Hey there. I'd like to talk to you about how I made an ice team work out to my liking.
Ice was always one of my favorite types, despite its many shortcomings. Part of me wants to believe it started back when I was a 7-year-old scrub in Pokemon Red, with an over-trained Blastoise who somehow also caught an Articuno. He was my lifeline against Venusaur, and he succeeded where my strongest could not.
History aside, I've made strides with this team for about a year, but I'd like to see where I can do better with it now.
Fimbulvetr (Ninetales-Alola) (F) @ Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Blizzard
- Moonblast
It's hard to imagine a hail team without a hail setter, and Ninetales-Alola always fits the bill here. This build helps keep her as (kind of) durable as she is fast. Aurora Veil, Freeze-Dry, and Moonblast are pretty standard-issue, while Blizzard is there to help her make up for the lack of power that comes with the EV build.
The EV spread is far from standard-issue, but the extra 62 HP has gotten her out of some spots of trouble like in the vs. Ice replay you can watch below. It's also helped me understand why the full attack investment is important, too. Things like Toxapex can give her grief, outlasting the likes of Freeze-Dry
Cocytus (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Iron Head
- Outrage
- Earth Power
Kyurem "just pick top tier" Black. The heavy hitter of the team. He makes the most out of Fusion Bolt and Outrage as his usual physical attacking moves, Iron Head helps deal with the fairies, and Earth Power, while coming off of a weaker special attack stat, is always appreciated for coverage. The item choice is there for the fact that it's often the one thing users of Diancie, specs Keldeo, and anything slower than 475.5 speed, which is often surprising for many
Lyuba (Mamoswine) (F) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stealth Rock
The one who leads half of my games. To think I thought having a Life Orb was a good idea...at any rate, she's also the one who I try to get on the field at full health so she can act as the combo-breaker of a potential runaway sweeper, or to just give the opposing side a taste of what they'd LOVE to put up against me. The Adamant nature, while not ideal for dealing with the likes of Breloom, helps with dealing with the usual set of Volcarona, enduring a burst of fire before striking back with an Ice Shard
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Recover
- Rapid Spin
- Roar
The first half of my only hope against heavy hitters. This one is probably the most normal of many ice teams, so there's not much to say about this one, besides the 248 HP, which gives me an odd HP amount to at least guarantee the rare event of coming in on 4 sets of rocks. Also, the way the move order is set up, you'd think a pirate made this set, the way the first letters of each move are placed
Meat locker (Rotom-Frost) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hidden Power [Fire]
- Defog
The other side of my defenses, and the one who leads the other half of many of my games. This home utility spreads freezer burns, removes pesky pebbles, and can kind of threaten steel types with its hidden power, which leaves Volt Switch the only really "normal" move found on Rotom. Pain Split was an option for me at some point, but without it, steel teams always have me asking "Why are we steel here? Just to suffer?"
Jafar (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
This exists on other teams, I'm sure, but in an older draft I had, Cloyster was here. With the Cloyster I had on an older version of this team, there would be little to no hope against normal teams and the other hardened types that often plague me. Something with Knock Off and Low Kick would help me improve my odds, while the other moves are the bread-and-butter coverage & priority moves
Overbearing Issues I'm Aware Of:
Thank you for your consideration
Ice was always one of my favorite types, despite its many shortcomings. Part of me wants to believe it started back when I was a 7-year-old scrub in Pokemon Red, with an over-trained Blastoise who somehow also caught an Articuno. He was my lifeline against Venusaur, and he succeeded where my strongest could not.
History aside, I've made strides with this team for about a year, but I'd like to see where I can do better with it now.
Fimbulvetr (Ninetales-Alola) (F) @ Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Blizzard
- Moonblast
It's hard to imagine a hail team without a hail setter, and Ninetales-Alola always fits the bill here. This build helps keep her as (kind of) durable as she is fast. Aurora Veil, Freeze-Dry, and Moonblast are pretty standard-issue, while Blizzard is there to help her make up for the lack of power that comes with the EV build.
