Houndour [QC 2/3]

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Fiend

someguy
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houndour!

[OVERVIEW]

Houndour is one of LC's premier wallbreakers, with a STAB combination resisted only by the frail Carvanha, opposing Houndour, and the largely unviable Deino. As a result, only a handful of Pokemon are able to switch into Houndour, and even less can manage to more than once. STAB Sucker Punch helps Houndour fend off quicker foes as well, helping to augment its only okay Speed. Houndour's typing is quite lackluster defensively however, as not only is Houndour frail but it is weak to the ever common Fighting-, Water- and Ground-types in the tier. Houndour's frailty lends it to being frequently forced out if it cannot KO what is in front of it, which is often quite detrimental as Houndour is weak to Stealth Rock.

[SET]
name: Life Orb
move 1: Fire Blast
move 2: Dark Pulse
move 3: Sucker Punch
move 4: Flame Charge / Pursuit
item: Life Orb
ability: Flash Fire
nature: Naive Nature
evs: 36 Atk / 36 Def / 196 SpA / 236 Spe
ivs: 9 HP

[SET COMMENTS]
Moves
========

Fire Blast is Houndour's most power attack, 2HKOing everything that does not resist Fire. Its raw power makes it preferable over Flamethrower, which often fails to secure the same 2HKOs and OHKOs. Dark Pulse is a far more reliable STAB and Houndour's best option for a special Dark STAB; Dark Pulse 2HKOs most Fire resists as well, and very spammable. Sucker Punch helps Houndour handle faster Pokemon seeking to abuse its mediocre Speed and abysmal Defenses to revenge kill it. Flame Charge allows for Houndour to trouble teams lacking Super Effective priority, and again helps offset Houndour's average Speed. Pursuit is another option to give Houndour more defensive utility, reliably trapping spinblockers for Staryu and Drilbur.

Set Details
========

HP IVs are lowered to 9 as in order to allow Houndour to hit 19 HP and take from less Life Orb recoil. Life Orb is the item of choice to make Houndour hit incredibly hard while retaining the flexibility of switching moves. Flash Fire allows for Houndour to potentially take advantage of opposing offensive Fire-types, such as Ponyta packing Flame Charge as its 4th move. Flash Fire also makes opposing Pumpkaboo hesitant about using Will-O-Wisp, potentially punishing the play. The EV Spread aims to make Houndour hit hard and fast, hence the heavy investment into Speed and Special Attack. A Naive nature is used so Houndour can check Pawniard better and takes less from Sucker Punch, while keeping both its Attack and Special Attack as high as possible.

Usage Tips
========

Generally, Houndour should avoid switch in on most Pokemon. Some exceptions can be made to Pumpkaboo, Pawniard, and Ponyta as Houndour is able to check these Pokemon by the virtue of its Dark- and Fire-typing and access to Flash Fire, yet even still Houndour can only switch once or twice. Outside of these three Pokemon, Houndour should almost never be switched into play. Houndour should only be brought into play when it is capable of KOing the opposing Pokemon. Typically Houndour aims to take advantage of passive Pokemon, such as Pumpkaboo, Foongus, or Ferroseed, to fire off its powerful Attacks or get of a Flame Charge outspeed the opponent's team. If Pursuit is being used, Houndour should switch into directly Pumpkaboo in order to threaten it with Fire Blast and Pursuit trap it.

Team Options
========

Houndour appreciates hazard removal from the likes of Staryu or Drillbur, as otherwise it struggles to be nearly as effective when Stealth Rock is up. Pursuit variants of Houndour can trap spinblockers for Staryu and Drilbur too, allowing them to better perform their role. Knock Off users are great teammates as well, soften up teams by removing Eviolites and making Houndour that much harder to handle. Dark-types in general appreciate Houndour's raw power and ability to remove their shared checks making Pawniard, Vullaby, and Scraggy decent partners for Houndour. Fighting-type checks such as Snubbull, Foongus, and Cottonee are almost mandatory due to Houndour's weakness to Mach Punch and Vacuum wave. The latter two options are especially great as they function to counter Water-types which also force out Houndour. Offensive Water-types enjoy Houndour's ability to completely break down opposing bulk Water- and Grass-types, opening the game up for themselves frequently. Similarly, Snivy makes a great partner due to deterring Sticky Web, checking Water-types, and forming a very deadly wallbreaking core. Snivy handles the Ground- and Water-types frequently Houndour struggles with while Houndour is able to check the Steel- and Grass-types which trouble Snivy. Additionally Snivy's Glare can help Houndour against quicker teams by slowing them down. Slow pivots with U-turn, such as Mienfoo, or Volt Switch, such as Chinchou, help to switch into the faster Pokemon which threaten Houndour out while giving Houndour opportunities to come back in safely to fire off its powerful attacks.

