Hail vs. Hell [RMT]
The Team
INTRO:
The idea behind this team is to stack up several layers of entry hazards, while still maintaining a solid hail team to counter Leftovers, make Focus Sashes useless, and provide support the the majority of my team. Abomasnow is the obvious -and only- lead in any hail team and despite its many weaknesses, it can potentially stop some of the most common leads in their tracks. Being a hail team, resisting every type out there is close to impossible. However, the coverage this team maintains has amazed me, along with many battlers on Shoddy. Alright so here is generally the part where I shut up and let you read through my team...thanks a lot and criticism is welcome!
Through the Ghetto Looking Glass
Abomasnow @ Choice Scarf ***AngerManagement***
Ability: Snow Warning
EV: 4 HP/252 Atk/252 Spe
Hasty Nature
-Wood Hammer
-Focus Punch
-Ice Punch
-Earthquake
Abomasnow leads off this team amazingly well with a solid hail, an amazingly varied movepool, and fairly decent speed and Atk. This Abomasnow isn't made to last, but does an amazing job at hitting a variety of types. Leading Swamperts are OHKO'd by Wood Hammer, and though I lose about 40% of my HP from recoil, not having a Pseudo Hazing Swampert to deal with is certainly worth it. Aerodatyles face a similar threat with Abomasnow's Ice Punch- Hail negating any Focus Sashes. Abomasnow's biggest threat as a lead is probably Hippowdon. Being slower, Hippowdon's Sand Stream overtakes my hail. Though Wood Hammer can hurt it, Slack Off restores it back up- meaning I take more damage of recoil than I actually did to the hippo. Ice Punch can hurt these too, and gives me a 20% chance they'll freeze/flinch- cutting off Slack Off for a turn. Originally I had Ice Shard on Abomasnow, but with Abomasnow's fairly low attack, bulkier leads could still live with a few HP left.
As for the EV's, I primarily wanted to get rid of leads before they could set up several layers of hazards. The best way to do this was to make sure I could outspeed them before they got too many layers down, and to be able to hit them hard enough to KO them. Deciding to put a Scarf on Abomasnow was rather sudden, but when I saw how much damage it caused and prevented, I decided to keep it. Also, it annoys and confuses Jirachi's that try to Trick another Scarf onto him!
Starmie @ Leftovers ***StarThing***
Ability: Natural Cure
EV: 132 HP/156 Def/220 Spe
Timid Nature
-Thunderbolt
-Recover
-Rapid Spin
-Surf
So besides my amazingly creative nickname, this Starmie lives up to the expectations of just about every other Starmie out there...RAPID SPIN! When I was looking for a spinner, there were only 2 pokemon I was considering: A blue jellyfish with a crooked nose (Tentacruel) and a star-thing that had no face (Starmie). Tentacruel had Toxic Spikes which would be really helpful in the fact that poisoning would be easier, but Tentacruel suffered greatly in my team since it didn't have enough opportunity to Spin away hazards, lay down 2 layers of Toxic Spikes, and still survive an Earthquake from T-tar. Though Starmie lacked Toxic Spikes, it could regain health after spinning, while still being able to Surf down on threats like T-tar, and hit other Starmie's with Thunderbolt. The biggest reason, however, was its amazing resistance to Infernape. With only a rare Grass Knot to hit Starmie with, Infernape suffers hard from Surf while Starmie can restore any damage it took.
Alright, I basically used the average Spinning Starmie set, and all I did was switch 4 of the EVs over from HP to Spe. I mostly did this since most people will copy the EV set of a normal Spinning Starmie, mine might be able to outspeed a large majority of theirs.
Mamoswine @ Choice Scarf ***Extinction***
Ability: Snow Cloak
EV: 252 Atk/4 Def/252 Spe
Jolly Nature
-Superpower/Stone Edge
-Stealth Rock
-Earthquake
-Ice Shard
Alright, Mamoswine has definitely been my priority "sweeper" on my team, though I typically call it out toward the start of the battle to lay out SR. Deciding between Stone Edge and Superpower is difficult since Superpower hits hard on things like Tyranitar, and hurts walls like Blissey. However, Stone Edge hits the Fire Types that think Mamoswine is an easy kill. Since it's Choice Scarfed, the fact that Stone Edge and Superpower are both risky is an important factor. While Stone Edge gives no guarenteed hit, Superpower slowly brings Mamoswine's attack and defense down. Switching into Mamoswine when a T-bolt/wave is coming helps prolong the hail, and Mamoswine can follow up with an Earthquake that can KO most electric types.
