That was pretty tight competition for Psychic-type first place. I hope we get more entries for this one, it's fun seeing what everyone else did.
So, Ice-types. In poke-Hawaii. And not the island with a cold mountain. So where on Akala WOULD we find cold enough to have an ice-type specialist? At the bottom of the ocean, of course. So, here we have a diver/scientist/submariner, exploring the deepest reaches of the oceans around Akala, where the water is frigid and dark.
Crabominable is an ice-type that lives in the water and evolves when it's very cold. Lanturn and Mantine are both species that live in deep water. Aurorus is an ice-type fossil, and fossils are often found in underwater rocks. Stoutland is, of course, based on a cold-adapted dog that commonly swims. And Glaceon is the final ice-type and I have no other justification for it.
And for our diver, they mostly all serve another purpose. Mantine is transport to the dive site, Lanturn is light in the depths, Crabominable can operate that deep, Stoutland is the emergency rescue dog(and having a Stoutland is what got our diver swimming heavily in the first place), Aurorus acts as a beacon from shore or the ship, Glaceon exists...They all have a reason.
Lead Aurorus for Rocks+Hail. Lanturn is bulky with Volt Switch. Mantine is a stall set with Tailwind. Glaceon sets Veil and/or Hail. Stoutland comes out with Choice-Locked STAB Return, fitting for our diver's first mon*. And Crabominable in theory has Z-Ice Hammer but dies before landing a blow. This team's honestly okay, but the Ice-type hurts. I've got a lot of speed control, but none of the mons are fast enough to outspeed a snail even if Tailwind or Icy Wind is helping them. And a single Steel or Fighting type sweeps. But at least Fire and Rock aren't auto-wins, and even water can't wall these hits.
*We were talking earlier about how we build our teams. If I use a choice item, I want to make it as hard to misuse the mon as possible. That often means picking a single strong move and ignoring coverage. Which, with Scrappy, is honestly fine.
Other options: Miltank's(or RaticateA's) Thick Fat was an option. I considered Ghosts for a shipwreck vibe, but the flavor on all of them was a bad fit. Kecleon and Castform's type-shifting shenanigans were appealing, but they both just suck so hard(I love Castform and it's so bad). And as always with Ice, there were like 20 waters I could viably have chosen. I really wanted to use Z-Aurora Veil or Z-Hail for setting+speed boost, but ugh all Ice-types are slow enough that it doesn't seem likely to matter.
So, Ice-types. In poke-Hawaii. And not the island with a cold mountain. So where on Akala WOULD we find cold enough to have an ice-type specialist? At the bottom of the ocean, of course. So, here we have a diver/scientist/submariner, exploring the deepest reaches of the oceans around Akala, where the water is frigid and dark.
Crabominable is an ice-type that lives in the water and evolves when it's very cold. Lanturn and Mantine are both species that live in deep water. Aurorus is an ice-type fossil, and fossils are often found in underwater rocks. Stoutland is, of course, based on a cold-adapted dog that commonly swims. And Glaceon is the final ice-type and I have no other justification for it.
And for our diver, they mostly all serve another purpose. Mantine is transport to the dive site, Lanturn is light in the depths, Crabominable can operate that deep, Stoutland is the emergency rescue dog(and having a Stoutland is what got our diver swimming heavily in the first place), Aurorus acts as a beacon from shore or the ship, Glaceon exists...They all have a reason.
Aurorus @ Icy Rock
Ability: Snow Warning
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Stealth Rock
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Icy Wind
- Signal Beam
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Scald
- Tailwind
- Haze
Glaceon @ Light Clay
Ability: Snow Cloak
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Shadow Ball
- Hail
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
Crabominable @ Icium Z
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Ice Hammer
- Earthquake
- Thunder Punch
Ability: Snow Warning
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Blizzard
- Freeze-Dry
- Earth Power
- Stealth Rock
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Icy Wind
- Signal Beam
Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Scald
- Tailwind
- Haze
Glaceon @ Light Clay
Ability: Snow Cloak
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Shadow Ball
- Hail
Stoutland @ Choice Band
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
Crabominable @ Icium Z
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Ice Hammer
- Earthquake
- Thunder Punch
*We were talking earlier about how we build our teams. If I use a choice item, I want to make it as hard to misuse the mon as possible. That often means picking a single strong move and ignoring coverage. Which, with Scrappy, is honestly fine.
Other options: Miltank's(or RaticateA's) Thick Fat was an option. I considered Ghosts for a shipwreck vibe, but the flavor on all of them was a bad fit. Kecleon and Castform's type-shifting shenanigans were appealing, but they both just suck so hard(I love Castform and it's so bad). And as always with Ice, there were like 20 waters I could viably have chosen. I really wanted to use Z-Aurora Veil or Z-Hail for setting+speed boost, but ugh all Ice-types are slow enough that it doesn't seem likely to matter.