[OVERVIEW]
- Fairly high attack stat paired with extremely powerful STAB attacks make Ho-Oh a dominant offensive force.
- Sacred Fire's 50% burn chance allows less pressure from physical attackers, while providing extra residual damage for destroying Lugia's Multiscale and Deoxys's Focus Sash.
- In addition to this, its high defenses allow it to switch in on many offensive Pokémon with ease.
- It can act as a check for Geomancy Xerneas, as well as almost any Calm Mind Arceus forme.
- Its colossal ability Regenerator allows easy health regain as well as allowing Ho-Oh to take virtually no damage from Klefki and Darkrai, therefore providing a decent answer to both.
- However, its crippling weakness to Stealth Rock prevents it from being a god-like Pokemon.
- Due to this, it relies on hazard removal excessively, which can prevent it from functioning to its full potential.
- It is also pressured by common physical attackers like Arceus, Mega Rayquaza and Ground Arceus; only further adding to its problems.
[SET]
name: Tank
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake / Thunder Wave
move 4: Recover
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 248 HP / 196 Atk / 52 SpD / 12 Spe
[SET COMMENTS]
Moves
========
- Brave Bird is Ho-Oh's hardest hitting option, boasting 180 Base Power after STAB and an excellent offensive typing in Flying.
- Sacred Fire is another excellent move for Ho-Oh, still dealing large amounts of damage while having a 50% chance to burn the opponent. It also helps wear down defensive walls as for example, Brave Bird's damage may often not be enough to out-damage a Support Arceus using Recover excessively.
- Earthquake is a nice coverage option for Ho-Oh allowing more damage to Primal Groudon without having to worry about the recoil of Brave Bird. Earthquake also hits Zekrom and Rock-types on switch-in if staying in is the optimal play.
- Recover allows Ho-Oh to recover its health without switching, and is the superior option to Roost due to the prevalence of Earthquake within the metagame.
- Thunder Wave allows Ho-Oh to cripple offensive wallbreakers such as Geomancy Xerneas, while providing extra defensive support for Ho-Oh.
Set Details
========
- 248 HP and 52 Special Defense enable Ho-Oh to always live a +2 Xerneas Thunder.
- 12 Speed ensures Ho-Oh outspeeds Mega Diancie as it mega evolves so it can OHKO with Earthquake or possibly burn it before it can utilise its Diamond Storm.
- The remaining 196 EVs are slotted into Attack and an Adamant Nature is given to make Ho-Oh's attacks do as much damage as possible while still achieving the aforementioned goals.
- Life Orb powers up Ho-Oh's attacks even more, as the extra damage is extremely beneficial.
- An ability in Regenerator ensures Ho-Oh can gain its health back when unable to utilise Recover and has the ability to increase the longevity of this Pokemon within the match.
- Maximum Attack and Speed can be ran if Geomancy Xerneas is already taken care of by other team members.
Usage Tips
========
- Ensure Stealth Rock is not present before Ho-Oh switches in, as depleting Ho-Oh's health to half is extremely detrimental to its attacking ability especially with the heavy recoil Brave Bird and Life Orb provide.
- Account for Brave Bird and Life Orb recoil when attacking, as the damage may be enough to make Ho-Oh faint.
- Abuse Ho-Oh's ability Regenerator to its maximum potential by switching it out when low on health, or requiring usage later on. Even at low health, Ho-Oh isn't necessarily useless later on in the match.
- When one of Ho-Oh's checks is in need of being badly poisoned, paralyzed or put to sleep, ensure that Sacred Fire is used carefully and doesn't result in a burn on the opponent.
- Using Sacred Fire when anticipating a physical attacker to switch in can be extremely beneficial in the progression of the match.
- Keep Ho-Oh healthy if the opposing team has a Xerneas or Calm Mind Arceus forme still alive.
Team Options
========
- Defog users such as Giratina and Support Arceus formes such as Water Arceus, Ground Arceus and Rock Arceus all provide Ho-Oh with the hazard removal it requires.
- Ground Arceus especially, as it provides a decent answer to Rock-type moves, as well as providing optimal support through Defog.
- Pokemon with access to Magic Bounce can prevent Stealth Rock setup, allowing Ho-Oh to be ran much more freely. These include Mega Diancie and Mega Sableye.
