UU Houndoom

Kreme

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QC: dodmen / IronBullet93 / Bouffalant
GP: The Dutch Plumberjack / P Squared



Overview
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Houndoom has fallen from grace, as the metagame has been unkind to it, especially with the rise of Mega Aerodactyl and Feraligatr, coupled with the prevalence of Hydreigon. However, it doesn't make Houndoom any less of a threat, as it still has an amazing Special Attack stat and a good Speed stat. It also has access to the coveted Nasty Plot, which makes it a very deadly sweeper, while its Mega Evolution's ability Solar Power makes it an amazing wallbreaker in the sun. It has a lot of support options in its arsenal but can't utilize a majority of them. Houndoom also has a unique Dark / Fire typing, which allows it to resist both of Chandelure's STAB types as well as only take neutral damage from Fairy-type attacks in spite of its Dark typing.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Taunt / Destiny Bond / Hidden Power Grass
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Nasty Plot boosts Houndoom's Special Attack by two stages, making it a deadly sweeper. Fire Blast hits hard, especially after a Flash Fire boost, but has a chance to miss. Flamethrower doesn't have a miss chance but instead lacks the raw power of Fire Blast, causing it to miss out on crucial OHKOs and 2HKOs, such as an OHKO on Kyurem after one layer of Spikes and a 2HKO on Florges after factoring in Protect. Dark Pulse is a very consistent secondary STAB move that also has a chance to cause the foe to flinch. Taunt gives Houndoom a means to beat Pokemon that use status to cripple Houndoom, such as Thunder Wave Porygon2 and Toxic Alomomola. Destiny Bond allows Houndoom to take down the opposing Pokemon upon being KOed. Hidden Power Grass is an option if the team has problems against Seismitoad, Swampert, or Rhyperior.

Set Details
========

Maximum Speed and Special Attack EVs are used to augment Houndoom's sweeping potential. The leftover 4 EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost from switching in on Mega Houndoom. Should Taunt be chosen as the move for the fourth slot, an EV spread of 40 HP / 216 SpA / 252 Spe should be used instead, as it allows Houndoom to survive three Seismic Tosses from Blissey. Flash Fire allows Houndoom to gain a damage boost to its Fire-type attacks as well as gain a Fire-type immunity prior to Mega Evolving. A Timid nature is used to ensure Houndoom can outspeed threats quicker than positive-natured base 100s after Mega Evolving.

Usage Tips
========

Houndoom shouldn't try to set up Nasty Plot early-game, as most of its checks and counters would still be healthy then. Houndoom should instead try to weaken its defensive checks that lack reliable recovery, namely Swampert and Rhyperior. Houndoom should always attempt to get a Flash Fire boost prior to Mega Evolving, as it makes Houndoom much more threatening. Mega Houndoom should also take advantage of Knock Off as an opportunity.

Team Options
========

Houndoom appreciates VoltTurn partners to be able to have a free switch; Rotom-C does this role exceptionally well due to its ability to take Ground- and Water-type attacks aimed at Houndoom while Houndoom is able to take Fire-type attacks aimed at Rotom-C. Shaymin is another exceptional Houndoom partner, as it not only serves as a wallbreaker but also has access to the coveted Healing Wish, which allows you to have another chance of sweeping with Houndoom should it get weakened during the first attempt. Houndoom is vulnerable to all forms of entry hazards, making entry hazard removal a necessity. Entry hazard removers such as Crobat and Tentacruel fill this role exceptionally well. Entry hazard setters such as Froslass and Nidoqueen also make for great teammates, as Houndoom has a much easier time sweeping with entry hazards on the foes' side of the field. Forretress is an outstanding Houndoom teammate, as it fulfills the role of Rapid Spinner, entry hazard setter, and Volt Switch user all at the same time. Wallbreakers, such as Choice Band Heracross and Choice Specs Hydreigon, make for good teammates, as they weaken walls and allow Houndoom to sweep more easily. Houndoom lures in special walls, such as Snorlax and Blissey; Pokemon that can take advantage of this, such as Dragon Dance Feraligatr and Swords Dance Lucario, make for good partners.

SunnyDoom
########
name: SunnyDoom
move 1: Sunny Day
move 2: Fire Blast
move 3: Dark Pulse
move 4: Solar Beam
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Sunny Day activates Mega Houndoom's Solar Power, making it a dangerous wallbreaker. Fire Blast is Houndoom's go-to wallbreaking move, sporting a 371 Base Power after accounting for Solar Power, sun, and STAB. Dark Pulse is the most consistent special Dark-type move, making it ideal for use on Houndoom. Solar Beam allows Houndoom to hit Water-types, such as Seismitoad and Suicune, as well as Rock-types, namely Rhyperior, for super effective damage and doesn't require a charge turn in the sun.

Set Details
========

252 EVs are put into both Speed and Special Attack to maximize Houndoom's wallbreaking ability. The four remaining EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost against Mega Houndoom. A Timid nature is used to ensure Houndoom can outspeed everything up to +1 Adamant Tyrantrum and positive-natured Tornadus.

Usage Tips
========

Houndoom should always attempt to gain a Flash Fire boost, as it makes Fire Blast go from powerful to deadly in the sun. Houndoom can easily use Knock Off as an opportunity to switch in after Mega Evolving. Houndoom should try to wallbreak early-game, as it softens up most of its defensive checks easily and dents a lot of defensive cores.

