Okay, this is just pretty ridiculous. Everybody is just scared of this pokémon, but in reality just about every team has some way of dealing with it. People are all thinking, "Oh no, with Ho-oh in OU, I would need a bulky Stealth Rock user, or just about anything with Toxic, or a Bulky Water, or a physical Rock type with a Lum Berry, or something fast with a Rock move! I would probably need two of those things to be able to beat it guaranteed!"
... So what?
Some of the people here aren't seeing past their noses; why are there so many posts that say "We would need at least two counters to this thing. That's obviously broken"? Well no, these are just arguments without any back-up whatsoever. You don't need two counters, you need one, where did the idea of needing two counters come from?
Two counters were needed for SD Yachechomp because the first one would always faint (unless you were using Cresselia, or even ScarfCresselia). Ho-oh has base 130 attack, the same as things like Kingler. Its most broken move has only 100 BP, whereas a hell of a lot of pokémon's best have the near unwallable Outrage and its 120 BP. Ho-oh is much more bulky, yes, and yes its STAB move does burn 50% of things when it is used; I'm unbiased enough to admit that is pretty scary, but after a bit of testing this in OU I'm sure most of you will discover there are more scary things out there. Ho-oh can't sweep, really, and it
is walled by a lot so people should stop pretending it isn't. Ho-oh isn't broken at all as a sweeper as a lot of things can stop it. Even its mixed set can't even break all the walls out there, unlike MixMence which is only really walled by Cresselia.
The main thing I am finding frustrating about this is that people don't realise that 80% of Ho-oh's counters still counter it no matter what set it runs. Yeah, so Ho-oh can run Giga Drain (it learns that?) to be able to beat Swampert and Rhyperior; I'm guessing the mixed set would drop Ancientpower for this. But now, things like DDSalamence and especially DDNite (entirely because bulky variants wall the hell out of Ho-oh, and offensive versions can take a few hits too - and DDNite often runs Lum Berry so it can set up as Ho-oh hopes for SF-burn-hax and then attack when the Lum is gone) are invited in to set up. I'm not be ultra-specific either, just look around the Tier lists and you'll see quite a few things can wall or set up on SF / EQ / T-bolt / HP Grass. Every time Ho-oh drops one of these moves, something different is suddenly a counter.
Ho-oh can only run four moves at once, and most sets are quite easy to counter. It clearly has no one set that singlehandedly breaks the metagame, and being diverse does not make you broken. See, so many moves have been listed to so far, and lots of damage calcs show Ho-ohs running all sorts of crazy EV spreads. Well, Ho-oh has to run 252 HP / 252 Atk to be able to do any sort of decent damage with Sacred Fire, but then lack of speed creates a wider scope of Stone Edgers to come in and outspeed it. Just like with movepools, you can run some pretty clever spreads but each one will only be able to cause an issue for so many potential counters. As for the 4 move limit, Ho-oh cannot run Sacred Fire / Earthquake / Thunderbolt / Ancientpower / HP Grass / HP Ice / Earth Power / Overheat / Giga Drain / Aerial Ace / Roost / Toxic / Substitute / Protect / Whirlwind / Calm Mind / ... okay, those are just some of the moves that have been listed so far in this thread. Go ahead and pick your Ho-oh, pick your 4 chosen moves - each time, there are still going to be many counters out there.
People use things like Scarf Moltres and Yanmega because every time they bring one in and it can always cause harm. Yanmega gets Hynosis to disable its potential counters just as Ho-oh gets Sacred Fire's even more risky burn rate. Moltres runs Will-o-wisp and U-turn so it can do something to its counters too. Those are the only two 4x SR weak pokémon frequently used. As somebody mentioned earlier in this thread, and I think they had a very good point, people aren't going to use something that requires as much support as Ho-oh does in all their teams if there will always be few things that can still stop it. In order to get a good win rate, you would need to practically center your team around it to deal with all the things that could potentially beat it, and even then your team would be no better than some of Smogon's other well-created greats.