- Primal Groudon is immune to two of Ho-Oh's weaknesses Water and Electric, while Ho-Oh is immune to Primal Groudon's only weakness in Ground. It also checks Xerneas quite well, if Ho-Oh is unable to due to Stealth Rock.
- Checks for physical attackers such as Extreme Killer Arceus and physical variants of Ground Arceus benefit Ho-Oh immensely. These include Lugia, Skarmory and Giratina.
- Primal Kyogre checks such as Ferrothorn and Primal Groudon.
- Regenerator Pokemon like Amoonguss and Alomomola can provide a core that disable SwagPlay Klefki completely, while also disabling more passive Darkrai sets.
[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
- Brave Bird is Ho-Oh's main way of dealing damage, harnessing a massive Base Power of 180 after STAB as well as a great offensive typing in Flying.
- Sacred Fire offers another excellent offensive typing in Fire that allows the easy countering of Skarmory and Ferrothorn, as well as the high chance to burn the opponent. This can potentially ruin a Physical attacker's utility; however, this is exempt to Fire-type attackers, Primal Groudon and opposing Ho-Oh. Sacred Fire can also be useful in crippling defensive walls such as defensive sets of Fairy Arceus and Ground Arceus.
- Earthquake allows Ho-Oh to cripple Primal Groudon and Rock Arceus ensuring they are not able to utilize their Rock-type attacks.
- Sleep Talk allows Ho-Oh to be a great Pokemon against Darkrai without Taunt and Smeargle. However this does rely on predicting Darkrai's Dark Void and can be outstalled by spamming Substitute.
Set Details
========
- An Adamant nature paired with maximum Attack and Speed allow Ho-Oh to rip through many defensive walls such as Support Arceus and offensive tanks such as Primal Kyogre.
- This power is only amplified by the use of a Choice Band, allowing Ho-Oh to break through the majority of the metagame.
- An ability in Regenerator ensures Ho-Oh can gain its health back due to the lack of Recovery and the ability to increase the longevity of this Pokemon within the match.
- An alternate set with 248 HP / 196 Atk / 52 SpD / 12 Spe and an Adamant Nature can be run if the team is opting for a bulkier set that can take Geomancy Xerneas on.
Usage Tips
========
- Make sure Stealth Rock isn't present before switching Ho-Oh in, as losing half its health before accomplishing anything is extremely detrimental.
- Account for Brave Bird recoil when attacking, as the damage may be enough to make Ho-Oh faint.
- Abuse Ho-Oh's ability Regenerator to its maximum potential by switching it out when low on health or requiring usage later on. Even at low health, Ho-Oh isn't necessarily useless later on in the match.
- When facing Darkrai, ensure you aren't locked into Sleep Talk while not asleep, as this can allow free turns for Darkrai to set up with Nasty Plot.
- Feel free to switch into a teammate and then back into Ho-Oh on a Dark Void, when predicting wake up to prevent Ho-Oh from being locked into a move it cannot use.
- Keep Ho-Oh at a good health range when Calm Mind Arceus formes are still alive to prevent these Pokemon from becoming problematic.
- Be careful when using Choice Band Ho-Oh, as Primal Kyogre, Skarmory and Steel Arceus can abuse the inability to change moves.
Team Options
========
- Defog users such as Support Arceus formes, Latias, Latios and Giratina all provide Ho-Oh with the hazard removal it requires.
- Pokemon with access to Magic Bounce can prevent Stealth Rock setup, allowing Ho-Oh to be ran much more freely. These include Mega Diancie and Mega Sableye.
- Primal Groudon and Ho-Oh have nice defensive synergy as Primal Groudon is immune to two of Ho-Oh's weaknesses Water and Electric, while Ho-Oh is immune to Primal Groudon's only weakness in Ground.
- Checks for physical attackers such as Extreme Killer Arceus and physical variants of Ground Arceus benefit Ho-Oh immensely. These include Lugia, Skarmory and Giratina.
- Primal Kyogre checks such as Ferrothorn and Primal Groudon.
- Regenerator Pokemon like Amoonguss and Alomomola can provide a core that disable SwagPlay Klefki completely, while also disabling more passive Darkrai sets.
- Alternative Darkrai checks can be used alongside Ho-Oh to ensure safer options for when one is against Darkrai. These include Xerneas and Mega Diancie.
[STRATEGY COMMENTS]
Other Options
=============
- Substitute can be considered on sets with Recover, and can be used when an opponent is forced out for maximum efficiency. This allows Ho-Oh an extra line of defense when unsure of an opponent bearing Rock-type coverage, or just a safety net against common Status moves.
