Gen 4 Gen 4 UU: Making Regice Useful

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.

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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.

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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.

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Now I needed to answer some of Regice's counters. Dugtrio can trap, outspeed and kill many of them.

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I chose Venusaur next. He can take down the Rock types and bulky waters, plus provide sleep support.

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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

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How each pokemon is used can change a bit based on the situation, but the general battle plan is outlined below:

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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).

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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:

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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.

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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.

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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.


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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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I like the regice+hail core, so we'll start with that. I would run ice beam over blizzard on regice and surf over blizzard on walrein, since their both defensive mons which really appreciate the higher pp.

Next I'll move on to a big problem I see in ur team, stealth rock. It makes both regice and walrein significantly worse checks to many of the things they are supposed to be checking, so the first mon im gonna add is hitmontop replacing drifblim. Hitmontop helps with a lot of physical mons because of intimidate and helps alleviate the other 3s weaknesses to rock (and to an extent fighting as most fighting mons in the tier are physical attackers bar blaziken, however u still have a slight problem with stray non-stab focus blast, although regice can tank most non stab special attacks). I would also like to address that non-scarf blaziken is trapped by dug after a ko.

Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Foresight
- Close Combat
- Sucker Punch

I like dug overall on all versions of this team (i’ll get to that later) but i’m very tempted to make it scarf to help with the scarf blaziken matchup which really rips apart this team. If running venu (again i’ll get to that later). This does create a problem with registeel and fire types usually get at least a kill before being trapped and certain mons or luck or just overpredictions with dug on ur end can result in them nabbing 3 or 4. So the next mon is….

MILTANK, now this is the heat on this team. It’s also where the options i spoke about earlier come in because i'm slightly hesitant about making ur fighting weakness so large. But first lets talk about what miltank does here. It acts as a nice cleric allowing hitmon to pressure registeel for longer and maybe making it so dug eventually gets a trap off. Its ability thick fat allows it to check fire types, throughout the game with milk drink, it also sets rocks, racking up the residual damage of this team. It also improves the stall matchup.

The other option is dropping hitmon for donphan and dropping miltank for hariyama. This allows for role compression with donphan (rocks and spin) which also eats rock hits like hitmon. Walrein and regice eat water and ice hits for it, whilst hariyama also eats ice hits for it and is running spdef in order to eat some special grass moves, however grass moves are still iffy. Thick fat also allows hariyama to eat fire hits.

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Assurance
- Stealth Rock

Hariyama @ Leftovers
Ability: Thick Fat
EVs: 252 Atk / 252 SpD / 4 Spe
Adamant Nature
- Substitute
- Focus Punch
- Payback
- Stone Edge

Threatlist:
Fires in general, they almost always get a kill if played well, however sometimes u might be able to do some work with walrein and prevent them getting that. Houndoom is a big problem on the miltank variant as miltank’s spdef isn’t great, however the matchup against fires is playable as it basically guarantees duggy a kill which frees up regice, as other regice counters are afraid to come in, fearing dug.

Double Ghost hazard stack: not great matchup for the miltank variant, make sure to get rocks up and try and make the game go long, the donphan variant has far less issues with this as it runs assurance to hit ghosts. Make sure to avoid wisps though.

Swellow and Scyther: KEEP ROCKS OFF, this allows walrein to make the matchup manageable. Swellow gets worn down quickly with status and they both get cucked by rocks. Again, matchup is playable.

Miltank variant: https://pokepast.es/d977b3248194289a

Donphan variant: https://pokepast.es/189680ec1661aa9a





Ps: i toyed around with keeping venusaur in the miltank slot as a fighting restist, running thunder wave over charge beam on regice and running orb or band on dugtrio and praying not to meet scarf blazi, but in the end i feel it has too many weaknesses, especially to fire.

Also, sorry about no sprites, just some thoughts milling around in my head I wanted to share.
 
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I like the regice+hail core, so we'll start with that. I would run ice beam over blizzard on regice and surf over blizzard on walrein, since their both defensive mons which really appreciate the higher pp.

Next I'll move on to a big problem I see in ur team, stealth rock. It makes both regice and walrein significantly worse checks to many of the things they are supposed to be checking, so the first mon im gonna add is hitmontop replacing drifblim. Hitmontop helps with a lot of physical mons because of intimidate and helps alleviate the other 3s weaknesses to rock (and to an extent fighting as most fighting mons in the tier are physical attackers bar blaziken, however u still have a slight problem with stray non-stab focus blast, although regice can tank most non stab special attacks). I would also like to address that non-scarf blaziken is trapped by dug after a ko.

Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Foresight
- Close Combat
- Sucker Punch

I like dug overall on all versions of this team (i’ll get to that later) but i’m very tempted to make it scarf to help with the scarf blaziken matchup which really rips apart this team. If running venu (again i’ll get to that later). This does create a problem with registeel and fire types usually get at least a kill before being trapped and certain mons or luck or just overpredictions with dug on ur end can result in them nabbing 3 or 4. So the next mon is….

MILTANK, now this is the heat on this team. It’s also where the options i spoke about earlier come in because i'm slightly hesitant about making ur fighting weakness so large. But first lets talk about what miltank does here. It acts as a nice cleric allowing hitmon to pressure registeel for longer and maybe making it so dug eventually gets a trap off. Its ability thick fat allows it to check fire types, throughout the game with milk drink, it also sets rocks, racking up the residual damage of this team. It also improves the stall matchup.

The other option is dropping hitmon for donphan and dropping miltank for hariyama. This allows for role compression with donphan (rocks and spin) which also eats rock hits like hitmon. Walrein and regice eat water and ice hits for it, whilst hariyama also eats ice hits for it and is running spdef in order to eat some special grass moves, however grass moves are still iffy. Thick fat also allows hariyama to eat fire hits.

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Assurance
- Stealth Rock

Hariyama @ Leftovers
Ability: Thick Fat
EVs: 252 Atk / 252 SpD / 4 Spe
Adamant Nature
- Substitute
- Focus Punch
- Payback
- Stone Edge

Threatlist:
Fires in general, they almost always get a kill if played well, however sometimes u might be able to do some work with walrein and prevent them getting that. Houndoom is a big problem on the miltank variant as miltank’s spdef isn’t great, however the matchup against fires is playable as it basically guarantees duggy a kill which frees up regice, as other regice counters are afraid to come in, fearing dug.

Double Ghost hazard stack: not great matchup for the miltank variant, make sure to get rocks up and try and make the game go long, the donphan variant has far less issues with this as it runs assurance to hit ghosts. Make sure to avoid wisps though.

Swellow and Scyther: KEEP ROCKS OFF, this allows walrein to make the matchup manageable. Swellow gets worn down quickly with status and they both get cucked by rocks. Again, matchup is playable.

Miltank variant: https://pokepast.es/d977b3248194289a

Donphan variant: https://pokepast.es/189680ec1661aa9a





Ps: i toyed around with keeping venusaur in the miltank slot as a fighting restist, running thunder wave over charge beam on regice and running orb or band on dugtrio and praying not to meet scarf blazi, but in the end i feel it has too many weaknesses, especially to fire.

Also, sorry about no sprites, just some thoughts milling around in my head I wanted to share.

Unfortunately, because of going home for spring break, I won't be able to get on showdown much after today, so I haven't gotten a lot of testing in for these new sets.
First of all, the small fixes you made for snover, wailren and dugtrio are all excellent. There is definitely notable improvement when running these variants on all of the variants of this team, so thanks a lot for those. I haven't really had pp problems with Regice, since sleep talk doesn't use the pp of whatever move it uses, essentially giving blizzard a pp boost, and if my opponent really tries to pp stall Regice, charge beam will build up enough for him to break down their wall.
As for the miltank/hitmonchan variant, the fact that nobody can take a close combat is a death sentence, and it absolutely destroys this team. The best case scenario still brings about one or two deaths. Drifblim, even with that curse of being a flying type, gave me the opportunity to set up on fighting, and while I'm really impressed with Miltank's stats and moves, anything with a fighting move is a real problem.
The donphan/hitmontop variant however has been slightly more successful. Every fight I have used it seems to guarantee at least a close match. I'm experiencing a learning curve with this variant for sure, but it is holding a lot of promise. I haven't tested this, but I wonder if using drifblim and hitmontop with the hail core + dug would be viable, since I would have a rapid spinner with intimidate, plus drifblim to counter fighting. DP UU battles are hard to find a match sometimes, but I will keep testing out the donphan/hitmontop variant for sure. Thanks for the feedback!
 
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