Also, I'd appreciate if you all stopped putting words in my mouth. I have said far more than just "bulky waters can beat it" and "Stealth Rock is a great way to beat it", there are many ways to beat it. I would be willing to create a list of all the pokémon that could potentially win against Ho-oh if people still aren't convinced enough that it is at least a Suspect, though I have other things to do with my time and I don't think my arguments need any more justification than they already have. You don't need something with Stone Edge to counter Ho-oh at all... Here's a fun fact: Ho-oh needs to run 252 HP EVs and about 200 Defence EVs to even have a chance of surviving a Jolly Pikachu's Volt Tackle, and even then the odds are against you. And it needs to run a Careful nature, 252 HP and upwards of 60 SpD EVs to have a chance of surviving two of its Thunderbolts. That could be pretty embaressing if you're one of those people who would seriously consider Ho-oh as your special tank over Snorlax; even Pikachu can OHKO you after Stealth Rock, and do the same even without SR if it somehow pulled off a Nasty Plot. Pikachu may speed tie with it, but no remotely successful Ho-oh set would run a speed boosting nature and 252 speed EVs.
And here's a comment to all the people who are saying things like "Yeah, a lot of things can revenge kill a Ho-oh, but they can't switch in without being burned by Sacred Fire or OHKOd by it, etc.": Ho-oh is not going to be firing off Sacred Fire 24/7. It's fairly easy to tell that when a Ho-oh has just come out on something it can wall and lost 50% to Stealth Rock, it's probably going to use Roost and try to get it back. Aerodactyl is still a fine counter to it, you just switch it in whenever you predict a Roost or an Earthquake. Pikachu might even be able to take a Thunderbolt.
Ho-oh isn't impenetrable on the special side. The Offensive 0HP Ho-ohs are 2HKOd by a Raikou's Thunderbolt. The wall variants are 2HKOd as well by it if it has Specs or a Calm Mind. Raikou also isn't hugely bothered by Sacred Fire or its Burn and can waste 2 of its PP by switching into it. Granted, Ho-oh could use Earthquake before it would fall, but remember what I said earlier about how things like Aerodactyl would love to switch in?
I'm not saying you need Raikou or Pikachu to harm Ho-oh, they are merely two of the many examples, so don't make a fuss of the fact that they do not count as counters.
Time to move onto quotes, I think.
Ho-oh can also Roost in the face of a Stone Edge, halving its damage. You can Stone Edge Ho-oh a Maximum of 4 times. Just throwing Protect on Ho-oh allows it to remove 25% of your chances to take it out.
Let's talk about Rhyperior for a moment. An Adamant 252 Attack one can still take a hit from just about every Ho-oh, but it can still switch in on Sacred Fire. A burned Rhyperior does
100.48% - 118.03% to 252 HP Ho-oh. Even if it Roosts, it's still 2HKOd, and this is with Rhyperior doing the amount of damage it would do if the hit were neutral. Impish 0 Atk EV Rhyperior can still OHKO 0 HP ones when burned, too, though I expect that it might run Lum Berry to prevent that in the place. Tyranitar can beat it too, though it takes a fair bit from EQ; the sandstorm passive damage actually makes its Stone Edges effectively more powerful. If it runs Protect and Roost, what two other moves could possibly combine together to make this Ho-oh too good for OU?
Most Water types cannot get past Ho-Ohs Roost. It can also Thunder them into oblivion. Remmber Thunderbolt and Thunder? Yeah, Ho-Oh has them. And 110 Base SA. This thing is Salamence with infinitely better defenses, especially special defense. And its 106 HP/154 SDef.
I've covered how its stats are undermined by poor typing and limited moves numerous times now. And it isn't Salamence, Salamence gets STAB on Dragon moves and it can beat things up with Brick Break too. An intimidated threat will do less to Salamence than a physical attacker will to Ho-oh, so Ho-oh is only bulkier one way, really. It's still shut down by most things with Toxic, and it can still be revenged, or even switched into, and taken out by Stone Edge. This is very similar to how a lot of people will take out MixMence. It isn't as much better as you'd think.
Oh yeah, and Ho-oh has Immunity to Ground and resists Fighting, and can't be burned, and has a massive movepool. Did you know that Ho-oh can Calm Mind?
And did you read the first post? CM Ho-oh is not good at all, I'm afraid. Nobody will use it.