My one regret in this Mamoswine is having to put on a Choice Scarf. It has happened more than once where I am left against a flying type/Gengar, and I'm stuck with an Earthquake until I switch out. The main problem is with SR. I throw them out, and have to switch even when I have the perfect opportunity to KO my opponent. Speed is a major factor in my Mamoswine since they tend to underestimate it constantly, and it costs them dearly. So it is certainly something I want to keep.
Froslass @ Salac Berry***Frostbite***
Ability: Snow Cloak
EV: 252 HP/68 Def/188 Spe
Timid Nature
-Spikes
-Substitute
-Thunder Wave
-Shadow Ball
I'm not sure I could've picked anything else to use as a spin blocker. Being able to throw out its own Spikes, while blocking Rapid Spin is definitely a key point in Froslass' place in the team. Thunder Wave helps me get out my Spikes, and Substitute is a fall back if I feel I'm at risk. Having Snow Cloak and a paralyzed opponent keeps my chances of being it fairly low, while still being able to Sub. This is my automatic switch-in when Azelf comes out as a lead. Assuming it doesn't blow itself up, I can still use Shadow Ball to hurt it while I have the perfect opportunity for laying down some Spikes.
Froslass is meant to last to an extent, but is not at the point where it has the intent of stalling the opponent. It's contribution to speed EV's allows it be fast enough to lay out another layer of Spikes -especially when the opponent is being dragged down by paralysis. The rest of its EVs are there purely so it can drag out the game further, letting the hail take its tole on opponents, while still benefitting from Snow Cloak.
Moltres @ Lum Berry ***BigBird***
Ability: Pressure
EV: 240 HP/80 Def/188 Spe
Timid Nature
-Substitute
-Air Slash
-Flamethrower
-Roost
*grrr my computer shut down a few seconds ago so i have to redo the Moltres/Walrein analysis...sorry if this isn't too in depth but I'll try to put heart into it*
Alright so...a fearsome legendary bird named BigBird...with a Lum Berry...laugh it up! BUT this thing counters and destroys one of the biggest threats my team ever faced...BRELOOM. With Toxic Orb, Focus Punch, and Spore, Breloom counters every aspect of this team's stall strategy. Which is why Moltres comes in and completely breaks it apart. Absorbing Spore while resisting Seed Bomb and Focus Punch is something no other member of my team had a chance at doing. But is Breloom the only reason I have Moltres on my team? Well yes...and no. *yeah like that made sense* I needed something that could resist and fight back some of the most annoying threats to my team. Moltres covered Fire and Fighting types well, but I mostly chose it since it could act as a surprising wall, even without the right EV's. Plus, who the heck expects a freaking Moltres sitting around in a hail team?
As for the EV's, everything is pretty self explanatory. I don't need huge bulky EVs since it can restore itself, but I need enough bulk so I don't get myself KO'd in one hit. Since it usually won't be slowed down by paralysis, maxing out the speed wasn't a huge priority, but I needed enough so it could outspeed some of my team's biggest threats *cough cough Breloom cough cough*.
Walrein @ Leftovers ***CircusFreak***
Ability: Ice Body
EV: 208 HP/252 Def/48 SpD
Bold Nature
-Roar
-Protect
-Surf
-Toxic
Alright so what do we have here? A slightly messed up version of Stallrein. The main difference here is the fact that Substitute was booted out for Toxic/Roar. My goal with this Walrein is for it to live a nice happy life, naturally restoring itself, WITHOUT having to lose damage from its own. I have 2 other Subs on the team, both of which do a great job of stalling the game out longer. Since I decided Toxic Spikes was unnecessary on the team, I knew I needed another method of Badly Poisoning my opponent- Toxic being the most obvious way. I considered putting Toxic on Moltres, but it would end up losing Air Slash which was a big part in my team's coverage. Thus I decided Toxic fit best on Walrein, who's purpose was to already stall. Roar is Walrein's highlight move, as its purpose is to simply do damage through Spikes and Stealth Rocks. Whenever my opponent gets to around 25% of their health gone, it's usually safe to switch them away since they'll get KO'd from my hazards as soon as they come in. Walrein is definitely my manipulation masterpiece as it abuses Stealth Rocks and Spikes to their fullest potential, gains health from hail, and can poison the vast majority of my opponent's team.
