SS OU ARCTOZOLT HAIL (REVAMPED!) - PEAKED #1, 2110 ft. Alolan Sandslash, Alolan Ninetales

Which version of the team do you prefer?

  • Arctozolt Version (The Bolt Beak Bashers)

    Votes: 101 74.8%
  • Alolan Sandslash Version (The Snow Slashing Skaters)

    Votes: 34 25.2%

  • Total voters
    135
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TABLE OF CONTENTS:

  1. Introduction
  2. Proof of Peak
  3. Team + Description
  4. Arctozolt vs. Sandslash: Which should you use?
  5. Team Building Process
  6. Team Usage Tips
  7. Threatlist
  8. Replays
  9. Shoutouts
  10. Importable
  11. Bonus Team Building Guide
  12. Other Teams
  13. Outro

1. INTRODUCTION

Hello everyone, it’s Pinkacross, and I have another team. As you all know, Cinderace was recently banned, which made the previous hail team unusable. In the past weeks, I’ve had lots of requests for a new hail team, with others asking what I should replace Cinderace with. I got very lucky with the Cinderace Hail: the first version I made ended up being incredible. This time around… I was not so lucky. The hail team I present to you today was the 38th hail team I made in my trial to revamp the old hail team. In the banner, you may notice that there are 7 pokemon, with a reverse arrow sign around Arctozolt and Sandslash. That is because this is not just one, but two teams-- they have 5 of the same pokemon, but for the slot of the abuser, you can use either Arctozolt or Sandslash based on the meta, who is on the ladder, who you’ll be playing in a tournament, or just personal preference. To see which version suits you best, you can check the section titled “Arctozolt vs. Sandslash: Which should you use?” That being said, whichever version you pick, I can confidently tell you that this is a team worthy of being used and feared in the highest level of play. Without further ado, here is my revamped Hail.

2. PROOF OF PEAK

Arctozolt Version:

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Storm Zone and I laddered up on his account, starting at 1722, and made it all the way to 2110 with only a SINGLE loss, due to a Kyurem freezing on its first Ice Beam.

Alolan Sandslash Peak:

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Both of these teams achieved a #1 peak.

My Personal Peak:

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This is my personal peak, outdoing my previous hail team peak by 1 spot. I used only the Sandslash version to achieve this peak. I would’ve gotten higher, but I choked and then tilted. ¯\_(ツ)_/¯

3. TEAM + DESCRIPTION

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OR
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Arctozolt @ Heavy-Duty Boots
Ability: Slush Rush
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty / Naive Nature
- Bolt Beak
- Freeze-Dry / Icicle Crash
- Low Kick

- Substitute / Icicle Crash

Arctozolt is the first option for a hail abuser on this team. It fills the role of breaking stall and fat teams, as well as functioning as speed control against offensive teams. This incredible bolt beam slugger can break anything from stall to hyper offense, if played correctly. Heavy Duty Boots were chosen over any offensive item to let Arctozolt come in freely without taking massive chip from Stealth Rocks. Bolt Beak gives Arctozolt an incredibly strong 170 base power electric move, letting it 2hko almost every wall in the tier. Freeze Dry or Icicle Crash can be chosen for an ice stab move. Icicle Crash is slightly better in most situations, being able to do more to Dragapult, Zeraora, and Landorus with Icicle Crash. However, this will leave you hard walled by Gastrodon, Swampert, and Quagsire. Low Kick is a great option, it lets you finish off weakened Ferrothorn, hit Magnezone hard, do substantial damage to Kyurem, and OHKO Tyranitar. Lastly, Substitute is chosen to avoid prediction situations-- often when dealing with Arctozolt, people will attempt to switch around between Ground types and other pokemon, stalling out hail turns. Using Substitute throws off this strategy incredibly well. As for the nature, Naughty is better in most situations, letting you deal more damage with Bolt Beak, but running Naive lets you outspeed Dragapult and Zeraora under hail.

NOTABLE CALCS:

252+ Atk Arctozolt Bolt Beak (170 BP) vs. 252 HP / 252+ Def Zapdos: 204-240 (53.1 - 62.5%) -- guaranteed 2HKO after hail damage and Leftovers recovery

252+ Atk Arctozolt Low Kick (120 BP) vs. 252 HP / 4 Def Tyranitar: 440-520 (108.9 - 128.7%) -- guaranteed OHKO

252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Arctozolt in Grassy Terrain: 261-307 (81.3 - 95.6%) -- guaranteed 2HKO after Grassy Terrain recovery

4 SpA Arctozolt Freeze-Dry vs. 252 HP / 4 SpD Quagsire: 396-468 (100.5 - 118.7%) -- guaranteed OHKO

4 SpA Arctozolt Freeze-Dry vs. 252 HP / 252+ SpD Gastrodon: 232-276 (54.4 - 64.7%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Kyurem Earth Power vs. 0 HP / 0- SpD Arctozolt: 264-312 (82.2 - 97.1%) -- guaranteed 2HKO

252+ Atk Arctozolt Low Kick (120 BP) vs. 56 HP / 0 Def Kyurem: 262-310 (64.6 - 76.5%) -- guaranteed 2HKO after Leftovers recovery


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Sandslash-Alola @ Wide Lens
Ability: Slush Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Earthquake

- Triple Axel

Alolan Sandslash is the second option for a hail abuser. Wide Lens are run so that Triple Axel has a much higher accuracy. Triple Axel works like 3 separate moves-- each of which is 90%. This makes the chance to hit 3 Triple Axels equal to .9 * .9 *.9, which gives a 72.9% chance to hit 3. With the Wide Lens, this is adjusted to .99 * .99 *.99, which gives a little over a 97% chance to hit 3 times. This means that running Wide Lens makes Triple Axel hit 3 times practically 100% of the time, making Sandslash much more consistent. Swords Dance is a vital setup move that often forces the opponent to choose between letting the pokemon they have out faint, or switch into a resist, but risk a Swords Dance sweep. Knock Off lets Sandslash remove the Shed Shells from Corviknight and Skarmory, which Magnezone can then trap. Knock Off also lets Sandslash break past Slowbro and Slowking. Earthquake lets Sandslash OHKO Heatran, deal huge damage to Electric types, and break past even max defense Toxapex.

