A Regice Team
Teambuilding
I was messing around in DP UU, and I got hit with this sudden desire to make a team around Regice. That certainly did not stack up to be an easy task, but I finally found a rather odd style that I am finding some success with. Obviously the first choice is Regice, the pokemon the team is being made around.
Regice suffers from not quite enough physical defense, so I thought why not baton pass that. I didn't want my baton passer to be pointless past that, and more special defense never hurts, which led me to settle on Drifblim to pass Stockpile boosts.
This team still lacks a leader, so with Regice support in mind, I opted for Snover for the auto-hail, providing Regice with Blizzard as a STAB over ice beam.
Now I needed to answer some of Regice's counters. Dugtrio can trap, outspeed and kill many of them.
I chose Venusaur next. He can take down the Rock types and bulky waters, plus provide sleep support.
Lastly, I chose Walrein, since the hail is rarely removed, I can run an effective Stallrein without my opponent having a clue about my real game plan
How each pokemon is used can change a bit based on the situation, but the general battle plan is outlined below:
Snover @ Choice Scarf
Ability: Snow Warning
EVs: 8 HP / 252 SpA / 4 SpD / 244 Spe
Hasty Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Blizzard
- Energy Ball
- Leech Seed
- Hidden Power [Ground]
Snover has one main purpose: start up hail in a rather weather-lacking tier to provide my other pokemon with 100 % accurate blizzards. This set does give him a surprise element, however. I can get the drop on my opponent if they have a slower lead by unleashing Blizzard, HP Ground or energy ball as appropriate. Leech seed is for the faster leads, and I can hide the fact I have a choice scarf, and just pretend I'm setting up. This also can be great trick prevention, as it leaves my opponent stunned when they find that this thing has a choice scarf. Outside of the lead role, I don't think I have ever brought snover in at another period of the battle unless something has gone very wrong, or if I need to put hail back up (and sometimes this strictly speaking is not a need, though losing the blizzard accuracy stinks).
Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 220 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Protect
- Blizzard
- Toxic
The mighty Stallrein is usually my next pokemon out. At this point, my team looks a lot like a hail team, and in some ways it is. Walrein works like any ordinary Stallrein here. I usually protect first to scout, and then determine which of the other three moves is my best option. Walrien usually just hangs around until my opponent brings out a counter, which then is addressed by one of the following three pokemon:
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aerial Ace
- Earthquake
- Night Slash
- Double-Edge
Dugtrio is my exterminator. He switches in a annoying fire or steel types traps them, and kills them with usually earthquake. The other three moves are usually filler, and the amount of times I have used them I can count on one hand. He doesn't have any durability whatsoever, and is often a one hit wonder, but he is really, really useful for basically removing one of my opponents pokemon of my choice.
Venusaur @ Life Orb
Ability: Overgrow
EVs: 136 Atk / 120 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Earthquake
- Sleep Powder
- Leech Seed
Venusaur is quite versatile. He can be a sweeper, a counter, or a support. I usually switch him in on water, ground or rock types. Sleep powder sees use in most matches because sleep is overpowered, and works on anything he outspeeds. Leaf storm is the primary form of attack, for dealing with the aforementioned types. Earthquake is my prediction move against fire and steel types, and also my physical move to complement leaf storm when it takes sp atk penalties. Leech seed is my choice if I get a setup opportunity, or if my opponent tries to do the same (and sleep powder hasn't been used yet). It also heals venusaur from the taxing combination of life orb and hail.
Drifblim @ Leftovers
Ability: Aftermath
EVs: 4 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Baton Pass
- Substitute
- Stockpile
- Shadow Ball
Drifblim is one of the most important team members, and he also carries a fairly unconventional function. Ideally, I switch him in onto a fighting type which is usually present on many UU teams. Then it is baton pass setup. Stockpile may seem like an interesting choice for baton pass, but the pair of defensive boosts benefits our recipient very, very nicely, and it also keeps drifblim alive to get enough stockpiles off. Substitute is also someting that can be passed off, but usually this acts more as extra defense for drifblim, especially against status effects. Shadow ball is for warding off anything it can scare off, ideally to force a switch, but shadow ball can take down psychic types sometimes. Leftovers counters the hail, and aftermath is the ability because unburden doesn't help here.
Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 Spe
Calm Nature
IVs: 0 Atk
- Blizzard
- Charge Beam
- Rest
- Sleep Talk
With some number of stockpile boosts, and the removal of at least some major threats, regice is virtually unstoppable. If you have seen Star Wars, I liken Regice's arrival to the Vader hallway scene from Rogue One. Even one stockpile makes regice much more useful than a normal regice. Blizzard is the STAB with perfect accuracy under the hail. Charge beam is for anything that resist ice, and for setting up extra sp atk on walls. Rest heals regice completely, and sleep talk lets him continue to pound the opponent. Clear body prevents any stat lowering. Given the extra defense, evs are there to maximize special attack. With three stockpiles, nothing save a critical hit from a strong, supereffective, physical move will be able to kill it (e.g, close combat, stone edge) Regice boasts circa 750 def, 1200 sp def with the three defensive boosts. Less stockpiles make Regice more vulnerable to the physical moves, but can suffice if I have taken out enough of my opponents pokemon.
Below is a replay of when this team is firing on all cylinders against a decent opponent
(Just a warning, my opponents names for their pokemon are not what I consider family friendly)
file:///C:/Users/tnobi/Documents/My%20Games/Pokemon%20Showdown/Logs/Gen4UU-2021-03-23-koopaqueenbowsette-frostlord84.html
Obviously this doesn't tell all but it gives you a decent picture of what it looks like when successful (Venusaur wasn't used, and I always forget the sleep from rest is a set amount).
Counters
Anything with Roar: There is nothing more saddening then having a perfect setup for Regice with three Stockpiles, to watch it go to waste because one of my opponents remaining pokemon has roar (or other phazing move). I can recover from this, but there is no dening it is a pain.
Very Strong Fighting, Rock or Steel Moves: These moves can punch through Regice if the doesn't have enough stockpiles. They also punch through snover, and can cripple just about everyone else. Teams with large amounts of pokemon with these moves are a problem. Choice band users that time their shots right are also a problem.
Other Weather Teams: Rain and Sand are what I have in mind. Sand provides a interesting problem. Snover outspeeds hippopotas, which means I can attempt to K.O him. Usually however, he switches out, and then the sand is up, and I'm stuck trying to get my hail back up to give my blizzards accuracy. For the rain teams, some ultra-fast rain sweeper comes out, and I can't seem to stop them without sacrificing one or more pokemon I don't want to lose. For both teams, snover must stay alive or its game over.
Choice Scarfers that w/o the Scarf, don't Outspeed Drifblim: Nothing specific I can think of here, but when I expect to get a sub up or a stockpile, my opponent with throw ice punch or shadow ball or something like that and cripple my poor balloon. Without a way to heal it, Regice can't set up, and my team has lost its major strategy.
Teambuilding
I was messing around in DP UU, and I got hit with this sudden desire to make a team around Regice. That certainly did not stack up to be an easy task, but I finally found a rather odd style that I am finding some success with. Obviously the first choice is Regice, the pokemon the team is being made around.
Regice suffers from not quite enough physical defense, so I thought why not baton pass that. I didn't want my baton passer to be pointless past that, and more special defense never hurts, which led me to settle on Drifblim to pass Stockpile boosts.
This team still lacks a leader, so with Regice support in mind, I opted for Snover for the auto-hail, providing Regice with Blizzard as a STAB over ice beam.
Now I needed to answer some of Regice's counters. Dugtrio can trap, outspeed and kill many of them.
I chose Venusaur next. He can take down the Rock types and bulky waters, plus provide sleep support.
Lastly, I chose Walrein, since the hail is rarely removed, I can run an effective Stallrein without my opponent having a clue about my real game plan
How each pokemon is used can change a bit based on the situation, but the general battle plan is outlined below:
Snover @ Choice Scarf
Ability: Snow Warning
EVs: 8 HP / 252 SpA / 4 SpD / 244 Spe
Hasty Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Blizzard
- Energy Ball
- Leech Seed
- Hidden Power [Ground]
Snover has one main purpose: start up hail in a rather weather-lacking tier to provide my other pokemon with 100 % accurate blizzards. This set does give him a surprise element, however. I can get the drop on my opponent if they have a slower lead by unleashing Blizzard, HP Ground or energy ball as appropriate. Leech seed is for the faster leads, and I can hide the fact I have a choice scarf, and just pretend I'm setting up. This also can be great trick prevention, as it leaves my opponent stunned when they find that this thing has a choice scarf. Outside of the lead role, I don't think I have ever brought snover in at another period of the battle unless something has gone very wrong, or if I need to put hail back up (and sometimes this strictly speaking is not a need, though losing the blizzard accuracy stinks).
Walrein @ Leftovers
Ability: Ice Body
EVs: 232 HP / 220 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Protect
- Blizzard
- Toxic
The mighty Stallrein is usually my next pokemon out. At this point, my team looks a lot like a hail team, and in some ways it is. Walrein works like any ordinary Stallrein here. I usually protect first to scout, and then determine which of the other three moves is my best option. Walrien usually just hangs around until my opponent brings out a counter, which then is addressed by one of the following three pokemon:
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aerial Ace
- Earthquake
- Night Slash
- Double-Edge
Dugtrio is my exterminator. He switches in a annoying fire or steel types traps them, and kills them with usually earthquake. The other three moves are usually filler, and the amount of times I have used them I can count on one hand. He doesn't have any durability whatsoever, and is often a one hit wonder, but he is really, really useful for basically removing one of my opponents pokemon of my choice.
