Hail Stall Team OU!

The goal of this team is to set up Toxic Spikes, get rid of any threats to Walrein, and then stall them to death.

At a glance:
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Lead
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Abomasnow @ Leftovers
Ability: Snow Warning
Evs: 252 HP / 252 SpD / 4 Def
Calm nature (+SpD, -Atk)
-Substitute
-Protect
-Leech Seed
-Blizzard

Abomasnow gets my hail started. He can Leech Seed and then Sub / Protect to stall while he recovers from Lefties and Leech Seed, making him almost unkillable. Meanwhile, the opposing pokemon is losing damage to both Hail and Leech Seed. Blizzard can take care of Grass pokemon that resist seed, and is just a good STAB move that never misses in hail.

Toxic Spiker / Rapid Spinner
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Tentacruel @ Leftovers
Ability: Liquid Ooze
Evs: 252 HP / 120 Def / 136 SpD
Calm nature (+ SpD, -Atk)
-Toxic Spikes
-Rapid Spin
-Surf
-Sludge Bomb

Toxic Spikes are needed to help my Walrein stall, and Rapid Spin is a must because entry hazards destroy my team. This guy also is a great counter for Scizor and Infernape, who can run right through my team. He also has a lot of special defense to help absorb special attacks.

Physical Attacker
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Machamp @ Leftovers
Ability: No Guard
Evs: 248 HP / 252 Atk / 8 Spe
Adamant nature (+Atk, -SpA)
-Dynamic Punch
-Stone Edge
-Payback
-Substitute

This guy counters Ttar, who is a huge threat to my team. The confusion from Dynamic Punch helps my team set up more easily. It never misses and is STAB'd with 100 Base Power, so with that move alone he can do a lot of damage. Stone Edge is for anything that flies, and Payback hits Ghosts. Substitute is mainly a filler, but I sometimes use it to absorb status from something slower, or I use it on a switch. I was thinking about replacing it with Toxic, to poison Flying types or pokes with Levitate, but I'm not sure what to do. It would definately help against Rotom's, which my team has had problems with.

Stalling Machine
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Walrein @ Leftovers
Ability: Ice Body
Evs: 220 HP / 244 Def / 44 Spe
Bold nature (+Def, -Atk)
-Substiture
-Protect
-Roar
-Surf

Arlight. With 220 HP evs, Walrein reaches 416 HP. That means he makes 104 HP Substitutes. If Walrein uses Subsitute one turn, gets Leftovers and Ice Body recovery, then uses Protect the next turn, and gets Ice Body and Leftovers, then he'll have the same HP he had before he used Substitute. With Sub and Protect having 16 PP each, that gives me 32 turns to stall. Hail takes 16 turns to kill, so I can kill 2 pokes provided they don't have leftovers. But a lot of pokes have Lefovers, so that's why I need Toxic Spikes. 44 Speed Evs allow me to beat Skarmory's and Swampert's to the Roar. Surf is there instead of Blizzard because it has more PP, can hit Steel types, and can do some damage to Tyranitar.

Spin Blocker
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Rotom-F @ Leftovers
Ability: Levitate
Evs: 252 HP / 120 Def / 136 SpD
Bold nature (+Def, -Atk)
-Discharge
-Blizzard
-Rest
-Sleep Talk

This guy blocks Rapid Spin, abosorbs status, and has an unresisted combination of Ice and Electric. I like Discharge over Thunderbolt even though my team is all about poison. It helps slow down Steel types like Scizor, Lucario, and Metagross, and pokemon that fly like Skarmory.

Physical Wall
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Gliscor @ Leftovers
Ability: Sand Veil
Evs: 252 HP / 40 Def / 216 Spe
Jolly nature (+Spe, -SpA)
-Earthquake
-Taunt
-Stealth Rock
-Roost

Gliscor walls Lucario, as long as he doesnt have Ice Punch. He also works well against Sandstorm teams which my Hail team doesn't like. Taunt makes sure other pokemon can't use recovery moves, status my team, set up anything, or boost stats. Taunt makes it a lot easier to take down walls such as blissey, who I can EQ to death after taunting it. If a lot of pokemon on the other team resist poison, at least I can roar them around to damage them.

So that's my team. It's been pretty successful on Shoddy so far. Please tell me how I can improve it though. Thanks!
 
Hello

As a hail stall user myself, I am pretty familiar with it.
I suggest changing Wallrein's EV's spread and moveset to:

224 HP, 216 Def, 20 Spe, 48 SDef

- Substitute
- Protect
- Super Fang
- Brine

Using a Modest nature and Wallrein can be quite a threat. It also is much better then the old Stallrein set as the combination of Super Fang and Brine is deadly.
 
Well it's almost unresisted. I can't think of anyone other than Magnezone.



Lanturn, but yeah your not going to be seeing that that often in OU. You can make Machamp a rest talker, which can be quite a bitch to take down, so he'll be sticking around for a while to make sure those Tyranitar's stay at bay. Then this free's up rotom's position so you can make him a Choice Scarfer (and change him to the heat form), taking care of Lucario's now and giving you a way to revenge Gyarados. With a new Lucario counter, you can now replace Gliscor with a possible steel type, so Latias and mixmence won't rape you with Draco Meteors. You can use Sp. Defensive Skarmory, whom can offer more phasing and lay down some spikes, helping to ware down the enemy team faster. Also, put either HP Electric or ice beam over Sludge Bomb, each one has it's benifits. HP Electric makes sure Gyarados doesn't set up while you toxic spike, and Ice Beam will make Salamence think twice before dragon dancing.
 
@ Delko, can you elaborate on that Walrein set a bit. I don't understand what the Evs are for. Walrein wants 220 hp for full recovery. Does 20 speed hit significant targets? I would just try running Super Fang/Brine on the normal set over Roar/Surf (alhtough I actually think the traditional set is better.) Edit: OK. Definitely want 220 hp though. 48speed is unnecessary without roar, so I suppose, yes, 20 or even 16 speed is enough. I would suggest dumping into defence and then special attack, rather than special defence.

Onto the actual rate. Right - this team is so similar to my first ever team, so I will try not to suggest making it exactly the same. It is very solid, but it looks the same as every other hail team. 48 speed is recommended on Walrein. This is necessary to beat skarm to the roar.

I'm not entirely sure whether Machamp can afford to use substitute with its leftovers cancelled. As suggested above, RestTalk Machamp would work well, as would scarf Rotom. Contrary to the above, the steel type I would suggest is Heatran. It can take DMs fairly comfortably, and it learns the important stealth rock. What it does differently, however, is hit really hard, and covers the fire weakness, which would be unbearable with Skarmory.

I would suggest Blizzard myself on Tenta. He doesn't live long enough to take advantage of the pp of ice beam, I find. Rotom reliably deals with Gyarados.

One potential option is to deliberately lower your abomasnow's speed (using IVs and nature) to ensure that you are slower that Hippowdon and Ttar. This also makes Gyro Ball bounce off you. Just an idea. Focus punch is an option too for Ttar.

Good luck.
 
@ Delko, can you elaborate on that Walrein set a bit. I don't understand what the Evs are for. Walrein wants 220 hp for full recovery. Does 20 speed hit significant targets? I would just try running Super Fang/Brine on the normal set over Roar/Surf (alhtough I actually think the traditional set is better.Good luck.

Walrein has the same base Speed as Scizor, 20 EVs outspeeds it and lets you Substall Superpower from them.
 
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