover @ Leftovers
Ability: Snow Warning
EVs: 52 HP/200 Def/4 Spd/252 SDef
Calm nature
- Substitute
- Leech Seed
- Blizzard
- Light Screen
Truthfully, I wasn't, and still aren't, really sure what to do with Snover. All I know is to make it as tough as I can because it's not going to be doing much damage anyways, and that I need it to get hail going. Analysis says nothing about it, and I don't have anywhere near enough experience to make a sensible set.
Clefable (Level 2) @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk/252 Spd
Jolly nature
- Endeavor
- Protect
- Encore
- Toxic
Pretty much guaranteed one kill a fight in hail, seeing as without Froslass, both Ice and Ghost aren't seen much. It sometimes grabs a second kill if they panic and do something stupid, but usually, it's just one kill. Protect is for a little additional hail damage on occasion, encore and toxic are really just fillers.
Walrein @ Leftovers
Ability: Ice Body
EVs: 220 HP/240 Def/48 Spd
Bold nature
- Blizzard
- Toxic
- Substitute
- Protect
Classic StallRein, the core of a hail team. I opted to use toxic over roar because leftovers are far more common in UU than phazing. I may consider switching Blizzard to Surf for hitting the rock types that give this team trouble.
Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP/148 Def/112 Spd
Bold nature
- Flamethrower
- Roost
- Substitute
- Toxic
Moltres is a powerful pokemon, but can also take some monster hits. It's resistances to Fire and Fighting are very important, especially with Tentacruel not being an option. It can ToxiStall, or just kill things straight up with base 125 Flamethrowers. It requires spin support from Claydol to switch in repeatedly, though.
Glaceon @ Choice Scarf
Ability: Snow Cloak
EVs: 36 HP/220 Spd/252 SAtk
Timid nature
- Blizzard
- Shadow Ball
- Sleep Talk
- Hidden Power [Fighting]
Faster than just about all of UU , and very powerful, although frail. It's Blizzards do lots of damage, and it can take some fair hits (such as a Yanmega's Bug Buzz). Snow Cloak will sometimes save it from ertain death, and can sometimes start a sweep. Sleep Talk is a filler, but it is fairly useful, especially as a Roserade switch-in.
Claydol @ Leftovers
Ability: Poison Point
EVs: 252 HP/114 SAtk/144 Def
Bold nature
- Rapid Spin
- Earth Power
- Stealth Rock
- Psychic
Claydol joined the team mainly because it resists both Fighting and Rock, which I am otherwise very weak to. It's ability to rapid spin is very useful on a team where 2/3 of the pokemon are rock weak. Earth Power and Psychic have pretty good coverage, and are super-effective against the problematic rock and fighting typed pokemon.
The biggest problem I've noticed for this team are rain dance teams. Snover has to be able to come in repeatedly, and that is especially difficult because all of the Water attacks keep Claydol from spinning for him. Thunder being able to break protect in rain also rapes StallRein pretty hard.