Snou
the grand master of all the things bad!
Nirvana's Hail
I like when something I start to use is used on ladder after me. But well, I saw that after I created this team, a lot of people started to claim the team as their own (copying even the order of the mons in the preview lmao). Well, I wanted to keep the team for me, but that's kinda unfair and sad as fuck, so I've to post this even if angry. I started to use this team on ladder like 1 weak ago and I suddenly noticed it's really effective in this metagame and then I started to gain points til I peaked 1 with a pretty decent 91.7 % GXE. Well, I loved to use Hail in BW so I wanted to create an ORAS OU Hail, using the underrated Mega Abomasnow. Abomasnow has a lot of weaknesses, as Grass-Ice type mon, but his type is amazing as offensive type. It's Slow as hell, but it has a lot of offensive power in both special and physical sides. When I built Hail in the BW MG, there was a "rule". Sunny teams were common, so Heatran or a fire type was kinda obligatory. I don't like Heatran so much in ORAS, but it's like one of the best choice I can do in order to create a safe and effective Hail Team. It offers me protection against fairies and Talonflame, so I inserted him. Then, one of the problems of the core were the Entry Hazardz. I wanted to use Tentacruel, but Cruel in hail is such a suicide, so I inserted Starmie. It covers me from Keldeo and keeps my field nice n clean. Then I noticed my team was too Slow, and I was missing an Excadrill switchin, and a ground immunity. I also needed a revenge killer, and something to deal with EQ Char X. So I picked Scarf Landorus-T for this role, since I already had a SR setter. Now i wanted to employ the amazing offensive Ice Type, so I inserted another Ice Mon. I wanted to use Kyub, but I noticed i was Stall Weak, so I inserted the Normal Kyurem. It's an amazing mon and can ppstall out a lot of stall teams. It wreckes ferrothorn, slowbros (if not cm) and pink blobs like Chansey and Blissey. It's also a decent protection against Mega Manectric. Last, but not least, I inserted a Clefable, cuz if offers me protection against Latwins and Mega Lopunny, and take out pressures from Entry Hazardz cuz of it's ability. Now the team is complete, so let's see it in details!
Nirvana (Abomasnow) (M) @ Abomasite
Ability: Snow Warning
EVs: 108 Atk / 252 SpA / 148 Spe
Mild Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard
Well, that's how I started to build. An Ice-Grass typing mon, one of the worst defensive types of the planet but, imo, one of the best offensive types too. Abomasnow Spread is clearly not the common one. Abomasnow is slow, you know, but I decided to run some speed evs cuz I wanted to outspeed slow things like Slowbro, Slowking, Ferrothorn, Amoonguss, Hippowdon. The speed I gave to him, protects me in the first turn against stuff like Azumarill and outspeeds (when it's not mega) a common Skarmory. The moveset is pretty clear: Blizzard is an amazing and an unfallible move that does a lot of damages on frail stuff (even kill) like Lopunny, Excadrill etc. It also is a good move against Ferrothorn (possibile 2ohko) and clear ohko on stuff like Amoonguss. The second move is Earthquake cuz, since there is no safe switchin on this thing (eccept for MScizor and Chansey), people will try to send out Heatran, and so you can catch him on switchin, helping win conditions like Clefable to win. Giga drain is preferred to Wood Hammer cuz i'm max spatk, and Aboma is often sent out against Rotom-Ws so it will prolly be burned or stuff, so definitively Giga > Wood Hammer. The last move is Ice shard, priority move that often allows me to finish weakened Hoopa, Excadrill, Diancie, Thundurus, Tornadus etc.
Hazy (Kyurem) @ Leftovers
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Substitute
- Roost
- Ice Beam
Kyurem was one of my favorite mons in the BW era, not only cuz of the good offensive typing and the amazing Ice-Ground coverage (hi mamo re u there bro). Its ability is amazing against stall and is always a win condition, ppstalling rough stuff like Chansey and Blissey, or Ferrothorn. The evs spread is pretty clear: max speed in order to outspeed common Kyurem-B, 56 hp cuz of 101 hp each sub, that allows me to tank Chansey and Blissey Seismic Tosses and the remaining evs in Special Attack to maximaze the damage. Substitute ub often saves me against Bisharp, one of the problems of the team (and the reason of the weird Heatran spread) and avoids status spam.
