First off, I'd like to nom Ho-Oh for S Rank again. I've been using it a lot lately, and my long-standing opinion that it is one of the best, if not the best offensive 'mon in Ubers, has only been cemented by this recent usage of the Firebird. It is easily on the level of the other 3 S-Rank threats. I don't think this is a disputable fact. Ho-Oh is one of the few Pokemon with no counters; it can get by most checks with Thunder Wave and a well-timed paralysis alone. The other S-Rank mons can't boast of this; even things like Extreme Killer and Xerneas are countered by Clefable, and Mega Salamence will not be able to break through Skarmory. This lack of counters is in part due to Flying being such a phenomenal offensive typing, particularly when Ho-Oh chokes out every Flying resist with a coverage move.
But there's more factors that make it so strong. Ho-Oh is also a very versatile Pokemon; Substitute/Roost/Thunder Wave/Tailwind/Whirlwind/Sleep Talk/Earthquake/Flame Charge can all be viably run as third or fourth moves without the feeling of the 'mon having 4MSS. It can also run Life Orb or Choice Band and can go bulky or fast. It's also nigh on impossible to build a team where absolutely no Pokemon are abused by Ho-Oh; even great teams tend to have at least one or two Pokemon it can switch somewhat freely in on, and if they don't have those then they have at least a few things Ho-Oh beats one-on-one. Pokemon such as Latias, Ferrothorn, Dialga, Arceus-Ghost, Giratina-O, Mega Gengar, Mega Sableye, Klefki, Arceus-Dark, Clefable, Aegislash, Mega Scizor, and Skarmory all give Ho-Oh free turns. These free turns are only made better by the phenomenal ability Regenerator actually rewarding the Ho-Oh user for switching out of the opponent's checks to it.
Speaking of these checks, let's see how they handle Ho-Oh:
Primal Groudon: 248 HP / 56+ Def variant is 2HKO'd by a combination of Life Orb Brave Bird and Earthquake after Stealth Rock. Ho-Oh can easily EV to outpace this (apparently people typically only run like 16 speed on it or make it -spe????), not to mention that it needs to run the subpar Stone Edge to even be considered a check. Choice Band Ho-Oh also 2HKOs with just Brave Bird.
Tyranitar: Earthquake 2HKOs even Shuca variants, nothing to say about this one.
Arceus-Rock: Probably the "best" check to Ho-Oh. Choice Band Earthquake does an average of 75% to it. Compound this with a Sacred Fire that manages to burn and Rockceus doesn't hold up as a check at all in longer games, or if the opponent manages to play well enough to get Ho-Oh in a lot. Rockceus is also basically out of the picture versus Thunder Wave variants with Earthquake; it really only walls the uncommon Subroost Ho-Oh.
Arceus-Water: Another good check to Ho-Oh on paper. However, the fact that Judgment does around 50% to it makes it very easy to fish for burns against, at which point Brave Bird wears it down phenomenally. Thunder Wave followed up by Brave Bird spam also ruins it the instant it succumbs to a 25% chance. Jolly Ho-Oh also outpaces some Waterceus =[|]
Landorus-T: Really unable to do much of anything if it gets burned. There's also this calc: -1 252+ Atk Choice Band Ho-Oh Brave Bird vs. 248 HP / 252+ Def Landorus-T: 166-196 (43.5 - 51.4%) -- 62.9% chance to 2HKO after Stealth Rock and Leftovers recovery.
Mega Salamence: Non-Refresh variants cannot take a burn. Refresh variants also lose to Thunder Wave because Life Orb Ho-Oh 2HKOs even max hp / max defense Mega Salamence with Brave Bird after Stealth Rock. Meanwhile, defensive Salamence's Body Slam does less than 50% back on a high roll. Choice Band Ho-Oh outdamages Roost recovery as well; essentially, if Stealth Rock is up or the game goes on long enough, Mega Salamence will fall to Ho-Oh.
Lugia: This 'mon is a similar case to Salamence, except unlike Mence its only way of consistently damaging Ho-Oh is clicking Toxic and spamming Roost. It checks non Thunder Wave or Substitute or Roost variants of Life Orb Ho-Oh pretty well, but Choice Band overwhelms it the instant Sacred Fire burns a switch-in
(252+ Atk Choice Band Ho-Oh Brave Bird vs. 252 HP / 136+ Def Lugia: 211-249 (50.7 - 59.8%) -- 84.8% chance to 2HKO after Leftovers recovery). Jolly Ho-Oh is faster than Lugia as well. Lugia doesn't ~enjoy~ switching in with Stealth Rock up as well, and if really anything manages to status it (like Pdon, for instance) then it's not gonna take on any Ho-Oh.
Kyogre-Primal: If it hasn't taken any prior damage it forces non Jolly variants out one-on-one. Can't switch in for shit; Life Orb Brave Bird 2HKOs Max HP / Max Def Bold variants without needing Stealth Rock, and 0/0 variants are OHKO'd by Life Orb Brave Bird after Stealth Rock (obviously, CB Brave Bird OHKOs without needing Rocks). Bringing it in on Ho-Oh is a pretty massive gamble since the only move it really wants to switch in on is Sacred Fire, which it usually isn't locking itself into or clicking, particularly versus balanced teams that have this 'mon...
Physically Defensive Yveltal: Words cannot express how bad this set is. Jolly Ho-Oh ends it, no questions asked. The instant it comes in on a move not named Earthquake, Tailwind, or Thunder Wave, it's forced on the defensive, particularly if Rocks are up, and Foul Play won't KO Ho-Oh. This means that Ho-Oh very easily fishes for burns versus it, and the instant it's burned it is no longer a check. If Stealth Rock is up, Choice Band Ho-Oh can realistically beat it without even needing to burn it; all it has to do is spam Brave Bird and then switch out, since the move outdamages its Roosts.
