Stun's Offensive Ice
Eyyyyyyyyyy, this is your Uncle Stunny! I've had a lot of success with this team, laddering not so much because of the abundance of Bug and Fighting Teams, and Hoopa-U's running around. However this has given me great stances in tournaments. The team is meant to be more Bulky Offensive geared, and just note, I had to make sacrifices for some types to cover other more used ones, which on making an ice team, you cannot cover everything. Steel is usually an autoloss, unless you predict hella hard, and fighting is up there too, however if you can take out priority, Kyurem-B can sweep. Here's the team in action.
Walrein @ Choice Specs
Ability: Thick Fat
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Surf
- Frost Breath / Signal Beam
- Hidden Power [Fire]
- Ice Beam
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power / Iron Head / Dragon Claw
Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 8 Atk / 252 SpA
Mild Nature
- Blizzard
- Giga Drain
- Hidden Power [Fire] / Earthquake
- Ice Shard
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Spear / Stealth Rock
- Ice Shard
- Superpower
Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Avalanche
- Rapid Spin
- Earthquake / Roar
- Recover
Ability: Thick Fat
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Surf
- Frost Breath / Signal Beam
- Hidden Power [Fire]
- Ice Beam
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Low Kick
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power / Iron Head / Dragon Claw
Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 8 Atk / 252 SpA
Mild Nature
- Blizzard
- Giga Drain
- Hidden Power [Fire] / Earthquake
- Ice Shard
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Spear / Stealth Rock
- Ice Shard
- Superpower
Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Avalanche
- Rapid Spin
- Earthquake / Roar
- Recover
Walrein: Very underrated on ice teams. It has some competition from Lapras, but let me assure you this thing is not a waste of a slot. Thanks to thick fat, it resists fire, making switching into fire mons and genesect a breeze. It's main niche is the fact that it's ice's only viable Scizor check. HP Fire will OHKO almost every time, and it's neutral to bullet punch. As for the rest of its moves, surf and ice beam are your main STABs, and will pretty much hit almost anything pretty hard. Your last slot is Frost Breath or Signal Beam. I Prefer the 1st because (as Sirskit pointed out) it 2KO's defensive mega sableye, which is an amazing feat. That and, you can't go wrong with guaranteed crits.
Weavile: This is your best bet against Psychic teams. I run mine Adamant just so I can have more power against other types. Unfortunetly, it falls just under Latios, and it speed ties those with Hidden Power Fire. (Not like they'd stay in anyways). Moveset is pretty self explanitory, Knock Off puts in work as your primary hard-hitting STAB, Icicle Crash is your secondary, with a nice flinch chance when you really need some luck, Ice Shard to pick things off once weakened, and Low Kick for Steel mons (cough Heatran).
Kyurem-B: This thing sweeps teams once specific walls/threats are out. Outrage is your primary STAB attack, and will wreck anything in its path. Fusion Bolt is for the nifty bolt beam coverage, and a hard hitting coverage attack. Helps a ton against Keldeo lemmie add. Ice beam, not exactly a STAB attack, it's meant for coverage for the most part. Helps a ton against Mega Venusaur who would otherwise stall the team out. The Last slot, I use EP because of the Rotoms, especially when they're walls. Hits very hard thanks to TeraVolt. However, Dragon Claw could be a secondary STAB if you don't feel like being locked into outrage. You can also run Rockslide for Char Y and Volc, or Iron Head for rock. Save him if you want any chance of winning matches!
Mega Abomasnow: Another fairly underrated mon, but it hits super hard, and it's super bulky. This is arguably the best partner for Walrein, as it resists electric, and is a win con against water teams (something walrein majority of the time is useless against). Blizzard in Hail hits like a truck, Giga Drain also hits super hard, and lets you recover any lost damage since you are bulky and slow, HP Fire is for steel mons (mainly Ferrothorn), however, earthquake is also a viable option, you can honestly run either. And Ice Shard is for that useful priority.
Mamoswine: Amazing poke to have on ice teams. Great offensive typing, and the Jolly nature helps with a lot of slower threats such as Breloom and Bisharp. Earthquake is your spammable STAB, it'll hit anything not flying hard (well, unless it's name is Mega Venusaur). Icicle Spear is your secondary STAB, and what's nice is that it bypasses sashes and hits hard (helps a ton against Golurk on ghost since you can't spin against them). You can also run SR over it to help against fire teams, but, meh, you do have Hail from Abomasnow to break sashes. That's based on preference I guess. Ice Shard is for, again, priority. Lastly, Superpower is for steel teams who resist Earthquake (yea I'm talking to you Air Balloon Heatran), but more importantly, normal teams. This thing makes normal teams cry for mercy, and with weavile's knock off, it can 2HKO Porygon2. If your gonna change anything on this team, do not remove Mamo!