NOTABLE CALCS:

252+ Atk Sandslash-Alola Earthquake vs. 252 HP / 0 Def Heatran: 384-452 (99.4 - 117%) -- 93.8% chance to OHKO


252+ Atk Sandslash-Alola Triple Axel (40 BP) (3 hits) vs. 0 HP / 0 Def Dragapult: 456-546 (143.8 - 172.2%) -- guaranteed OHKO

+2 252+ Atk Sandslash-Alola Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 464-546 (117.7 - 138.5%) -- guaranteed OHKO

+2 252+ Atk Sandslash-Alola Triple Axel (40 BP) (3 hits) vs. 252 HP / 252+ Def Clefable: 315-372 (79.9 - 94.4%) -- approx. 2HKO after Leftovers recovery


-1 252+ Atk Sandslash-Alola Triple Axel (40 BP) (3 hits) vs. 252 HP / 112+ Def Landorus-Therian: 432-516 (113 - 135%) -- guaranteed OHKO

252+ Atk Sandslash-Alola Earthquake vs. 0 HP / 0 Def Tapu Koko: 228-270 (81.1 - 96%) -- guaranteed 2HKO


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Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot / Encore
- Freeze-Dry
- Moonblast
- Aurora Veil


Alolan Ninetales is the hail setter for the team. While it’s main purpose is to provide hail and occasionally set up Aurora Veil, it has other uses. It can be a sweeper, due to Nasty Plot plus decent coverage in Moonblast + Freeze Dry. Max speed and special attack help maximize its offensive capabilities, letting it overwhelm defensive walls that try to chip it slowly, expecting it to be another defensive Aurora Veil set. Icy Rock is chosen over Light Clay to give more turns of hail for Sandslash or Arctozolt. Freeze Dry is chosen over Blizzard to help hit Tapu Fini, Toxapex, Gastrodon, Swampert, Pelipper, and other bulky waters. Moonblast is a great stab move that lets Ninetales function as a decent check to Kyurem, as well as getting a nice guaranteed OHKO on lead Urshifu-Water, which is a difficult pokemon for the team. Note that Ninetales should almost never be sacked, as this will make burning hail turns a viable strategy for your opponent. Also, don’t underestimate the hail chip that Ninetales provides, it has often helped finish off pokemon.

NOTABLE CALCS:

200 SpA Kyurem Earth Power vs. 0 HP / 4 SpD Ninetales-Alola: 95-112 (33.1 - 39%) -- 99.9% chance to 3HKO

252 SpA Ninetales-Alola Moonblast vs. 56 HP / 0 SpD Kyurem: 248-294 (61.2 - 72.5%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Ninetales-Alola Freeze-Dry vs. 248 HP / 8 SpD Pelipper: 444-528 (137.4 - 163.4%) -- guaranteed OHKO

+2 252 SpA Ninetales-Alola Moonblast vs. 252 HP / 4 SpD Clefable: 246-289 (62.4 - 73.3%) -- guaranteed 2HKO after Leftovers recovery

+2 252 SpA Ninetales-Alola Freeze-Dry vs. 252 HP / 4 SpD Toxapex: 246-290 (80.9 - 95.3%) -- guaranteed 2HKO after hail damage

252 SpA Ninetales-Alola Freeze-Dry vs. 252 HP / 0 SpD Tapu Fini: 134-158 (38.9 - 45.9%) -- guaranteed 3HKO after hail damage and Leftovers recovery


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Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 252 Def / 80 SpA / 176 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Discharge

- Substitute

Magnezone is vital to the functioning of this hail team. Without it, Ferrothorn would be an insurmountable, painful problem. Thanks to Magnezone, Ferrothorn is not only not an issue, it’s setup fodder. Max defense investment is done to give Body Press as much power as possible. The 176 speed lets Magnezone outspeed Azumarill-- it can live a +6 Aqua Jet and OHKO with a Discharge. The rest of the EVs are put into special attack to help Magnezone do as much as possible to Corviknight and Skarmory. Magnezone can trap Ferrothorn, Skarmory, Corviknight, Melmetal, and occasionally other strange Steel types such as Jirachi and Bronzong. Substitute is great for setting up on Ferrothorn, as you can avoid Knock Off and Leech Seed. Iron Defense helps Magnezone kill Ferrothorn, and can even lead to several kills afterward if the opponent is not prepared. Body Press is the main sweeping move Magnezone uses, and it can ruin teams after Magnezone is finished trapping Ferrothorn. Lastly, Discharge is an important stab move, needed to kill Corviknight and Skarmory. It is chosen over Thunderbolt for the superior paralysis chance.

NOTABLE CALCS:

+6 252+ Def Magnezone Body Press vs. 252 HP / 80 Def Ferrothorn: 520-614 (147.7 - 174.4%) -- guaranteed OHKO

80 SpA Magnezone Discharge vs. 252 HP / 88 SpD Corviknight: 240-284 (60 - 71%) -- guaranteed 2HKO after Leftovers recovery

80 SpA Magnezone Discharge vs. 252 HP / 4 SpD Skarmory: 306-362 (91.6 - 108.3%) -- 50% chance to OHKO

116 Atk Melmetal Earthquake vs. +2 0 HP / 252+ Def Magnezone: 140-168 (49.8 - 59.7%) -- 99.6% chance to 2HKO

+4 252+ Def Magnezone Body Press vs. 128 HP / 0 Def Melmetal: 386-456 (87.1 - 102.9%) -- 18.8% chance to OHKO


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Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Flip Turn
- Earthquake
- Yawn

