Hiver Québécois ( Winter in Québec ) A UU hail team

It's a team for playing on the UU ladder. Exactly all standard rules apply.

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Snover (M) @ Focus Sash
Ability: Snow Warning
EVs: 4 HP/100 Def/252 SAtk/154 SDef
Modest nature (+SAtk, -Atk)
- Blizzard
- Protect
- Grass Knot
- Leech Seed

I used to run Ice shard and shadow ball on a mild nature and 252 Atk EV instead of grass Knot and leech seed the first to have a last hit when focus sash activate and the second to deal with Ghost leads like froslass. I now run grass Knot to hurt kabutops lead and leech seed on things I know will switch out. I used to play this thing suicidally, now I try to keep it alive with focus sash intact to come in on a SDed foe That I must weaken before revenge killing it. I miss my ice shard for doing that thought.
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Froslass (F) @ Leftovers
Ability: Snow Cloak
EVs: 32 HP/144 Def/252 Spd/80 SDef
Timid nature (+Spd, -Atk)
- Substitute
- Thunder Wave
- Confuse Ray
- Spikes

The goal of this set was in the beginning to set up spikes and provoke switches with parafusion. It's also usefull in killing foes that raise attack : confuse ray plus snow cloak makes their attack miss more often then not, then I sub, then I paralyse once I get an intact sub.

Most of the time, I CR the switch in, then I sub, then I prlz, then I spike. then I wait till I get healed, then I switch to something else. It's supposed to spin block, but it fails miserably against Donfan without Ice Beam.

It also infuriates opponents in ragequitting, which gives me the game. Way too often.
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Glaceon (M) @ Choice Specs
Ability: Snow Cloak
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Blizzard
- Shadow Ball
- Hidden Power [Fighting]
- Wish

Pretty straightforward. Once the opposing team has lost at least two pokes, I can start spamming Blizzards. Then they reveal their counter, then I react approprietly, usually with Quagsire hitmontop or Clefable. On occasion, Frosslass can give me a much needed hax to allow a glaceon sweep.
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Quagsire (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/96 Atk/160 Def
Relaxed nature (+Def, -Spd)
- Earthquake
- Yawn
- Recover
- Waterfall
Takes all manner of physical assault. Also lures toxics, which Clefable loves to switch into. Water absorb otherwise goes to waste because my team do not attract water attacks. Yawn PHaze, which is good because of all the entry hasards and can give quagsire time to use recover or glaceon a free switch in.

He could also come in on magius as she substituted, break the sub as it CMed, than take a shadow ball and finish it off.
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Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/152 Def/4 Spd/100 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Softboiled
- Seismic Toss
- Stealth Rock
Set up rocks, will usually paralyse an incoming fighting poke, And glaceon loves it when he does that, and can defeat most non-ghost 1on1 or paralyse incoming ghost. Mismagius detests that. But it's less common now.
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Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Foresight
- Rapid Spin
- Close Combat
- Sucker Punch

Spinner. Use foresight as the ghost comes in, then spins hasard. Surprise most frail ghost who think they can wall him ( frosslass, rotom) but has to beware of will-o'-wisp. Which Clefable loves. Will usually be played twice, once to remove the hasards, and the other times suicidally once the spiker is gone or to gain a free switch in to glaceon.


Hax plays a big part in the success of the team and it is intentionnal.
Shadow ball or psychic would like to get a spot on the team as Glaceon really enjoys swithching on a weakened SDef sponge.

I don't run stallrein because the status of choice for this team is paralysis. However, My team does not encourage switching enough, so I'm looking either for new ways to make the opponent to switch a lot, or to punish him for staying in.
 
You already have Thunder Wave on Clefable so you can replace Thunder Wave on Froslass with Blizzard (if you want damage) or Mud Slap (if you want ragequitters)
 
Hello Jack,

Hail teams are always interesting and I've pretty much had a lot of experience with it, so I think I have some suggestions you can take. First and foremost, address your issue with Fire-types, especially Moltres - a common threat in todays metagame. I think you'll greatly benefit from Milotic over Quagsire. Why? Its because you'll lose the x4 weakness to Grass moves. Most Fire-types will hold Hidden Power Grass, and you'll bulky water at the moment is not going to hold strong against these Fire-types. Look for the most physically defensive Milotic in 252 HP / 252 Def / 6 Spe with the nature Bold and the movesets Surf / Hidden Power Grass / Haze / Recover. Hidden Power Grass allows you to beat Azumarill and Poliwrath effectively, while Haze will let you deal with those annoying Curse Registeel, Umbreon, and Regirock. If you notice right now, you have no legit weapon against them, so you really need Haze.

A couple of EV suggestions to take into consideration, I promise you it will help improve this team quite a bit. On Snover, aim for evs: 248 HP / 172 SpD / 88 Spe with a Calm nature. The HP just means that you can switch into Stealth Rock and survive 1%, while the Speed allows you to outpace base 50's, namely Tangrowth, Donphan, and Chansey. Calm and 172 Special Defense means that you have some use for Snover; the bulk on the special side means that you can combat with Slowbro, Milotic, and Slowking by using Leech Seed to stall it out. If you want, Toxic over Grass Knot allows you to effectively deal with bulky waters (a problem I currently see atm). Another spread to look for is a simple 248 HP / 228 Def / 32 Spe spread on Froslass. This aims to maximize its physical bulk to take hits from Foresight Hitmontop's Close Combat. It can even survive a Brave Bird from Swellow if your health is full! With that being said, consider Blizzard over Confuse Ray so that you can hit Hitmontop (a common Foresight rapid spin user). The last thing you want is getting your Spikes spun on. The last one to look for now is to just maximize Clefable's EVs to 252 HP / 6 Def / 252 SpD. Clefable really is your closest to a special wall, so you'll need it to combat with enemy Raikou or something. With Clefable however, change to Toxic Orb over Leftovers and facade over seismic Toss. This prevents Dugtrio from easily trapping you because facade will always OHKO it with SR down. Look for Aromatherapy too over Thunder Wave if Will-o-Wisp is troublesome for Hitmontop.

As for other options, you can probably stick to the bulky-ish theme you have going here. Glaceon seems like a random member, so instead you can try Drapion. Drapion will provide your team with a much needed check to Mismagius and Alakazam, along with the ability to set up Toxic Spikes. The Drapion set to look for is Crunch / Toxic Spikes / Rest / Whirlwind with the EVs 252 HP / 44 Atk / 216 SpD with the nature Careful. The EVs simply allow you to to beat Mismagius, and to a lesser extent, Alakazam, so definitely try those. Rest is there if you took my suggestion on Aromatherapy on Clefable. overall gl.
 
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