Hey everybody, how's it going? My name is mrseacoore and today we have an RMT for a hail team in Doubles UU, a tier I have minimal knowledge of and just wanted to try out since I'm so very accustomed to the single's metagames. I'm going to put a video up for this team on my youtube channel before the end of the week. I'm actually excited about it too. This team has never lost a game yet.
14 wins out of 14 games. It brought me up to 1331 Elo with an 83.7% GXE, so yeah, I'm super happy with those results considering I have literally no knowledge of this metagame in the slightest.
Here is a link to my youtube channel if anybody is interested:
https://www.youtube.com/channel/UCcynWwQc_ksCCSMkp2bOrjQ
Thank you to anyone and everyone who is interested in my channel. It means a lot to me whenever anybody uses their own time to watch my content. So, thank you in advance. My channel mainly does pokemon, but also does other gameplay and stuff.
Anyway, back to the team at hand. I have 3 replays for you guys to check out featuring this team smashing through 3 pretty strong teams and opponents. These 3 replays are the literal previous 3 battles with this team as I am climbing the ladder in this wonderful tier. The links to those are at the bottom.
This team has actually undergone two major changes, namely Porygon2 and Lando-I being replaced as they are both banned from this tier as of... I have no idea what the date was, but needless to say, you can't use them in Doubles UU anymore. Porygon2 was replaced with Mew. Landorus-I was replaced with Moltres interestingly.
So without further ado, here is my glorious hail team.
Abomasnow-Mega @ Abomasite
Ability: Soundproof
Shiny: Yes
EVs: 208 HP / 32 Atk / 160 SpA / 108 Spe
Rash Nature
- Blizzard
- Giga Drain
- Ice Shard
- Rock Slide
Alright, so here's the 1st member of the team and one of the 2 mons who set hail in on the team with Snow Warning. Mega Obama is a very fierce pokemon to deal with just due to its typing offensively. It's really bulky in its Mega form despite having so many weaknesses. It can fire off blizzards freely and smack the opposing 2 mons across from it for some really nice damage. Giga Drain is a great STAB move and gives just a little recovery. Ice Shard is great for just getting some chip damage before dying primarily. It is priority as well. Rock Slide is a really good move and is useful for catching fire type counters coming into play for decent damage. It also hits the both mons on the other side. 208 HP just helps Mega Snow use its natural bulk to a greater effect. 32 Attack EVs allow Mega Snow to hit an offensive jump number of 308 (The number may actually be 307, I'm not certain but the more the merrier I suppose). 160 Special Attack with a modest nature will hit a very strong 374 offensive stat, which is something you really don't want to deal with defensively if you're talking about being hit with a base power 110 move repeatedly. 108 Speed is just a good measure of thumb, hitting 123 speed which is specifically made to outspeed Eelektross with a minus speed nature (and other negative nature base 50 speed mons). Prior to Mega evolving, Abomasnow will have 183 speed with this investment if I'm not mistaken. This thing is made to break walls and does a damn good job at it to boot.
Aurorus @ Icy Rock
Ability: Snow Warning
EVs: 248 HP / 184 Def / 28 SpA / 24 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Protect
- Freeze-Dry
- Stealth Rock
Next up is Aurorus. This is the only other pokemon in the game with Snow Warning as an ability (and the baby forms of both Abomasnow and Aurorus of course). I realize that the spread on this thing looks really weird, but allow me a moment to explain my thoughts behind it. 248 HP investment just makes Aurorus insanely fat, having 449 HP total. 184 Defense reaches the jump number of 225 but adds 1 to it to equal a stat of uninvested base 95 defense. This is a nice number to have in general for defense.
24 Special Defense achieve the exact same purpose as the defense. 28 SpA with a modest nature just allows Aurorus to hit things a bit harder and not be too passive. 24 Speed is run as a measure of thumb to outspeed uninvested base 60 by 2 stat points. This is also important because of the role Mew plays on my team, which I will talk about later. Icy Rock is meant quite obviously to maximize the number of hail turns granted by Snow Warning. Blizzard and Freeze-Dry are mandatory STAB on Snow Warning Aurorus and will hit their targets fairly hard in general. Stealth Rock, as far as I've noticed in this tier, is relatively uncommon. I think it's just a useful support move and I liked it. Another coverage move could instead be used here quite viably too I believe. Protect is just a good move in Doubles in general and it really helps Aurorus out. Aurorus' role on the team is primarily support before anything else. It fills out this role very well.
Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 112 HP / 36 Def / 252 SpA / 36 SpD / 72 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Draco Meteor
- Earth Power
- Psychic
Absolutely diabolical. Choice Specs Kyurem with max Special Attack and a Modest Nature on a hail team. It fires off 100% accurate Blizzards, which is just terrifying because Kyurem has incredibly good offensive stats and very reliable bulk. The stats are spread all around Kyurem. 112 HP coupled with the 36 EVs in both defenses do some good service in adding to Kyurem's overall bulk. 72 Speed from what I know in the UU Singles Metagame, is specific to outspeed Adamant Slurpuff before unburden activates and also outspeeds Adamant Honchkrow. This is also great because of Mew's role on my team. So Blizzard under hail will literally blow everything back on the opponent's side, even a few things that resist it. Draco is a nuke that hits one thing and is used much more seldom than Blizzard just because of Blizzard being so spammable under weather. Earth Power is great coverage through Ground typing. Psychic is primarily for fighting types, but Blizzard is the go-to move anyway. This thing just racks in kills and busts through walls with ease.
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 136 Def / 40 SpA / 80 SpD
Bold Nature
IVs: 0 Atk
- Electroweb / Icy Wind
- Heat Wave
- Roost
- Psychic / Protect / Will-O-Wisp / Heal Bell
Mew is a fantastic pokemon because Mew can do literally anything. It's movepool is fantastic and it's backed by base stat 100 all across the board. I give 0% care to the logic behind smogon saying on offense it doesn't hit hard enough or that something else hits harder, or faster, or whatever. Mew is a pokemon that is capable of playing literally any role it wants to on a team, without question. Mew isn't that bad on offense either because it acts as a super bulky tank, can pivot, recover HP, become Ditto, and more. Mew is a true wild card. I don't want Mew to kill things, I want Mew to weaken things for the rest of my team, making their roles much easier to accomplish. Synchronize is a pretty good ability in general. You won't hear me complain about it. (Imagine Mew with Protean XD) 252 HP investment maximizes Mew's fatness with a spectacular 404 HP stat number. 136 Defense with a Bold Nature hit the 296 Defensive jump number and makes Mew very challenging to bring down on the physical side.
40 SpA EVs are just a rule of thumb, it also lets Mew hit things about 3-5% harder in general, which isn't something I dislike. 80 Special Defense is just to instill a bit of mixed bulk to Mew's already very good natural bulk. This can be placed into speed or special attack instead as desired. Honestly, it's all about preference if you ask me.
Now the moveset is chosen has been very useful for the rest of my team, as Electroweb or Icy Wind will slow down the opposing side and essentially make my team much more threatening offensively. It's really nice. I have a preference of Electroweb for my team because I already have 3 pokemon that are going to spam Blizzard and I felt that I needed to take a shot at water types with Electroweb rather than have another redundant ice type coverage on the team if it could be helped. Icy Wind is usable too since it accomplishes the same purpose of doing damage to both mons on the opposing side and slows them down. Heat Wave is a strong move to hit both opposing mons with nice fire type coverage. Roost is just a great move that recovers HP reliably. Psychic was chosen just because it's STAB and I didn't really feel like it or another move was better for the last slot because all of them worked there, just for different reasons. Protect, which stalls out trick room, opposing weather, and gets some extra leftovers recovery and is just a useful move in Doubles. Heal Bell, self explanatory. W-o-W, again self explanatory. Defog could also exist in the slot, but I just don't see very many hazards in Doubles, so I opted out of carrying it. Overall, Mew is great speed control for the team and tanks very many things in the tier as far as I am aware. Mew is a wild card as I stated earlier and should not be underestimated.
