VGC I'm not exactly sure how I should classify this team, but I think Hailroom is the best

How's it going. This is technically my 2nd rate my team, but the first one was never answered, so I took it down. Darn. Anyways, this would probably be considered a Hailroom team at first glance. For those who don't know, Hailroom is when you use both Hail and Trick Room. It's not a common strategy, because very few use Hail, but I think a team like this has a lot of potential. After playing about 20-30 matches with this team on various accounts (I haven't seriously attempted to climb the ladder), it's definitely a blast to use, but I have to say that I haven't used the hail portion as much as I thought I would. In regards to winning percentage, I'd say I've won 60-65% of my matches but that may be a little generous (or I might be selling myself short). Anyways, let's get on with the team itself.


IN-DEPTH ANALYSIS OF THIS HOPEFULLY FAIRLY GOOD TEAM I HAVE ASSEMBLED

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abomasnow.gif


Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Blizzard
- Giga Drain
- Protect
- Ice Shard​

If you have a team that utilizes hail, you're probably gonna end up using this guy. Both Aurorus and Abomasnow get Snow Warning, but Abomasnow was, in my opinion, the superior choice for this particular team, so it was chosen (it's also pretty much just flat out better, but that's a matter of, gasp, opinion). Anyways, considering Abomasnow is the only Pokemon on the team that CAN mega evolve, it was a fairly obvious choice for a mega stone. Regarding the moveset and EV's, I chose the special attacking variant for a few reasons. The first, and most important reason, is to abuse Blizzard. 110 Base Power with 100% accuracy in the hail is pretty nice, especially considering it can't be redirected, since its a spread move (although the power decreases if it hits two targets). Giga Drain is also very handy for recovery, as well as giving me a super effective move against Mega Swampert in the event I play against a rain team, which is probably the most popular weather team at the moment. It also gives me a super-effective move against Rotom-W, one of the most popular Doubles (and Singles) Pokemon. Protect is self-explanatory, and Ice Shard is for priority in the event I find myself in a pinch without Trick Room.

Since this set is meant for Trick Room, a Quiet Nature is chosen over Modest to boost SpA while reducing Speed (it also gives Ice Shard slightly more power, since I don't need to use a nature that drops Attack), as well as 0 Speed IV's. Because I don't need to invest in Speed, all the extra EV's are pumped into HP for more bulk, with the remaining 4 going to SpD since that stat is higher than its Defense (in its base form, at least).

On a side note, while some may think Mega Abomasnow having Snow Warning as well is a handicap, I find it is actually extremely helpful, as it guarantees I win the first turn weather set up (unless the opponent uses a move to activate weather). It also ensures that I can set it up again if I need to switch out.

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Meowstic (M) @ Mental Herb
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Trick Room
- Charm
- Safeguard
- Psychic
My Trick Room setter, Meowstic is the Pokemon I find myself bringing out almost every game, with the only exception being if it appears my opponent is going to set up Trick Room (and even then, I still often bring it as insurance, and its also a great utility 'mon). I chose the Mental Herb so I can guarantee a Trick Room setup on the first turn unless I'm double taunted, which I've never seen happen. Using Prankster should be obvious, as it is the ONLY ability that should be used if you're using Meowstic-M. Onto the moveset, while Charm isn't as effective as Will-O-Wisp, its still very nice to be able to throw around with priority, allowing me to severely hinder threats like Mega Mawile and KANG (unless that ******* is using Power Up Punch. I don't like Mega Kangaskhan very much). As stated earlier, all of these stat drops can be negated by switching out, and it also doesn't cause residual damage, so it isn't as good as Will-O-Wisp, but it does have 100% accuracy, and it also affects fire types, something Will-O-Wisp can't do. Safeguard is to protect my team from things like Swagger and other status conditions (mainly Will-O-Wisp, my team doesn't mind paralysis that much) and Psychic is so Meowstic isn't completely useless if it does get taunted, as well as providing me with a second super-effective move against fighting types along with Azumarill's Play Rough (more on that later).

