Tom's Teams: All Hail the Hail Team~!

Nov 05, 2008 07:35

Sorry for the lateness here. Busy busy week! :o

Alright, this week, we're going to take another crack at a weather-based team, this time the less-popular Hail Team. Hail teams are a lot harder and more unattractive to make because of the scarce few critters that are immune to the weather effects. Sandstorm encompasses three different types plus Cacturne with its Sand Veil ability. Hail only covers Icers. Everything else in OU and below takes damage except the odd Cloud Nine Golduck and Magic Guard Clefable. For this reason, either Hail teams are eschewed or they comprise of critters that can take damage but are either bulky enough to shake it off or just hit hard enough to warrant inclusion. So, without further ado...

Abomasnow @ Leftovers/Big Root


Calm Nature, 252 EVs in HP and SpDef, 4 in SpAtk
- Leech Seed
- Blizzard
- Ingrain
- Light Screen

Support Abomasnow kicks the game off. If you feel like you can beat your opponent's lead, go with Ingrain and Leech Seed to kick off and then bombs away with 100% accurate Blizzard. If not, Screen 'n run. 'Snow is very tricky to use because of its 7 weaknesses, including a 4x weakness to Fire, but it's the only critter that starts up Auto-Hail, so your main focus should be to keep it alive at all costs. That means being very judicious with how you switch it in and out. Big Root is for if you play against someone anal about enforcing Item Clause, because you might need Lefties better on the non-Ice contingient of the team.

Vaporeon @ Leftovers


Calm Nature, 252 EVs in HP, 188 in SpDef and 68 in SpAtk
- Surf
- Blizzard
- Wish
- Protect

Any team based on an icy motif is bound to attract both Fire and Rock types. Vaporeon can take care of both while providing a good Special Wall and some Wish support for itself and everyone else on the team.

Froslass @ Brightpowder


Modest Nature, 252 EVs in SpAtk and Spd, 4 in HP
- Blizzard
- Thunderbolt
- Thunder Wave
- Confuse Ray

ParaFusion and BoltBeaming... a lovely combo. You might not get SE on most of the Fighters out there, but you can provide a safe switch-in on that mean old Machamp or even Lucario, provided your opponent doesn't predict correctly and use Dark Pulse.

Mamoswine @ Life Orb


Jolly Nature, 252 EVs in Atk, 236 in Spd and 20 in HP
- Ice Shard
- Earthquake
- Stone Edge
- Stealth Rock

This spread is built to outspeed all neutral-Spd natured Lucarios and for good reason. Lucario would wreak havoc on Mamo with a STAB Fighting move. Luckily, Mamo has STAB EQ, which destroys Luke, well, and a lot of other things too. Ice Shard is the STAB option for Dragons and such that helps with Mamo's speed, and Stone Edge is just a good utility attack. Stealth Rock helps build up residual damage on switch-outs.

Starmie @ Wise Glasses


Timid Nature, 252 EVs in SpAtk and Spd, 4 in HP
- Rapid Spin
- Surf
- Blizzard
- Thunderbolt

As you might have figured out from the dominance in typing on this team, it's fairly SR weak. Therefore, it's good to have a Spinner around to clear the hazards threatening your team. Starmie is the choice here because it can fill another role as another special attacker that can utilize 100% accurate Blizzards. Surf and Thunderbolt round out the coverage here.

Lucario @ Choice Band


Jolly Nature, 252 EVs in Atk and Spd, 4 in HP
- Extremespeed
- Close Combat
- Ice Punch
- Earthquake

Choice-itemed Lucario is a great fit for this team. Using it as a hit-and-run critter makes sense because it's not immune to Hail damage. Choice Band over Choice Specs here because this team needs another physical attacker. A two-headed monster of Luke and Mamo can strike fear into many a Blissey, especially since Luke gets Close Combat. Ice Punch is a great new addition to its moveset as well.

As always, all thoughts, questions, comments, criticisms and other jazz are not only welcomed but encouraged.
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