Team Options
========

Houndoom's wallbreaking ability is appreciated by wallbreakers, cleaners, and sweepers alike. Respective examples of all three are Choice Specs Shaymin, Speed Boost Yanmega, and Nasty Plot Lucario. Wallbreakers appreciate it because wallbreaking cores can dismantle defensive teams with ease. Cleaners and sweepers appreciate it because it makes their job that much easier. Sun sweepers, such as Solar Power Heliolisk and Chlorophyll Shiftry, make for good teammates, as they can take advantage of the sun Houndoom sets. Houndoom doesn't have the best bulk, so switching in on hits is hard at times. VoltTurn partners mitigate this problem, making them good teammates for Houndoom. Rotom-C is an exceptionally good VoltTurn partner due to its ability to form a wallbreaking core with Houndoom while also resisting Ground- and Water-type moves aimed at Houndoom. Defog users and Rapid Spin users, such as Gligar and Donphan, make for great Houndoom partners because Houndoom is easily worn down by entry hazards. Houndoom can wallbreak much more easily after entry hazards have been set, making entry hazard setters, such as Roserade and Chesnaught, good teammates. Forretress and Mega Aerodactyl are exceptionally good Houndoom teammates, as they can both remove and set entry hazards. Pokemon that can take advantage of the fact that Houndoom lures in special walls, such as Mienshao and Infernape, make for good teammates.

Other Options
########

Houndoom has access to Pursuit, which can be used to trap Chandelure, but it doesn't seem to find space to fit it into any set. A Nasty Plot set that uses Flame Charge in the last slot is an option, but it tends to find very few setup opportunities. Super Fang is an option to be able to halve the health of walls that tend to switch into Houndoom, but like Pursuit, it can't seem to fit into any set. Will-O-Wisp is an option to cripple physical attackers, primarily Mega Aerodactyl, that tend to switch into Houndoom. Sludge Bomb can be used in the fourth slot of the Nasty Plot set, but a neutral Fire Blast does just as much damage as a super effective Sludge Bomb.


Checks & Counters
########

**Special Walls**: Special walls such as Blissey and Snorlax can easily take any boosted hit from Houndoom, and can stall out Sunny Day variants.

**Fighting-type Priority**: Fighting-type priority moves, such as Vacuum Wave and Mach Punch, can KO Houndoom before it can do anything.

**Hydreigon**: Hydreigon can always beat Houndoom one-on-one as well as switch into most of its moves easily.

**Revenge Killers**: Choice Scarf users, such as Mienshao and Salamence, outspeed Houndoom and can easily KO with a STAB move. Pokemon that naturally outspeed Houndoom, such as Alakazam and Crobat, also fit in this category. Lastly, Dugtrio outspeeds Houndoom, traps it, and OHKOes it with Earthquake.

**Mega Aerodactyl**: Mega Aerodactyl outspeeds Houndoom, can switch in on any neutral hit or support move, and OHKOes it with Stone Edge.
 
Last edited by a moderator:
Hi, first thing I should say is that I believe Nasty Plot should come before Sunny Day as it's a bit more reliable at doing its job; it's not as prone to being worn down/stalled out and doesn't rely on Sun turns to wallbreak.

Nasty Plot set:

Sludge Bomb shouldn't really be used on Mega Houndoom as all the Fairies in UU are hit nearly as hard by Fire Blast anyway (Sludge Bomb doesn't get any extra KOs)

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Florges: 130-154 (36.1 - 42.7%)
252 SpA Mega Houndoom Sludge Bomb vs. 252 HP / 0 SpD Florges: 144-170 (40 - 47.2%)
At +2, both are 2HKOs after Stealth Rock and a round of Leftovers recovery.

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 4 SpD Aromatisse: 208-246 (51.2 - 60.5%)
252 SpA Mega Houndoom Sludge Bomb vs. 252 HP / 4 SpD Aromatisse: 228-270 (56.1 - 66.5%)

So yeah, Sludge Bomb should really be restricted to Other Options for that reason. The 4th move can be HP Grass / DBond / Taunt, as Taunt can do things like make sure you're not paralyzed/poisoned by Cresselia/P2/etc as you try to set up.
  • VoltTurn partners such as Heliolisk and Infernape.
  • Healing Wish support from Shaymin.
  • Entry hazard removal from Rapid Spin Tentacruel or Defog Empoleon.
  • Entry hazard setters such as Forretress and Ferroseed.
  • Wallbreakers such as Choice Band Darmanitan and Choice Band Tyrantrum.
These should be expanded to include /why/ these make good team options for Mega Houndoom, instead of simply a list. For example, VoltTurn partners enable it to get on the field safely without eating an attack upon switchin, removal of hazards allows it to set up more easily against stuff like Florges by avoiding the 2HKO from Moonblast, and wallbreakers can soften up walls before Mega Houndoom attempts to sweep. Also, if you include examples of specific Pokemon, it would be helpful to give a short explanation of why that specific Pokemon was chosen. For instance, Forretress perform multiple of the listed team options and can also handle some of Mega Houndoom's checks such as Mega Aerodactyl.

Sunny Day set:

Same thing about Team Options. Yanmega and Scarf Hydreigon have an easier time cleaning after Houndoom blows away special walls, Sun sweepers work with Mega Houndoom to wear down their common checks, etc. Rest of the analysis looks good.
 

Kreme

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Hi, first thing I should say is that I believe Nasty Plot should come before Sunny Day as it's a bit more reliable at doing its job; it's not as prone to being worn down/stalled out and doesn't rely on Sun turns to wallbreak.

Nasty Plot set:

Sludge Bomb shouldn't really be used on Mega Houndoom as all the Fairies in UU are hit nearly as hard by Fire Blast anyway (Sludge Bomb doesn't get any extra KOs)

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Florges: 130-154 (36.1 - 42.7%)
252 SpA Mega Houndoom Sludge Bomb vs. 252 HP / 0 SpD Florges: 144-170 (40 - 47.2%)
At +2, both are 2HKOs after Stealth Rock and a round of Leftovers recovery.

