Gen 4 Hail

I lead this team with Abomasnow.

He knows Sword Dance, Ice Shard, Wood Hammer and Leech Seed.
As the thread sugest, it is a Hail team. So, who is better to lead my team as some pokémon who have Snow Warning ability?
He knows Wood Hammer who is a very strong move, and Ice Shard who is a priority move, if the enemy is a bulk pokémon I can go for a leech seed...
But, Abomasnow is in the team only because it's ability Snow Warning.

Then I have Clefable.

She knows Flamethrower, Grass Knot, Softboiled and Blizzard.
Because her ability Magic Guard, she is imune to Hail. What is perfect to have a Hail team don't need to be a mono ice team.
Her EVs are in SPATK and HP, and have a variaty of moves to atk the enemy and Softboiled to recover. I choice Blizzard over Ice Beam because the accuracy boost in Hail.

Then I have Mamoswine.

He knows Earthquack, Ice Shard, Stone Edge and Iron Head.
The main reason to him be in the team is his ability Snow Cloak who raises it's evasiviness 1.25x.
He also a bulk pokémon with strong EarthQuack stab move and priority Ice Shard... About Iron Head, I'm not sure if it have a better move to replace it.

Then I have Froslass.

She knows Destiny Bond, Blizzard, Psychic and Thunderbolt.
Since Ice is weak to figth, I think a Ghost pokémon is very necessary. And Froslass have also the Snow Cloak ability what can save us sometimes.
I put Blizzard because the Hail acuracy and Psychic thinking about the fighters will come against this ice team.

Then I have Cloyster.

He knows Explosion, Blizzard, Surf and Hiden Power Ground.
Actually, this team is for about a specific tier who just allowed Hiden Power if the trainer won some competition, and I won the right to use Cloyster with Hiden Power and was wondering how the best way to do this, I just choice Hiden Power Ground for now but I'm open for sugestions.
Most of times with Cloyster I just use Explosion.

For last I have Walrein.

He knows curse, rest, sleep talk and Avalanche.
His EV is in DEF e HP with a Impish nature. It's already very bulk and it also have Ice body to recover hp in Hail.
The strategy is very simple, go for curse how many time was possible. Go for rest if the healthy is under half and Sleep Talk go for random actions... Avalanche to kill the enemy.


Some battles to you see how this team works:
https://replay.pokemonshowdown.com/gen4ubers-1688671166
https://replay.pokemonshowdown.com/gen4ubers-1689097879
https://replay.pokemonshowdown.com/gen4ubers-1689809046
https://replay.pokemonshowdown.com/gen4ubers-1689880535
https://replay.pokemonshowdown.com/gen4ubers-1689892155
https://replay.pokemonshowdown.com/gen4ubers-1689990939
https://replay.pokemonshowdown.com/gen4ubers-1690033433
https://replay.pokemonshowdown.com/gen4ubers-1690570694
https://replay.pokemonshowdown.com/gen4ubers-1690717838
https://replay.pokemonshowdown.com/gen4ubers-1690739027
https://replay.pokemonshowdown.com/gen4ubers-1690753873
https://replay.pokemonshowdown.com/gen4ubers-1694967109
https://replay.pokemonshowdown.com/gen4ubers-1695253805
https://replay.pokemonshowdown.com/gen4ubers-1695282020
https://replay.pokemonshowdown.com/gen4ubers-1710635009
https://replay.pokemonshowdown.com/gen4ubers-1711610702
https://replay.pokemonshowdown.com/gen4ubers-1712890320
https://replay.pokemonshowdown.com/gen4ubers-1742708469
https://replay.pokemonshowdown.com/gen4ubers-1755488967

Pokepasta of the team: https://pokepast.es/bf731fd3b60f8ce6
 
Last edited:

Cdijk16

Cdijk21 on PS!
is a Pre-Contributor
If this tournament has any special rules, please mention them in the OP. Looking at the replays, I'm certain this is NOT a DPP Ubers tournament. I can't give you reasonable advice if I don't know the ruleset you're playing in.
Regardless of what ruleset you're playing by, this team has a HORRENDOUS weakness to Fire, Rock and Fighting type attackers. Just because it's a hail team, doesn't mean you should run 5 Ice Types.
 
If this tournament has any special rules, please mention them in the OP. Looking at the replays, I'm certain this is NOT a DPP Ubers tournament. I can't give you reasonable advice if I don't know the ruleset you're playing in.
The rules are simple!
-The pokemon are around lv 60.
-Isn't allowed itens
-Isn't allowed Mew, Mewtwo, Lugia, Ho Oh, Celebi, Latias, Latios, Kyogre, Groundon, Rayquaza, Jirachi, Deoxys, Palkia, Dialga, Giratina, Darkrai, Heatran, Regigigas, Cresselia, Phione, Manaphy, Shaymin and Arceus.
-Isn't allowed Hidden Power.
But, as some tournament prizes, some pokemon are allowed to use Hidden Power. Last tournament I was in 3rd and won a Cloyster with Hiden Power, that is why I decide to make a Hail team, to use my new Cloyster.