Run (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 232 HP / 24 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Scald
- Recover
- Rapid Spin
Starmie is here to protect my team from Entry Hazardz. Even if it's pursuitable, Starmie remains one of the most reliable spinners of the whole metagame. It was needed cuz of the double ice spam of the team. Max speed allows me to revenge kill (if in range) stuff of Diancie, Thundurus, Gengar etc. The spread is simple, 232 hp cuz "319" is one of the Magic Lefties Number, allowing me to gain 1 extra hp each turn with Leftovers. The remaining evs in speed in order to tank Keldeo, outspeeding the specs one and tanking the scarf one. 0 IVs in atk cuz of mega Sableye. Scald should burn (yeh, it should), Recover and Spin are obvious and Thunderwave is a perfect move on Starmie cuz it will allow you to paralize Tornadus-T, Gengar and other threats of the team such as Kyurem-B if my Kyurem is weakened.
Away (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Landorus-T is here as ground immunity and as revenge killer. It's usually the lead of the team since its intimidate. It's the sand destroyer of the team and keeps high the momentum of the team with the volturning move. Jolly > Adamant cuz of Charizard X even if often I feel I should use adamant D: Its uturn is often a magnet for pokèmon like Rotom-W or Hippowdon and allows Abomasnow and Kyurem to do an instant kill or setup easily with the substitute. It's important cuz i'm Pinsir weak (even if he can't setup on nothing O_O) so i've to rely on it to revengekill him, but I usually miss so.... sad :c
Last (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 216 HP / 252 Def / 32 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Moonblast
- Soft-Boiled
- Calm Mind
Clefable is my main Lopunny swith in and one of the most important win condition of the team. The set is the common defensive one, with 385 hp in order to gain one more hp from Leftovers and 0 ivs in atk cuz no needed. Magic Guard + Hail is perfect, especially because hail teams are often ruined by Stealth Rocks. I was offensive Scizor (with Superpower + SD) weak, so I decided to use Flamethrower on Clefable. FT helps me against Skarmory, Excadrill and Ferrothorn. It's also important cuz of FT always lures Scizor and steel mons, so Abomasnow and Kyurem are free to ice spam everything.
TakeMeTo (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Roar
- Protect
Last but not least is Heatran, the fire absorber of the team. Even if not a safe switchin, it's important against Charizard Y and Mega Gardevoir (and HP Fire diancie too). The evs spread is weird: it's calculated in order to tank a +2 LO bisharp Knock Off and to tank Talonflame. It's also the Stealth Rock setter of the team. Protect is really important cuz Heatran is one of the few things that let Keldeo enter "freely" so, since the most common keldeo set is the specs/scarf one, it will reveal me the move and so I can switch on Aboma rather than on Fable, if Starmie is ded/weakened. Roar is amazing in this team cuz it stops pokèmon like Volcarona, Charizard X or Clefable to setup.