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 4 SpD Aromatisse: 208-246 (51.2 - 60.5%)
252 SpA Mega Houndoom Sludge Bomb vs. 252 HP / 4 SpD Aromatisse: 228-270 (56.1 - 66.5%)

So yeah, Sludge Bomb should really be restricted to Other Options for that reason. The 4th move can be HP Grass / DBond / Taunt, as Taunt can do things like make sure you're not paralyzed/poisoned by Cresselia/P2/etc as you try to set up.
These should be expanded to include /why/ these make good team options for Mega Houndoom, instead of simply a list. For example, VoltTurn partners enable it to get on the field safely without eating an attack upon switchin, removal of hazards allows it to set up more easily against stuff like Florges by avoiding the 2HKO from Moonblast, and wallbreakers can soften up walls before Mega Houndoom attempts to sweep. Also, if you include examples of specific Pokemon, it would be helpful to give a short explanation of why that specific Pokemon was chosen. For instance, Forretress perform multiple of the listed team options and can also handle some of Mega Houndoom's checks such as Mega Aerodactyl.

Sunny Day set:

Same thing about Team Options. Yanmega and Scarf Hydreigon have an easier time cleaning after Houndoom blows away special walls, Sun sweepers work with Mega Houndoom to wear down their common checks, etc. Rest of the analysis looks good.
Just finished implementing all these changes.
 

IronBullet

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  • IMO Taunt should be the primary slash for the NP set, allows it to actually beat Blissey and preventing status is huge. HP Grass is only specifically for Swampert and defensive Rhyperior as a neutral Dark Pulse hits as hard as a 2x super-effective HP Grass.
  • Under "Revenge Killers" in C&C add Pokemon that naturally outspeed Houndoom such as Crobat, Noivern and Alakazam.
  • Remove the Sludge Bomb mention under "Moves", only put it in Other Options.
  • Rotom-C is an excellent partner, resisting Water and Ground while drawing in Fire-attacks for Houndoom to switch into, so mention it as a VoltTurn partner under Team Options for both sets.
  • Mention that Pokemon that can take advantage of the walls that Houndoom draws in, such as Cobalion, Lucario and Feraligatr also make good partners. Furthermore, if Houndoom runs Destiny Bond then special sweepers that appreciate special walls like Blissey and Snorlax gone, such as Kyurem, also make great teammates.
  • Usage Tips for both sets is very bare and should be expanded. Mention that Houndoom should specifically look to take advantage of Flash Fire when it is unevolved, and can use Knock Off as an opportunity to come in once it has Mega Evolved. If Houndoom comes in early-game then it should not NP straight away if its counters and checks are healthy, rather it can use its attacks to weaken them first. For example Swampert can take a +2 Dark Pulse at full health and OHKO back with Earthquake but if you hit it with a Dark Pulse early-game then it cannot come back in later in the game to check a +2 Houndoom.
Implement all of this, then I'll give you a second check :)
 

Kreme

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  • IMO Taunt should be the primary slash for the NP set, allows it to actually beat Blissey and preventing status is huge. HP Grass is only specifically for Swampert and defensive Rhyperior as a neutral Dark Pulse hits as hard as a 2x super-effective HP Grass.
  • Under "Revenge Killers" in C&C add Pokemon that naturally outspeed Houndoom such as Crobat, Noivern and Alakazam.
  • Remove the Sludge Bomb mention under "Moves", only put it in Other Options.
  • Rotom-C is an excellent partner, resisting Water and Ground while drawing in Fire-attacks for Houndoom to switch into, so mention it as a VoltTurn partner under Team Options for both sets.
  • Mention that Pokemon that can take advantage of the walls that Houndoom draws in, such as Cobalion, Lucario and Feraligatr also make good partners. Furthermore, if Houndoom runs Destiny Bond then special sweepers that appreciate special walls like Blissey and Snorlax gone, such as Kyurem, also make great teammates.
  • Usage Tips for both sets is very bare and should be expanded. Mention that Houndoom should specifically look to take advantage of Flash Fire when it is unevolved, and can use Knock Off as an opportunity to come in once it has Mega Evolved. If Houndoom comes in early-game then it should not NP straight away if its counters and checks are healthy, rather it can use its attacks to weaken them first. For example Swampert can take a +2 Dark Pulse at full health and OHKO back with Earthquake but if you hit it with a Dark Pulse early-game then it cannot come back in later in the game to check a +2 Houndoom.
Implement all of this, then I'll give you a second check :)
I believe I've finally implemented all of these.
 

IronBullet

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  • Mention that Pokemon that can take advantage of the walls that Houndoom draws in, such as Cobalion, Lucario and Feraligatr also make good partners.

Implement this it's QC 2/3
 

Kreme

You might be right but you're not correct.
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  • Mention that Pokemon that can take advantage of the walls that Houndoom draws in, such as Cobalion, Lucario and Feraligatr also make good partners.
Implement this it's QC 2/3
Ah sorry, I initially misread that so I thought I already implemented that, will begin writing now.
 
Mention that if Houndoom chooses to run Taunt on the Nasty Plot set, it should run a spread of 40 HP / 252 SpA / 216 Spe with a Timid nature, as this lets Houndoom take 4 Seismic Tosses instead of 3 (i think? idk the exact number but its an extra one lol i need sleep). The only thing you lose out on with the tiny loss in speed is not being able to tie with other 115s (other Doom, Azelf, Mega Absol, etc.) and you get outsped by Tornadus.

e: also expand on a lot of stuff in the overview, as in, why the meta has been unkind to it (hydreigon, blissey, infernape to an extent, etc.) there are other stuff i want you to expand on which i will edit later, once you flesh that out a bit ill stamp
 
Mention that if Houndoom chooses to run Taunt on the Nasty Plot set, it should run a spread of 40 HP / 252 SpA / 216 Spe with a Timid nature, as this lets Houndoom take 4 Seismic Tosses instead of 3 (i think? idk the exact number but its an extra one lol i need sleep). The only thing you lose out on with the tiny loss in speed is not being able to tie with other 115s (other Doom, Azelf, Mega Absol, etc.) and you get outsped by Tornadus.
If that's the case then I think taking the EVs out of SpA would be better, right? The power loss from dropping 36 SpA EVs is a lot less noticeable than not being able to outspeed/at least speed tie with a number of relevant threats.

