I love weather teams, and up until now I haven't had much success at running a good Hail or Sandstorm team. I always assumed Snover was useless, and through my attempts at a sub-seeding lead Snover, I learned that he was useless. Then I found this set up, and also replaced a Blastoise, and have never looked back.
Snover @ Choice Scarf
Ability: Snow Warning
Nature: Modest
EV's: 252 Speed/252 Sp. Atk/4 HP
-Blizzard
-Energy Ball
-Shadow Ball
-Hidden Power (Ground)
Snover is the obvious choice for any hail team, as it makes a permanent hail storm. Now, I bet you are wondering "Why aren't you running the standard Abomasnow set of Sub/Focus Punch/Leech Seed/Blizzard?" Well, plain and simple, it doesn't work for me on this team. Other leads are too fast and Snover is far too frail. With Choice Scarf, Snover outspeeds the slower leads in UU and can switch out immediately on the faster ones. The attacks offer very good coverage overall, with HP Ground obviously to take care of Rock and Fire types.
If I get caught against an Ambipom lead, I switch out to Spiritomb quickly. A fire lead can normally not resist attacking with a fire attack, so I bring it Arcanine. If I can forsee a fire attack coming (Azelf comes to mind), again, out comes Arcanine. Normally though, if Snover can't handle the opposing lead, I bring in Torterra. The main problem here is Hippopotas. Energy Ball does OHKO, but then I have to bring Snover back in to get hail up.
Walrein @ Leftovers
Ability: Ice Body
Nature: Bold
EV's: 252 Def/220 HP/38 Sp. Def
-Substitute
-Surf
-Protect
-Toxic
Standard Stallrein. Recovers 12% HP per turn, meaning after a Sub and Protect, I'm at full health again, while the opponent will have take Toxic damage. Surf so I can't simply be taunt bait. Stallrein is the star on all hail teams and here is no different. Clefable is the only real problem (See: Encore), hence why I replaced Blastoise with Hitmonlee.
Arcanine @ Life Orb
Ability: Flash Fire
Nature: Naughty
EV's: 58 Atk/252 Speed/200 Sp. Atk
-Flare Blitz
-Extremespeed
-Overheat
-Hidden Power (Grass)
Arcanine manages to steal the show a lot with this team. It is normally very easy to keep him hidden until someone decides they are going to sweep with a fire type move. Bring in Arcanine on a fire move and proceed to dominate with both sides of the attacking spectrum. I have considered running HP Ground to deal with opposing fire types, but the coverage of Grass is hard to say no to.
Torterra @ Leftovers
Ability: Overgrow
Nature: Careful
EV's: 4 Atk/252 HP/252 Def
-Earthquake/Wood Hammer
-Stealth Rock
-Protect
-Roar
Torterra is good for taking what Arcanine can't, namely Ground, Rock and Water attacks. Sets up Rocks which is very key for a Hail stall team. Protect is for scouting, possibly for a fire attack to help Arcanine. Roar for phazing. Earthquake and Wood Hammer are interchangeable as attacks so I'm not Taunt bait, though I normally use Earthquake due to the lack of recoil.
Hitmonlee @ Choice Scarf
Ability: Limber
Nature: Adamant
EV's: 252 Atk/252 Speed/4 HP
-Close Combat
-Rapid Spin
-Eartquake
-Rock Slide
I know what you're thinking; "lolwut, rapid spin on a choice Scarf?" Yes, I know, it seems stupid. It adds a large amount of surprise though and is extremely necesarry. What Hitmonlee does is kill two birds with one stone. Rapid Spin to get rid of rocks/spikes that other wise destroy Snover, Walrein and Arcanine and a fighting type to get rid of Clefable.
I originally had Blastoise here with a similar set up (Aqua Jet over CC and Ice Punch over Rock Slide), however Clefable walled my entire team and I realized this after several times losing purely to Clefable. If you want to suggest a replacement to Lee, it has to a fighting type.
Spiritomb @ Leftovers
Ability: Pressure
Nature: Calm
EV's: 140 Def/116 Sp. Def./252 HP
-Rest
-Sleep Talk
-Nasty Plot
-Dark Pulse
Pretty much a Crocune set, but I use Nasty Plot instead of Calm Mind. Spiritomb was decided upon because I needed a spin blocker, to rack up the SR damage. Tomb also absorbs status and is very effective at taking sleep. You will notice that there are no Sp. Atk EV's to take advantage of Nasty Plot. They are normally not necesarry. The given EV's make Spiritomb very bulky and hard to kill. Combine that with Rest/Talk and I have a decent chance of getting max special attack and doing a good deal of damage to anything with Dark Pulse. Note that Registeel is 4HKO'd at +6 Dark Pulse with this set up n hail. I have had this happen before, so don't say it is out of the question.