I chose 252 HP/252 Def EV's because it seems that physical leads are the more common trend. Keep in mind, Meowstic's first and most important job is to set up Trick Room: everything else is secondary. However, if it would be more helpful to use 252 SpD EV's instead, I could always change it. The Bold Nature, however, seems like it would be the best choice either way. The remaining 4 EV's are poured into SpD.

I'm aware that Cresselia may be a better choice for a Trick Room setter, as it has the same type as Meowstic, and it actually USES Trick Room itself (Meowstic's 104 base Speed isn't exactly ideal if it needs to use Psychic in TR), but I've found that, with all the status conditions being thrown around in doubles, it is simply more helpful for my team to have Prankster Safeguard rather than Helping Hand and Calm Mind. Charm is also a nice move to have. However, if it truly is just a better choice, I could always replace Meowstic with Cresselia and try it out.
latest

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
IVs: 0 Spe
- Superpower
- Play Rough
- Waterfall
- Aqua Jet

(Edit: I apologize for the look of this gif, I'm not exactly sure why it appears like this. I might end up changing it at some point, but is it really worth it?)​

Despite this being considered a Hailroom team, I find myself using Azumarill the most of all my attacking Pokemon, as its a wonderful counter to many, well, counters people might bring to the hail portion of my team. (not that many people are packing dedicated counters to hail in the first place). An Adamant nature was chosen for Azumarill, but I could always change it to a Brave nature if it would be more beneficial for Trick Room. I know Belly Drum/Sitrus Berry is the most common Azumarill set, but I find using the Assault Vest gives me an excellent check to many strong special attackers (something my team really doesn't have a universal answer for anyways, outside of this set). Once again, 0 Speed IV's are chosen, as well as Huge Power, as there is very little purpose to using Azumarill without Huge Power (although I HAVE seen a few Sap Sipper Azumarills. They do have the element of surprise on their side). As I stated earlier, and as I am sure you could tell from my team preview, my team is weak to fighting. Very weak. With 4 of my Pokemon being weak to it, having at least one hard counter to fighting types is essential, and Azumarill fits the bill. In addition, the water typing is great for fire types which may also want to come in and otherwise wreak havoc on my Ice types (3 of my Pokemon are Ice, I have to pick at least one every battle, even if it's not particularly helpful.). Regarding the EV's, Attack is the mandatory offensive stat, with HP being to give it more bulk. The remaining 4 are chosen for Defense, as it turns Mega Mawile's Play Rough from a 6.3% chance to OHKO into a guaranteed 2HKO, thus making it so Mega Mawile can never OHKO Azumarill without a crit. You can never be too careful.

The moveset is fairly standard. Superpower is chosen for super effective damage against steel types (specifically things like Mega Lucario, although those don't seem to be as common anymore in VGC), as well as being my only super-effective move against KANG (The stat drops are unfortunate, but manageable if I'm able to switch out). Waterfall is the primary STAB Water type attack, with Aqua Jet being for priority to pick off weakened Pokemon. Play Rough is necessary, as the Fairy typing gives me something to use against Fighting types (along with Meowstic's Psychic, but come on. Meowstic's not gonna take out a whole lot by itself). It also scares away dragons, but I seriously doubt dragons will be a popular choice against this team anyways.

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Heatran @ ?
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Heat Wave
- Earth Power
- Protect
- Flash Cannon

Before I say anything, let me explain: I put a question mark for my item because I'm not sure what I should use. Choice Specs could be a good option, but I'm not entirely sure that would be the best choice, as I have found that I use a variety of moves before switching more times than not. I could also use an Air Balloon, but it's not like ground types are going to have much room to operate facing my team in any event. I think I'm leaning towards the Balloon, but I would appreciate some feedback. Anyways, Flash Fire is chosen, as it allows me to absorb any fire attacks that may be directed at my Ice types if I switch in (meaning Heatran is usually gonna be chosen for the back, rather than a lead), as well as giving Heat Wave a nice boost. A Quiet nature with 0 Speed IV's is, once again, chosen, with the remaining EV's being put into HP and Defense (I'm not sure what I should do with those remaining 4, so I put them in Def. I could always put them in SpD if it really makes that much of a difference).