216 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Florges: 127-151 (35.2 - 41.9%)
252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Florges: 130-154 (36.1 - 42.7%)

On average, that's less than 1% of a difference in damage output. It's also worth mentioning that with only 216+ Speed, you also lose out on the speed tie with Kyurem in base form and are always outsped by Krook, both of which are pretty huge since they can both do big damage to you. So yeah I agree with the mention of the alternative spread which forces Blissey to SToss you 4 times rather than 3, but I think the alternative spread should be 40 HP / 216 SpA / 252 Timid.

e: now that this is written up there's one small expansion I'd like to make:
Flamethrower doesn't have a miss chance but instead lacks the raw power Fire Blast does.
You should add a relevant KO that Houndoom misses out on with Flamethrower; for example, at +2 it is no longer able to 2HKO 252/0 Florges with Protect factored in, or no longer has a chance to OHKO Infernape after Stealth Rock.
 
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Ah, yeah dodmen I forgot about the things you miss out on with base form, thanks for catching that. yah kreme go with dodmen's spread, 3/3
 

boltsandbombers

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Small thing, but this sentence belongs in set details, not moves
Should Taunt be chosen as the move for the fourth slot, an EV spread of 40 HP / 216 SpA / 252 Spe should be used instead as it allows Houndoom to live three Seismic Tosses from Blissey.
 

Lumari

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Overview
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Houndoom has fallen from grace, (AC) since XY unfortunately (the past is irrelevant) as the metagame has been unkind to it, especially with the rise of Mega Aerodactyl and Feraligatr, coupled with the prevalence of Hydreigon. However, it doesn't make Houndoom any less of a threat, (AC) as it still has an amazing Special Attack stat coupled with a good Speed stat. It also has access to the coveted Nasty Plot, (AC) which makes it a very deadly sweeper, (comma) It's also while its Mega Evolution's ability Solar Power makes it an amazing wallbreaker in the sun. It has a lot of support options in its arsenal but can't utilize a majority of them. Houndoom also has a unique Dark / Fire typing, which allows it to resist both of Chandelure's STAB types, as well as only taking neutral damage from Fairy-type attacks while being a Dark-type in spite of its Dark typing.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Taunt / Destiny Bond / Hidden Power Grass
ability: Flash Fire
item: Houdoominite Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Nasty Plot is the main move of this set as it boosts Houndoom's Special Attack by two stages, making it a deadly sweeper. Fire Blast hits hard, especially after a Flash Fire boost, but has a chance to miss. Flamethrower doesn't have a miss chance but instead lacks the raw power of Fire Blast does, which misses causing it to miss out on crucial OHKOs and 2HKOs, such as an OHKO on Kyurem after one layer of Spikes (RC) and a 2HKO on Florges after factoring in Protect for example. Dark Pulse is a very consistent secondary STAB move that also has a chance to flinch. Taunt gives Houndoom a means to beat Pokemon that use status to cripple Houndoom, Thunder Wave Porygon2 and Toxic Alomomola are examples of this. Destiny Bond allows Houndoom to take down the opposing Pokemon when it's upon being (less ambiguous) KOed. Hidden Power Grass is an option if the team has problems against either Seismitoad, Swampert, or Rhyperior as those are the only things Hidden Power Grass is used for.

Set Details
========

Maximum Speed and Special Attack EVs are used to augment Houndoom's sweeping potential. The leftover 4 EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost on Mega Houndoom. Should Taunt be chosen as the move for the fourth slot, an EV spread of 40 HP /216 SpA / 252 Spe should be used instead, (AC) as it allows Houndoom to live survive three Seismic Tosses from Blissey. Flash Fire allows Houndoom to gain a damage boost to its Fire-type attacks as well as gain a Fire-type immunity prior to Mega Evolving. A Timid nature is used to ensure Houndoom can outspeed threats quicker than positive-natured (add hyphen) base 100s after Mega Evolving.

Usage Tips
========

Houndoom shouldn't try to set up Nasty Plot early-game, (add hyphen, AC)as most of its checks and counters would still be healthy. Houndoom should instead try to weaken the its defensive checks that tend to switch into Houndoom (pretty redundant and implied, also makes sentence flow pretty bad) that lack reliable recovery, namely Swampert and Rhyperior. Houndoom should always attempt to get a Flash Fire boost prior to Mega Evolving, (AC) as it makes Houndoom much more threatening. Mega Houndoom should also take advantage of Knock Off as a switch-in opportunity.

Team Options
========

Houndoom appreciates VoltTurn partners to be able to have a free switch; (SC) Rotom-C does this role exceptionally well due to it being able its ability to take Ground-, and Water-type attacks aimed at Houndoom, (AC) while Houndoom is able to take Fire-type attacks aimed at Rotom-C. Shaymin is another exceptional Houndoom partner, (AC) as it not only serves as a wallbreaker (RC) but also has access to the coveted Healing Wish that allows you to have another chance of sweeping with Houndoom should it get weakened during the first attempt. Houndoom is prone to all forms of entry hazards, making entry hazard removal a necessity. Entry hazard removers such as Crobat and Tentacruel fill this role exceptionally well. Entry hazard setters such as Froslass and Nidoqueen also make great teammates, (AC) as Houndoom has a much easier time sweeping with entry hazards on the foes side of the field. Forretress is an outstanding Houndoom teammate, (AC) as it fulfills the role of being a Rapid Spinner, entry hazard setter, as well as a and VoltTurn user all at the same time. Wallbreakers, such as Choice Band Heracross and Choice Specs Hydreigon, make for good teammates, (AC) as they weaken walls and allow Houndoom to sweep easier more easily. Houndoom lures in special walls, (comma) such as Snorlax and Blissey for example; (SC) Pokemon that can take advantage of this, such as Dragon Dance Feraligatr and Swords Dance Lucario, make for good partners.