So, there you have it. My new favourite team. Rate away.
Snover @ Choice Scarf
Ability: Snow Warning
Nature: Modest
EV's: 252 Speed/252 Sp. Atk/4 HP
-Blizzard
-Energy Ball
-Shadow Ball
-Hidden Power (Ground)
Snover is the obvious choice for any hail team, as it makes a permanent hail storm. Now, I bet you are wondering "Why aren't you running the standard Abomasnow set of Sub/Focus Punch/Leech Seed/Blizzard?" Well, plain and simple, it doesn't work for me on this team. Other leads are too fast and Snover is far too frail. With Choice Scarf, Snover outspeeds the slower leads in UU and can switch out immediately on the faster ones. The attacks offer very good coverage overall, with HP Ground obviously to take care of Rock and Fire types.
If I get caught against an Ambipom lead, I switch out to Spiritomb quickly. A fire lead can normally not resist attacking with a fire attack, so I bring it Arcanine. If I can forsee a fire attack coming (Azelf comes to mind), again, out comes Arcanine. Normally though, if Snover can't handle the opposing lead, I bring in Torterra. The main problem here is Hippopotas. Energy Ball does OHKO, but then I have to bring Snover back in to get hail up.
Walrein @ Leftovers
Ability: Ice Body
Nature: Bold
EV's: 252 Def/220 HP/38 Sp. Def
-Substitute
-Surf
-Protect
-Toxic
Standard Stallrein. Recovers 12% HP per turn, meaning after a Sub and Protect, I'm at full health again, while the opponent will have take Toxic damage. Surf so I can't simply be taunt bait. Stallrein is the star on all hail teams and here is no different. Clefable is the only real problem (See: Encore), hence why I replaced Blastoise with Hitmonlee.
Arcanine @ Life Orb
Ability: Flash Fire
Nature: Naughty
EV's: 58 Atk/252 Speed/200 Sp. Atk
-Flare Blitz
-Extremespeed
-Overheat
-Hidden Power (Grass)
Arcanine manages to steal the show a lot with this team. It is normally very easy to keep him hidden until someone decides they are going to sweep with a fire type move. Bring in Arcanine on a fire move and proceed to dominate with both sides of the attacking spectrum. I have considered running HP Ground to deal with opposing fire types, but the coverage of Grass is hard to say no to.
Torterra @ Leftovers
Ability: Overgrow
Nature: Careful
EV's: 4 Atk/252 HP/252 Def
-Earthquake/Wood Hammer
-Stealth Rock
-Protect
-Roar
Torterra is good for taking what Arcanine can't, namely Ground, Rock and Water attacks. Sets up Rocks which is very key for a Hail stall team. Protect is for scouting, possibly for a fire attack to help Arcanine. Roar for phazing. Earthquake and Wood Hammer are interchangeable as attacks so I'm not Taunt bait, though I normally use Earthquake due to the lack of recoil.
Hitmonlee @ Choice Scarf
Ability: Limber
Nature: Adamant
EV's: 252 Atk/252 Speed/4 HP
-Close Combat
-Rapid Spin
-Eartquake
-Rock Slide
I know what you're thinking; "lolwut, rapid spin on a choice Scarf?" Yes, I know, it seems stupid. It adds a large amount of surprise though and is extremely necesarry. What Hitmonlee does is kill two birds with one stone. Rapid Spin to get rid of rocks/spikes that other wise destroy Snover, Walrein and Arcanine and a fighting type to get rid of Clefable.
I originally had Blastoise here with a similar set up (Aqua Jet over CC and Ice Punch over Rock Slide), however Clefable walled my entire team and I realized this after several times losing purely to Clefable. If you want to suggest a replacement to Lee, it has to a fighting type.
Spiritomb @ Leftovers
Ability: Pressure
Nature: Calm
EV's: 140 Def/116 Sp. Def./252 HP
-Rest
-Sleep Talk
-Nasty Plot
-Dark Pulse
Pretty much a Crocune set, but I use Nasty Plot instead of Calm Mind. Spiritomb was decided upon because I needed a spin blocker, to rack up the SR damage. Tomb also absorbs status and is very effective at taking sleep. You will notice that there are no Sp. Atk EV's to take advantage of Nasty Plot. They are normally not necesarry. The given EV's make Spiritomb very bulky and hard to kill. Combine that with Rest/Talk and I have a decent chance of getting max special attack and doing a good deal of damage to anything with Dark Pulse. Note that Registeel is 4HKO'd at +6 Dark Pulse with this set up n hail. I have had this happen before, so don't say it is out of the question.
So, there you have it. My new favourite team. Rate away.