Moltres @ Leftovers
Ability: Pressure
EVs: 232 HP / 80 Def / 96 SpA / 80 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Air Cutter
- Roost
- Defog / [Insert Coverage Move Or Protect In Moveslot] / U-turn
Moltres is a pokemon you probably don't think about very often because it has 4x weakness to rocks and takes 50% of its health just to come in on rocks. It isn't the fastest pokemon ever. But it is a Moltres after all. This thing is very powerful on offense and actually pretty bulky in its own right. Moltres has a typing that is very difficult to deal with for this metagame if you ask me. And for the rock types that can resist its STAB moves (Rock and Snorlax), the rest of my team gives no care in the world about. Heat Wave and Air Cutter are good STAB moves that only a select few viable mons in the meta can resist. They hit both mons on the other side and deal some pretty solid damage as well. Roost is a way to have reliable recovery. Defog is defog. I don't know how useful it is in Doubles so I just used it for good measure. I feel like U-turn and Protect or a hidden power or some other coverage move also deserve some credit because they are viable in the 4th moveslot as well. 232 HP investment is specifically used to allow less damage to be taken from stealth rocks by hitting an odd number and a 9 at that. 80 EVs on both defenses is primarily just to hit good defensive stat numbers for both of them. 96 Special Attack backed by a Modest Nature a the great 341 jump number. 20 Speed EVs is just because I didn't know where else to put it.
Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Blizzard
- Scald
- Recover
- Earth Power
Gastrodon is honestly a really good pokemon despite its typical passivity. Storm Drain is a really cool ability and makes Gastrodon a serious threat whenever activated. I have contemplated another team member running Surf (-cough- Mew -cough-) Gastrodon's bulk is nothing to scoff at either. It's got a really high HP stat and not so shabby defenses to back it up. I do want to point out that Gastrodon can have some special attack investment and can mix up the defensive bulk as suited to the user's preferences. Blizzard is used over Icy Wind to take advantage of hail. Scald is Scald and doesn't need to be spoken about as a STAB move. Recover is a great way to reliably keep health steady. Earth Power is just good STAB and good offensive coverage. I like Gastrodon because it stays around with the team for quite a long time just due to its great bulk and offensive support in general.
So that's the hail team. There's a bit of synergy throughout the team and some really fun sets and ideas to work with on the team. I really like how it functions and I am curious to see what the suggestions are for my team. I appreciate any and all feedback. Thank you all so much for reading, I hope you all enjoy the team.
Here are the 3 replays:
http://replay.pokemonshowdown.com/doublesuu-380327114
http://replay.pokemonshowdown.com/doublesuu-380330036
http://replay.pokemonshowdown.com/doublesuu-380333858
14 wins out of 14 games. It brought me up to 1331 Elo with an 83.7% GXE, so yeah, I'm super happy with those results considering I have literally no knowledge of this metagame in the slightest.
Here is a link to my youtube channel if anybody is interested:
https://www.youtube.com/channel/UCcynWwQc_ksCCSMkp2bOrjQ
Thank you to anyone and everyone who is interested in my channel. It means a lot to me whenever anybody uses their own time to watch my content. So, thank you in advance. My channel mainly does pokemon, but also does other gameplay and stuff.
Anyway, back to the team at hand. I have 3 replays for you guys to check out featuring this team smashing through 3 pretty strong teams and opponents. These 3 replays are the literal previous 3 battles with this team as I am climbing the ladder in this wonderful tier. The links to those are at the bottom.
This team has actually undergone two major changes, namely Porygon2 and Lando-I being replaced as they are both banned from this tier as of... I have no idea what the date was, but needless to say, you can't use them in Doubles UU anymore. Porygon2 was replaced with Mew. Landorus-I was replaced with Moltres interestingly.
So without further ado, here is my glorious hail team.
Abomasnow-Mega @ Abomasite
Ability: Soundproof
Shiny: Yes
EVs: 208 HP / 32 Atk / 160 SpA / 108 Spe
Rash Nature
- Blizzard
- Giga Drain
- Ice Shard
- Rock Slide
Alright, so here's the 1st member of the team and one of the 2 mons who set hail in on the team with Snow Warning. Mega Obama is a very fierce pokemon to deal with just due to its typing offensively. It's really bulky in its Mega form despite having so many weaknesses. It can fire off blizzards freely and smack the opposing 2 mons across from it for some really nice damage. Giga Drain is a great STAB move and gives just a little recovery. Ice Shard is great for just getting some chip damage before dying primarily. It is priority as well. Rock Slide is a really good move and is useful for catching fire type counters coming into play for decent damage. It also hits the both mons on the other side. 208 HP just helps Mega Snow use its natural bulk to a greater effect. 32 Attack EVs allow Mega Snow to hit an offensive jump number of 308 (The number may actually be 307, I'm not certain but the more the merrier I suppose). 160 Special Attack with a modest nature will hit a very strong 374 offensive stat, which is something you really don't want to deal with defensively if you're talking about being hit with a base power 110 move repeatedly. 108 Speed is just a good measure of thumb, hitting 123 speed which is specifically made to outspeed Eelektross with a minus speed nature (and other negative nature base 50 speed mons). Prior to Mega evolving, Abomasnow will have 183 speed with this investment if I'm not mistaken. This thing is made to break walls and does a damn good job at it to boot.