Walrein's EVs are simple. They let him live. It can take the hardest hits, while still being able to restore 1/8 of its health at the end of the turn. Walrein definitely helps the rest of my team by preparing my opponent's pokemon so that they make an easy KO.
Conclusion...
This is my first real attempt at making a team since I learned the twists and turns of the Metagame...plus I am finally able to run Shoddy on my compute which has really helped my game. My goal with this team was to be different. I know a hail team isn't all too astounding, but this was fun to play with and gave me a nice opportunity to get a feel for how the game is really run. But nonetheless, I want to get this team to its full potential. So hopefully you can help to break this team down and help it out. Thanks!
Threat List
Defensive Threats:
Blissey– Since most Blisseys don’t have Flamethrower anymore and generally open up with Thunder Wave, I switch into Mamoswine which scares them away or can 2HKO them with Superpower. With my entry hazards set up, Walrein does a good job of poisoning Blissey, and Roaring it away so it can come in and be hurt by my Spikes/Stealth Rocks again and again. A good part about having hail up is that it can negate the affects of Leftovers, giving me a slight advantage over Blissey.
Bronzong- While not an immediate threat to the team, Bronzong is one of the only common leads that Abomasnow can’t take care of with ease. I can easily switch into Moltres which can take its hits, do damage with Flamethrower, and still be saved from Hypnosis.
Celebi– Moltres is the overall switch in, as it resists most of Celebi’s moves, can Roost when necessary, and can occasionally flinch Celebi with Air Slash.
Cresselia – Usually these Cresselia give Froslass a nice chance to set up Spikes, while using Shadow Ball on it a few times will usually make the cut.
Dusknoir- I haven’t faced one yet with this team, but Starmie would be my switch in since it resists Fire Punch and Ice Punch, and could recover after Pain Split. If Dusknoir is being used as a Spin Blocker (assuming it’s not Stealth Rocks that they have up) Moltres would be my alternative switch in as it can Roost, hit with special attacks, and not be affected by Spikes.
Forretress – While it’s clear Moltres leaves this thing in ashes, it can Rapid Spin my Spikes/Stealth Rocks away making Spin Blocking Froslass a reliable switch in.
Gliscor – Abomasnow murders Gliscor leads with Ice Punch, while Mamoswine does the same for other varieties of Gliscor.
Gyarados - Starmie + Thunderbolt= One pissed off -and dead-Gyarados.
Hippowdon – Abomasnow being faster then it, Sandstorm does take over my hail, forcing me to switch into Starmie which will get hit by Sandstorm the same way it would get hit by hail. This can be taken as an advantage though, since Surf does a decent job on Hippowdon and since Starmie can Rapid Spin the Stealth Rocks away, thus forcing Hippowdon to spend another turn setting them up. Those that use Roar could be a real threat to my team, until Walrien comes out Roaring Hippowdon away so I can safely bring back Abomasnow to start my hail again.[/COLOR]
Jirachi – Mamoswine’s Earthquake, Froslass’ Shadow Ball, and Moltres’ Flamethrower all are reliable attacks against most kinds of Jirachis.

Rotom-A – Rotom Fire is probably the most deadly -and common- version of Rotom to my team, as 3 of my pokemon are weak to fire, while the other 3 are weak to electric attacks. My best bet here would be to use Froslass’ speed to its advantage, and hurt Rotom with a Shadow Ball, under the protection of substitute. Switching into Mamoswine is a safe bet to block out Thunderbolt and Charge Beam, but the only damaging move it has to Rotom is Ice Shard which won’t be enough to KO it.
Skarmory – Any Skarmory that has half a brain will run like heck from Moltres, while Starmie can get rid of spikes while still hitting hard with Thunderbolt.
Snorlax – Curselax has proven to be quite a problem for my team, so Mamoswine’s Superpower is there to surprise them, and hit hard with a lot of damage. Alternatively, Abomasnow can hit hard with Focus Punch, or possibly freeze/flinch with Ice Punch.
Suicune– Starmie and Abomasnow take its hits with ease, can out speed non-scarfed ones, and KO it with Wood Hammer/Thunderbolt once Spikes and Stealth Rocks have taken their tole.