- Stealth Rock

Swampert is a rocker and functions as valuable support for the team. It was added as an electric immunity and a Heatran counter. Damp helps Swampert be immune to Explosion from Landorus and Misty Explosion from Hatterene, as well as the rare Mind Blown from Blacephalon. Max special investment helps Swampert better wall Tapu Koko, Heatran, and other special breakers. Minimum speed helps Swampert get slow Flip Turns. Flip Turn is a new move, a water type U-turn that helps Swampert switch into other pokemon and get momentum. Earthquakes are great for hitting Tapu Koko, Heatran, and doing good damage in general. A 100 base power stab move is always good to have. Yawn is chosen over toxic or other moves in the last slot to force out setup sweepers, Defoggers, and to provide status that can affect Magic Guard pokemon such as Clefable and Reuniclus. Lastly, Stealth Rock is great for wearing down the opponent’s team, and can pressure pokemon such as Tapu Lele, Kyurem, and other threatening breakers.

NOTABLE CALCS:

0 Atk Swampert Earthquake vs. 252 HP / 0 Def Heatran: 444-528 (115 - 136.7%) -- guaranteed OHKO

0 Atk Swampert Flip Turn vs. 252 HP / 0 Def Heatran: 134-162 (34.7 - 41.9%) -- 78.5% chance to 3HKO after Leftovers recovery

252 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 252+ SpD Swampert: 82-97 (20.2 - 24%) -- possible 6HKO after Leftovers recovery

0 SpA Clefable Moonblast vs. 252 HP / 252+ SpD Swampert: 76-90 (18.8 - 22.2%) -- possible 6HKO after Leftovers recovery


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Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- U-turn
- Foul Play
- Defog

- Roost

Mandibuzz is a constant incredible support pokemon for hail teams. Overcoat lets it ignore hail chip, and it provides a lot of things the team needs: a Ground immunity, a consistent counter to Rillaboom and Kartanna, a Ghost resist, and a Defogger. Heavy Duty Boots, as usual, are chosen to let Mandibuzz enter without taking Stealth Rock damage. 96 speed helps outspeed the increasingly popular Aegislash, as well as Azumarill. The rest is in defense to better check Rillaboom, Kartana, Dragon Dance Dragapult, and other physical setup sweepers. Roost is mandatory, to keep Mandibuzz healthy. Defog helps to remove hazards, which can be difficult for hail teams in general. Foul Play is necessary to take down setup sweepers, such as Rillaboom, Garchomp, and Dragonite. It also gives Mandibuzz a decently strong dark stab move. Lastly, U-turn was chosen to help keep Mandibuzz from being a momentum drain. Switching moves are very good for offensive builds such as this.

NOTABLE CALCS:

252+ Atk Choice Band Rillaboom Wood Hammer vs. 248 HP / 164+ Def Mandibuzz in Grassy Terrain: 153-180 (36.1 - 42.5%) -- guaranteed 3HKO

252 Atk Life Orb Kartana Sacred Sword vs. 248 HP / 164+ Def Mandibuzz: 123-146 (29 - 34.5%) -- 4.2% chance to 3HKO

+1 252 Atk Dragonite Dual Wingbeat (2 hits) vs. 248 HP / 164+ Def Mandibuzz: 152-180 (35.9 - 42.5%) -- approx. 3HKO

+2 252+ Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Rillaboom: 360-424 (105.5 - 124.3%) -- guaranteed OHKO

252+ SpA Choice Specs Dragapult Shadow Ball vs. 248 HP / 0 SpD Mandibuzz: 93-111 (21.9 - 26.2%) -- 8.6% chance to 4HKO


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Dragapult @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Darts
- Steel Wing
- U-turn

- Sucker Punch

Dragapult is a fantastic breaker, and it also offers great speed control. Having a Choice Band lets Dragapult 2HKO defensive Clefable, OHKO Offensive Tornadus-Therian with Dragon Darts, and OHKO opposing Dragapult with Sucker Punch. Infiltrator is used over Clear Body so Kyurem, Hydreigon, Zapdos, and other Substitute pokemon can be killed from behind their Substitute. Dragon Darts are the main stab move, and if the opponent loses their Fairy type or doesn’t have one to start with, you essentially win. Steel Wing is great for catching Fairy types that try to switch in, such as Clefable and weakened Tapu Fini. U-turn is a great hard hitting momentum move, for when you suspect the opponent will switch out. If the opponent goes into a steel type without Shed Shell, like Corviknight or Ferrothorn, you can transition this U-turn into Magnezone. Lastly, Sucker Punch is a great pick for killing other Dragapult, killing a pokemon with a priority move (such as finishing off a Bullet Punch Scizor) or in rare cases, taking down a speedy sweeper.

NOTABLE CALCS:

252+ Atk Choice Band Dragapult Steel Wing vs. 252 HP / 252+ Def Clefable: 208-246 (52.7 - 62.4%) -- 99.6% chance to 2HKO after Leftovers recovery

252+ Atk Choice Band Dragapult U-turn vs. 0 HP / 4 Def Rillaboom: 260-306 (76.2 - 89.7%) -- guaranteed 2HKO after Grassy Terrain recovery

252+ Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 0 HP / 0 Def Kyurem: 556-660 (142.1 - 168.7%) -- guaranteed OHKO

252+ Atk Choice Band Dragapult Sucker Punch vs. 0 HP / 0 Def Dragapult: 302-356 (95.2 - 112.3%) -- 68.8% chance to OHKO

252+ Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 0 HP / 4 Def Tornadus-Therian: 306-360 (102.3 - 120.4%) -- guaranteed OHKO

252+ Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 0 HP / 4 Def Zapdos: 290-344 (90.3 - 107.1%) -- approx. 43.8% chance to OHKO

4. ARCTOZOLT VS. SANDSLASH: WHICH SHOULD YOU USE?


There are a series of benefits and detriments for Arctozolt and Sandslash. Many of the weaknesses of Sandslash are strengths of Arctozolt, and vice versa. For this reason, it would be best to be comfortable with both versions of the team-- it’s nearly impossible to counter pick both, considering how well they compliment each other. That being said, here is a chart comparing Arctozolt and Sandslash. Advantages are in green, disadvantages are in red.

