There are some important things that you guys are all missing about Hail, and more importantly Walrein (or dewgong or whatever, don't even get me started there because just no.)
First of all, it's worth noting that when a counter to Walrein comes in (e.g. Escavalier), there really is nothing Walrein can do against it. Sure, it might be able to hit it with a weak surf, but then it's forced to switch out after its sub is gone, take 25-50% damage from hazards on re-entry and lose a lot of momentum. The fact remains that if one of Walrein's counters is present, or even a threat, Walrein can't safely or comfortably set up. Sure, it can roar it out, but your sub will be down, and if you roar something like a Rotom-C in you're screwed.
Finally, I'd like to address the notion that "running a move to counter hail shows how broken it is".
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Hail is a playstyle.
You know what else is a playstyle?
SR/Spike Stacking.
There's this move called oh what was it I forgot now gosh mmm it removes hazards or something ugh its on the tip of my tongue oh right Rapid Spin.
You have 24 moves on your pokemon. Sacrificing one of those moves to basically guarantee a win against a playstyle that 5% of the metagame uses that is apparentally so broken shouldn't be an issue. People are willing to run coverage moves on pokemon for the pure sake of hitting 2 things in a tier. That's a whole moveslot they're dedicating to get rid of something - see basically any set that runs Hidden Power (Raikou and Zapdos in UU, running HP Ice/HP Grass to deal with Flygon/Gligar and Swampert/Rhyperior respectively). And yet, you guys are saying that expecting people to run one move to completely screw over the entire playstyle is unfair or broken?
The underlying problem here isn't that hail is broken, it's that people haven't accounted for it. In a mostly hail-less environment, RU players have been able to get away without having a distinct hail counter on their teams, and when they teambuild, they haven't taken it into account. Rain teams are pretty prevalent in RU, no? And you'll get completely swept by a Rain team if you lack the proper counters, right? It's the same thing - you can't call something broken just because it forces you to take notice of its existence and attempt to create a counter to it before you go out and start laddering.
I'd like to point to UU, where hail gets a couple of other fun toys to play with and is completely balanced in the metagame. Rain Dance Kingdra and Empoleon are run partly because they're good pokemon in their own right, but also because they're amazing counters to hail. I've also seen random Rain Dance/Sunny Day Bronzongs/Sableyes that completely caught my hail team off guard. And unlike UU, where you get the very powerful Abomasnow as a means to reliably re-set up Hail (if it doesn't die early), RU is forced to rely on the undeniably weaker Snover.
What really annoys me about this conversation is how much of it is focused on people talking about hail's strengths. Hail has so many giant weaknesses - e.g. the only type that really benefits from it being up (ice) is weak to 4 types including Rock, anything else on your team that isn't ice will also suffer the 6.25% per turn, Ice is only resistant to itself so strong things can have a field day and build up an insane amount of momentum, etc., etc.
In conclusion, I think you guys need to take a step back and look at the arguments you're presenting and then ask yourself if you're saying why hail is broken, or merely just highlighting its strengths as a viable playstyle. If anything, this suspect test is good merely because it increases the usage and discussion of hail - which should hopefully force people to start running counters to it rather than adopting the quick-fix technique of a ban.