Welcome back friends. RIP Mega Pidgeot and all that Jazz. Onto the Good Stuff.
Mega Houndoom.
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Taunt
One of Mega Houndoom's biggest problems is not Water or Ground Types, but Fighting Types. Fighting Types like Mienshao, Infernape, Lucario, Cobalion, Machamp, and Toxicroak. Fighting Types that can outspeed and exploit Houndoom's low defense. Each of these fighting types are not unknown to run Choice Scarf (except Lucario and Cobalion who naturally outspeed), and deal their damage before leaving with a smile on their face. Other problem mons include Sharpedo, Yanmega, Mega Aerodactyl, Hydreigon, Salamence, Florges, Slurpuff and Snorlax.
So instead of going for another Offensive threat, I opted for a defensive counter. For Houndoom to effectively sweep, I wanted a Pokemon that could take a hit, set up some hazards, and preferably remove hazards. The only one that fits the bill is Forretress.
Forretress @ Rocky Helmet / Leftovers / Red Card
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Toxic / Volt Switch
Forretress' monstrous defense means that any fighting type is going to be doing chip damage to it, and Rocky Helmet punishes them for doing it, forcing them to switch to a special sweeper. I opted for Stealth Rocks over Spikes because of the ability to hit more targets, especially Yanmega and Aerodactyl for harder damage. Any percent lower that those two titans force themselves is a percentage I don't have to roll for later. Rapid Spin is to take out opposing rocks, as Houndoom appreciates being at as high a percentage as possible. Gyro Ball is mostly to deal with Fairies. As Florges basically comes in for free, and its natural Special Attack is high enough to 2HKO Houndoom with no investment, it is a huge problem, that Gyro Ball can take care of. The bigger problem is Slurpuff for houndoom, though Forretress takes it like a champ.
The last slot can be Toxic, for walls that sponge both mons, and residual damage over time, or a slow Volt Switch that allows Houndoom to come in safely, without worrying about a hard switch
The Item you choose is also based on your team. Rocky Helmet is the one I prefer because it punishes physical fighting types the hardest. Leftovers, however, give Forretress its only recovery option. Red card shuffles momentum, and causes an immediate Stealth Rock hurt to a pokemon, unprepared for.
However, Suicune, Snorlax and Entei still have to be watched for, as the former two can set up or either mon, and fear nothing either has to offer, while Entei takes any of Houndooms hits (if it isn't E-speeding) and pressures Forretress with Sacred Fire. Arcanine poses similar problems, but takes more damage, and has a hard time spamming Flare Blitz, though does have access to recovery options.
If Yanmega is a problem, I did make a set that can take on a few more special Sweepers.
EVs: 248 HP / 148 Def / 112 SpD
Sassy Nature
IVs: 0 Spe
252+ SpA Choice Specs Tinted Lens Yanmega Bug Buzz vs. 248 HP / 112+ SpD Forretress: 262-308 (74.2 - 87.2%) -- guaranteed 2HKO after Stealth Rock.
The defense is still incredibly high, and it doesn't change the movepool at all. However, Forretress can't take quite as many physical hits. So see what your team needs first.
Apologies for the many options, but that's part of what I love about the mon-- it's teambuilding, not corebuilding! Forretress can be built to fit to your team.