- Toxic can provide stalling capabilities for Ho-Oh due to its high natural bulk and Toxic's exponential residual damage.
- Whirlwind is a potential stop to Calm Mind Arceus formes that Ho-Oh can't necessarily deal with normally. Whirlwind also allows a simple stop for Geomancy Xerneas in most scenarios.
- Flame Charge allows Ho-Oh to boost its Speed above common threats such as Darkrai and Mewtwo, which can provide less reliance on predicting whether Darkrai will be using Substitute or not.
- Tailwind provides a Speed boost as well, however Tailwind is less permanent than Flame Charge and the team support is often limited.
- A physically defensive set with Toxic and Leftovers enables Ho-Oh to have a better chance against offensive foes in Mega Rayquaza, and non-Stone Edge Extreme Killer Arceus. This is used with an Impish nature and an EV spread of 248 HP / 208 Def / 52 SpD.
- Lum Berry is an option for Ho-Oh if a team struggles against Taunt Darkrai and Klefki, however Regenerator recovery allows Ho-Oh to outstall Klefki regardless.
- Sleep Talk should not be limited to the Choice Band set, as it can be used efficiently without being choice locked. However, this limits power and is usually unnecessary if running a better Darkrai check.
Checks and Counters
===================
**Stealth Rock**: Ho-Oh's unfortunate weakness to Stealth Rock takes away most of the defensive utility it provides. Ho-Oh cannot use Regenerator effectively and is therefore severely impaired.
**Rock-types**: Ho-Oh suffers immensely from its rock type weakness, particularly Rock Arceus as it is only threatened by Choice Banded Earthquake. Mega Diancie is also a threat, however is eliminated by Earthquake on its evolution if it decides not to utilize Protect. Tyranitar can also cripple Ho-Oh easily; however, it suffers immensely from Sacred Fire burns and is 2HKOed by Choice Band boosted Earthquake. Tyranitar, unlike these other Pokemon, can hold an item such as Shuca Berry to prevent a powerful Earthquake.
**Water-types**: Primal Kyogre and Water Arceus don't appreciate switching in on Brave Bird, however if given the chance to attack, these Pokemon can easily 2HKO Ho-Oh without much concern.
**Rock-type Coverage**: Stone Edge users Arceus and Primal Groudon pose a problem for Ho-Oh as they can ensure a guaranteed OHKO on Ho-Oh with only a miss chance to be fearful of. Other Physical attacking Arceus formes such Ground Arceus and Ghost Arceus, may boast this deadly coverage.
**Zekrom**: Zekrom's Bolt Strike OHKOes even the most defensive Ho-Oh sets and isn't able to be hit effectively by Ho-Oh's attacks, bar Earthquake. Ho-Oh can rely on a Sacred Fire burn; however, even while burned, Zekrom can deal major damage to Ho-Oh with its powerful Electric-type STAB.
- Fairly high attack stat paired with extremely powerful STAB attacks make Ho-Oh a dominant offensive force.
- Sacred Fire's 50% burn chance allows less pressure from physical attackers, while providing extra residual damage for destroying Lugia's Multiscale and Deoxys's Focus Sash.
- In addition to this, its high defenses allow it to switch in on many offensive Pokémon with ease.
- It can act as a check for Geomancy Xerneas, as well as almost any Calm Mind Arceus forme.
- Its colossal ability Regenerator allows easy health regain as well as allowing Ho-Oh to take virtually no damage from Klefki and Darkrai, therefore providing a decent answer to both.
- However, its crippling weakness to Stealth Rock prevents it from being a god-like Pokemon.
- Due to this, it relies on hazard removal excessively, which can prevent it from functioning to its full potential.
- It is also pressured by common physical attackers like Arceus, Mega Rayquaza and Ground Arceus; only further adding to its problems.
[SET]
name: Tank
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake / Thunder Wave
move 4: Recover
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 248 HP / 196 Atk / 52 SpD / 12 Spe
[SET COMMENTS]
Moves
========
- Brave Bird is Ho-Oh's hardest hitting option, boasting 180 Base Power after STAB and an excellent offensive typing in Flying.
- Sacred Fire is another excellent move for Ho-Oh, still dealing large amounts of damage while having a 50% chance to burn the opponent. It also helps wear down defensive walls as for example, Brave Bird's damage may often not be enough to out-damage a Support Arceus using Recover excessively.
