Hiiii, I'm new to Smogon/Showdown but I've been playing regularly the last few weeks and I've really enjoyed it! I've tried out a lot of different strategies while learning the metagame and I'm proud of how far I've come from total beginner, but I thought I'd ask for everyone's thoughts on my Hail team since I think it could be optimized more than I'm capable of.
Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aurora Veil
- Blizzard
- Moonblast
- Toxic
Ninetales is my lead and my hail-setter. Generally I use it to get up Aurora Veil for the extra damage protection and then switch it out to preserve it. I have Blizzard here because it's 100% acc in hail and 110 pow - it picks off a LOT of Landos and Dragapults turn 1 who try to chance getting a swing in thinking I'm setting up Aurora Veil instead, but it's been a risky move in the past if they switch out to an ice resist. Moonblast is there as a Fairy STAB in case I need it, since I'm not running any other fairies.
I have its EVs in speed to get Aurora Veil up as quick as possible and tank the damage from any turn 1 attack. It also helps to outspeed Taunts whenever possible. Icy Rock is really useful to keep hail up for the Arcto speed, but sometimes I do wonder if I'd rather have a longer Aurora Veil since hail chips at my three non-Ice types if I have to switch them in instead. I truthfully don't have much use for Toxic since I'd rather just switch Ninetales out if I don't have a guaranteed OHKO, but I've been struggling to find something that suits this strat for its fourth slot.
Arctozolt @ Choice Band
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bolt Beak
- Stomping Tantrum
- Icicle Crash
- Iron Tail
Arctozolt is one of my main sweepers as a HEAVY damage dealer. Bolt Beak is 100% acc 85 pow that doubles if it moves first, so I have its EVs in Speed with Jolly + Slush Rush to make it as viable as possible. 458 spe DOES outspeed a fair amount of mon, including non-scarf Dragapult or Zerazora I'm pretty sure. With the exception of electric resists, it OHKO's or 2HKO's most mon in the meta. I run Choice Band with it to an extra kick in attack. Because I also run Arctovish and their whole build relies on hail, I play a little more aggressively when I can or when Ninetales is down to make the most of it, since without 2x speed it can falter against quite a lot.
Arctovish @ Choice Band
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fishious Rend
- Psychic Fangs
- Crunch
- Icicle Crash
Arctovish is my other main sweeper, who is actually really similar to Arctozolt and fulfills just about the same role. I tried this strat on purpose to make use of having a backup sweeper that could utilize the same setup so I could make the most of gained momentum. It's been helpful since they both have CB, so if they get locked into a resisted move then I have a little bit of room to switch between them and keep rolling. Aurora Veil helps offset a lot of damage to get them those 2HKO's.
Icicle Crash is really helpful for the flinch chance and to use against a lot of Grass/Dragon/Ground types, but Psychic Fangs and Crunch are really just niche "backed into a corner" coverage moves. I don't use them very often even if they ARE supereffective, since I'd rather be locked into Fishious Rend for the 170 base pow STAB+CB. Same goes for Zolt's Iron Tail.
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Defog
- Earthquake
- Knock Off
- Stealth Rock
Lando is another damage dealer/electric or earthquake wall, and I sometimes use it as a lead too if I notice another weather-setter on the opposing team since Ninetales is rather speedy. I run defog on Lando which I know might be an interesting choice. My reasoning for that is a switch into Lando with intimidate will normally cause most hazard-setters like Ferro, Toxapex, etc. to switch, which gives me a free turn to Defog without taking damage. I have Earthquake as it's infamous main STAB move, and then Knock Off to soften any mons. I also have Stealth Rock just to be annoying, but I find it less useful in matches where I don't lead with Lando, especially since I've put EVs into Speed rather than any Def.
Chandelure @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Energy Ball
- Will-O-Wisp
- Night Shade
Chandelure is my mid-game damager and my check for a lot of threats like Ferro. It runs Flamethrower and Night Shade for the STAB which is useful against Ice/Grass types that would otherwise be really threatening. I also have Energy Ball to take care of any switch-ins to Water or Ground types, which usually works out because of Chandelure's speed. I used to run Toxic over Wisp because of its exponential damage, but I've found better success with Wisp because of its effect on base power. I don't think there's too much to say - Chandelure is really just a solid support mon with good damage. I do run Infiltrator to take care of things like Kyurems who try to get behind Substitutes.
Salamence @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dual Wingbeat
- Roost
- Outrage
Salamence is usually my late-game clean-up. It's pretty bulky and runs Roost for survivability, then Dragon Dance for a bit of extra set-up to break through any last walls or stalls. Dual Wingbeat is useful for the STAB and also since it hits twice, but it can sometimes be devastating against Rocky Helmet. Then I also run Outrage for the STAB and because it's pretty universally useful in terms of effectiveness. By late-game, my strat is pretty much just "forget type match-ups, just outspeed and outpower anything that's left." I actually used to run Draganite instead with Waterfall over Outrage, but I found that Multiscale could be less rewarding if there were any hazards left up or hail chip damage.
SO YEAH, that is my team! Any help or thoughts/criticism would be appreciated - I am curious what the consensus is about using both Zolt and Vish, and if there's any more cohesive alternative. Thank you guys!!!

Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aurora Veil
- Blizzard
- Moonblast
- Toxic
Ninetales is my lead and my hail-setter. Generally I use it to get up Aurora Veil for the extra damage protection and then switch it out to preserve it. I have Blizzard here because it's 100% acc in hail and 110 pow - it picks off a LOT of Landos and Dragapults turn 1 who try to chance getting a swing in thinking I'm setting up Aurora Veil instead, but it's been a risky move in the past if they switch out to an ice resist. Moonblast is there as a Fairy STAB in case I need it, since I'm not running any other fairies.
I have its EVs in speed to get Aurora Veil up as quick as possible and tank the damage from any turn 1 attack. It also helps to outspeed Taunts whenever possible. Icy Rock is really useful to keep hail up for the Arcto speed, but sometimes I do wonder if I'd rather have a longer Aurora Veil since hail chips at my three non-Ice types if I have to switch them in instead. I truthfully don't have much use for Toxic since I'd rather just switch Ninetales out if I don't have a guaranteed OHKO, but I've been struggling to find something that suits this strat for its fourth slot.

Arctozolt @ Choice Band
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bolt Beak
- Stomping Tantrum
- Icicle Crash
- Iron Tail
Arctozolt is one of my main sweepers as a HEAVY damage dealer. Bolt Beak is 100% acc 85 pow that doubles if it moves first, so I have its EVs in Speed with Jolly + Slush Rush to make it as viable as possible. 458 spe DOES outspeed a fair amount of mon, including non-scarf Dragapult or Zerazora I'm pretty sure. With the exception of electric resists, it OHKO's or 2HKO's most mon in the meta. I run Choice Band with it to an extra kick in attack. Because I also run Arctovish and their whole build relies on hail, I play a little more aggressively when I can or when Ninetales is down to make the most of it, since without 2x speed it can falter against quite a lot.

Arctovish @ Choice Band
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fishious Rend
- Psychic Fangs
- Crunch
- Icicle Crash
Arctovish is my other main sweeper, who is actually really similar to Arctozolt and fulfills just about the same role. I tried this strat on purpose to make use of having a backup sweeper that could utilize the same setup so I could make the most of gained momentum. It's been helpful since they both have CB, so if they get locked into a resisted move then I have a little bit of room to switch between them and keep rolling. Aurora Veil helps offset a lot of damage to get them those 2HKO's.
Icicle Crash is really helpful for the flinch chance and to use against a lot of Grass/Dragon/Ground types, but Psychic Fangs and Crunch are really just niche "backed into a corner" coverage moves. I don't use them very often even if they ARE supereffective, since I'd rather be locked into Fishious Rend for the 170 base pow STAB+CB. Same goes for Zolt's Iron Tail.

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Defog
- Earthquake
- Knock Off
- Stealth Rock
Lando is another damage dealer/electric or earthquake wall, and I sometimes use it as a lead too if I notice another weather-setter on the opposing team since Ninetales is rather speedy. I run defog on Lando which I know might be an interesting choice. My reasoning for that is a switch into Lando with intimidate will normally cause most hazard-setters like Ferro, Toxapex, etc. to switch, which gives me a free turn to Defog without taking damage. I have Earthquake as it's infamous main STAB move, and then Knock Off to soften any mons. I also have Stealth Rock just to be annoying, but I find it less useful in matches where I don't lead with Lando, especially since I've put EVs into Speed rather than any Def.

Chandelure @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Energy Ball
- Will-O-Wisp
- Night Shade
Chandelure is my mid-game damager and my check for a lot of threats like Ferro. It runs Flamethrower and Night Shade for the STAB which is useful against Ice/Grass types that would otherwise be really threatening. I also have Energy Ball to take care of any switch-ins to Water or Ground types, which usually works out because of Chandelure's speed. I used to run Toxic over Wisp because of its exponential damage, but I've found better success with Wisp because of its effect on base power. I don't think there's too much to say - Chandelure is really just a solid support mon with good damage. I do run Infiltrator to take care of things like Kyurems who try to get behind Substitutes.

Salamence @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dual Wingbeat
- Roost
- Outrage
Salamence is usually my late-game clean-up. It's pretty bulky and runs Roost for survivability, then Dragon Dance for a bit of extra set-up to break through any last walls or stalls. Dual Wingbeat is useful for the STAB and also since it hits twice, but it can sometimes be devastating against Rocky Helmet. Then I also run Outrage for the STAB and because it's pretty universally useful in terms of effectiveness. By late-game, my strat is pretty much just "forget type match-ups, just outspeed and outpower anything that's left." I actually used to run Draganite instead with Waterfall over Outrage, but I found that Multiscale could be less rewarding if there were any hazards left up or hail chip damage.
SO YEAH, that is my team! Any help or thoughts/criticism would be appreciated - I am curious what the consensus is about using both Zolt and Vish, and if there's any more cohesive alternative. Thank you guys!!!