Swampert – Almost always used as a lead today, Swampert always gets OHKO by Wood Hammer, often depriving team of necessary Stealth Rock
Tyranitar– Seeing as Tyranitars generally aren’t used as leads I can switch into Abomasnow to get rid of the Sandstorm, and follow up with a damaging Wood Hammer. Another way to go is to purely break down T-tar with Spikes, Poison, and Stealth Rocks using Walrein’s ToxicRoar.[/COLOR]
Vaporeon– I don’t know what it is about Vaporeon, but it annoys the heck out of me! “Use Protect!” “Use Wish.” “Use Protect again to piss them off!” *Vaporeon’s Wish came true!* UGGG anyways, Starmie does best against this thing since it can restore health and do decent damage with Thunderbolt, though Vaporeons don’t seem to stick around long enough to take any hits.
Zapdos– I haven’t played against thing yet, but with Heat Wave and Hidden Power Grass to hurt Mamoswine with, it seems like I would want to use Zapdos as a chance to get out my spikes, and then use Mamoswine’s speed to Ice Shard it.
Offensive Threats:
Azelf – Switching into Froslass saves my butt from explosion, but Taunt prevents me from putting up my spikes quite yet. Either way Shadow Ball generally can 2HKO Azelf, and Starmie can Rapid Spin Stealth Rocks away.
Breloom – This used to be one of the biggest threats to my team, before Moltres came. Moltres absorbs Spore, and OHKO’s it with Flamethrower before Breloom can make a scratch on my team.
Empoleon- Starmie seems to do great resisting its attacks, making it fairly useless against my team.
Gengar– Generally Moltres is my switch in since it resists HP Fire, but Thunderbolt has caused me problems in the past so Mamoswine makes a good switch in. Overall I just need to make a good prediction of its attacks before I decide what to switch into. Playing the role of a Spin Blocker, Gengar can get annoying since Moltres loses 50% from Stealth Rocks and since Mamoswine typically can’t afford to lose much HP considering its defenses.
Gyarados – Walrein does a nice job of Roaring away Dragon Dance, just so Gyarados can come back in and take more damage from Stealth Rocks.
Heatran– I like switching into Starmie since it can Recover from Fire Blast and scare it off with Surf.
Infernape – MixApe can potentially sweep my entire team, making Starmie the only thing that can resist it- assuming Grass Knot isn’t involved. Moltres does well against those that don’t carry Stone Edge, and can hurt it with Air Slash. Walrein walls fairly well with Protect and Toxic, and I can always switch into Froslass when I think a Close Combat it coming. The main goal against Infernapes is to get rid of them as fast as I can.
Jolteon: Mamoswine absorbs Thunderbolts and can still OHKO with Earthquake.
Latias – Walrein stalls long enough to bring Latias down.
Kingdra – Starmie can hold its own against Kingdra, and I switch into Abomasnow the moment Rain Dance comes and screws up my hail. The only reason this is a threat is once Dragon Dance is up, Waterfall and Outrage has the potential to hurt my team.
Lucario – With a Sword Dance or two, Lucario can -and has- swept through my entire team with to problems at all. Moltres can usually stop Lucario dead in its tracks, but in the case of Stone Edge it won’t last long. To really get rid of Lucario, I’ll have to sacrifice one of my own pokemon to get rid of it.

Machamp – Starmie counters great as it can heal, while taking hits well.
Magnezone – Switching into Mamaswine absorbs Thunderbolt with ease, and Earthquake deals with it before any real damage is down to the rest of my team.
Mamoswine – Moltres holds up nicely against some of Mamoswine’s most powerful moves.
Metagross – Sending out Moltres tricks Metagross into using Thunderpunch, where it can be absorbed by Mamoswine.
Salamence- Starmie is used to lock Salamence into Outrage while Froslass switches in to Thunder Wave Salamence, thus reducing its accuracy to 30% (after Outrage) on Mamoswine and Froslass- allowing me to put more spikes on.
Scizor– Moltres absorbs U-Turns and Bullet Punches, and scares the heck out of Scizor with Flamethrower.
Starmie– Froslass blocks out Rapid Spin, and can Thunder Wave to slow up Starmie.
Tyranitar – Along with Lucario and the burning monkey, the overweight green T-tar gives my team major issues...mainly destroying my hail with Sandstorm. Obviously my first step is to send out Abomasnow to start my hail back up again, followed by an Ice Punch or Wood Hammer.
Weavile– Moltres counters greatly as it can Roost when necessary, and do some damage with Flamethrower.
Zapdos– Mamoswine makes a good switch in to absorb Thunderbolt, and -after Stealth Rocks have taken their tole- can OHKO with a simple Ice Shard.