Regardless of what ruleset you're playing by, this team has a HORRENDOUS weakness to Fire, Rock and Fighting type attackers. Just because it's a hail team, doesn't mean you should run 5 Ice Types.
I admit 5 ice type is too much, but, despite of Clefable Magic Guard ability. There is no other no-ice type pokemon who can interact with Hail... that's the why I put so many ice type pokémon.

Against Fighting pokémon I have Froslass who is Ghost. Against Fire my best option is Cloyster, what isn't a good choice I admit.
 

Cdijk16

Cdijk21 on PS!
is a Pre-Contributor
The rules are simple!
-The pokemon are around lv 60.
-Isn't allowed itens
-Isn't allowed Mew, Mewtwo, Lugia, Ho Oh, Celebi, Latias, Latios, Kyogre, Groundon, Rayquaza, Jirachi, Deoxys, Palkia, Dialga, Giratina, Darkrai, Heatran, Regigigas, Cresselia, Phione, Manaphy, Shaymin and Arceus.
-Isn't allowed Hidden Power.
But, as some tournament prizes, some pokemon are allowed to use Hidden Power. Last tournament I was in 3rd and won a Cloyster with Hiden Power, that is why I decide to make a Hail team, to use my new Cloyster.


I admit 5 ice type is too much, but, despite of Clefable Magic Guard ability. There is no other no-ice type pokemon who can interact with Hail... that's the why I put so many ice type pokémon.

Against Fighting pokémon I have Froslass who is Ghost. Against Fire my best option is Cloyster, what isn't a good choice I admit.
The rules are simple!
-The pokemon are around lv 60.
-Isn't allowed itens
-Isn't allowed Mew, Mewtwo, Lugia, Ho Oh, Celebi, Latias, Latios, Kyogre, Groundon, Rayquaza, Jirachi, Deoxys, Palkia, Dialga, Giratina, Darkrai, Heatran, Regigigas, Cresselia, Phione, Manaphy, Shaymin and Arceus.
-Isn't allowed Hidden Power.
But, as some tournament prizes, some pokemon are allowed to use Hidden Power. Last tournament I was in 3rd and won a Cloyster with Hiden Power, that is why I decide to make a Hail team, to use my new Cloyster.


I admit 5 ice type is too much, but, despite of Clefable Magic Guard ability. There is no other no-ice type pokemon who can interact with Hail... that's the why I put so many ice type pokémon.

Against Fighting pokémon I have Froslass who is Ghost. Against Fire my best option is Cloyster, what isn't a good choice I admit.
This is somewhat similar to DPP OU minus Heatran and Jirachi, so I think I can give advice on this.
1. This team doesn't have good answers to DD Tar. Provided it doesn't get cheesed by Snow Cloak, it pretty much 0hkos everything after Stealth Rock.
2. Swords Dance Scizor 6-0s this.
3. Infernape is impossible to switch into, it gets a KO every time it comes .
Changes I recommend
1. Lead with Froslass to get Spikes up early. This is conjunction with Hail will heavily limit Infernape's opportunities to attack.
2. Add a bulky water type like Swampert, preferably with Roar to handle Tyranitar and Scizor.
3. Try to fit a stealth rocker somewhere.
 

Cdijk16

Cdijk21 on PS!
is a Pre-Contributor
I can teach Stealth Rock to Mamoswine in the place of Iron Head.


I would like to try this, but Froslass is more an ofensive pokemon, I don't know if it can survive enouth to put 3 layers of spikes.
It doesn't have to get 3 layers, if it gets 1 and takes something down with Destiny Bond that's usually a win in my book. Oh, and another reason to use Swampert is that it blanks non-Grass Knot Infernape.
 
pretty much u can have aboma and clef, maybe walrein and mamo but u have to ditch everything else, this is just workable and will not do in this meta.

1) your replays btw are flawed asf, they arent tested in a real DPP OU or DPP ubers environment and they do not represent the current meta
2) this is basically low ladder opponents that you are battling against
3) well the changes I would make are

SD aboma -> All out attacker

Abomasnow @ Leftovers
Ability: Snow Warning
EVs: 252 Atk / 172 SpA / 84 Spe
Lonely Nature
- Wood Hammer
- Blizzard
- Ice Shard
- Earthquake

This is the set I would run and is prob the most viable you can get especially with the teams that are going to be made.

3 attack clef -> utility clef

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thunder Wave
- Knock Off
- Seismic Toss
- Soft-Boiled

t wave helps aboma to apply pressure and actually be able to nail pokemon since it quarters the opponents speed and helps it actually threaten things. Knock makes hail damage stick and rack up more against opponents.