ArctozoltSandslash

:)
  • OHKOs Toxapex without setup.
  • Good at dealing with Unaware Clefable.
  • Beats Kyurem 1v1 in Hail.
  • Better at breaking certain stalls.
  • OHKOs Corviknight without setup.
  • Not vulnerable to Zapdos’ Static.
  • Generally better against most balances.

:(
  • Can’t OHKO Dragapult or Hydreigon.
  • Weak to Zeraora.
  • Can’t OHKO Heatran.
  • Does not outspeed Dragapult or Zeraora without a + speed nature.
  • Can’t setup-- less sweeps.
  • Needs to be at full HP to take a Rillaboom Grassy Glide.
  • Struggles against specially defensive Hippowdon.
:)
  • Handles Zeraora well.
  • Outspeeds Dragapult and Zeraora with an Adamant nature.
  • OHKOs Heatran.
  • Able to set up and sweep.
  • Able to OHKO Dragapult and Hydreigon.
  • Better at breaking certain stalls.
  • Tanks Rillaboom Grassy Glide with a maximum damage of 41%, OHKOs in return with Triple Axel.
  • Generally better against HO teams.

:(
  • Needs setup to OHKO Toxapex and Corviknight.
  • Struggles with Zapdos Static, even after an SD you need 3 Triple Axels to kill.
  • Struggles vs. Rocky Helmets.
  • Unable to break Unaware Clefable without Hail and Stealth Rocks.
  • Likely OHKOd by Kyurem Earth Power.

Once again, one of these is not simply superior to the other. Try out both, and see how it goes.

5. TEAM BUILDING PROCESS

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In my attempt to revamp the hail, I started with the old classic core: Specs Vanilluxe and Boots Arctozolt.

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After several testing games with a Vanilluxe + Arctozolt team, I realized that without Cinderace, there was no way to make a frail, Stealth Rock weak, slow Ice breaker work, at least for the kind of offensive hail I wanted to build. I realized that I would need a setter that could come in less often, and set hail for longer. Since I had settled on using an Icy Rock pokemon, the best choice was Ninetales, as it also provided the defensive utility of being a Fairy type and a Kyurem check.

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9dx4aZeeeW4eDUGor4qi3KWO3NGVUDesZo-aBcrDMHs0OZgt_G2a5p3olyQgYB6lDTVf8hOerOqF21s4TZtZYylW2C_ZwXV14qbY2f1eNRlIALQxqBypTy0vjuhxhJh24sc9I9nU
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Both Ninetales and Arctozolt struggled greatly against Ferrothorn, so I decided that Magnezone would be the perfect partner. With 8-turn Hail Arctozolt and a Magnezone, there was nothing that could wall this core.

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j-CLVGbVm5WfVP-Xc2F3lJTOcvNj-nlG53d5GeeoGSvIwjZu49qizztO61A5AxOwNrLJBOv5zz0QDdOxSFKCBMzKTubVy01dCRH98M5Gv-B5NqMq94P_EJbz6s7yVUOhZNlZocCA
ftA0tA0fL7WWCIflcuDYzW9WwmMkyWoHS2IiwvgxffILxi6fpz7J7b0NIc2lY3kJHN0pVvq-2d78xAMUwQYBmMg5cdzDkFpR8FOGzIoj4W-XlzO3k0UiXHj_ZnD5nI_WqYimH4tx


While my initial core was offensively potent, I was extremely weak to fire, and the team had little to no defensive utility. I chose Swampert because it fixed a lot of holes-- a Fire resist, an Electric immunity, and a Stealth Rocker.

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9dx4aZeeeW4eDUGor4qi3KWO3NGVUDesZo-aBcrDMHs0OZgt_G2a5p3olyQgYB6lDTVf8hOerOqF21s4TZtZYylW2C_ZwXV14qbY2f1eNRlIALQxqBypTy0vjuhxhJh24sc9I9nU
j-CLVGbVm5WfVP-Xc2F3lJTOcvNj-nlG53d5GeeoGSvIwjZu49qizztO61A5AxOwNrLJBOv5zz0QDdOxSFKCBMzKTubVy01dCRH98M5Gv-B5NqMq94P_EJbz6s7yVUOhZNlZocCA
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PgYVrHIUYnT9Woz6LZfIrARcsHjTHnRHGwt5zRSK8aILL2xRumd1qqYJLSEyggLZ0gkrUpisCtmeyb-iYWfgvUk9xYgU3pyCEIoSKW97rUgQp9Iy533O4sYh_hEegkoRMpXZuXgo


I knew I needed a Ghost resist, a Defogger, and a Ground immunity, and since Mandibuzz fits Hail teams, it was perfect.

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9dx4aZeeeW4eDUGor4qi3KWO3NGVUDesZo-aBcrDMHs0OZgt_G2a5p3olyQgYB6lDTVf8hOerOqF21s4TZtZYylW2C_ZwXV14qbY2f1eNRlIALQxqBypTy0vjuhxhJh24sc9I9nU
j-CLVGbVm5WfVP-Xc2F3lJTOcvNj-nlG53d5GeeoGSvIwjZu49qizztO61A5AxOwNrLJBOv5zz0QDdOxSFKCBMzKTubVy01dCRH98M5Gv-B5NqMq94P_EJbz6s7yVUOhZNlZocCA
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uh7SLnG-rqQgj6Hh3PuKewa-ye6MQKFVFQzqhmf1o4x5OONViepCunDDshzWH6yMwFRj3L8B29UwIr9qbjuUfSTOelpoa-Ccj-iDAdTKZ9F7yTdD3chJZeJe2Cc6jxYkfWz3Te9j
8p8uryslt3WLwpf1aDcpF25q4okYWhd8LmYxTkk_GMEjCf3pVGtJH_oxF79KXVKW5ltdkfkttTF1T5dW-cW9xpJVWe-xkcb100nfrrk3Q6BjLUTd5Dfwh3lIU309pN0VAEnisHz0


I knew I couldn’t rely on Arctozolt as speed control, so I would need a fast pokemon for the last slot. I also realized I lost to Volcarona, so I added a Choice Band Dragapult to check Volcarona, and OHKO some sweepers I struggled with such as NP Tornadus.