- Earthquake is a nice coverage option for Ho-Oh allowing more damage to Primal Groudon without having to worry about the recoil of Brave Bird. Earthquake also hits Zekrom and Rock-types on switch-in if staying in is the optimal play.
- Recover allows Ho-Oh to recover its health without switching, and is the superior option to Roost due to the prevalence of Earthquake within the metagame.
- Thunder Wave allows Ho-Oh to cripple offensive wallbreakers such as Geomancy Xerneas, while providing extra defensive support for Ho-Oh.
Set Details
========
- 248 HP and 52 Special Defense enable Ho-Oh to always live a +2 Xerneas Thunder.
- 12 Speed ensures Ho-Oh outspeeds Mega Diancie as it mega evolves so it can OHKO with Earthquake or possibly burn it before it can utilise its Diamond Storm.
- The remaining 196 EVs are slotted into Attack and an Adamant Nature is given to make Ho-Oh's attacks do as much damage as possible while still achieving the aforementioned goals.
- Life Orb powers up Ho-Oh's attacks even more, as the extra damage is extremely beneficial.
- An ability in Regenerator ensures Ho-Oh can gain its health back when unable to utilise Recover and has the ability to increase the longevity of this Pokemon within the match.
- Maximum Attack and Speed can be ran if Geomancy Xerneas is already taken care of by other team members.
Usage Tips
========
- Ensure Stealth Rock is not present before Ho-Oh switches in, as depleting Ho-Oh's health to half is extremely detrimental to its attacking ability especially with the heavy recoil Brave Bird and Life Orb provide.
- Account for Brave Bird and Life Orb recoil when attacking, as the damage may be enough to make Ho-Oh faint.
- Abuse Ho-Oh's ability Regenerator to its maximum potential by switching it out when low on health, or requiring usage later on. Even at low health, Ho-Oh isn't necessarily useless later on in the match.
- When one of Ho-Oh's checks is in need of being badly poisoned, paralyzed or put to sleep, ensure that Sacred Fire is used carefully and doesn't result in a burn on the opponent.
- Using Sacred Fire when anticipating a physical attacker to switch in can be extremely beneficial in the progression of the match.
- Keep Ho-Oh healthy if the opposing team has a Xerneas or Calm Mind Arceus forme still alive.
Team Options
========
- Defog users such as Giratina and Support Arceus formes such as Water Arceus, Ground Arceus and Rock Arceus all provide Ho-Oh with the hazard removal it requires.
- Ground Arceus especially, as it provides a decent answer to Rock-type moves, as well as providing optimal support through Defog.
- Pokemon with access to Magic Bounce can prevent Stealth Rock setup, allowing Ho-Oh to be ran much more freely. These include Mega Diancie and Mega Sableye.
- Primal Groudon is immune to two of Ho-Oh's weaknesses Water and Electric, while Ho-Oh is immune to Primal Groudon's only weakness in Ground. It also checks Xerneas quite well, if Ho-Oh is unable to due to Stealth Rock.
- Checks for physical attackers such as Extreme Killer Arceus and physical variants of Ground Arceus benefit Ho-Oh immensely. These include Lugia, Skarmory and Giratina.
- Primal Kyogre checks such as Ferrothorn and Primal Groudon.
- Regenerator Pokemon like Amoonguss and Alomomola can provide a core that disable SwagPlay Klefki completely, while also disabling more passive Darkrai sets.
[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
- Brave Bird is Ho-Oh's main way of dealing damage, harnessing a massive Base Power of 180 after STAB as well as a great offensive typing in Flying.
- Sacred Fire offers another excellent offensive typing in Fire that allows the easy countering of Skarmory and Ferrothorn, as well as the high chance to burn the opponent. This can potentially ruin a Physical attacker's utility; however, this is exempt to Fire-type attackers, Primal Groudon and opposing Ho-Oh. Sacred Fire can also be useful in crippling defensive walls such as defensive sets of Fairy Arceus and Ground Arceus.
- Earthquake allows Ho-Oh to cripple Primal Groudon and Rock Arceus ensuring they are not able to utilize their Rock-type attacks.
- Sleep Talk allows Ho-Oh to be a great Pokemon against Darkrai without Taunt and Smeargle. However this does rely on predicting Darkrai's Dark Void and can be outstalled by spamming Substitute.