I know I'm taking Ho-Oh and putting it in a vacuum and saying that it beats all its checks when the opponent is giving it enough free turns to do so, which might not seem entirely fair. There certainly are 'mons that force it out one-on-one, like Zekrom and Rayquaza (in most cases), that are admittedly adequate offensive checks in practice. And who can forget the awkward Stealth Rock weakness? Whilst Ho-Oh is the best wallbreaker in Ubers, it seems that there are Pokemon that can do better versus more offensive teams by virtue of having higher base speed stats. I'm not gonna try to make the case that Ho-Oh is good versus the standard offensive team of Deoxys-S/Darkrai/Xerneas/Primal Groudon/EKiller/Mega Salamence with just standard defogger or magic bouncer support, because it isn't.
Instead, I'm gonna make the case that Ho-Oh is good versus that standard team with spinner support. A Rapid Spinner paired with a Sleep Talk Ho-Oh is one of the very very few ways to indefinitely prevent Deoxys-S teams from getting Stealth Rock up whilst making Darkrai next to useless; the opponent can't simply lead with Darkrai and force the spinner out, because Ho-Oh counters that. You don't even need to lead with your spinner versus Deoxys-S teams if you have a solid enough defensive backbone to handle Xerneas/EKiller/Mega Salamence (this should be a given) and double dancing Primal Groudon. You can attempt to anti-lead their anti-lead, which gets you momentum versus smart players when it works, and even if the opponent does lead with Deoxys-S then there's no repercussion to switching your spinner in on that and clearing rocks away. This is because the opponent's Darkrai, a realistic switch-in to Rapid Spin and one of the opponent's two tools for beating teams with a decent defensive backbone, is unable to do anything versus a Sleep Talk Ho-Oh when Stealth Rock is off the field. Ho-Oh is also pretty good versus offense when it is running the often-overlooked Tailwind or Flame Charge sets, which clean through weakened offensive teams remarkably well since they outpace everything after a single turn of setup and are very strong. Even if Ho-Oh isn't running these sets, nothing on HO generally wants to set up on a Choice Band Ho-Oh locked into Brave Bird (or really any Life Orb Ho-Oh), meaning there's a sizable risk to the opponent setting up as opposed to attacking what's in front of them. This means that your checks to Primal Groudon/Mega Salamence/Arceus/Xerneas can switch in much easier since they run little risk of stomaching a +1 or +2 attack. Considering that the combination of Mega Salamence/Arceus/Xerneas is largely as good as it is because each Pokemon sets up and beats the counters for one of its teammates and Ho-Oh makes these mons not want to set up in one-on-one scenarios, Ho-Oh is also good versus offense in this abstract way.
And then there's the Stealth Rock weakness, which seems to be the most common argument for Ho-Oh not being in S-Rank. I don't understand this argument. 90% of teams should have a Defogger anyway, and it isn't hard to fit one of Salamence, Giratina-O, Latios, Latias, Arceus-Rock, Arceus-Water, Skarmory, Arceus-Ghost, or Mega Scizor on a team. All of these 'mons have utility outside of clearing Rocks for Ho-Oh; I can expound upon the general utility of each 'mon here at anyone's request, although that would be going off on a bit of a tangent.
Even if you don't want to use any of those Pokemon, then great! There are spinners too! Excadrill, Cloyster, Tentacruel, and Forretress can clear hazards off for Ho-Oh as well.
I'm going to go as far as saying that, on an offensive team, Ho-Oh doesn't need support from anything other than a spinner to function to the best of its ability. The replay linked in the previous sentence features a team I recently built for round 6 of seasonal with nothing but Cloyster to prevent hazards for Ho-Oh; you'll notice that shrang doesn't get his rocks up at any point in this game.
Do you have concerns about spinners or defoggers not blocking hazards as consistently as they should? It's not hard to supplement them with a Magic Bouncer in Diancie or Sableye, which are really easy to fit on teams and are totally cool and viable Pokemon that also have niches outside of supporting just Ho-Oh.
If you missed it, the point I'm making is that while Ho-Oh does need support to remove Stealth Rock, it is not remotely hard to fit something that prevents hazards on a team, and a method of hazard prevention should be on the vast majority of good teams, anyway. Seriously, how is there anything but a small opportunity cost to fitting one or two of 15+ viable methods of hazard removal with niches outside of removing hazards onto a team?
In summation, Ho-Oh fits the criteria of S Rank quite well, since:
- There is very little opportunity cost to its use. You have over 15 methods of hazard prevention to choose from in a tier where ~32 other Pokemon are considered by the community to not be absolute nichemons. At least one of these 15+ Pokemon/sets should be on the vast majority of good teams anyway...
- It is an incredibly powerful offensive threat, competing with Pokemon like Darkrai for the title of best wallbreaker in the game. It has the ability to beat literally every defensive check to itself under easily achievable circumstances, and it beats more than two thirds of the tier one-on-one.
- It is powerful on the defensive spectrum, too. Its Special Defense stat is ridiculous, and it's able to comfortably switch in on and check Latias, Dialga, Arceus-Ghost, Gengar, Giratina-O, Mega Sableye, Arceus-Dark, and more. Regenerator (and maybe even Roost) makes it a great check to several Pokemon like Latios, Deoxys-A, Shaymin-S, Darkrai, and Xerneas in one-on-one scenarios. Nothing else in Ubers can take down those Pokemon and then proceed to heal itself back up to full health by simply clicking the "switch" button and pivoting in on the 1+ Pokemon that are inevitably Ho-Oh bait on the opponent's team.
If I was as motivated to write term papers as I was to write Ho-Oh noms I would be the best student ever. Fairly sure I just passed the 2000 word mark and this post isn't even finished yet.