I hope you liked it and I wanted to say that is extremely sad post other teams here as yours, just changing 1 mon or 1 set. That's really a shame. It's a weird team, so I don't think that 10 ppl at the same time had a similiar idea. Here the prove of the peaks:
And here the ETT :)
I like when something I start to use is used on ladder after me. But well, I saw that after I created this team, a lot of people started to claim the team as their own (copying even the order of the mons in the preview lmao). Well, I wanted to keep the team for me, but that's kinda unfair and sad as fuck, so I've to post this even if angry. I started to use this team on ladder like 1 weak ago and I suddenly noticed it's really effective in this metagame and then I started to gain points til I peaked 1 with a pretty decent 91.7 % GXE. Well, I loved to use Hail in BW so I wanted to create an ORAS OU Hail, using the underrated Mega Abomasnow. Abomasnow has a lot of weaknesses, as Grass-Ice type mon, but his type is amazing as offensive type. It's Slow as hell, but it has a lot of offensive power in both special and physical sides. When I built Hail in the BW MG, there was a "rule". Sunny teams were common, so Heatran or a fire type was kinda obligatory. I don't like Heatran so much in ORAS, but it's like one of the best choice I can do in order to create a safe and effective Hail Team. It offers me protection against fairies and Talonflame, so I inserted him. Then, one of the problems of the core were the Entry Hazardz. I wanted to use Tentacruel, but Cruel in hail is such a suicide, so I inserted Starmie. It covers me from Keldeo and keeps my field nice n clean. Then I noticed my team was too Slow, and I was missing an Excadrill switchin, and a ground immunity. I also needed a revenge killer, and something to deal with EQ Char X. So I picked Scarf Landorus-T for this role, since I already had a SR setter. Now i wanted to employ the amazing offensive Ice Type, so I inserted another Ice Mon. I wanted to use Kyub, but I noticed i was Stall Weak, so I inserted the Normal Kyurem. It's an amazing mon and can ppstall out a lot of stall teams. It wreckes ferrothorn, slowbros (if not cm) and pink blobs like Chansey and Blissey. It's also a decent protection against Mega Manectric. Last, but not least, I inserted a Clefable, cuz if offers me protection against Latwins and Mega Lopunny, and take out pressures from Entry Hazardz cuz of it's ability. Now the team is complete, so let's see it in details!
Nirvana (Abomasnow) (M) @ Abomasite
Ability: Snow Warning
EVs: 108 Atk / 252 SpA / 148 Spe
Mild Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard
Well, that's how I started to build. An Ice-Grass typing mon, one of the worst defensive types of the planet but, imo, one of the best offensive types too. Abomasnow Spread is clearly not the common one. Abomasnow is slow, you know, but I decided to run some speed evs cuz I wanted to outspeed slow things like Slowbro, Slowking, Ferrothorn, Amoonguss, Hippowdon. The speed I gave to him, protects me in the first turn against stuff like Azumarill and outspeeds (when it's not mega) a common Skarmory. The moveset is pretty clear: Blizzard is an amazing and an unfallible move that does a lot of damages on frail stuff (even kill) like Lopunny, Excadrill etc. It also is a good move against Ferrothorn (possibile 2ohko) and clear ohko on stuff like Amoonguss. The second move is Earthquake cuz, since there is no safe switchin on this thing (eccept for MScizor and Chansey), people will try to send out Heatran, and so you can catch him on switchin, helping win conditions like Clefable to win. Giga drain is preferred to Wood Hammer cuz i'm max spatk, and Aboma is often sent out against Rotom-Ws so it will prolly be burned or stuff, so definitively Giga > Wood Hammer. The last move is Ice shard, priority move that often allows me to finish weakened Hoopa, Excadrill, Diancie, Thundurus, Tornadus etc.
Hazy (Kyurem) @ Leftovers
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Substitute
- Roost
- Ice Beam
Kyurem was one of my favorite mons in the BW era, not only cuz of the good offensive typing and the amazing Ice-Ground coverage (hi mamo re u there bro). Its ability is amazing against stall and is always a win condition, ppstalling rough stuff like Chansey and Blissey, or Ferrothorn. The evs spread is pretty clear: max speed in order to outspeed common Kyurem-B, 56 hp cuz of 101 hp each sub, that allows me to tank Chansey and Blissey Seismic Tosses and the remaining evs in Special Attack to maximaze the damage. Substitute ub often saves me against Bisharp, one of the problems of the team (and the reason of the weird Heatran spread) and avoids status spam.