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bXyconajuWt3Tcojmd2hXd4zsX-BRiNn8dqVIrWJWAxDY0wamxBTTa7PyuXXW-S-z7TM3kRgaLiI5oK4DGbyuwxWwjesqrsjsQDnyKWJcNfq7flIJL22nrQDvtGZ11qHL0YQ8Sr5
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The Arctozolt team was struggling after encountering several Zeraora, so I tried Sandslash over Arctozolt, and to my surprise, the team did fantastic with Sandslash as well. I couldn’t find which was better, despite a week of testing, so I decided that both were about equally good, and could both do extremely well.

6. TEAM USAGE TIPS

1. Play aggressively. This is not a balance, and it is not designed as one. It is an offense, and your goal is to break your opponent before they can chip you down and defeat you.

2. Make predictions. Like most offenses, if you play completely safely, this team won’t work well for you.

3. Think very carefully before sacking Ninetales. I’ve preemptively sacked Ninetales several times while laddering, and it does not go well. 4 out of 5 times, sacking Ninetales is a bad idea. Keeping your hail setter is often vital for Arctozolt or Sandslash.

4. Practice and become comfortable with both versions. Knowing how to play both will likely come in handy.

5. Be patient. Learning this team will be difficult, as it is not overly easy to play, and it’s likely not similar to a team you’ve ever played before.

6. CHECK OUT THE REPLAYS. This is one of the most difficult to use teams I’ve posted, so I made sure to have a very extensive replay section. These replays showcase Storm Zone and I playing the team at a high level.

7. THREATLIST

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Kyurem isn’t a huge issue. It is OHKOd from behind a Substitute, it struggles to switch in, and Ninetales can come in safely on it several times. That being said, if you let the opponent get Stealth Rocks up, and get their Kyurem in, that can be a tough spot. Try not to put yourself in that position.

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While Swampert can Yawn and invalidate most Volcarona, Giga Drain Volcarona is very difficult. If you suspect a Giga Drain Volcarona is going to set up, swap hard into Dragapult-- Dragon Darts is an OHKO.

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Some Clefable sets are harmless. A standard Stealth Rock Clefable is not a big issue, and it can even be set up fodder for Sandslash. However, Unaware Clefable is a big problem for the Sandslash team, as Sandslash needs Stealth Rocks and Hail chip to beat it. Another scary set is Calm Mind Flamethrower. This is an issue for both versions. To beat it, it must be forced out by Yawn Swampert. You can continue to pressure it in this way until you can kill it with Sandslash, Dragapult, or Arctozolt. Arctozolt beats these Clefables 1v1.

8. REPLAYS

Sandslash Replays:

Vs HO: https://replay.pokemonshowdown.com/gen8ou-1304346430-60pen2ymfvefz1ivwbg6s8txnvrmqu7pw
Magnezone Sweep: https://replay.pokemonshowdown.com/gen8ou-1304325935-4xvuyxq65qr8oeik0qdrpgyc09vfn6vpw
Sandslash dismantles balance: https://replay.pokemonshowdown.com/gen8ou-1304301106-9rpmsxj0jqkuhp9vbtu9t5ct7eojn10pw
Narrow Victory vs. Balance: https://replay.pokemonshowdown.com/gen8ou-1303650460-grv0tqajsd9jeze3yfqpqayqa5b4a1hpw
Vs HO: https://replay.pokemonshowdown.com/gen8ou-1303642708-nzx2wff22da6iq4j2p8va8yrigfkpnnpw
Vs Balance: https://replay.pokemonshowdown.com/gen8ou-1303586592-tkw0zztpuzz6wcltlz9tj0um04ux77cpw
Sandslash Sweep: https://replay.pokemonshowdown.com/gen8ou-1302914129-p2t5un26oq3h2cmc48ycruz0yx0yzt3pw
Slash Sweep: https://replay.pokemonshowdown.com/gen8ou-1302885674-zmtw2oggx8gda459w6bf92m385dnqbopw
Vs Sand: https://replay.pokemonshowdown.com/gen8ou-1302854160-obidtx41xocwpgg8qu8utxh60d7awd6pw
2000s Slash Sweep: https://replay.pokemonshowdown.com/gen8ou-1306881220-mmkpo7j41hvlt9itk4pis0vxsh6x30qpw
Vs High Ladder Offense: https://replay.pokemonshowdown.com/gen8ou-1306070196-2to5i5vbwddjoxt2qly1bjmxvpqdb2rpw
Vs HO in 2000s: https://replay.pokemonshowdown.com/gen8ou-1306059044-p6czz51kahrlhswyathokh7mzwf8rrupw
Vs TR: https://replay.pokemonshowdown.com/gen8ou-1306003784-5e2ejv5z5b6hx5ysof8k3akh6eiev8gpw
Slash Sweep: https://replay.pokemonshowdown.com/gen8ou-1305499681-pqwjv6br32kbuk8qn2cut32f76rdxnjpw
Vs Rain: https://replay.pokemonshowdown.com/gen8ou-1305139298-0hujtgpqzgxuvab6a3htu9mp38b4wz8pw
Slash ruins balance: https://replay.pokemonshowdown.com/gen8ou-1304950229-fbjvo127r4e73mug4mcc6ug3vfy75kjpw
Vs Stall: https://replay.pokemonshowdown.com/gen8ou-1300399155-tmnuer599r90tgqm80fqx7dp4wef83kpw
Quick 6-0: https://replay.pokemonshowdown.com/gen8ou-1300396768-hp14pwgab1tt4f6ez4gqhninafv2ggkpw
Magnezone sweeps Stall: https://replay.pokemonshowdown.com/gen8ou-1305098776-4ddxvlv9w28wixo5nx4iem24h6cs900pw
Vs Balance: https://replay.pokemonshowdown.com/gen8ou-1300229607-7oruzpb7vz1i2w6gz7aayd2or7ajjx9pw
Pult wins in 8 turns: https://replay.pokemonshowdown.com/gen8ou-1308912980-wulic5ramvxvoq0b426b6737a0xnn1apw