SunnyDoom
########
name: SunnyDoom
move 1: Sunny Day
move 2: Fire Blast
move 3: Dark Pulse
move 4: Solarbeam Solar Beam
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Sunny Day activates Mega Houndoom's Solar Power, making it a dangerous wallbreaker. Fire Blast is Houndoom's go-to wallbreaking move, sporting a 371 Base Power after accounting for Solar Power, sun, and STAB. Dark Pulse is the most consistent special Dark-type move, making it ideal for use on Houndoom. Solar Beam (space) allows Houndoom to hit Water-types, such as Seismitoad and Suicune, as well as Rock-types, namely Rhyperior, for super effective damage (RC) and doesn't require a charge turn one charge in the sun.

Set Details
========

252 EVs are put into both Speed and Special Attack to maximize Houndoom's wallbreaking ability. The four remaining EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost against Mega Houndoom. A Timid nature is used to ensure Houndoom can outspeed everything up to +1 Adamant Tyrantrum and positive-natured (add hyphen) Tornadus.

Usage Tips
========

Houndoom should always attempt to gain a Flash Fire boost, (AC) as it makes Fire Blast go from deadly to destructive in the sun. Houndoom can easily use Knock Off as a switch-in opportunity after Mega Evolving. Houndoom should try to wallbreak early-game, (AC) as it softens up most of its defensive checks easily and dents a lot of defensive cores.

Team Options
========

Houndoom's wallbreaking ability is appreciated by wallbreakers, cleaners, and sweepers alike. Respective examples of all three are Choice Specs Shaymin, Speed Boost Yanmega, and Nasty Plot Lucario. Wallbreakers appreciate it as because wallbreaking cores can dismantle defensive teams with ease. Cleaners and sweepers appreciate it as because it allows them to do makes their job that much easier. Sun sweepers, such as Solar Power Heliolisk and Chlorophyll Shiftry, make good teammates, (AC) as they can take advantage of the sun set by Houndoom. Houndoom doesn't have the best bulk, making switching in on hits hard at times. VoltTurn partners mitigate this problem, making them good teammtes teammates for Houndoom. Rotom-C is an exceptionally good VoltTurn partner for example due to its ability to form a wallbreaking core with Houndoom as well as while also resisting Ground-, and Water-type moves aimed at Houndoom. Defog users and Rapid Spin users, such as Gligar and Donphan, make great Houndoom partners as they can remove entry hazards, which is essential as because Houndoom is easily worn down by entry hazards. Houndoom can wallbreak much easier more easily after entry hazards are have been set, making entry hazard setters, such as Roserade and Chesnaught, good teammates. Forretress and Mega Aerodactyl are exceptionally good Houndoom teammates, (AC) as they can both remove and set entry hazards. Pokemon that can take advantage of the fact Houndoom lures in special walls, such as Mienshao and Infernape, make good teammates.

Other Options
########

Houndoom has access to Pursuit, which can be used to Pursuit trap Chandelure, but it doesn't seem to find space to fit it into any set. A Nasty Plot set that uses Flame Charge in the last slot is an option, but it tends to find very little setup opportunities. Super Fang is an option to be able to halve the health of walls that tend to switch into Houndoom, but like Pursuit, it can't seem to fit into any set. Will-O-Wisp is an option to be able to cripple physical attackers, primarily Mega Aerodactyl, that tend to switch into Houndoom. Sludge Bomb can be used on the fourth slot of the Nasty Plot set, (AC) but a neutral Fire Blast does just as much damage to everything as a super effective Sludge Bomb hits super effectively.


Checks & Counters
########

**Special Walls**: Special walls such as Blissey and Snorlax can easily take any +2 boosted hit from Houndoom (RC) and can stall out Sunny Day variants.

**Fighting-type priority**: Fighting-type priority moves, such as Vacuum Wave and Mach Punch, can KO Houndoom before it can do anything.

**Hydreigon**: Hydreigon can always beat Houndoom one-on-one as well as switch into most of its moves easily.

**Revenge Killers**: Choice Scarf users, such as Mienshao and Salamence, outspeed Houndoom and can easily KO with a STAB move. Pokemon that naturally outspeed Houndoom, such as Alakazam and Crobat, (AC) also fit this category. Lastly, Dugtrio outspeeds Houndoom, traps it, and OHKOes it with Earthquake.

**Mega Aerodactyl**: Mega Aerodactyl outspeeds Houndoom, can switch in on any neutral hit or a support move, and OHKOes it with Stone Edge.