Run (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 232 HP / 24 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Scald
- Recover
- Rapid Spin
Starmie is here to protect my team from Entry Hazardz. Even if it's pursuitable, Starmie remains one of the most reliable spinners of the whole metagame. It was needed cuz of the double ice spam of the team. Max speed allows me to revenge kill (if in range) stuff of Diancie, Thundurus, Gengar etc. The spread is simple, 232 hp cuz "319" is one of the Magic Lefties Number, allowing me to gain 1 extra hp each turn with Leftovers. The remaining evs in speed in order to tank Keldeo, outspeeding the specs one and tanking the scarf one. 0 IVs in atk cuz of mega Sableye. Scald should burn (yeh, it should), Recover and Spin are obvious and Thunderwave is a perfect move on Starmie cuz it will allow you to paralize Tornadus-T, Gengar and other threats of the team such as Kyurem-B if my Kyurem is weakened.
Away (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Landorus-T is here as ground immunity and as revenge killer. It's usually the lead of the team since its intimidate. It's the sand destroyer of the team and keeps high the momentum of the team with the volturning move. Jolly > Adamant cuz of Charizard X even if often I feel I should use adamant D: Its uturn is often a magnet for pokèmon like Rotom-W or Hippowdon and allows Abomasnow and Kyurem to do an instant kill or setup easily with the substitute. It's important cuz i'm Pinsir weak (even if he can't setup on nothing O_O) so i've to rely on it to revengekill him, but I usually miss so.... sad :c
Last (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 216 HP / 252 Def / 32 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Moonblast
- Soft-Boiled
- Calm Mind
Clefable is my main Lopunny swith in and one of the most important win condition of the team. The set is the common defensive one, with 385 hp in order to gain one more hp from Leftovers and 0 ivs in atk cuz no needed. Magic Guard + Hail is perfect, especially because hail teams are often ruined by Stealth Rocks. I was offensive Scizor (with Superpower + SD) weak, so I decided to use Flamethrower on Clefable. FT helps me against Skarmory, Excadrill and Ferrothorn. It's also important cuz of FT always lures Scizor and steel mons, so Abomasnow and Kyurem are free to ice spam everything.
TakeMeTo (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Roar
- Protect
Last but not least is Heatran, the fire absorber of the team. Even if not a safe switchin, it's important against Charizard Y and Mega Gardevoir (and HP Fire diancie too). The evs spread is weird: it's calculated in order to tank a +2 LO bisharp Knock Off and to tank Talonflame. It's also the Stealth Rock setter of the team. Protect is really important cuz Heatran is one of the few things that let Keldeo enter "freely" so, since the most common keldeo set is the specs/scarf one, it will reveal me the move and so I can switch on Aboma rather than on Fable, if Starmie is ded/weakened. Roar is amazing in this team cuz it stops pokèmon like Volcarona, Charizard X or Clefable to setup.
I hope you liked it and I wanted to say that is extremely sad post other teams here as yours, just changing 1 mon or 1 set. That's really a shame. It's a weird team, so I don't think that 10 ppl at the same time had a similiar idea. Here the prove of the peaks:
And here the ETT :)
Hazy (Kyurem) @ Leftovers
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Substitute
- Roost
- Ice Beam
Nirvana (Abomasnow) (M) @ Abomasite
Ability: Snow Warning
EVs: 108 Atk / 252 SpA / 148 Spe
Mild Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard
Run (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 232 HP / 24 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Scald
- Recover
- Rapid Spin
Away (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Last (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 216 HP / 252 Def / 32 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Moonblast
- Soft-Boiled
- Calm Mind
TakeMeTo (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Roar
- Protect
Ability: Pressure
EVs: 56 HP / 200 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Substitute
- Roost
- Ice Beam
Nirvana (Abomasnow) (M) @ Abomasite
Ability: Snow Warning
EVs: 108 Atk / 252 SpA / 148 Spe
Mild Nature
- Blizzard
- Earthquake
- Giga Drain
- Ice Shard
Run (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 232 HP / 24 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Scald
- Recover
- Rapid Spin
Away (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Last (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 216 HP / 252 Def / 32 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Moonblast
- Soft-Boiled
- Calm Mind
TakeMeTo (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Roar
- Protect
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