Arctozolt Replays:

Vs Sand: https://replay.pokemonshowdown.com/gen8ou-1300982406-46mzntjeq142uf4f5icxe7nzu9q997spw
Arctozolt breaks fat: https://replay.pokemonshowdown.com/gen8ou-1300935688-l7obzg01jfmzycswk3g244csu82aas0pw
Arctozolt breaks balance:
https://replay.pokemonshowdown.com/gen8ou-1300924035-xlx4a7v8c2zfz4vrk7fx2heimxntu2hpw
Vs Heatran balance:
https://replay.pokemonshowdown.com/gen8ou-1300422969-y0ej24vklz3sijmmyhtyh59x2nis2h5pw
Vs Steez Ibanez: https://replay.pokemonshowdown.com/gen8ou-1299616144-ll5difd8zm1y3vzmtjc69nm3hdkcu8ypw
Vs Zeraora Balance: https://replay.pokemonshowdown.com/gen8ou-1303232564-08ql2s18ez4ai2n21rhbiktrwm12q9mpw
Vs Balance in 2000s: https://replay.pokemonshowdown.com/gen8ou-1301909245-hcj3mr5s508jikisekp7sznpedkd1p9pw
Vs FLANKS: https://replay.pokemonshowdown.com/gen8ou-1302442003-hqyhystbg6u3nh4xje3kvddp0ezri4rpw
Vs SpookyZ: https://replay.pokemonshowdown.com/gen8ou-1301597714-6z8gjpmxnszqlln6jxbchlifuxe7suqpw
Vs Rain: https://replay.pokemonshowdown.com/gen8ou-1301597714-6z8gjpmxnszqlln6jxbchlifuxe7suqpw
Arctozolt 6-0s stall: https://replay.pokemonshowdown.com/gen8ou-1301078403-4v1pimb7xjht5702jme53pwg1d23bmkpw
Arctozolt sweeps fat: https://replay.pokemonshowdown.com/gen8ou-1300443963-ccnltdck21rpiu08gdmcxc0rv8f725ypw
Vs HO: https://replay.pokemonshowdown.com/gen8ou-1301472126-c1rkl0vmmpo3yug9ptc9lwmhyld1uiapw
Vs fat sand: https://replay.pokemonshowdown.com/gen8ou-1301664080-cencrsnnrjqw3pf1xl9cobvsihnzzodpw
Vs HO in 2000s: https://replay.pokemonshowdown.com/gen8ou-1302735600-t4q0poeo80s81xk0qby7agjo8bfle55pw
Vs Kyurem Hazard stack Offense: https://replay.pokemonshowdown.com/gen8ou-1301601912-jxmmu2zywc7cr82ws4li65h0ztido8ppw
Vs CBB: https://replay.pokemonshowdown.com/gen8ou-1301467913-vmtipozikogri2x2h04jpub9rchv8ylpw


9. SHOUTOUTS

First and foremost, huge shoutouts to Storm Zone for helping tremendously in the process of testing the team, getting peaks, and providing moral support. Additionally, a big thank you to Ox the Fox for helping adjust some sets on the team early on. Lastly, thank you to all of the people who encouraged me to continue working on this.

10. IMPORTABLE

Arctozolt Version: https://pokepast.es/449d6428eb554b36

Sandslash Version: https://pokepast.es/8763005553908912

11. BONUS TEAM BUILDING GUIDE

I’ve been getting a lot of questions about how to teambuild, so I decided to make a quick guide to get people on the right track. The steps will be black and the commentary will be in red. Here are the steps I go through when building a team:

1. Pick a core/pokemon.
This is the step where you decide what you want to build around. For this team, my initial core was Ninetales + Arctozolt.

2. Pick a playstyle.
Certain playstyles suit certain pokemon better. You don’t want to make an Alakazam stall, for instance. The team can branch out at this point, and several versions can be made. Maybe the core/pokemon you selected works on more than 1 playstyle.

3. Add supporting pokemon to the core/pokemon.
This is where you find partners that work well with the core. For this team, I knew that Magnezone would be a good partner for my Ninetales + Arctozolt core because it would trap Ferrothorn, which Arctozolt struggles to break.

4. Add hazards/ hazard removal.
You may have this implemented already, and if so, this step can be skipped. If not, this is a very important step as almost every team needs hazards and removal. Due to the presence of Heavy Duty Boots, some teams can skip out on hazards. It is almost never a good choice to skip out on removal. The more offensive your team is, the more flimsy your removal can be, of course depending on how weak your team is to hazards. Bulky teams need very solid hazard removal, like a Corviknight. A more offensive build may use a defogger like Scarf Kartana. If your team is bulky and weak to hazards, you need solid and consistent removal. If your team is offensive and good against hazards, you can afford flimsy removal or even no removal at all.

5. Patch up holes.
At this stage you likely won’t have too many slots left. See what pokemon you lose to, and add something that fixes the issue. Remember that this choice should not only fix a problem, but also add to the functionality of a team. For example, if you lack a Nidoking check, and you’re running an HO build, Hydreigon would likely be a much better choice than Blissey, even though they both fix the problem.