The Team






INTRO:
The idea behind this team is to stack up several layers of entry hazards, while still maintaining a solid hail team to counter Leftovers, make Focus Sashes useless, and provide support the the majority of my team. Abomasnow is the obvious -and only- lead in any hail team and despite its many weaknesses, it can potentially stop some of the most common leads in their tracks. Being a hail team, resisting every type out there is close to impossible. However, the coverage this team maintains has amazed me, along with many battlers on Shoddy. Alright so here is generally the part where I shut up and let you read through my team...thanks a lot and criticism is welcome!
Through the Ghetto Looking Glass

Abomasnow @ Choice Scarf ***AngerManagement***
Ability: Snow Warning
EV: 4 HP/252 Atk/252 Spe
Hasty Nature
-Wood Hammer
-Focus Punch
-Ice Punch
-Earthquake
Abomasnow leads off this team amazingly well with a solid hail, an amazingly varied movepool, and fairly decent speed and Atk. This Abomasnow isn't made to last, but does an amazing job at hitting a variety of types. Leading Swamperts are OHKO'd by Wood Hammer, and though I lose about 40% of my HP from recoil, not having a Pseudo Hazing Swampert to deal with is certainly worth it. Aerodatyles face a similar threat with Abomasnow's Ice Punch- Hail negating any Focus Sashes. Abomasnow's biggest threat as a lead is probably Hippowdon. Being slower, Hippowdon's Sand Stream overtakes my hail. Though Wood Hammer can hurt it, Slack Off restores it back up- meaning I take more damage of recoil than I actually did to the hippo. Ice Punch can hurt these too, and gives me a 20% chance they'll freeze/flinch- cutting off Slack Off for a turn. Originally I had Ice Shard on Abomasnow, but with Abomasnow's fairly low attack, bulkier leads could still live with a few HP left.
As for the EV's, I primarily wanted to get rid of leads before they could set up several layers of hazards. The best way to do this was to make sure I could outspeed them before they got too many layers down, and to be able to hit them hard enough to KO them. Deciding to put a Scarf on Abomasnow was rather sudden, but when I saw how much damage it caused and prevented, I decided to keep it. Also, it annoys and confuses Jirachi's that try to Trick another Scarf onto him!

Starmie @ Leftovers ***StarThing***
Ability: Natural Cure
EV: 132 HP/156 Def/220 Spe
Timid Nature
-Thunderbolt
-Recover
-Rapid Spin
-Surf
So besides my amazingly creative nickname, this Starmie lives up to the expectations of just about every other Starmie out there...RAPID SPIN! When I was looking for a spinner, there were only 2 pokemon I was considering: A blue jellyfish with a crooked nose (Tentacruel) and a star-thing that had no face (Starmie). Tentacruel had Toxic Spikes which would be really helpful in the fact that poisoning would be easier, but Tentacruel suffered greatly in my team since it didn't have enough opportunity to Spin away hazards, lay down 2 layers of Toxic Spikes, and still survive an Earthquake from T-tar. Though Starmie lacked Toxic Spikes, it could regain health after spinning, while still being able to Surf down on threats like T-tar, and hit other Starmie's with Thunderbolt. The biggest reason, however, was its amazing resistance to Infernape. With only a rare Grass Knot to hit Starmie with, Infernape suffers hard from Surf while Starmie can restore any damage it took.
Alright, I basically used the average Spinning Starmie set, and all I did was switch 4 of the EVs over from HP to Spe. I mostly did this since most people will copy the EV set of a normal Spinning Starmie, mine might be able to outspeed a large majority of theirs.

Mamoswine @ Choice Scarf ***Extinction***
Ability: Snow Cloak
EV: 252 Atk/4 Def/252 Spe
Jolly Nature
-Superpower/Stone Edge
-Stealth Rock
-Earthquake
-Ice Shard
Alright, Mamoswine has definitely been my priority "sweeper" on my team, though I typically call it out toward the start of the battle to lay out SR. Deciding between Stone Edge and Superpower is difficult since Superpower hits hard on things like Tyranitar, and hurts walls like Blissey. However, Stone Edge hits the Fire Types that think Mamoswine is an easy kill. Since it's Choice Scarfed, the fact that Stone Edge and Superpower are both risky is an important factor. While Stone Edge gives no guarenteed hit, Superpower slowly brings Mamoswine's attack and defense down. Switching into Mamoswine when a T-bolt/wave is coming helps prolong the hail, and Mamoswine can follow up with an Earthquake that can KO most electric types.