Once again, a fairly standard moveset. Heat Wave is my STAB fire type move, as well as being a spread, with Earth Power being my ground type move for electric types which, by this point, have gone unaddressed. Protect is necessary, as this is the first Pokemon we've gone over since Abomasnow that really needs it (or can use it), as well as Flash Cannon for fairies, another type I don't have anything for up until now.

One thing I'd like to add: I know Chandelure also has Flash Fire, as well as being a ghost type, making it immune to fighting, rather than being weak to it. However, removing Heatran would give me, as stated earlier, nothing that is super effective against fairies, as well as removing a hard counter to Mega Mawile, one of the most popular Pokemon in VGC (if you couldn't tell based on all the other times I've brought it up in this RMT). Sure, I can still use a fire type move against Mega Mawile with Chandelure, but Sucker Punch obliterates it, and in the event I'm using a sash and Hail is up, my own Hail would take out my own Pokemon on the first turn. We don't want that.



mamoswine-gif.9462


Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- Icicle Crash
- Ice Shard
- Protect​


Another reason why I can't use a sash if I added Chandelure is because I'm already using it on Mamoswine. Up until this point, I haven't had any Pokemon other than Abomasnow who have benefitted from hail (or at least not taken residual damage), despite this being considered a Hailroom team, so here we are. Unlike Abomasnow, however, Mamoswine here is a physical attacker. In regards to the held item, Focus Sash is to ensure it can survive at least one hit, as Mamoswine is pretty frail. Double targeting is always a possibility, but with Trick Room up or with Ice Shard, Mamoswine should usually be able to get at least one hit in. Despite this being a Hailroom team, I've chosen Thick Fat so it isn't as weak against fire types, but this may be redundant with the sash, so it might be better just to use Snow Cloak.

I originally had an Avalugg in this spot, and this is why I was hesitant to use a Mamoswine in the first place: even with 0 Speed IV's and a Brave Nature, I still think it may be too fast for Trick Room. If there are any alternatives (such as, once again, Avalugg) that may be superior to this Mamoswine set in Trick Room, please let me know. Otherwise, I'll just stick with this, even if it isn't ideal. In any event, the EV's are pumped into Atk and HP for bulk in Trick Room, with the remainder going into Defense.

Another generic moveset. Earthquake for coverage, as well as another 100% accurate spread move, as well as Icicle Crash for another STAB ice type attack. Ice Shard is also added for priority, but it uses it much better than Abomasnow, since Mamoswine is trained in Attack. Protect is required, because Protect is, well... Protect. The staple move of Doubles.

rotom-frost.png

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Blizzard
- Volt Switch
- Thunderbolt
- Pain Split​

Up until this point, everything has been built to operate in Trick Room. I'm sure you've been thinking, "what if Trick Room isn't available?". Well, that's what Rotom-Frost, potentially the least-used form, is for. Unlike everything else on my team, Rotom is fast. It's meant to outrun you. With. No. Trick. Room. HOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHO in all seriousness though, Rotom does bring quite a bit to the table. The EV's are the basic 252/252 (kinda like every other set I've been using, I just noticed that. Huh), with the last 4 being thrown into HP. Choice Scarf is to make Rotom one of the fastest Pokemon on the field if there in the event there is no Trick Room, as this is not a bulky variant. Although I don't have a choice to give it another ability, Levitate is great (rhyme), as it turns what would have been a weakness into an immunity. The Timid nature is for even more Speed, as it allows Rotom to at least speed tie with some other Timid Scarf users (namely the other Rotoms, but the only form Rotom Frost is super effective against is Fan Rotom).

Blizzard is required if you are going to use Rotom Frost in XY or ORAS, as you have to learn that move if you turn it into a refrigerator, but it is very spammable if Hail is up, just like on Abomasnow. Volt Switch is if Rotom need to escape a situation quickly, but Thunderbolt is preferable if I am confident it can safely survive more than one turn. Pain Split is chosen for the final slot, but because Rotom Frost is choice locked, I think Trick may be a better move for that final slot. I'm still undecided.