GP 1/2
 
Last edited:

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 2/2
add remove comma

Overview
########

Houndoom has fallen from grace, as the metagame has been unkind to it, especially with the rise of Mega Aerodactyl and Feraligatr, coupled with the prevalence of Hydreigon. However, it that doesn't make Houndoom any less of a threat, as it still has an amazing Special Attack stat and coupled with (subjective but you used "coupled with" in the previous sentence. also I personally hate "coupled with" lol) a good Speed stat. It also has access to the coveted Nasty Plot, which makes it a very deadly sweeper, while its Mega Evolution's ability Solar Power makes it an amazing wallbreaker in the sun. It has a lot of support options in its arsenal but can't utilize a majority of them. Houndoom also has a unique Dark / Fire typing, which allows it to resist both of Chandelure's STAB types, (remove comma) as well as only take neutral damage from Fairy-type attacks in spite of its Dark typing.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Taunt / Destiny Bond / Hidden Power Grass
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Nasty Plot boosts Houndoom's Special Attack by two stages, making it a deadly sweeper. Fire Blast hits hard, especially after a Flash Fire boost, but has a chance to miss. Flamethrower doesn't have a miss chance but instead lacks the raw power of Fire Blast, causing it to miss out on crucial OHKOs and 2HKOs, such as an OHKO on Kyurem after one layer of Spikes and a 2HKO on Florges after factoring in Protect. Dark Pulse is a very consistent secondary STAB move that also has a chance to cause the foe to flinch. Taunt gives Houndoom a means to beat Pokemon that use status to cripple Houndoom, such as Thunder Wave Porygon2 and Toxic Alomomola are examples of this. Destiny Bond allows Houndoom to take down the opposing Pokemon upon being KOed. Hidden Power Grass is an option if the team has problems against Seismitoad, Swampert, or Rhyperior.

Set Details
========

Maximum Speed and Special Attack EVs are used to augment Houndoom's sweeping potential. The leftover 4 EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost from switching in on Mega Houndoom. Should Taunt be chosen as the move for the fourth slot, an EV spread of 40 HP / (space) 216 SpA / 252 Spe should be used instead, as it allows Houndoom to survive three Seismic Tosses from Blissey. Flash Fire allows Houndoom to gain a damage boost to its Fire-type attacks as well as gain a Fire-type immunity prior to Mega Evolving. A Timid nature is used to ensure Houndoom can outspeed threats quicker than positive-natured base 100s after Mega Evolving.

Usage Tips
========

Houndoom shouldn't try to set up Nasty Plot early-game, as most of its checks and counters would still be healthy then. Houndoom should instead try to weaken its defensive checks that lack reliable recovery, namely Swampert and Rhyperior. Houndoom should always attempt to get a Flash Fire boost prior to Mega Evolving, as it makes Houndoom much more threatening. Mega Houndoom should also take advantage of Knock Off as an switch-in opportunity to switch in.

Team Options
========

Houndoom appreciates VoltTurn partners to be able to have a free switch; Rotom-C does this role exceptionally well due to its ability to take Ground-, (remove comma) and Water-type attacks aimed at Houndoom while Houndoom is able to take Fire-type attacks aimed at Rotom-C. Shaymin is another exceptional Houndoom partner, as it not only serves as a wallbreaker but also has access to the coveted Healing Wish, which that allows you to have another chance of sweeping with Houndoom should it get weakened during the first attempt. Houndoom is prone vulnerable to all forms of entry hazards, making entry hazard removal a necessity. Entry hazard removers such as Crobat and Tentacruel fill this role exceptionally well. Entry hazard setters such as Froslass and Nidoqueen also make for great teammates, as Houndoom has a much easier time sweeping with entry hazards on the foes' side of the field. Forretress is an outstanding Houndoom teammate, as it fulfills the role of Rapid Spinner, entry hazard setter, and VoltTurn U-turn user all at the same time. Wallbreakers, such as Choice Band Heracross and Choice Specs Hydreigon, make for good teammates, as they weaken walls and allow Houndoom to sweep more easily. Houndoom lures in special walls, such as Snorlax and Blissey; Pokemon that can take advantage of this, such as Dragon Dance Feraligatr and Swords Dance Lucario, make for good partners.

SunnyDoom
########
name: SunnyDoom
move 1: Sunny Day
move 2: Fire Blast
move 3: Dark Pulse
move 4: Solarbeam
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Sunny Day activates Mega Houndoom's Solar Power, making it a dangerous wallbreaker. Fire Blast is Houndoom's go-to wallbreaking move, sporting a 371 Base Power after accounting for Solar Power, sun, and STAB. Dark Pulse is the most consistent special Dark-type move, making it ideal for use on Houndoom. Solar Beam allows Houndoom to hit Water-types, such as Seismitoad and Suicune, as well as Rock-types, namely Rhyperior, for super effective damage and doesn't require a charge turn in the sun.

Set Details
========

252 EVs are put into both Speed and Special Attack to maximize Houndoom's wallbreaking ability. The four remaining EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost against Mega Houndoom. A Timid nature is used to ensure Houndoom can outspeed everything up to +1 Adamant Tyrantrum and positive-natured Tornadus.

Usage Tips
========

Houndoom should always attempt to gain a Flash Fire boost, as it makes Fire Blast go from deadly to destructive in the sun (deadly and destructive are on similar levels of power imo...? if you're trying to say that the boost powers Fire Blast up significantly I'd change it to "from powerful to deadly" or something. going from deadly to destructive is not really much of a change; if anything, it's becoming less powerful). Houndoom can easily use Knock Off as an switch-in opportunity to switch in after Mega Evolving. Houndoom should try to wallbreak early-game, as it softens up most of its defensive checks easily and dents a lot of defensive cores.