Venusaur @ Life Orb
Ability: Overgrow
EVs: 136 Atk / 120 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Earthquake
- Sleep Powder
- Leech Seed
Venusaur is quite versatile. He can be a sweeper, a counter, or a support. I usually switch him in on water, ground or rock types. Sleep powder sees use in most matches because sleep is overpowered, and works on anything he outspeeds. Leaf storm is the primary form of attack, for dealing with the aforementioned types. Earthquake is my prediction move against fire and steel types, and also my physical move to complement leaf storm when it takes sp atk penalties. Leech seed is my choice if I get a setup opportunity, or if my opponent tries to do the same (and sleep powder hasn't been used yet). It also heals venusaur from the taxing combination of life orb and hail.
Drifblim @ Leftovers
Ability: Aftermath
EVs: 4 Def / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Baton Pass
- Substitute
- Stockpile
- Shadow Ball
Drifblim is one of the most important team members, and he also carries a fairly unconventional function. Ideally, I switch him in onto a fighting type which is usually present on many UU teams. Then it is baton pass setup. Stockpile may seem like an interesting choice for baton pass, but the pair of defensive boosts benefits our recipient very, very nicely, and it also keeps drifblim alive to get enough stockpiles off. Substitute is also someting that can be passed off, but usually this acts more as extra defense for drifblim, especially against status effects. Shadow ball is for warding off anything it can scare off, ideally to force a switch, but shadow ball can take down psychic types sometimes. Leftovers counters the hail, and aftermath is the ability because unburden doesn't help here.
Regice @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 Spe
Calm Nature
IVs: 0 Atk
- Blizzard
- Charge Beam
- Rest
- Sleep Talk
With some number of stockpile boosts, and the removal of at least some major threats, regice is virtually unstoppable. If you have seen Star Wars, I liken Regice's arrival to the Vader hallway scene from Rogue One. Even one stockpile makes regice much more useful than a normal regice. Blizzard is the STAB with perfect accuracy under the hail. Charge beam is for anything that resist ice, and for setting up extra sp atk on walls. Rest heals regice completely, and sleep talk lets him continue to pound the opponent. Clear body prevents any stat lowering. Given the extra defense, evs are there to maximize special attack. With three stockpiles, nothing save a critical hit from a strong, supereffective, physical move will be able to kill it (e.g, close combat, stone edge) Regice boasts circa 750 def, 1200 sp def with the three defensive boosts. Less stockpiles make Regice more vulnerable to the physical moves, but can suffice if I have taken out enough of my opponents pokemon.
Below is a replay of when this team is firing on all cylinders against a decent opponent
(Just a warning, my opponents names for their pokemon are not what I consider family friendly)
file:///C:/Users/tnobi/Documents/My%20Games/Pokemon%20Showdown/Logs/Gen4UU-2021-03-23-koopaqueenbowsette-frostlord84.html
Obviously this doesn't tell all but it gives you a decent picture of what it looks like when successful (Venusaur wasn't used, and I always forget the sleep from rest is a set amount).
Counters
Anything with Roar: There is nothing more saddening then having a perfect setup for Regice with three Stockpiles, to watch it go to waste because one of my opponents remaining pokemon has roar (or other phazing move). I can recover from this, but there is no dening it is a pain.
Very Strong Fighting, Rock or Steel Moves: These moves can punch through Regice if the doesn't have enough stockpiles. They also punch through snover, and can cripple just about everyone else. Teams with large amounts of pokemon with these moves are a problem. Choice band users that time their shots right are also a problem.
Other Weather Teams: Rain and Sand are what I have in mind. Sand provides a interesting problem. Snover outspeeds hippopotas, which means I can attempt to K.O him. Usually however, he switches out, and then the sand is up, and I'm stuck trying to get my hail back up to give my blizzards accuracy. For the rain teams, some ultra-fast rain sweeper comes out, and I can't seem to stop them without sacrificing one or more pokemon I don't want to lose. For both teams, snover must stay alive or its game over.
Choice Scarfers that w/o the Scarf, don't Outspeed Drifblim: Nothing specific I can think of here, but when I expect to get a sub up or a stockpile, my opponent with throw ice punch or shadow ball or something like that and cripple my poor balloon. Without a way to heal it, Regice can't set up, and my team has lost its major strategy.
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