Ho-oh comes in on Earthquake, and Close Combat. Ho-oh comes in on basically every Infernape set, it comes in with ease on HP Ice Heatran. It comes in with ease on basically anything that doesn't have a somewhat powerful Stone Edge on its standard set. Only Stealth Rock keeps it down, and a team with Ho-oh would employ at least 2 spinners.
At least two spinners. Hah. What a horrible limit that is, wouldn't you get pretty sick of all that Rapid Spinning you'd need to do. Yes, Ho-oh can come in a lot of things and wall them, but so can any good wall. A Ho-oh with Toxic beats any other Ho-oh w/o Ancientpower one on one, and a Ho-oh with Toxic is horribly limited. But that's not a new problem for Ho-oh, not at all. (also the very underrated SD Infernape can Thunderpunch or Stone Edge. That would make a Ho-oh cry, just as it would make a Tentacruel, another thing that can wall Infernape, cry)
You want to see Bullet Punch Scizor die off? Let Ho-oh in.
Oh, yes please. ;D
Scizor could play mindgames with Ho-oh. Common scenario: SR is up and Scizor is out. Switch into your Rapid Spinner and let it set up, or switch in Ho-oh and lose 50% health. Zapdos is still the better Scizor counter, it has roughly the same defences and the same resistances except it takes far less from SR.
+2 Life Orb Technician Quick Attack does 49.5% - 58.41% to 252 HP Ho-oh. See, even the mighty Ho-oh doesn't wall it.
Ho-oh also has Screens and Thunder Wave.
Two more things it wishes it could fit on a set. This just further proves my point about it not being able to make a combination of four moves without missing out on other things that are important to it.
Ho-oh is definately not OU, it's stats are far too good and Sacred Fire is a beastly move. It would completely centralize the metagame, and you never mention that it is as specially defensive as lugia!
I don't need to mention that. Thanks to its typing and higher defence on the physical side, Lugia is the far superior wall; it even takes less from SR. And it's faster.
apparently most people did when they banned garchomp... and Ho-oh would centralize OU to no end. every team woluld be FORCED to have a bulky water, a sleath rocker, AND a faster pokemon who can OHKO
The first paragraph of this post covers comments like these. Let's keep the thread clean and make no more that are like it.
Snorlax has trouble switching into Aura Sphere and Focus Blast, and thats about it. It also lacks a 50% Recovery move.
That's still pretty impressive. Aura Sphere is never seen and Focus Blast is really unreliable. Nobody would even use a 50% recovery move because it lets it get shut down by Toxic and things... just like Ho-oh is.
Bulky Waters do not counter Ho-oh. It has Thunderbolt. The standard bulky water most people use is Gyarados, and Gyara is OHKO'd by Tbolt.
Then maybe people will use some other bulky water, or try out WacanGyara. Ho-oh needs to run speed to beat most gyarados, even before a it has a DD. In return, Gyara can beat it with Stone Edge or Waterfall. Things are not as black and white as they seem.
^Excuse me? Can't take out common walls? Let's see Blissey/Skarmory/Forretress/Celebi/Gliscor/Hippo/Tentacruel switch in and try and stop a non-choice Ho-Oh. If we're talking about a mix set with something like Sacred Fire/Overheat/Hidden Power [Grass/Ice]/Earthquake, bulky waters are about the only thing you can switch in.
... No. These arguments are never well backed up. Loads of things are able to switch into that set you mentioned. Like Dragonite and Salamence, just off the top of my head. Not gonna look for more, but there definitely will be.
Let me ask you honestly, do you really want your bulky water to be facing a 50% chance of burn everytime it has to switch in on Ho-Oh? That's worse than facing veil-hax. I think you're underestimating A burnt Vaporeon or Suicune is not going to be happy trying to do it's normal walling duties witht h 12% damage each turn.
Toxic is far, far worse.
Its mediocre speed allows Punishment to kill off faster Psychic/Ghost threats such as Gengar, Azelf, Starmie and Alakazam, barring any of them carrying HP Rock (or Power Gem on Starmie). As long as it switches into something such as a slow type, such as Bronzong, it can easily finish Zong off with STAB Sacred Fire, and of course, crippling nowadays overused Steels such as Scizor/Foretress. Anything that isn't killed will also likely to be burnt to the high burning chance of Sacred Fire.