Team Options
========

Houndoom's wallbreaking ability is appreciated by wallbreakers, cleaners, and sweepers alike. Respective examples of all three are Choice Specs Shaymin, Speed Boost Yanmega, and Nasty Plot Lucario. Wallbreakers appreciate it because wallbreaking cores can dismantle defensive teams with ease. Cleaners and sweepers appreciate it because it makes their job that much easier. Sun sweepers, such as Solar Power Heliolisk and Chlorophyll Shiftry, make for good teammates, as they can take advantage of the sun set by Houndoom sets. (kinda subjective but at first I read this as like...the sun moveset...and was confused) Houndoom doesn't have the best bulk, making so switching in on hits is hard at times. (also subjective but you use the "..., making..." sentence pattern right after this too, so I changed one) VoltTurn partners mitigate this problem, making them good teammates for Houndoom. Rotom-C is an exceptionally good VoltTurn partner due to its ability to form a wallbreaking core with Houndoom while also resisting Ground-, (remove comma) and Water-type moves aimed at Houndoom. Defog users and Rapid Spin users, such as Gligar and Donphan, make for great Houndoom partners because Houndoom is easily worn down by entry hazards. Houndoom can wallbreak much more easily after entry hazards have been set, making entry hazard setters, such as Roserade and Chesnaught, good teammates. Forretress and Mega Aerodactyl are exceptionally good Houndoom teammates, as they can both remove and set entry hazards. Pokemon that can take advantage of the fact that Houndoom lures in special walls, such as Mienshao and Infernape, make for good teammates.

Other Options
########

Houndoom has access to Pursuit, which can be used to trap Chandelure, but it doesn't seem to find space to fit it into any set. A Nasty Plot set that uses Flame Charge in the last slot is an option, but it tends to find very little few setup opportunities. Super Fang is an option to be able to halve the health of walls that tend to switch into Houndoom, but like Pursuit, it can't seem to fit into any set. Will-O-Wisp is an option to cripple physical attackers, primarily Mega Aerodactyl, that tend to switch into Houndoom. Sludge Bomb can be used on in the fourth slot of the Nasty Plot set, but a neutral Fire Blast does just as much damage as a super effective Sludge Bomb.

Checks & Counters
########

**Special Walls**: Special walls such as Blissey and Snorlax can easily take any boosted hit from Houndoom, (remove comma) and can stall out Sunny Day variants.

**Fighting-type Priority**: Fighting-type priority moves, such as Vacuum Wave and Mach Punch, can KO Houndoom before it can do anything.

**Hydreigon**: Hydreigon can always beat Houndoom one-on-one as well as switch into most of its moves easily.

**Revenge Killers**: Choice Scarf users, such as Mienshao and Salamence, outspeed Houndoom and can easily KO with a STAB move. Pokemon that naturally outspeed Houndoom, such as Alakazam and Crobat, also fit in this category. Lastly, Dugtrio outspeeds Houndoom, traps it, and OHKOes it with Earthquake.

**Mega Aerodactyl**: Mega Aerodactyl outspeeds Houndoom, can switch in on any neutral hit or a support move, and OHKOes it with Stone Edge.
 
Last edited:

Kreme

You might be right but you're not correct.
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
GP 2/2
add remove comma

Overview
########

Houndoom has fallen from grace, as the metagame has been unkind to it, especially with the rise of Mega Aerodactyl and Feraligatr, coupled with the prevalence of Hydreigon. However, it that doesn't make Houndoom any less of a threat, as it still has an amazing Special Attack stat and coupled with (subjective but you used "coupled with" in the previous sentence. also I personally hate "coupled with" lol) a good Speed stat. It also has access to the coveted Nasty Plot, which makes it a very deadly sweeper, while its Mega Evolution's ability Solar Power makes it an amazing wallbreaker in the sun. It has a lot of support options in its arsenal but can't utilize a majority of them. Houndoom also has a unique Dark / Fire typing, which allows it to resist both of Chandelure's STAB types, (remove comma) as well as only take neutral damage from Fairy-type attacks in spite of its Dark typing.

Nasty Plot
########
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Taunt / Destiny Bond / Hidden Power Grass
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Nasty Plot boosts Houndoom's Special Attack by two stages, making it a deadly sweeper. Fire Blast hits hard, especially after a Flash Fire boost, but has a chance to miss. Flamethrower doesn't have a miss chance but instead lacks the raw power of Fire Blast, causing it to miss out on crucial OHKOs and 2HKOs, such as an OHKO on Kyurem after one layer of Spikes and a 2HKO on Florges after factoring in Protect. Dark Pulse is a very consistent secondary STAB move that also has a chance to cause the foe to flinch. Taunt gives Houndoom a means to beat Pokemon that use status to cripple Houndoom, such as Thunder Wave Porygon2 and Toxic Alomomola are examples of this. Destiny Bond allows Houndoom to take down the opposing Pokemon upon being KOed. Hidden Power Grass is an option if the team has problems against Seismitoad, Swampert, or Rhyperior.

Set Details
========

Maximum Speed and Special Attack EVs are used to augment Houndoom's sweeping potential. The leftover 4 EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost from switching in on Mega Houndoom. Should Taunt be chosen as the move for the fourth slot, an EV spread of 40 HP / (space) 216 SpA / 252 Spe should be used instead, as it allows Houndoom to survive three Seismic Tosses from Blissey. Flash Fire allows Houndoom to gain a damage boost to its Fire-type attacks as well as gain a Fire-type immunity prior to Mega Evolving. A Timid nature is used to ensure Houndoom can outspeed threats quicker than positive-natured base 100s after Mega Evolving.

Usage Tips
========

Houndoom shouldn't try to set up Nasty Plot early-game, as most of its checks and counters would still be healthy then. Houndoom should instead try to weaken its defensive checks that lack reliable recovery, namely Swampert and Rhyperior. Houndoom should always attempt to get a Flash Fire boost prior to Mega Evolving, as it makes Houndoom much more threatening. Mega Houndoom should also take advantage of Knock Off as an switch-in opportunity to switch in.