Cloyster -> Swampert

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Waterfall
- Ice Punch

This gives u a way to deal with fire types such as heatran, infernape, jirachi and more. This also gives u a rocker that you can use on the team. Still provides a water type for ur team that cloyster was supposed to fill.

mamo -> CB mamo

Mamoswine @ Choice Band
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Stone Edge
- Knock Off

This gives u an actual breaker on this hail team and knock off will be useful when i explain the next pokemon. Knock off is useful for knocking lefties of other physical checks to mamo that would want to switch in such as hippo, milo, latias, donphan, etc.

frosslass -> scarf zone

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Fire
- Thunder Wave
- Explosion

this gives u speed control and gives u a way to trap skarm that screws over mamo and aboma, this also gives u a way to just para would be problems such as CM rachi, latias, etc.

THis is prob the best ur gonna get with a hail team... idk what direction u wanted to go with it but i doubt that any other owuld make this any more viable
 
The rules are simple!
-The pokemon are around lv 60.
-Isn't allowed itens
-Isn't allowed Mew, Mewtwo, Lugia, Ho Oh, Celebi, Latias, Latios, Kyogre, Groundon, Rayquaza, Jirachi, Deoxys, Palkia, Dialga, Giratina, Darkrai, Heatran, Regigigas, Cresselia, Phione, Manaphy, Shaymin and Arceus.
-Isn't allowed Hidden Power.
This format is boggling my mind, do you have any idea why some of these rules, namely the level cap (which, based on the replays, is not consistent), lack of items, banning of Hidden Power, and allowance of Garchomp were put into place? I feel like understanding what is actually going on in this tournament will help future advice immensely. I think the problems and solutions presented in the above messages are probably the best you're going to get, as even under a less wacky ruleset hail teams are just not that good, but I admire the dedication to the idea. If you have your heart set on hail, I recommend changing the Walrein set to the more traditional Stallrein(Protect, Substitute, and 2/3 of Super Fang, Toxic and Surf) to take advantage of the fact that, in an itemless format, you will be the only Pokemon able to recover health passively. Without lefties it won't be as strong as it normally can be, and of course it's already pretty flawed, but I think it will be a much better way to get mileage out of it than this Curse set you've got going which is super vulnerable to phasing and special attackers because of how generally meh Walrein's attack is even with boosting.

That said, I think at the end of the day the effectiveness of any advice we give you will be severely hampered by the fact that most of the people here are knowledgeable about how to play in certain set formats, against opponents who are likely to play and think along similar lines, and this tournament seems like it's a bunch of people slapping random shit together and seeing what happens. As the old adage goes, the greatest swordsman in the world does not fear the second best, he fears the worst, for there is no telling what he may do. We can help to optimize the team until the cows come home, but in such a live fire environment full of random elements, you literally will never be able to cover everything. Without any idea what kinds of teams and players you're likely to run into, we can only provide vague suggestions.
 

Cdijk16

Cdijk21 on PS!
is a Pre-Contributor
pretty much u can have aboma and clef, maybe walrein and mamo but u have to ditch everything else, this is just workable and will not do in this meta.

1) your replays btw are flawed asf, they arent tested in a real DPP OU or DPP ubers environment and they do not represent the current meta
2) this is basically low ladder opponents that you are battling against
3) well the changes I would make are

SD aboma -> All out attacker

Abomasnow @ Leftovers
Ability: Snow Warning
EVs: 252 Atk / 172 SpA / 84 Spe
Lonely Nature
- Wood Hammer
- Blizzard
- Ice Shard
- Earthquake

This is the set I would run and is prob the most viable you can get especially with the teams that are going to be made.

3 attack clef -> utility clef

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thunder Wave
- Knock Off
- Seismic Toss
- Soft-Boiled

t wave helps aboma to apply pressure and actually be able to nail pokemon since it quarters the opponents speed and helps it actually threaten things. Knock makes hail damage stick and rack up more against opponents.

Cloyster -> Swampert

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Waterfall
- Ice Punch

This gives u a way to deal with fire types such as heatran, infernape, jirachi and more. This also gives u a rocker that you can use on the team. Still provides a water type for ur team that cloyster was supposed to fill.

mamo -> CB mamo

Mamoswine @ Choice Band
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Stone Edge
- Knock Off

This gives u an actual breaker on this hail team and knock off will be useful when i explain the next pokemon. Knock off is useful for knocking lefties of other physical checks to mamo that would want to switch in such as hippo, milo, latias, donphan, etc.

frosslass -> scarf zone

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Fire
- Thunder Wave
- Explosion

this gives u speed control and gives u a way to trap skarm that screws over mamo and aboma, this also gives u a way to just para would be problems such as CM rachi, latias, etc.

THis is prob the best ur gonna get with a hail team... idk what direction u wanted to go with it but i doubt that any other owuld make this any more viable
He said the tournament doesn't allow items.
 

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