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

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.

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.

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.

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.

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.

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.