Building can be very difficult, especially when using creative pokemon. My advice is this: Make teams that are great against most things, rather than good against everything. You can’t cover every playstyle, or every set, or every team. If you try, you’ll end up making mediocre teams that don’t win, but rather focus on not losing. It’s better to win 9/10 matchups and get destroyed in the one loss than to have a mediocre team that wins 6/10 matchups. If you only remember one thing from this whole guide, remember this: Teams that just “don’t lose” to anything often don’t beat anything either.


6. Test.
Test multiple versions, or one version, but testing is vital. Even after years of building I can’t tell if what looks good on paper will be good in practice, and vice versa.

7. Repeat steps.
This is an iterative process, and you may have to redo these steps many times until you get the team you want. This hail team was the 38th attempt on this process for me. That being said, you may have a dead end building project that just isn’t worth it. Vibrava will never work in OU. At times like this, choose a new project.

12. OTHER TEAMS

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Flame Charge Blacephalon Balance - Peaked #1: (WARNING: MAY BE OUTDATED DUE TO METAGAME CHANGES)

https://www.smogon.com/forums/threads/blacephalon’s-disco-party-peaked-1-2117-ft-flame-charge-blacephalon.3678209/

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Alolan Raichu Offense - Peaked #5: (WARNING: MAY BE OUTDATED DUE TO METAGAME CHANGES)

https://www.smogon.com/forums/threads/raichu-alola-offense-peaked-5-2092.3675251/

13. OUTRO

Thank you to anyone who read this far! The pandemic lockdown is coming to an end for many people, but for the remainder of the time we must all spend cooped up in our homes, I hope this hail team helps to improve your mood. Also, if you ever get a cool idea for a team, feel free to contact me on Smogon or if you see me on Showdown. Have fun and stay creative!

P.S. Sorry this took so long to come out!
 
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Hey, it's me again on your teams lol
I don't know how you can really improve a Hail team that gets #1 and #9 on the ladder to be honest. The first two threats to the team that come to mind are Urshifu-R, as you said, and a well played Tapu Koko (although Grass Knot is uncommon), and the latter is mainly because Adamant Dragapult doesn't outspeed it. The offensive presence you have makes up with these types of weaknesses though, especially because Ninetales outspeeds and OHKOs Urshifu while it has good special bulk to deal with Koko. Also, while Aurora Veil doesn't help with Surging Strikes, it helps with Koko. What I mean is, you have ways to consistently come out on top.

What I really like is CB Dragapult: Dragon Darts is such good move when you think about it, hits twice (although with Infiltrator you don't exactly need it apart from breaking random Sashes), doesn't make contact, good accuracy and good power. I think it's criminal that it doesn't have a reliable physical Ghost STAB, because it definitely looks like it should learn Shadow Claw, but the set is heat nontheless, especially with Magnezone in the back.
On the topic of Magnezone, since you have it I would use Sandslash. It's more heat, it synergizes well offensively with the rest of the team and it's beautiful to use with it's Alolan Gen 1 friend Ninetales. Most importantly, if you don't run Sandslash you don't have a Knock Off user.

Good job as always!

EDIT: you missed 4 EVs on Sandslash
 
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Hey, it's me again on your teams lol
I don't know how you can really improve a Hail team that gets #1 and #9 on the ladder to be honest. The first two threats to the team that come to mind are Urshifu-R, as you said, and a well played Tapu Koko (although Grass Knot is uncommon), and the latter is mainly because Adamant Dragapult doesn't outspeed it. The offensive presence you have makes up with these types of weaknesses though, especially because Ninetales outspeeds and OHKOs Urshifu while it has good special bulk to deal with Koko. Also, while Aurora Veil doesn't help with Surging Strikes, it helps with Koko. What I mean is, you have ways to consistently come out on top.

What I really like is CB Dragapult: Dragon Darts is such good move when you think about it, hits twice (although with Infiltrator you don't exactly need it apart from breaking random Sashes), doesn't make contact, good accuracy and good power. I think it's criminal that it doesn't have a reliable physical Ghost STAB, because it definitely looks like it should learn Shadow Claw, but the set is heat nontheless, especially with Magnezone in the back.
On the topic of Magnezone, since you have it I would use Sandslash. It's more heat, it synergizes well offensively with the rest of the team and it's beautiful to use with it's Alolan Gen 1 friend Ninetales. Most importantly, if you don't run Sandslash you don't have a Knock Off user.

Good job as always!

EDIT: you missed 4 EVs on Sandslash

Thanks for commenting! The threats you mentioned are valid, but as you explained, we have ways of dealing with them. On the topic of Sandslash, having a Knock Off user is actually not necessary. Sandslash only needs Knock Off so it can get past Corviknight and Skarmory, which Arctozolt breaks past anyway. In general, this team does not rely on Stealth Rocks to break, as it puts on enough pressure without them. Sandslash is not a worse nor better version, but it CAN be more heat based on personal preference. Also, thanks for catching the 4 EVs missing on Slash, I've fixed that issue.
 
Hello! Really happy to see one of your teams again, especially one using Ninetales. In the first replay I noticed something odd; Dragapult switching out of Magma Storm. How'd you do that? (It does trap right? Or am I just crazy?)
 
Pinkacross

Question, since you're very experienced with Hail teams (loved the previous version btw).

There was someone above asking if it'd be possible to make both Arctozolt and Sandslash-Alola work together on the same team, and you said maybe, but that all the mons on this particular team are needed so you'd need to revamp the whole thing.

My question is, why can't one just take the Sandslash-Alola team here, replace Magnezone with Arctozolt, and be done with it? Pretty much the main point of Magnezone is to help Sandslash-Alola by taking out Ferrothorn, Skarmory, Corviknight. But if you got Arctozolt, Skarmory and Corviknight are dealt with anyway. So the only real issue would be Ferrothorn, but having problems with that one mon, I feel is worth it, when you in return get to add Arctozolt to the team, which is an absolute destroyer of teams. And now with Arctozolt, Clef becomes slightly easier, so you don't need Steel Wing on Dragapult, and you just put Flamethrower there for Ferrothorn. Between a fire move Dragapult and a Low Kick Arctazolt, and a Knock Off Sandslash-Alola for Ferrothorn's Leftovers, and a Nasty Plot Ninetales-Alola, I feel like that new team could deal with Ferrothorn relatively well.
 
