OU hail team, with a difference...

I decided to create a hail team that would be able to counter many of the common threats to conventional hail teams in OU. Typical pokemon, such as infernape, blaziken, metagross, jirachi, heatran, tyranitar and machamp normally have the ability to stop most hail teams in their tracks. You may look at some of the pokemon below and think, how would they be useful on a hail team? So I listed their pro-hail properties below their descriptions.

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Abomasnow (F) @ Leftovers
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Ability: Snow Warning
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)

- Blizzard
- Grass Knot
- Hidden Power [Fire]
- Protect

Abomasnow is the staple on a hail team. The opponent usually will not expect me to be running such a speedy abomasnow, and so this will OHKO pokemon such as scizor who would usually be faster. Grass knot is most useful for taking out swampert but it provides useful STAB coverage. Protect scouts for any potentially damaging moves so I know which pokemon to switch to (this usually involves blocking flamethrower and then switching to heatran).

HOW IT USES HAIL – accuracy for blizzard, immunity to hail damage, protect for extra chip damage from hail

Walrein (M) @ Leftovers
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Ability: Ice Body
EVs: 220 HP/240 Def/50 Spd
Bold nature (+Def, -Atk)

- Protect
- Substitute
- Toxic
- Surf

Stallrein, nuff said (except that roar is not needed since clefable deals with stat-boosting types effectively)

HOW IT USES HAIL – ice body ability for extra health, accuracy for blizzard, immunity to hail damage, protect and substitute for extra chip damage from hail + damage from toxic

Heatran (M) @ Choice Scarf
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Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Explosion
- Earth Power
- Flamethrower
- Dragon Pulse

My main switch if I know that a fire/steel attack is coming. Explosion is for blissey (and anything else if I have already KO’d blissey, or they don't have it). Earth power is for other Heatran (who are the bane of many OU hail teams). Flamethrower is the obligatory STAB move, picked for its accuracy over fire blast. Dragon pulse and provides neutral damage on many other pokemon and can also be used against the dragons.

HOW IT USES HAIL – opponent might not expect Heatran because of hail… nothing else really :-)

Starmie @ Icy Rock
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Ability: Natural Cure
EVs: 42 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)

- Blizzard
- Hail
- Surf
- Thunderbolt

Starmie provides some much needed type diversity that many hail teams fail to have. It is also one of a select number of non-ice pokemon that can start up hail (aided by icy rock). Blizzard is to take advantage of the hail, whilst the other two attacks are traditional starmie favourites. I decided not to run recover as it was used little whilst I was originally testing starmie on this hail team, and thunderbolt can take out many common threats in OU.

HOW IT USES HAIL – accuracy for blizzard, can start longer lasting hail for other team members

(lv.2, 15hp) Clefable (F) @ Focus Sash
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Ability: Magic Guard
EVs: 252 in speed so it is able to outrun other lv2 clefable :-)
IVs: 0 in HP
Naughty nature (+Atk, -SDef)

- Endeavor
- Protect
- Thunder Wave
- Encore

This thing has been known to decimate opposing teams. Usually guaranteed at least one kill, it has been known to get up to three. Having 15hp, you can expect hail to finish most pokemon off (whilst you suffer no damage from the hail and any other entry/stage hazards due to magic guard). The other moves do not get much use, although protect is useful to scout after focus sash has activated. This pokemon is especially useful on hail teams due as it can revenge kill many of the pokemon listed at the top (with the noticeable exception of tyranitar as it will negate hail and set up a sandstorm).

HOW IT USES HAIL – immunity to hail, chip damage from hail finishes most enemies off

Breloom (M) @ Toxic Orb
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Ability: Poison Heal
EVs: 250 HP/252 Atk/8 Spd
Adamant nature (+Atk, -SAtk)

- Bulk Up
- Spore
- Mach Punch
- Stone Edge

Breloom can come in on a blissey using toxic and benefit. Bulk up patches breloom’s lower defence and boosts is mighty attack. Mach punch can finish off many pokemon who may think they are faster and have resisted hail after being hit by endeavor from clefable, as well as being a useful priority move in general. Stone edge hits gyarados as well as ensuring that breloom always has an attack that can hit neutral on most pokemon. Breloom counters annoying steel types, and is a non-ice pokemon that actually gains health in hail. This also provides useful type diversity in the team.

HOW IT USES HAIL – poison heal means that breloom will still gain health in hail

Some people forget that there are other pokemon apart from ice types that can benefit from hail and this is where this team really shines through. This is a team that likes hail but can also act like a typical OU team, therefore gaining an immediate advantage over most other teams. Another thing to note is that toxic spikes have no effect upon 3 of the members of this team, reducing the threat of that common entry hazard.

Any suggestions/comments welcome :-)
 
you dont need hail on starmie if you have abomasnow just put recover and rapin spin over hail and blizzard because walerin and abomasnow dont like stealth rock and your team doesnt like spikes/toxic spikes very much.
 
The reason why hail is on starmie is because abomasnow is quite frail and I found it was getting KO'd too much only for tyranitar to switch in. In addition many teams do not expect the blizzard from starmie and this can provide a useful OHKO.

My team loves toxic spikes. Breloom gets poisoned faster and gains health on the first turn in. Clefable is poisoned and thus does not have to worry about hypnosis and toxic spikes also do not affect heatran. Even starmie automatically gets rid of the poison once it switches out due to natural cure. I would say that this team is very resistant to toxic spikes.

Spikes is a less popular move than toxic spikes so I don't think it would be worth giving up the hail/blizzard combination for spikes coverage. My team is also resistant on many levels towards stealth rock - stallrein can recover health loss through protect and so can abomasnow to an extent.
 
Froslass may be better then clefable as she gives you a nice fighting immunity and has destiny bond to net a free KO like clefable. I do like the element of surprise used for clefable who is usually a really bulky pokemon. Overall I still think froslass is better. Also your team still seems infernape weak even with starmie. The choice between hail and rapid spin is tough one. Stealth rocks are extremely popular while saving your strategy from tyranitar and hippowdon can be really useful too. For a hail team you don't have that big of a stealth rock weakness so hail may be best.
 
I did used to run a froslass with this set (incidentally instead of clefable) and the fighting immunity is sorely missed, but faced with infernape I have several strategies to deal with it:
1. Take a hit, and then stall with stallrein until infernape is dead
2. Switch to starmie (which is resistant to both of infernape's STABs), use surf
3. Explode/earth power with heatran
4. Mach punch with breloom is it is near death
5. Use the clefable to score a OHKO
I've never used a destiny bond froslass before, but she is certainly speedy enough to do it, I'll test her in the team.

Another thing I've been wondering is whether I should increase the EV's in starmie's speed to maximum (reducing hp evs to 4). This would allow me to outspeed a lot of other threats. Any thoughts?
 
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