Avalugg: This thing has gotten me out of a TON of bad situations. Not only is it reliable hazards control (and way better than Articuno, Cryogonal, and these pimps who run Delibird), but, its your only means of taking out certain threats. It gets 2HKO'd by Terrakion, which after a defense drop and rocky helmet, it can OHKO with Earthquake. Lopunny, yea who needs it, High Jump Kick wishes it can OHKO it, nope, avalanche to the face, and 2KO's if not OHKO's after Rocky Helmet. Medicham, pffft, this thing has Sturdy, so long as it's Study isn't broken, it can also revenge kill Mega Medi. You can also run roar for boosting threats, however, Earthquake is a guaranteed OHKO against Terrakion, and more so Bisharp. Then there's Rapid Spin to keep SR and other hazards off the field.
Weavile: This is your best bet against Psychic teams. I run mine Adamant just so I can have more power against other types. Unfortunetly, it falls just under Latios, and it speed ties those with Hidden Power Fire. (Not like they'd stay in anyways). Moveset is pretty self explanitory, Knock Off puts in work as your primary hard-hitting STAB, Icicle Crash is your secondary, with a nice flinch chance when you really need some luck, Ice Shard to pick things off once weakened, and Low Kick for Steel mons (cough Heatran).
Kyurem-B: This thing sweeps teams once specific walls/threats are out. Outrage is your primary STAB attack, and will wreck anything in its path. Fusion Bolt is for the nifty bolt beam coverage, and a hard hitting coverage attack. Helps a ton against Keldeo lemmie add. Ice beam, not exactly a STAB attack, it's meant for coverage for the most part. Helps a ton against Mega Venusaur who would otherwise stall the team out. The Last slot, I use EP because of the Rotoms, especially when they're walls. Hits very hard thanks to TeraVolt. However, Dragon Claw could be a secondary STAB if you don't feel like being locked into outrage. You can also run Rockslide for Char Y and Volc, or Iron Head for rock. Save him if you want any chance of winning matches!
Mega Abomasnow: Another fairly underrated mon, but it hits super hard, and it's super bulky. This is arguably the best partner for Walrein, as it resists electric, and is a win con against water teams (something walrein majority of the time is useless against). Blizzard in Hail hits like a truck, Giga Drain also hits super hard, and lets you recover any lost damage since you are bulky and slow, HP Fire is for steel mons (mainly Ferrothorn), however, earthquake is also a viable option, you can honestly run either. And Ice Shard is for that useful priority.
Mamoswine: Amazing poke to have on ice teams. Great offensive typing, and the Jolly nature helps with a lot of slower threats such as Breloom and Bisharp. Earthquake is your spammable STAB, it'll hit anything not flying hard (well, unless it's name is Mega Venusaur). Icicle Spear is your secondary STAB, and what's nice is that it bypasses sashes and hits hard (helps a ton against Golurk on ghost since you can't spin against them). You can also run SR over it to help against fire teams, but, meh, you do have Hail from Abomasnow to break sashes. That's based on preference I guess. Ice Shard is for, again, priority. Lastly, Superpower is for steel teams who resist Earthquake (yea I'm talking to you Air Balloon Heatran), but more importantly, normal teams. This thing makes normal teams cry for mercy, and with weavile's knock off, it can 2HKO Porygon2. If your gonna change anything on this team, do not remove Mamo!
Avalugg: This thing has gotten me out of a TON of bad situations. Not only is it reliable hazards control (and way better than Articuno, Cryogonal, and these pimps who run Delibird), but, its your only means of taking out certain threats. It gets 2HKO'd by Terrakion, which after a defense drop and rocky helmet, it can OHKO with Earthquake. Lopunny, yea who needs it, High Jump Kick wishes it can OHKO it, nope, avalanche to the face, and 2KO's if not OHKO's after Rocky Helmet. Medicham, pffft, this thing has Sturdy, so long as it's Study isn't broken, it can also revenge kill Mega Medi. You can also run roar for boosting threats, however, Earthquake is a guaranteed OHKO against Terrakion, and more so Bisharp. Then there's Rapid Spin to keep SR and other hazards off the field.