The EV spread is far from standard-issue, but the extra 62 HP has gotten her out of some spots of trouble like in the vs. Ice replay you can watch below. It's also helped me understand why the full attack investment is important, too. Things like Toxapex can give her grief, outlasting the likes of Freeze-Dry
Cocytus (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Iron Head
- Outrage
- Earth Power
Kyurem "just pick top tier" Black. The heavy hitter of the team. He makes the most out of Fusion Bolt and Outrage as his usual physical attacking moves, Iron Head helps deal with the fairies, and Earth Power, while coming off of a weaker special attack stat, is always appreciated for coverage. The item choice is there for the fact that it's often the one thing users of Diancie, specs Keldeo, and anything slower than 475.5 speed, which is often surprising for many
Lyuba (Mamoswine) (F) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stealth Rock
The one who leads half of my games. To think I thought having a Life Orb was a good idea...at any rate, she's also the one who I try to get on the field at full health so she can act as the combo-breaker of a potential runaway sweeper, or to just give the opposing side a taste of what they'd LOVE to put up against me. The Adamant nature, while not ideal for dealing with the likes of Breloom, helps with dealing with the usual set of Volcarona, enduring a burst of fire before striking back with an Ice Shard
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Recover
- Rapid Spin
- Roar
The first half of my only hope against heavy hitters. This one is probably the most normal of many ice teams, so there's not much to say about this one, besides the 248 HP, which gives me an odd HP amount to at least guarantee the rare event of coming in on 4 sets of rocks. Also, the way the move order is set up, you'd think a pirate made this set, the way the first letters of each move are placed
Meat locker (Rotom-Frost) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hidden Power [Fire]
- Defog
The other side of my defenses, and the one who leads the other half of many of my games. This home utility spreads freezer burns, removes pesky pebbles, and can kind of threaten steel types with its hidden power, which leaves Volt Switch the only really "normal" move found on Rotom. Pain Split was an option for me at some point, but without it, steel teams always have me asking "Why are we steel here? Just to suffer?"
Jafar (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
This exists on other teams, I'm sure, but in an older draft I had, Cloyster was here. With the Cloyster I had on an older version of this team, there would be little to no hope against normal teams and the other hardened types that often plague me. Something with Knock Off and Low Kick would help me improve my odds, while the other moves are the bread-and-butter coverage & priority moves
Overbearing Issues I'm Aware Of:
- Fire: many times, there's not a snowball's chance in hell against an opposing weather setter who can just do everything
- Grass: surprisingly, this matchup gives me grief over the fact that Kyurem-Black doesn't carry Ice Beam or Z-Freeze Shock. Mega Venusaur just eats everything else up. Breloom breaks heads, too
- Poison: same deal with Mega Venusaur, though Nihilego often can't be stopped if there are hazards on my side. And Toxapex
- Normal: Weavile helps in a way, but smart players often avoid having both eviolites knocked off of the dastardly duo that is Chansey and Porygon2
- Psychic: Jirachi, aka the Stun Gun. Scarf just blasts through everything
- Steel: good luck with that
- Lack of a Z-move
vs. Fighting
vs. Ice, where you can see how the extra HP saved me at the end
vs. Normal, where you can see why I struggle
vs. Steel, where hope is sometimes not all lost
vs. Psychic, the replay that got me to hit 1700
vs. Ice, where you can see how the extra HP saved me at the end
vs. Normal, where you can see why I struggle
vs. Steel, where hope is sometimes not all lost
vs. Psychic, the replay that got me to hit 1700
Fimbulvetr (Ninetales-Alola) (F) @ Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Blizzard
- Moonblast
Cocytus (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Iron Head
- Outrage
- Earth Power
Lyuba (Mamoswine) (F) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stealth Rock
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Recover
- Rapid Spin
- Roar
Meat locker (Rotom-Frost) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hidden Power [Fire]
- Defog
Jafar (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Blizzard
- Moonblast
Cocytus (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Iron Head
- Outrage
- Earth Power
Lyuba (Mamoswine) (F) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stealth Rock
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Avalanche
- Recover
- Rapid Spin
- Roar
Meat locker (Rotom-Frost) @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hidden Power [Fire]
- Defog
Jafar (Weavile) (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Low Kick
- Ice Shard
Thank you for your consideration