[SET]
name: Choice Scarf
move 1: Fire Blast
move 2: Dark Pulse
move 3: Pursuit
move 4: Destiny Bond / Snarl
item: Choice Scarf
ability: Flash Fire
nature: Naive Nature
evs: 36 Def / 196 SpA / 36 SpD / 236 Spe

[SET COMMENTS]
Moves
========

Fire Blast hits hard, and is Houndour's most powerful attack. Dark Pulse is a great STAB, good for cleaning up teams late game and revenge killing neutral targets due to its accuracy. Pursuit allows for Houndour to trap Abra, Gastly, and Pumpkaboo which are irksome threats to many teams. Destiny Bond is an emergency button for when a sweeper gets out of hand. Destiny Bond is especially useful when Houndour is paired with another Dark-type, as it can often remove a shared counter. Snarl hits Gastly and Abra behind Subsitute making Houndour a more reliable check.

Set Details
========

Max Speed makes Houndour able to check Scarf Pawniard and speed tie Jolly Choice Scarf Mienfoo. The Speed investment coupled with a Choice Scarf turns Houndour into a great revenge killer, out speedinging most setup sweepers such as Scraggy at +1. Max Special Attack makes Houndour as powerful as possible, maximising how effectively it can revenge kill Pokemon or sweep teams late game. A Naive nature plus 36 Defense EVs allows Houndour to check Life Orb Pawniard while not weakening its Pursuit. The leftover EVs are invested into Special Defense, as their placement in Attack do not affect Pursuit's rolls.

Usage Tips
========

Scarf Houndour is a great revenge killer, and is usually best used as such. Houndour should avoid switch into attacks as it is woefully frail. However it can clean late game when opposing priority users are removed and teams are aptly weakened with well placed Knock Offs and hazards. Due to Houndour's naturally high Special Attack and Speed with a Choice Scarf, it is still hard to switch into. Destiny Bond allows for Houndour to remove a would be check or stop a set up sweeper dead in its tracks, though it can be a little predictable.

Team Options
========

Hazard setters makes Choice Scarf Houndour especially hard handle due to its high Speed and powerful STABs; with hazards on the field even resists can only switch into attacks once. Foongus, Cottonee, and Snubbull help maintain momentum checking the threatening Fighting-types which easily switch into a Houndour Choiced locked into Dark Pulse. The former two are help handle the Water-types which switch into Fire Blast handily. Snivy is a more offensive Water-type counter, which appreciates Houndour's ability to trap Gastly and Abra. The duo can wallbreak for one another as well due to similar checks, making it a rather threatening pairing. Staryu helps keep hazards off the field, allowing Houndour to be able to check Pokemon throughout the match, while Houndour can trap spinblockers for Staryu. Dark-types as a whole appreciate Choice Scarf Houndour's ability to cripple checks with powerful STABs or Destiny Bond, and are good at Knocking Off key bulky Pokemon such as Mienfoo. Slow pivots with access to Volt Switch, namely Chinchou, or U-turn, such as Mienfoo, are able to generally sponge attacks from Pokemon which Houndour lures in.

[STRATEGY COMMENTS]
Other Options
=============

A fully physical may seem appealing for a stronger Sucker Punch, yet it is unviable due to Fire Fang being far too weak to pick up key OHKOs and 2HKOs. Z-Sunny Day sets with Flarium Z are technically viable options, but are better done by the faster and bulkier Ponyta. Similarly, Nasty Plot sets can completely sweep slower teams, but is pretty bad outside that specific matchup and seldom worthwhile. It is also rather hard to safely set up a Nasty Plot due to Houndour's middling bulk. Beat Up is a cool alternative to Snarl, but at least 3 of your Pokemon need to be alive and the benefit is largely nonexistent. Crunch can be somewhat viable in an effort to lure and KO Munchlax on the LO set, but is otherwise worse than Dark Pulse and requires more EVs to be investment in Attack. Early Bird is a viable alternative ability, useful for switching into Spores or Sleep Powder, but it relies on getting early wakes to excel. Using Early Bird also has the downside of loses to opposing Flash Fire Houndour and no longer being powered up by Pumpkaboo and Ponyta's Fire-type attacks.

Checks and Counters
===================

**Super Effective Priority**: Houndour is frail enough to be KOed from full by Timburr's Mach Punch or Carvanha's Aqua Jet, and Houndour has little counterplay against this often forcing it out. These priority users struggle to switch in however.

**Bulky Pokemon**: Specially Defensive Pokemon which resist one of Houndour's STAB options can switch in, though only on the resisted attack. Specially Defensive Berry Juice Pokemon are able to counter one time, with the exception of Munchlax who persistently counters, but must beware potentially switching into Life Orb Flame Charge and then finished off with one of Houndour's STABs.