You listed the benefits of Ho-oh well there. But there is nothing broken about that. Punishment is a 60 BP move that I doubt anyone will even use. Yet another thing that it wishes it could fit onto a set to give it something to hurt CMCune with. So what if it can kill Azelf, Gengar, Starmie and Alakazam (I'm pretty sure most Starmie and Ho-oh wall each other, actually), there are other things that can do that better without taking a 30+% health loss from one of their moves.
Since it has RECOVER and ROOST, it can easily restore the HP that is lost on Stealth Rock if switched in properly. If the team doesn't have Stealth Rock, then Ho-Oh wins. Stealth Rock is almost essential as Ho-Oh's massive Special Defense can take a few Special Attacks from things like Suicune without dying.
Before something uses Toxic or sets up on it (it can't take more than 1 hit, absolute max, from a completely set up CMCune). Or Roars it out. Or does one of the many other things that can cripple it.
Earthquake can be effective against Heatran/Magnezone and other Rock types. Zen Headbutt can be useful in taking Fighting/Poisons, and Whirlwind is there if needed to shoo something away.
Oh, so now we're listing Zen Headbutt too? Nice. Another thing you'll never see on it. ScarfZone, which is more common now to deal with Scizor - and according this calculation I just ran Modest ScarfZone can actually 2HKO 252HP Ho-oh, so despite Ho-oh being good to counter it, it can still backfire easily.
Yeah, Ho-oh has big problems with bulky waters... What with his 2HKO them with LO Thunderbolt and all, totally legitimate on a more sweeperish set.
Please don't treat me like an idiot. If it's a LO Mixed set, there are still plenty of other things you can switch in fine.
Yeah you can argue that anything is OU if you're just pointing out weaknesses, Rayquaza gets raped by ice shards, Giratina can't wall LO DD Salamence anymore, pretty much all kyogre variants get raped by Ludicolo, Hell, Darkrai is countered completely by a scarfed Primape, does that make Darkrai a good candidate for OU?
Uggghhh. Ho-oh has LOADS of weaknesses. Its strengths don't nullify those.
4x Stealth Rock weaks are bad, but Ho-Oh probably has enough advantanges to make up for them. Running Ho-Oh as a lead is a good start to countering SR damage.
With all the old suicide leads and Aerodactyls running around, it probably wouldn't do so well.
Compare Ho-oh's 106 HP / 90 Def / 154 SpD to Heatran's 91 HP / 106 Def / 106 SpD.
Looks like Ho-oh swaps Defense for HP compared to Heatran, and gets much better Special Defense.
So Heatran isn't that good a defensive pokémon. It has way better resistances, but nobody uses the Resttalker set anyway, because it isn't that good. This is a really hollow argument, I'm afraid.
Ho-oh also has an advantage over Moltres in that it can use 2 offensive moves instead of 1 and a Status move, since Sacred Fire is fairly reliable for Burning opponents (even moreso than Lava Plume).
It's useful but it isn't broken. The set you listed has plenty of counters just like all the others do.
Ho-oh works great to counter Heracross, Skymin, can come in on Bronzong's Gyro Ball and Earthquakes, and works perfectly to counter Mamoswine 3/4 of the time (Comes in on Ice Shard, Earthquake, and Close Combat with ease).
You know, Ho-oh is not the only pokémon that pairs up well with Skymin. They're a combination that Stealth Rock loves.
Even Magnezone has to fear Ho-oh with its massive Special Defense, and Sacred Fire (Magnet Rise versions). Plus it can Roost behind a Substitute to remove its Electric weakness, and to prevent Thunderwave since it outspeeds Magnezone. Even if Magnezone uses Substitute on Ho-o's switch in, and tries to stall out Ho-oh's Sacred Fire with Substitute+Thunderwave, Ho-oh can use Earthquake and save its Sacred Fire PP for later.
Totally irrelevant. The solution is just not to leave your Magnezone in when Ho-oh comes out, just like you never need to leave a pokémon in when another pokémon comes out, unless it's dugtrio.