My one regret in this Mamoswine is having to put on a Choice Scarf. It has happened more than once where I am left against a flying type/Gengar, and I'm stuck with an Earthquake until I switch out. The main problem is with SR. I throw them out, and have to switch even when I have the perfect opportunity to KO my opponent. Speed is a major factor in my Mamoswine since they tend to underestimate it constantly, and it costs them dearly. So it is certainly something I want to keep.

Froslass @ Salac Berry***Frostbite***
Ability: Snow Cloak
EV: 252 HP/68 Def/188 Spe
Timid Nature
-Spikes
-Substitute
-Thunder Wave
-Shadow Ball
I'm not sure I could've picked anything else to use as a spin blocker. Being able to throw out its own Spikes, while blocking Rapid Spin is definitely a key point in Froslass' place in the team. Thunder Wave helps me get out my Spikes, and Substitute is a fall back if I feel I'm at risk. Having Snow Cloak and a paralyzed opponent keeps my chances of being it fairly low, while still being able to Sub. This is my automatic switch-in when Azelf comes out as a lead. Assuming it doesn't blow itself up, I can still use Shadow Ball to hurt it while I have the perfect opportunity for laying down some Spikes.
Froslass is meant to last to an extent, but is not at the point where it has the intent of stalling the opponent. It's contribution to speed EV's allows it be fast enough to lay out another layer of Spikes -especially when the opponent is being dragged down by paralysis. The rest of its EVs are there purely so it can drag out the game further, letting the hail take its tole on opponents, while still benefitting from Snow Cloak.

Moltres @ Lum Berry ***BigBird***
Ability: Pressure
EV: 240 HP/80 Def/188 Spe
Timid Nature
-Substitute
-Air Slash
-Flamethrower
-Roost
*grrr my computer shut down a few seconds ago so i have to redo the Moltres/Walrein analysis...sorry if this isn't too in depth but I'll try to put heart into it*
Alright so...a fearsome legendary bird named BigBird...with a Lum Berry...laugh it up! BUT this thing counters and destroys one of the biggest threats my team ever faced...BRELOOM. With Toxic Orb, Focus Punch, and Spore, Breloom counters every aspect of this team's stall strategy. Which is why Moltres comes in and completely breaks it apart. Absorbing Spore while resisting Seed Bomb and Focus Punch is something no other member of my team had a chance at doing. But is Breloom the only reason I have Moltres on my team? Well yes...and no. *yeah like that made sense* I needed something that could resist and fight back some of the most annoying threats to my team. Moltres covered Fire and Fighting types well, but I mostly chose it since it could act as a surprising wall, even without the right EV's. Plus, who the heck expects a freaking Moltres sitting around in a hail team?
As for the EV's, everything is pretty self explanatory. I don't need huge bulky EVs since it can restore itself, but I need enough bulk so I don't get myself KO'd in one hit. Since it usually won't be slowed down by paralysis, maxing out the speed wasn't a huge priority, but I needed enough so it could outspeed some of my team's biggest threats *cough cough Breloom cough cough*.

Walrein @ Leftovers ***CircusFreak***
Ability: Ice Body
EV: 208 HP/252 Def/48 SpD
Bold Nature
-Roar
-Protect
-Surf
-Toxic
Alright so what do we have here? A slightly messed up version of Stallrein. The main difference here is the fact that Substitute was booted out for Toxic/Roar. My goal with this Walrein is for it to live a nice happy life, naturally restoring itself, WITHOUT having to lose damage from its own. I have 2 other Subs on the team, both of which do a great job of stalling the game out longer. Since I decided Toxic Spikes was unnecessary on the team, I knew I needed another method of Badly Poisoning my opponent- Toxic being the most obvious way. I considered putting Toxic on Moltres, but it would end up losing Air Slash which was a big part in my team's coverage. Thus I decided Toxic fit best on Walrein, who's purpose was to already stall. Roar is Walrein's highlight move, as its purpose is to simply do damage through Spikes and Stealth Rocks. Whenever my opponent gets to around 25% of their health gone, it's usually safe to switch them away since they'll get KO'd from my hazards as soon as they come in. Walrein is definitely my manipulation masterpiece as it abuses Stealth Rocks and Spikes to their fullest potential, gains health from hail, and can poison the vast majority of my opponent's team.