Aurorus @ Icy Rock
Ability: Snow Warning
EVs: 248 HP / 184 Def / 28 SpA / 24 SpD / 24 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Protect
- Freeze-Dry
- Stealth Rock
Next up is Aurorus. This is the only other pokemon in the game with Snow Warning as an ability (and the baby forms of both Abomasnow and Aurorus of course). I realize that the spread on this thing looks really weird, but allow me a moment to explain my thoughts behind it. 248 HP investment just makes Aurorus insanely fat, having 449 HP total. 184 Defense reaches the jump number of 225 but adds 1 to it to equal a stat of uninvested base 95 defense. This is a nice number to have in general for defense.
24 Special Defense achieve the exact same purpose as the defense. 28 SpA with a modest nature just allows Aurorus to hit things a bit harder and not be too passive. 24 Speed is run as a measure of thumb to outspeed uninvested base 60 by 2 stat points. This is also important because of the role Mew plays on my team, which I will talk about later. Icy Rock is meant quite obviously to maximize the number of hail turns granted by Snow Warning. Blizzard and Freeze-Dry are mandatory STAB on Snow Warning Aurorus and will hit their targets fairly hard in general. Stealth Rock, as far as I've noticed in this tier, is relatively uncommon. I think it's just a useful support move and I liked it. Another coverage move could instead be used here quite viably too I believe. Protect is just a good move in Doubles in general and it really helps Aurorus out. Aurorus' role on the team is primarily support before anything else. It fills out this role very well.
Kyurem @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 112 HP / 36 Def / 252 SpA / 36 SpD / 72 Spe
Modest Nature
IVs: 0 Atk
- Blizzard
- Draco Meteor
- Earth Power
- Psychic
Absolutely diabolical. Choice Specs Kyurem with max Special Attack and a Modest Nature on a hail team. It fires off 100% accurate Blizzards, which is just terrifying because Kyurem has incredibly good offensive stats and very reliable bulk. The stats are spread all around Kyurem. 112 HP coupled with the 36 EVs in both defenses do some good service in adding to Kyurem's overall bulk. 72 Speed from what I know in the UU Singles Metagame, is specific to outspeed Adamant Slurpuff before unburden activates and also outspeeds Adamant Honchkrow. This is also great because of Mew's role on my team. So Blizzard under hail will literally blow everything back on the opponent's side, even a few things that resist it. Draco is a nuke that hits one thing and is used much more seldom than Blizzard just because of Blizzard being so spammable under weather. Earth Power is great coverage through Ground typing. Psychic is primarily for fighting types, but Blizzard is the go-to move anyway. This thing just racks in kills and busts through walls with ease.
Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 136 Def / 40 SpA / 80 SpD
Bold Nature
IVs: 0 Atk
- Electroweb / Icy Wind
- Heat Wave
- Roost
- Psychic / Protect / Will-O-Wisp / Heal Bell
Mew is a fantastic pokemon because Mew can do literally anything. It's movepool is fantastic and it's backed by base stat 100 all across the board. I give 0% care to the logic behind smogon saying on offense it doesn't hit hard enough or that something else hits harder, or faster, or whatever. Mew is a pokemon that is capable of playing literally any role it wants to on a team, without question. Mew isn't that bad on offense either because it acts as a super bulky tank, can pivot, recover HP, become Ditto, and more. Mew is a true wild card. I don't want Mew to kill things, I want Mew to weaken things for the rest of my team, making their roles much easier to accomplish. Synchronize is a pretty good ability in general. You won't hear me complain about it. (Imagine Mew with Protean XD) 252 HP investment maximizes Mew's fatness with a spectacular 404 HP stat number. 136 Defense with a Bold Nature hit the 296 Defensive jump number and makes Mew very challenging to bring down on the physical side.