**Revenger Killers**: Due to Houndour's only okay Speed, a good number of Pokemon are able to revenge kill it assuming they are at full health. For example, Defensive Staryu is able to switch into Life Orb Houndour and KO back, though only one time unless they can successfully Recover. Choice Scarf Mienfoo is a reliable check to Houndour as well due to resisting Sucker Punch, though it cannot switch in. Choice Scarf Chinchou can also check rather well, but only if it is outside of Sucker Punch range.
 
Last edited:

Rowan

The professor?
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overview
mention that Fire+Dark is amazingg coverage in LC, only resisted by opposing Houndour, Carvanha (who is frail as fuck) and Deino (who is bad)
LIFE ORB
can we slash pursuit in set 1? probably after flame charge, but maybe behind sucker as well? It's still really useful for trapping gothita's and pumpkaboo's, despite the fact the scarf set is better at trapping abra+gastly

usage tips
it makes an okay check to any ponyta since most run flame charge/toxic as the last move.
talk about how houndour can take advantage of passive pokemon like pumpkaboo, foongus, ferroseed to unleash powerful attacks

team options
in both sets say that houndour can pursuit trap ghosts like pumpkaboo which staryu and drilbur really love to make spinning easier so they synergise on many levels
maybe add snivy to team options - whilst it has less defensive presence than cottonee or foongus, as a grass type it can form a really powerful wallbreaker core with houndour as they can hit mons which the other can't - it can also support houndour with glare which is cool

other options
add early bird to OO - this allows houndour to switch into foongus's spore and surprise the opponent with an early wake up

1/3
 

Nineage

Pugnacious.
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[OVERVIEW]

Along with frailty mention its weakness to common types

Life Orb Set

Moves
========
Flame Charge is cool for more reasons - I'd just say it patches up the Speed stat making it harder to revenge kill (might mention no dig trap, not sure if its worth it since sucker donks non-sub dig sets)
Wouldn't mention rapid spinnners specifically in pursuit, just say it removes ghost types and mention spinners as good partners for that below

Usage Tips
========
Be careful of priority; weaken prio users to where dour can donk with sucker
Mention coming in on burns

Team Options
========
Add pursuit to hazard removal point, and edit the current pursuit point since its on the set
Slow Pivots to bring dour in
Hazard setters are cool cuz dour makes switches happen lots

[SET] Choice Scarf

Usage Tips
========
Avoid Priority
Beef this section up with some typical lategame cleaner stuff - revenge kill midgame, wear down opponents team with Knock Off etc before cleaning late game


Team Options
========
Slow Pivot seems good to me here too!

OO
Move full physical thing to the top of this list because its stupid :(

Checks and Counters
===================
Nitpick but id change faster pokemon to like revenge killing or something since you mention scarfers which aren't really technically faster...

2/3 on the hound
 

Xayah

San Bwanna
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Well what a surprise you're doing this analysis. I never saw it coming. Honest.

[OVERVIEW]
  • Mention that its weakness to Fighting- and Water-types notably give it a weakness to priority moves in Mach Punch, Vacuum Wave, and Aqua Jet

[SET]
name: Life Orb
move 1: Fire Blast
move 2: Dark Pulse
move 3: Sucker Punch
move 4: Flame Charge / Pursuit
item: Life Orb
ability: Flash Fire
nature: Naive
evs: 36 Atk / 36 Def / 196 SpA / 236 Spe
ivs: 9 HP

  • Don't write nature: Naive Nature, it's supposed to be nature: Naive

[SET COMMENTS]
Moves
========
  • Mention examples of some Fire-resistant Pokemon (Fire resists is not allowed) that Dark Pulse 2HKOes (Staryu, Slowpoke, almost always Ponyta)
  • Mention examples of faster Pokemon that Sucker Punch helps against (Doduo, Gastly, Abra)
Set Details
========
  • Make it clear that Houndour can outspeed Pawniard thanks to a Naive nature
Usage Tips
========
  • Mention that Houndour can come in safely after a teammate has been KOed, or via a slow Volt Switch or U-turn, in stead of switching in directly
Team Options
========

good

[SET]
name: Choice Scarf
move 1: Fire Blast
move 2: Dark Pulse
move 3: Pursuit
move 4: Destiny Bond / Snarl
item: Choice Scarf
ability: Flash Fire
nature: Naive
evs: 36 Def / 196 SpA / 36 SpD / 236 Spe
  • Same thing as above

[SET COMMENTS]
Moves
========
  • Mention that Snarl is fairly weak, meaning that being locked into it makes it much easier for your opponent to switch into Houndour
Set Details
========
  • revenge killer, out speedinging most: typo, I assume
  • Mention that the minor SpD investment also partially offsets the drop from a Naive nature

Usage Tips
========

good

Team Options
========
  • Mention some examples of Dark-types (Vullaby, Pawniard, Scraggy). Also mention that Vullaby can also use U-turn to get Houndour in safely.

[STRATEGY COMMENTS]
Other Options
=============

good

Checks and Counters
===================

good

QC 3/3, onward to TDP's goons
QC Stamp final.gif
 
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