Walrein's EVs are simple. They let him live. It can take the hardest hits, while still being able to restore 1/8 of its health at the end of the turn. Walrein definitely helps the rest of my team by preparing my opponent's pokemon so that they make an easy KO.
Conclusion...
This is my first real attempt at making a team since I learned the twists and turns of the Metagame...plus I am finally able to run Shoddy on my compute which has really helped my game. My goal with this team was to be different. I know a hail team isn't all too astounding, but this was fun to play with and gave me a nice opportunity to get a feel for how the game is really run. But nonetheless, I want to get this team to its full potential. So hopefully you can help to break this team down and help it out. Thanks!
Threat List
Defensive Threats:
Blissey– Since most Blisseys don’t have Flamethrower anymore and generally open up with Thunder Wave, I switch into Mamoswine which scares them away or can 2HKO them with Superpower. With my entry hazards set up, Walrein does a good job of poisoning Blissey, and Roaring it away so it can come in and be hurt by my Spikes/Stealth Rocks again and again. A good part about having hail up is that it can negate the affects of Leftovers, giving me a slight advantage over Blissey.
Bronzong- While not an immediate threat to the team, Bronzong is one of the only common leads that Abomasnow can’t take care of with ease. I can easily switch into Moltres which can take its hits, do damage with Flamethrower, and still be saved from Hypnosis.
Celebi– Moltres is the overall switch in, as it resists most of Celebi’s moves, can Roost when necessary, and can occasionally flinch Celebi with Air Slash.
Cresselia – Usually these Cresselia give Froslass a nice chance to set up Spikes, while using Shadow Ball on it a few times will usually make the cut.
Dusknoir- I haven’t faced one yet with this team, but Starmie would be my switch in since it resists Fire Punch and Ice Punch, and could recover after Pain Split. If Dusknoir is being used as a Spin Blocker (assuming it’s not Stealth Rocks that they have up) Moltres would be my alternative switch in as it can Roost, hit with special attacks, and not be affected by Spikes.
Forretress – While it’s clear Moltres leaves this thing in ashes, it can Rapid Spin my Spikes/Stealth Rocks away making Spin Blocking Froslass a reliable switch in.
Gliscor – Abomasnow murders Gliscor leads with Ice Punch, while Mamoswine does the same for other varieties of Gliscor.
Gyarados - Starmie + Thunderbolt= One pissed off -and dead-Gyarados.
Hippowdon – Abomasnow being faster then it, Sandstorm does take over my hail, forcing me to switch into Starmie which will get hit by Sandstorm the same way it would get hit by hail. This can be taken as an advantage though, since Surf does a decent job on Hippowdon and since Starmie can Rapid Spin the Stealth Rocks away, thus forcing Hippowdon to spend another turn setting them up. Those that use Roar could be a real threat to my team, until Walrien comes out Roaring Hippowdon away so I can safely bring back Abomasnow to start my hail again.[/COLOR]
Jirachi – Mamoswine’s Earthquake, Froslass’ Shadow Ball, and Moltres’ Flamethrower all are reliable attacks against most kinds of Jirachis.

Rotom-A – Rotom Fire is probably the most deadly -and common- version of Rotom to my team, as 3 of my pokemon are weak to fire, while the other 3 are weak to electric attacks. My best bet here would be to use Froslass’ speed to its advantage, and hurt Rotom with a Shadow Ball, under the protection of substitute. Switching into Mamoswine is a safe bet to block out Thunderbolt and Charge Beam, but the only damaging move it has to Rotom is Ice Shard which won’t be enough to KO it.
Skarmory – Any Skarmory that has half a brain will run like heck from Moltres, while Starmie can get rid of spikes while still hitting hard with Thunderbolt.
Snorlax – Curselax has proven to be quite a problem for my team, so Mamoswine’s Superpower is there to surprise them, and hit hard with a lot of damage. Alternatively, Abomasnow can hit hard with Focus Punch, or possibly freeze/flinch with Ice Punch.
Suicune– Starmie and Abomasnow take its hits with ease, can out speed non-scarfed ones, and KO it with Wood Hammer/Thunderbolt once Spikes and Stealth Rocks have taken their tole.