Notes

As you can tell, my team is very much oriented around Trick Room. While it can survive outside of it because of all the extra bulk I can invest in HP and Defenses rather than Speed, it still feels like I almost rely too much on TR. In the event Meowstic is OHKO'd by a super-effective Special Attack, my whole strategy takes a sharp turn, as I must rely on bulk to win, with the only saving grace in the speed department being Rotom (if I selected it at all). This is definitely an issue, as faster teams than can OHKO Meowstic may give me many problems in the future.

I'm also aware of how much of a love-hate relationship I have with Fighting types: 2 of my Pokemon resist Fighting types, and 4 are weak to them. My general rule of thumb when I'm building teams, however, is no more than two weaknesses to a single type: 4 leaves essentially no room for error, as losing Meowstic and/or Azumarill early would be catastrophic. This can be at least partially alleviated by replacing Heatran with Chandelure, but again, it all comes down to whether I truly need a counter to fairies (in my opinion, I do).

Finally, one of the glaring weaknesses I noticed: I have no super-effective moves against psychic and ghost types. While psychic types shouldn't give me too much trouble, not having anything against ghost types to deter them from attacking Meowstic on Turn 1 is a serious problem. Once again, this can be partially alleviated by adding Chandelure instead of Heatran, as it can just fire off a Shadow Ball, but it essentially boils down to this: do I want coverage against ghost and psychic types, or against fairies?




Well. there's my RMT. Hailroom isn't a common strategy, so I thought I'd give it a try, but I really thought this team out, much more than just casually building a lineup. If it is good or needs improvement, please let me know. I'm all ears to any suggestions, as well as any and all feedback, good or bad (unless you're trolling or flaming. No.) Thanks for reading.

(Is this whole thing too long? I think it may be too long).
 
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Well... great team! Hailroom isn't a concept i'm really familiar with, but i'll give you my "quality" advice.

Abomasnow: Cool. There isn't much you can do about it, am i right?
Meowstic: I think using TR cat is completely unjustified, since Cresselia does get Safeguard too. I'd definitely switch Meowstic for Cresselia, as it will give you a guaranteed TR 100% of the time with the right EV spread.
Azumarill: AV Azumarill is rarely the right choice, specially when it comes to teams like these. Replacing Azumarill's Assault Vest for a Sitrus Berry and using a Belly Drum set is, as usual, what i'd reccomend, specially with support like the one Safeguard Cresselia gives. Also, run Adamant instead of Brave since it gives you better matchup against all non-TR teams and allows you to not rely on TR 100% of the time. The EV spread isn't looking good, try to get a better EV spread (one a little bit faster)
Heatran: Shuca Berry is usually the item you usually look for when using a Protect 3 attacks Heatran. Also, Modest over Quiet for the exact same reason. A better EV spread is also needed.
Mamoswine: ......ehhh, what am i supposed to say? Ah, right. In hailroom, you usually don't put 3 ice type mons just because they don't get hurt by hail. Hail just makes stuff harder thanks to its ability to inflict residual damage and make 2HKOs OHKOs or stuff like that. I'd suggest replacing Mamoswine with Hariyama as it will provide the old Fake Out support Meowstic gave, lets Cresselia/Azumarill to set up easier and can OHKO kang, something that his rival, Conkeldurr, usually can't.
Rotom-F: ugh, i've seen Rotom-W, Rotom-H, Rotom-M but i didn't expect to see this baby ever in my life. Replacing it with Choice Specs Hydreigon might be the right call, as it can take care of everything Azumarill/Cresselia hates, and completes the Fairy/Steel/Dragon too!
I'm unsure due to that awfully big fairy weakness your team will have, but you should be able to think about how to handle it. Well, that's all i could think about. Sorry if i couldn't give you any spread, but being in the forums is pretty difficult for me right now, and getting those spreads rn is straight out impossible for me. Well, hope i helped.
Good Luck!
 
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