Hello to all my brothers and sisters! I've been playing around with my first hail team of this gen, doing a little creeping up the ladder with it (I'm at about 1600 so far) and wanted to share the team.
I initially came to hail as an amendment to a stall team, but that got turned around quickly. I used to stall at the top of the old GSC days, stalling so much I ended up becoming a low carb vegan to stall for more years on my life (and probably more battles). However, I'm much more intrigued by offensive teams in recent years, so a team like this quickly changed to a much more offensive scheme.
Teambuilding:
I'll briefly go into my team-building process. I was first intrigued by the core of Alola Ninetales, Mega Diancie and Volcarona. Ninetales is pretty much just a utility, but Diancie and Volcarona are pretty good partners for each other, especially behind Aurora Veil.
I next added Rotom-Wash, not being able to do anything to Heatran and in desperate need of a defogger.
Finally, as the idea behind my team was already offense, I decided to use Choice Scarf Garchomp and Slush Rush Sandslash as a means to cover everything else in the meantime.
I quickly learned that both Slushslash and Slush Beartic are both horrible in OU. The are too dependent on hail being up, and are absolutely dead weight without it. Since I need Aurora Veil more, therefore needed to use Light Clay on Ninetales instead of Icy Rock, I wanted to try something else that might be able to use the hail. With a little help from my homie 6ixpod, I settled on Sash Weavile, not really the most effective abuser of the weather, but hail doesn't break the sash and it is really helpful to get around things like Hawlucha and some other set-up sweepers.
The Team:
Ninetales-Alola (M) @ Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Hypnosis
- Blizzard
Ninetales is my lead for most teams that don't use entry hazards. If the opponent doesn't have an entry hazard lead not named Landorous-T, then I'll lead with the ice fairy. Freeze-Dry is necessary for helping with bulky waters and common abusers of Swift Swim that it prevents from switching in. Hypnosis can help in some situations, but mostly I'll be rolling with Aurora Veil off the bat.
Diancie @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Hidden Power [Ground]
- Substitute
Diancie is my main special stallbreaker, so that's why I forwent HP Fire and used HP Ground for Heatran instead. Also HP Fire doesn't give Diancie full 350 speed, which ties Latios, although Latios doesn't really stay in on Diancie anyway. HP Fire is WAAAAAYY more helpful, as it is a surefire OHKO on Kartana (non-scarfed of course but scarf is rarer now because it's not very good IMO), and a way to knock back other Steel types that might be able to rip a hole in this team. I was bluffing speed and running HP Fire for a while, but decided instead to keep Fire Blast on Chomp. Substitute is my absolute savior, but haven't really considered Calm Mind because Diamond Storm is an awesome and useful move I don't really want to give up.
Rotom-Wash @ Iapapa Berry
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog
The only Rotom Wash set you'll find nowadays. Very easy to switch in to Steel types and can threaten with Will O Wisp or just use Defog. Also destroys Sand teams which can be a pest if they are built right. I haven't tried another item other than Iapapa Berry, but thinking about switching to Citrus Berry because of the sheer lack of times Rotom is actually that far down in HP. It takes so little damage from attacks it switches into under Veil, it usually hangs around that half way mark, even with the hail damage.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Stone Edge
- Fire Blast
Typical revenge-Chomp. Probably the most commonly used set now. Need Fire Blast to help with Steel types, but Poison Jab was pretty useful for Tapu Bulu switch-ins.
Volcarona @ Buginium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain
Volcarona can definitely find time to set up behind Veil, and it gives it more opportunities to clean late in the game. Bug-Z is the absolute best, and I used Giga Drain over Psychic since I can usually use Chomp, Volt Switch and Freeze-Dry to help with Toxapex, and Giga Drain will help Volcarona stay healthy under chip hail damage. I also need it for things like opposing Rotom-W and Water/Ground's like Gastrodon and Quagsire.
Weavile @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
I had Swords Dance over Low Kick for a while, but had some trouble setting up due to Weavile's frailty, but it's so good at taking care of a lot of set-up sweepers that are not Fire-types, thanks to the combination of attack, sash save plus Ice Shard.
Conclusion:
I've had probably the most trouble with stall, but can usually work around most stallers. Chansey is a particular pest since I can't 2HKO is at all without Weavile knocking off Eviolite. The most difficult part is getting up veil AND mega-evolving Diancie to immediately help with Chansey seeing as how they have the same counters, because otherwise it rips apart my whole team with Toxic/Soft Boiled. Any advice would be appreciated.
Peace and Love to all!