Team Options
========

Houndoom appreciates VoltTurn partners to be able to have a free switch; Rotom-C does this role exceptionally well due to its ability to take Ground-, (remove comma) and Water-type attacks aimed at Houndoom while Houndoom is able to take Fire-type attacks aimed at Rotom-C. Shaymin is another exceptional Houndoom partner, as it not only serves as a wallbreaker but also has access to the coveted Healing Wish, which that allows you to have another chance of sweeping with Houndoom should it get weakened during the first attempt. Houndoom is prone vulnerable to all forms of entry hazards, making entry hazard removal a necessity. Entry hazard removers such as Crobat and Tentacruel fill this role exceptionally well. Entry hazard setters such as Froslass and Nidoqueen also make for great teammates, as Houndoom has a much easier time sweeping with entry hazards on the foes' side of the field. Forretress is an outstanding Houndoom teammate, as it fulfills the role of Rapid Spinner, entry hazard setter, and VoltTurn U-turn user all at the same time. Wallbreakers, such as Choice Band Heracross and Choice Specs Hydreigon, make for good teammates, as they weaken walls and allow Houndoom to sweep more easily. Houndoom lures in special walls, such as Snorlax and Blissey; Pokemon that can take advantage of this, such as Dragon Dance Feraligatr and Swords Dance Lucario, make for good partners.

SunnyDoom
########
name: SunnyDoom
move 1: Sunny Day
move 2: Fire Blast
move 3: Dark Pulse
move 4: Solarbeam
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid

Moves
========

Sunny Day activates Mega Houndoom's Solar Power, making it a dangerous wallbreaker. Fire Blast is Houndoom's go-to wallbreaking move, sporting a 371 Base Power after accounting for Solar Power, sun, and STAB. Dark Pulse is the most consistent special Dark-type move, making it ideal for use on Houndoom. Solar Beam allows Houndoom to hit Water-types, such as Seismitoad and Suicune, as well as Rock-types, namely Rhyperior, for super effective damage and doesn't require a charge turn in the sun.

Set Details
========

252 EVs are put into both Speed and Special Attack to maximize Houndoom's wallbreaking ability. The four remaining EVs are put into Special Defense to ensure Download Porygon2 and Porygon-Z don't get a Special Attack boost against Mega Houndoom. A Timid nature is used to ensure Houndoom can outspeed everything up to +1 Adamant Tyrantrum and positive-natured Tornadus.

Usage Tips
========

Houndoom should always attempt to gain a Flash Fire boost, as it makes Fire Blast go from deadly to destructive in the sun (deadly and destructive are on similar levels of power imo...? if you're trying to say that the boost powers Fire Blast up significantly I'd change it to "from powerful to deadly" or something. going from deadly to destructive is not really much of a change; if anything, it's becoming less powerful). Houndoom can easily use Knock Off as an switch-in opportunity to switch in after Mega Evolving. Houndoom should try to wallbreak early-game, as it softens up most of its defensive checks easily and dents a lot of defensive cores.

Team Options
========

Houndoom's wallbreaking ability is appreciated by wallbreakers, cleaners, and sweepers alike. Respective examples of all three are Choice Specs Shaymin, Speed Boost Yanmega, and Nasty Plot Lucario. Wallbreakers appreciate it because wallbreaking cores can dismantle defensive teams with ease. Cleaners and sweepers appreciate it because it makes their job that much easier. Sun sweepers, such as Solar Power Heliolisk and Chlorophyll Shiftry, make for good teammates, as they can take advantage of the sun set by Houndoom sets. (kinda subjective but at first I read this as like...the sun moveset...and was confused) Houndoom doesn't have the best bulk, making so switching in on hits is hard at times. (also subjective but you use the "..., making..." sentence pattern right after this too, so I changed one) VoltTurn partners mitigate this problem, making them good teammates for Houndoom. Rotom-C is an exceptionally good VoltTurn partner due to its ability to form a wallbreaking core with Houndoom while also resisting Ground-, (remove comma) and Water-type moves aimed at Houndoom. Defog users and Rapid Spin users, such as Gligar and Donphan, make for great Houndoom partners because Houndoom is easily worn down by entry hazards. Houndoom can wallbreak much more easily after entry hazards have been set, making entry hazard setters, such as Roserade and Chesnaught, good teammates. Forretress and Mega Aerodactyl are exceptionally good Houndoom teammates, as they can both remove and set entry hazards. Pokemon that can take advantage of the fact that Houndoom lures in special walls, such as Mienshao and Infernape, make for good teammates.

Other Options
########

Houndoom has access to Pursuit, which can be used to trap Chandelure, but it doesn't seem to find space to fit it into any set. A Nasty Plot set that uses Flame Charge in the last slot is an option, but it tends to find very little few setup opportunities. Super Fang is an option to be able to halve the health of walls that tend to switch into Houndoom, but like Pursuit, it can't seem to fit into any set. Will-O-Wisp is an option to cripple physical attackers, primarily Mega Aerodactyl, that tend to switch into Houndoom. Sludge Bomb can be used on in the fourth slot of the Nasty Plot set, but a neutral Fire Blast does just as much damage as a super effective Sludge Bomb.

Checks & Counters
########

**Special Walls**: Special walls such as Blissey and Snorlax can easily take any boosted hit from Houndoom, (remove comma) and can stall out Sunny Day variants.

**Fighting-type Priority**: Fighting-type priority moves, such as Vacuum Wave and Mach Punch, can KO Houndoom before it can do anything.

**Hydreigon**: Hydreigon can always beat Houndoom one-on-one as well as switch into most of its moves easily.

**Revenge Killers**: Choice Scarf users, such as Mienshao and Salamence, outspeed Houndoom and can easily KO with a STAB move. Pokemon that naturally outspeed Houndoom, such as Alakazam and Crobat, also fit in this category. Lastly, Dugtrio outspeeds Houndoom, traps it, and OHKOes it with Earthquake.

**Mega Aerodactyl**: Mega Aerodactyl outspeeds Houndoom, can switch in on any neutral hit or a support move, and OHKOes it with Stone Edge.
Just letting you know that I made all the changes except the one about Forretress since it isn't a U-turn user but a Volt Switch user so I put that there instead.
 

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