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Hi Pinkacross! I love your RMTs and the team you made is really good! Just a suggestion but maybe you could make a heat team someday?
 
Pinkacross

Question, since you're very experienced with Hail teams (loved the previous version btw).

There was someone above asking if it'd be possible to make both Arctozolt and Sandslash-Alola work together on the same team, and you said maybe, but that all the mons on this particular team are needed so you'd need to revamp the whole thing.

My question is, why can't one just take the Sandslash-Alola team here, replace Magnezone with Arctozolt, and be done with it? Pretty much the main point of Magnezone is to help Sandslash-Alola by taking out Ferrothorn, Skarmory, Corviknight. But if you got Arctozolt, Skarmory and Corviknight are dealt with anyway. So the only real issue would be Ferrothorn, but having problems with that one mon, I feel is worth it, when you in return get to add Arctozolt to the team, which is an absolute destroyer of teams. And now with Arctozolt, Clef becomes slightly easier, so you don't need Steel Wing on Dragapult, and you just put Flamethrower there for Ferrothorn. Between a fire move Dragapult and a Low Kick Arctazolt, and a Knock Off Sandslash-Alola for Ferrothorn's Leftovers, and a Nasty Plot Ninetales-Alola, I feel like that new team could deal with Ferrothorn relatively well.

It's an interesting thought, and that team would certainly be usable, but unfortunately you're overestimating how effective Arctozolt is at defeating Ferrothorn. Ferrothorn, even special variants, take 50% maximum from a Low Kick. Meanwhile in return, Ferrothorn can do a massive amount of damage with Gyro Ball or Body Press. Furthermore, Leech Seed lets Ferrothorn have insane longevity (and the team has no grass types). Also, Arctozolt and Sandslash don't exactly chip eachother's threats that well. Sandslash, sure, can sacrifice itself getting a defensive Corviknight to 25% before dying to a Body Press, but Arctozolt doesn't need Corviknight chipped. Similarly, specially defensive Hippowdon, an Arctozolt check, is not ever going to be swapped in on Sandslash. It's not a horrible idea by any means, and it's worth testing, but overall I think it leads to being too weak to Ferrothorn, Skarmory, Corviknight, and even other Steels like Melmetal.
 
like a team with torkoal. there aren't many sun teams in the meta game and it would be really cool if you could make one
Sun is absolutely still viable, although it does currently have a reputation for being the worst weather. I'll keep it in mind and try it out sometime soon.
 
I’ve been playing this team on the ladder around the 1500 range, and the biggest problem I’ve come up against is Melmetal. I get that you can trap Banded Melmetal and beat it with Zone, but when they have other items, Zone loses to EQ. Mandibuzz does alright against it, but Double Iron Bash still sometimes 2HKOs. Do you have any advice for how to play around this threat?
 
I’ve been playing this team on the ladder around the 1500 range, and the biggest problem I’ve come up against is Melmetal. I get that you can trap Banded Melmetal and beat it with Zone, but when they have other items, Zone loses to EQ. Mandibuzz does alright against it, but Double Iron Bash still sometimes 2HKOs. Do you have any advice for how to play around this threat?
I guess you probably want to wear it down through Hail and Stealth Rock and you can Knock Off its item (especially Leftovers) with Sandslash, so that all of the passive damage sticks: the most dangerous version against this team is Toxic+Protect, which runs Leftovers. Fire Blast on Dragapult probably helps, especially when they figure out you're CB you may catch one by surprise.
 
I’ve been playing this team on the ladder around the 1500 range, and the biggest problem I’ve come up against is Melmetal. I get that you can trap Banded Melmetal and beat it with Zone, but when they have other items, Zone loses to EQ. Mandibuzz does alright against it, but Double Iron Bash still sometimes 2HKOs. Do you have any advice for how to play around this threat?

Magnezone is the answer. You don't need it to be Choice Band. AV and Protect Melmetal are also trapped by Magnezone. I'll show the following calcs for Protect Melmetal:

252+ Atk Melmetal Earthquake vs. +2 0 HP / 252+ Def Magnezone: 172-204 (61.2 - 72.5%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Def Magnezone Body Press vs. 0 HP / 0 Def Melmetal: 258-304 (62.7 - 73.9%) -- guaranteed 2HKO after Leftovers recovery

You can switch in on a Double Iron Bash, use Iron Defense, and then do a minimum of 62% (which is certainly enough to put Melmetal out of comission). Also, on AV sets you can come in on a Double Iron Bash or Ice Punch, and sometimes Iron Defense twice and OHKO, depending on roles. It's quite easy to bait out Double Iron Bash/Ice Punch by first going Mandibuzz and then clicking U-turn.

Also, Aurora Veil is a good way to beat Melmetal. If you set up Aurora Veil with Ninetales, then swap in Magnezone on a Double Iron Bash / Ice Punch / Superpower / Thunder Punch, you can setup under the veil and beat Melmetal easily. Throughout our ladder run, Storm Zone and I ran into many Melmetals, and we only failed to trap and kill it once, due to an Ice Punch Freeze.
 
I guess you probably want to wear it down through Hail and Stealth Rock and you can Knock Off its item (especially Leftovers) with Sandslash, so that all of the passive damage sticks: the most dangerous version against this team is Toxic+Protect, which runs Leftovers. Fire Blast on Dragapult probably helps, especially when they figure out you're CB you may catch one by surprise.
This is also functional advice for chipping down Melmetal, but above I have explained a more reliable way to take Melmetal down. Still, thank you for the input, and yes, Fire Blast can be run on Dragapult over Steel Wing or Sucker Punch (although I wouldn't personally make the change, as it is generally not needed.)
 
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