The fact that Ho-oh has such mighty HP and Special Defense means that even a Heatran with Overheat boosted with Flash Fire will only produce a 315 Base Power move / 2 = 157 base Power move against Ho-oh's mighty Special Defense.
So don't bother trying it. You can be happy knowing that you took away Sacred Fire's PP by switching in, and something else can feel free to come into that obvious Earthquake that is about to come.
It's base stats, let's start with those. Every single stat is above average. It gets STAB Sacred Fire which burns the Stone Edgers who hope to OHKO it. You know the line "even 100% counters become 80% counters with Chomp?" Something very similar goes on with Sacred Fire. Ho-oh doesn't even need to predict; half the time it can get away with spamming Scared Fire on Tyranitar switchins. So the number one way of killing it is completely shut down. Not to mention the prospect of a Choice Banded Earthquake.
Spamming Sacred Fire is a great way to run out of PP in seconds. Even a burned Tyranitar can be a problem for Ho-oh as illustrated earlier, and it might not even get burned.
Viable counters to Ho-oh include, say, Suicune? I THINK it's a 3HKO with Earthquake and Surf is never OHKOing Ho-oh. Uh, Rock resists Fire and has a 4x STAB, right? Except for Lunatone though every Rock type is a primarily physical attacker, so Sacred Fire fucks that up. Uh... yeah. I can't think of a single counter not screwed up half the time or otherwise beaten thanks to a Special Defense stat that's absolutely insane.
There are plenty of other counters. I have listed
so many by now...
Yeah, what about it? Stealth Rock takes one turn to set up, and any team without it would face near certain Ho-oh death. Meanwhile, the game will degenerate into "who can get SR out on the field and keep it there" with constant switches to Ghosts, Spinners, and the like. It's a fight you can't afford to lose, though, or else CB Ho-oh will ruin you.
CB Ho-oh is as easy to wall as any other base 130attack CBer. It can just burn things more often. I don't think many people will even use CBHo-oh.
Oh, and guys, Hariyama is not a Ho-oh counter. It's either 2HKO'd by Sacred Fire or Burns hurt it, so please stop putting my beloved Hariyama up to the task of countering an Uber.
Thick Fat Hariyama is a great counter. I have had a Resttalk Hariyama on my current team for a very long time, and if it can take an Earth Power from 130-SpA Heatran, it can easily take an Earthquake from 130-attack Ho-oh. It proceeds to Whirlwind.
So bulky waters will have a hard time 2HKO'ing Ho-oh, unless a large amount of EV's in special attack are invested. Also, as an added bonus to its immense stats, it gets Pressure as its ability! Combined with roost, this will stall-out an opponent's Stone-Edge, and eliminating one of Ho-oh's top counters. Healing with roost gives it an Earthquake weakness, but it also eliminates its electric weakness and cuts the weakness of Rock from 4x to 2x.
Which still won't help it much, as previously shown by now. The solution is not to attack Ho-oh directly with Bulky Waters, but to use Toxic instead. Or just use something else as your counter if you fear T-bolt and don't want Toxic.
So from that page, 16 moves are considered very effective for Ho-oh, not to mention other moves too, such as Substitute, HP Grass, Giga Drain, Whilrwind, Thunder Wave, Reflect, and the effective combo of Rest/Sleep Talk!! Very few pokemon gets this diverse of a move-pool!
This is a weakness, not a strength; it's hard to know what's right to use and what isn't. It still has many counters.
I completely agree with you. The fact that it has some counters in OU is not a valid argument to test\unban it.
[What the hell?]
Okay this took hours to write up and any other posts that have come up since then I'm not going to talk about yet. But really, this needs testing. I have a counter-argument for nearly all everyone else's arguments. This can't be solved with theorymon. The only way I could get you guys to listen would be to give it a test so you could see how overrated it is yourselves.
edit: Darth Meanie you speak a lot of sense and people need to realise these things. [though I think banning Sacred Fire is bad as it really isn't as broken as everyone thinks, and I'd hate to have this left untested whilst Skymin is banned to Uber despite the potential new counter]