SS OU just arctobros being arctodudes (optimizing my hail team)

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.gif

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.gif

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.gif

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.gif

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.gif

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.gif

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!!!
 
Hello mystoffelees! Very cool team here (pun intended)!
Here are some changes I would like to implement:
:ss/ninetales-alola:
Freeze Dry > Toxic
Your Ninetales is running an offensive EV spread, so I suggest swapping Toxic with Freeze Dry. It also hits problematic Water-types like Swampert or Toxapex harder.

:ss/landorus-therian:
Set & EV spread
Lando-T should either be offensive or defensive, not both. I suggest changing the set and the EV spread to a more defensive spread.

:ss/heatran:
Heatran > Chandelure
Heatran outclasses Chandelure as a good Fire-type in Hail. It also synergizes well with all the other mons in the team, and it can also set-up rocks.

:ss/dragapult:
Dragapult > Salamence
Dragapult is a great option for a hail team, and it is also great at mid-to-late game cleanup.

Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aurora Veil
- Blizzard
- Moonblast
- Toxic

Arctozolt @ Choice Band
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bolt Beak
- Stomping Tantrum
- Icicle Crash
- Iron Tail

Arctovish @ Choice Band
Ability: Slush Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fishious Rend
- Psychic Fangs
- Crunch
- Icicle Crash

Landorus-Therian @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock / Defog
- Earthquake
- U-turn
- Knock Off / Toxic

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic / Stealth Rock

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- U-turn
- Flamethrower / Thunderbolt
 
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