Swampert – Almost always used as a lead today, Swampert always gets OHKO by Wood Hammer, often depriving team of necessary Stealth Rock
Tyranitar– Seeing as Tyranitars generally aren’t used as leads I can switch into Abomasnow to get rid of the Sandstorm, and follow up with a damaging Wood Hammer. Another way to go is to purely break down T-tar with Spikes, Poison, and Stealth Rocks using Walrein’s ToxicRoar.[/COLOR]
Vaporeon– I don’t know what it is about Vaporeon, but it annoys the heck out of me! “Use Protect!” “Use Wish.” “Use Protect again to piss them off!” *Vaporeon’s Wish came true!* UGGG anyways, Starmie does best against this thing since it can restore health and do decent damage with Thunderbolt, though Vaporeons don’t seem to stick around long enough to take any hits.
Zapdos– I haven’t played against thing yet, but with Heat Wave and Hidden Power Grass to hurt Mamoswine with, it seems like I would want to use Zapdos as a chance to get out my spikes, and then use Mamoswine’s speed to Ice Shard it.
Offensive Threats:
Azelf – Switching into Froslass saves my butt from explosion, but Taunt prevents me from putting up my spikes quite yet. Either way Shadow Ball generally can 2HKO Azelf, and Starmie can Rapid Spin Stealth Rocks away.
Breloom – This used to be one of the biggest threats to my team, before Moltres came. Moltres absorbs Spore, and OHKO’s it with Flamethrower before Breloom can make a scratch on my team.
Empoleon- Starmie seems to do great resisting its attacks, making it fairly useless against my team.
Gengar– Generally Moltres is my switch in since it resists HP Fire, but Thunderbolt has caused me problems in the past so Mamoswine makes a good switch in. Overall I just need to make a good prediction of its attacks before I decide what to switch into. Playing the role of a Spin Blocker, Gengar can get annoying since Moltres loses 50% from Stealth Rocks and since Mamoswine typically can’t afford to lose much HP considering its defenses.
Gyarados – Walrein does a nice job of Roaring away Dragon Dance, just so Gyarados can come back in and take more damage from Stealth Rocks.
Heatran– I like switching into Starmie since it can Recover from Fire Blast and scare it off with Surf.
Infernape – MixApe can potentially sweep my entire team, making Starmie the only thing that can resist it- assuming Grass Knot isn’t involved. Moltres does well against those that don’t carry Stone Edge, and can hurt it with Air Slash. Walrein walls fairly well with Protect and Toxic, and I can always switch into Froslass when I think a Close Combat it coming. The main goal against Infernapes is to get rid of them as fast as I can.
Jolteon: Mamoswine absorbs Thunderbolts and can still OHKO with Earthquake.
Latias – Walrein stalls long enough to bring Latias down.
Kingdra – Starmie can hold its own against Kingdra, and I switch into Abomasnow the moment Rain Dance comes and screws up my hail. The only reason this is a threat is once Dragon Dance is up, Waterfall and Outrage has the potential to hurt my team.
Lucario – With a Sword Dance or two, Lucario can -and has- swept through my entire team with to problems at all. Moltres can usually stop Lucario dead in its tracks, but in the case of Stone Edge it won’t last long. To really get rid of Lucario, I’ll have to sacrifice one of my own pokemon to get rid of it.

Machamp – Starmie counters great as it can heal, while taking hits well.
Magnezone – Switching into Mamaswine absorbs Thunderbolt with ease, and Earthquake deals with it before any real damage is down to the rest of my team.
Mamoswine – Moltres holds up nicely against some of Mamoswine’s most powerful moves.
Metagross – Sending out Moltres tricks Metagross into using Thunderpunch, where it can be absorbed by Mamoswine.
Salamence- Starmie is used to lock Salamence into Outrage while Froslass switches in to Thunder Wave Salamence, thus reducing its accuracy to 30% (after Outrage) on Mamoswine and Froslass- allowing me to put more spikes on.
Scizor– Moltres absorbs U-Turns and Bullet Punches, and scares the heck out of Scizor with Flamethrower.
Starmie– Froslass blocks out Rapid Spin, and can Thunder Wave to slow up Starmie.
Tyranitar – Along with Lucario and the burning monkey, the overweight green T-tar gives my team major issues...mainly destroying my hail with Sandstorm. Obviously my first step is to send out Abomasnow to start my hail back up again, followed by an Ice Punch or Wood Hammer.
Weavile– Moltres counters greatly as it can Roost when necessary, and do some damage with Flamethrower.
Zapdos– Mamoswine makes a good switch in to absorb Thunderbolt, and -after Stealth Rocks have taken their tole- can OHKO with a simple Ice Shard.