Rate my Hail team

Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Aurora Veil
- Freeze-Dry
- Encore
- Pain Split


Ninetales is my quintessential lead Hail setter that Arctozolt needs to break through opponents with the chip damage provided by hail neutering Focus Sash users, equipped with Icy Rock to give Arctozolt more chances to kill. The EV spread is just a generic Max HP Max Speed spread to help Ninetales tank a hit or two without going down while also being fast enough to effectively set up Aurora Veil, hit stuff with Freeze-Dry and lock a slower, more passive mon into an undesirable move. 4 leftover EVs go into SpA to boost damage done by a slight bit. Aurora Veil helps as a bandaid to Ninetales’ low defenses, allows Arctozolt to last even longer and gives Kommo-O a safe place to set up behind. Freeze-Dry is a spammable STAB that beats Lando and other grounds while also having a chance to freeze. Encore helps lock set-up sweepers into boosting moves to allow a teammate kill them off and locks defensive mons into passive moves to allow something to set-up on it. Pain Split provides Ninetales with some form of recovery to avoid dying even more.

Arctozolt @ Heavy-Duty Boots
Ability: Slush Rush
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Substitute
- Bolt Beak
- Blizzard
- Low Kick


Standard Arctozolt. Great Mixed STAB that threatens almost every part of the meta, ground and flying types being its biggest targets. Outspeeds alot under Hail. Has enough bulk to take a hit, especially when supported by Aurora Veil. HDB are put on it to prevent hazards from neutering it. Naive nature with Max Speed, Max Attack and 4SpA EVs to give Zolt as much speed as possible and a hard hitting Bolt Beak while still hitting things hard with Blizzard due to its BP and guaranteed hits under hail. Bolt Beak serves as its STAB nuke that threatens Corviknight, Tornadus, the Kanto Slowtwins, Toxapex among other things. Blizzard as a spammable 110 BP special STAB that beats Lando, Garchomp, Dragonite and Hippowdon, beats most Tornadus variants and has a freeze chance to piss off your opponent that just switched in their scarf Kartana, which will probably die to Blizzard anyways. Low Kick beats TTar and Bisharp and threatens Magnezone and Melmetal. Substitute aids in Arctozolt’s longevity and allows it to throw out one more hit after hail subsides before switching out.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 232 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock


Standard Sp.Def Heatran, traps and eliminates Corviknight, Clefable, Toxapex and other stall/defensive mons while setting rocks to allow for an easier sweep from Arctozolt or Kommo-O. Carries Leftovers for passive recovery to help keep it alive throughout a match. 252 HP and 232 SpD EVs allow it to survive a single Earth Power from opposing Heatrans and take Pex’s Scald to the face endlessly, while 24 Spe EVs help it outspeed defensive Lando to KO it with Magma Storm if it has already taken damage and allows it to outspeed multiple other defensive mons like Corviknight to prevent it from U-Turning away without punishment. Magma Storm traps Clef, Pex, Corv and other defensive mons as mentioned earlier and does passive damage bypassing Clef’s Magic Guard. Earth Power helps it combat other Heatran and steel types reliably without accuracy worries and can beat Clef by lowering its SpD. Taunt shuts down Clef/Pex/Corv’s recovery to kill them faster while also blocking hazards from slower mons. Stealth Rock chips away at vulnerable mons to make sweeps easier and forces defoggers like Corviknight to come in and risk a kill from Arctozolt.

Kommo-o @ Salac Berry
Ability: Overcoat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Poison Jab
- Substitute


Kommo-O acts as a powerful hard-to-kill belly drum sweeper supported by Aurora Veil to keep it going. Overcoat is selected as its ability to negate Hail damage. Salac Berry is alotted to quickly boost its speed after a Substitute and a Belly Drum. Max Attack and Max Speed @ Jolly give it as much power and speed as it can get after setting up, with 4 EVs alotted to HP to give it a slight bit better bulk. Belly Drum is its main setup move, maxing out its attack and allowing it to break through walls better. Drain Punch serves as a STAB recovery attack that nails Corv and other steels and works well with its low uninvested HP. Poison Jab OHKOs Tapu Lele and OHKOs most Clefable variants (unless PhysDef Unaware). Substitute helps in not only triggering the Salac Berry boost but also prevents Kommo-O from being hit with a crippling status and aids in its longevity.

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Thunderbolt
- Focus Blast


Tapu Lele is the special-wallbreaker of the team that beats Pex, Corv, Tornadus, Blissey, Clef and Slowbro and is also very hard for counters to switch into. Psychic Terrain blocks priority to prevent revenge killing while boosting Psyshock’s power to extreme levels. Specs are to make it hit as hard as possible with 4 SpD EVs slotted in to make taking a Shadow Ball to the face just a little less of a pain. Generic Max Speed @ Timid and Max SpA help it kill things as quickly and effectively as possible. Psyshock nails specially defensive mons such as Blissey that expect Psychic and still hits Pex extremely hard. Moonblast is a spammable yet powerful STAB that hits fighting and dark types hard while threatening switch-ins such as Heatran with a SpA drop. Thunderbolt serves as general coverage to hit flying types and water types hard along with having a chance to paralyze. Focus Blast helps to kill steel-type switch-ins such as Heatran, Melmetal and Ferrothorn.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Doom Desire
- Aura Sphere
- Wish
- U-turn


This Jirachi opts into an offensive support role to keep momentum and pressure up against opposing teams using its Toxic immunity, rocks resistance and utility. Leftovers are used to give it some passive recovery to make up for its lack of direct recovery. 224 HP EVs help it take hits survive throughout the game, Max SpA @ Modest helps it do as much damage as possible and 32 Spe EVs help it outspeed most defensive mons and successfully pivot away from Defensive Lando. Doom Desire serves as a no-immunity STAB nuke that eases walls into KO range to make it easier for Kommo-O, Tapu Lele and Arctozolt to get kills, a way to hit opposing Tapu Lele and Clefable hard and even chips away at switch-ins that sponge the attack. Aura Sphere threatens any steel-type switchins such as Melmetal and Heatran that absorb its Doom Desire. Wish helps give Ninetales even more chances to set up, Arctozolt, Tapu Lele and Heatran more longevity and gives Kommo-O a second chance to sweep or wallbreak if it hasn’t yet consumed its Salac Berry. U-Turn is just a general pivoting move for safely switching in Ninetales, Arctozolt and Kommo in against threats faster than Jirachi.

I find that Hazards are the biggest threat to the team, especially since Ninetales lacks HDB and is rocks-weak, along with Arctozolt being vulnerable if it gets Knocked or Tricked. I’ve been thinking about maybe replacing Jirachi with Latias due to Future Sight already being boosted by Lele’s Psychic Terrain, Defog, instant recovery and pretty much the same offensive and utility movepool aside from those. Feedback is definitely appreciated.
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