40 SpA EVs are just a rule of thumb, it also lets Mew hit things about 3-5% harder in general, which isn't something I dislike. 80 Special Defense is just to instill a bit of mixed bulk to Mew's already very good natural bulk. This can be placed into speed or special attack instead as desired. Honestly, it's all about preference if you ask me.
Now the moveset is chosen has been very useful for the rest of my team, as Electroweb or Icy Wind will slow down the opposing side and essentially make my team much more threatening offensively. It's really nice. I have a preference of Electroweb for my team because I already have 3 pokemon that are going to spam Blizzard and I felt that I needed to take a shot at water types with Electroweb rather than have another redundant ice type coverage on the team if it could be helped. Icy Wind is usable too since it accomplishes the same purpose of doing damage to both mons on the opposing side and slows them down. Heat Wave is a strong move to hit both opposing mons with nice fire type coverage. Roost is just a great move that recovers HP reliably. Psychic was chosen just because it's STAB and I didn't really feel like it or another move was better for the last slot because all of them worked there, just for different reasons. Protect, which stalls out trick room, opposing weather, and gets some extra leftovers recovery and is just a useful move in Doubles. Heal Bell, self explanatory. W-o-W, again self explanatory. Defog could also exist in the slot, but I just don't see very many hazards in Doubles, so I opted out of carrying it. Overall, Mew is great speed control for the team and tanks very many things in the tier as far as I am aware. Mew is a wild card as I stated earlier and should not be underestimated.

Moltres @ Leftovers
Ability: Pressure
EVs: 232 HP / 80 Def / 96 SpA / 80 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Air Cutter
- Roost
- Defog / [Insert Coverage Move Or Protect In Moveslot] / U-turn
Moltres is a pokemon you probably don't think about very often because it has 4x weakness to rocks and takes 50% of its health just to come in on rocks. It isn't the fastest pokemon ever. But it is a Moltres after all. This thing is very powerful on offense and actually pretty bulky in its own right. Moltres has a typing that is very difficult to deal with for this metagame if you ask me. And for the rock types that can resist its STAB moves (Rock and Snorlax), the rest of my team gives no care in the world about. Heat Wave and Air Cutter are good STAB moves that only a select few viable mons in the meta can resist. They hit both mons on the other side and deal some pretty solid damage as well. Roost is a way to have reliable recovery. Defog is defog. I don't know how useful it is in Doubles so I just used it for good measure. I feel like U-turn and Protect or a hidden power or some other coverage move also deserve some credit because they are viable in the 4th moveslot as well. 232 HP investment is specifically used to allow less damage to be taken from stealth rocks by hitting an odd number and a 9 at that. 80 EVs on both defenses is primarily just to hit good defensive stat numbers for both of them. 96 Special Attack backed by a Modest Nature a the great 341 jump number. 20 Speed EVs is just because I didn't know where else to put it.
Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Blizzard
- Scald
- Recover
- Earth Power
Gastrodon is honestly a really good pokemon despite its typical passivity. Storm Drain is a really cool ability and makes Gastrodon a serious threat whenever activated. I have contemplated another team member running Surf (-cough- Mew -cough-) Gastrodon's bulk is nothing to scoff at either. It's got a really high HP stat and not so shabby defenses to back it up. I do want to point out that Gastrodon can have some special attack investment and can mix up the defensive bulk as suited to the user's preferences. Blizzard is used over Icy Wind to take advantage of hail. Scald is Scald and doesn't need to be spoken about as a STAB move. Recover is a great way to reliably keep health steady. Earth Power is just good STAB and good offensive coverage. I like Gastrodon because it stays around with the team for quite a long time just due to its great bulk and offensive support in general.
So that's the hail team. There's a bit of synergy throughout the team and some really fun sets and ideas to work with on the team. I really like how it functions and I am curious to see what the suggestions are for my team. I appreciate any and all feedback. Thank you all so much for reading, I hope you all enjoy the team.
Here are the 3 replays:
http://replay.pokemonshowdown.com/doublesuu-380327114
http://replay.pokemonshowdown.com/doublesuu-380330036
http://replay.pokemonshowdown.com/doublesuu-380333858