Set Details
========
- An Adamant nature paired with maximum Attack and Speed allow Ho-Oh to rip through many defensive walls such as Support Arceus and offensive tanks such as Primal Kyogre.
- This power is only amplified by the use of a Choice Band, allowing Ho-Oh to break through the majority of the metagame.
- An ability in Regenerator ensures Ho-Oh can gain its health back due to the lack of Recovery and the ability to increase the longevity of this Pokemon within the match.
- An alternate set with 248 HP / 196 Atk / 52 SpD / 12 Spe and an Adamant Nature can be run if the team is opting for a bulkier set that can take Geomancy Xerneas on.
Usage Tips
========
- Make sure Stealth Rock isn't present before switching Ho-Oh in, as losing half its health before accomplishing anything is extremely detrimental.
- Account for Brave Bird recoil when attacking, as the damage may be enough to make Ho-Oh faint.
- Abuse Ho-Oh's ability Regenerator to its maximum potential by switching it out when low on health or requiring usage later on. Even at low health, Ho-Oh isn't necessarily useless later on in the match.
- When facing Darkrai, ensure you aren't locked into Sleep Talk while not asleep, as this can allow free turns for Darkrai to set up with Nasty Plot.
- Feel free to switch into a teammate and then back into Ho-Oh on a Dark Void, when predicting wake up to prevent Ho-Oh from being locked into a move it cannot use.
- Keep Ho-Oh at a good health range when Calm Mind Arceus formes are still alive to prevent these Pokemon from becoming problematic.
- Be careful when using Choice Band Ho-Oh, as Primal Kyogre, Skarmory and Steel Arceus can abuse the inability to change moves.
Team Options
========
- Defog users such as Support Arceus formes, Latias, Latios and Giratina all provide Ho-Oh with the hazard removal it requires.
- Pokemon with access to Magic Bounce can prevent Stealth Rock setup, allowing Ho-Oh to be ran much more freely. These include Mega Diancie and Mega Sableye.
- Primal Groudon and Ho-Oh have nice defensive synergy as Primal Groudon is immune to two of Ho-Oh's weaknesses Water and Electric, while Ho-Oh is immune to Primal Groudon's only weakness in Ground.
- Checks for physical attackers such as Extreme Killer Arceus and physical variants of Ground Arceus benefit Ho-Oh immensely. These include Lugia, Skarmory and Giratina.
- Primal Kyogre checks such as Ferrothorn and Primal Groudon.
- Regenerator Pokemon like Amoonguss and Alomomola can provide a core that disable SwagPlay Klefki completely, while also disabling more passive Darkrai sets.
- Alternative Darkrai checks can be used alongside Ho-Oh to ensure safer options for when one is against Darkrai. These include Xerneas and Mega Diancie.
[STRATEGY COMMENTS]
Other Options
=============
- Substitute can be considered on sets with Recover, and can be used when an opponent is forced out for maximum efficiency. This allows Ho-Oh an extra line of defense when unsure of an opponent bearing Rock-type coverage, or just a safety net against common Status moves.
- Toxic can provide stalling capabilities for Ho-Oh due to its high natural bulk and Toxic's exponential residual damage.
- Whirlwind is a potential stop to Calm Mind Arceus formes that Ho-Oh can't necessarily deal with normally. Whirlwind also allows a simple stop for Geomancy Xerneas in most scenarios.
- Flame Charge allows Ho-Oh to boost its Speed above common threats such as Darkrai and Mewtwo, which can provide less reliance on predicting whether Darkrai will be using Substitute or not.
- Tailwind provides a Speed boost as well, however Tailwind is less permanent than Flame Charge and the team support is often limited.
- A physically defensive set with Toxic and Leftovers enables Ho-Oh to have a better chance against offensive foes in Mega Rayquaza, and non-Stone Edge Extreme Killer Arceus. This is used with an Impish nature and an EV spread of 248 HP / 208 Def / 52 SpD.
- Lum Berry is an option for Ho-Oh if a team struggles against Taunt Darkrai and Klefki, however Regenerator recovery allows Ho-Oh to outstall Klefki regardless.
- Sleep Talk should not be limited to the Choice Band set, as it can be used efficiently without being choice locked. However, this limits power and is usually unnecessary if running a better Darkrai check.
Checks and Counters
===================
**Stealth Rock**: Ho-Oh's unfortunate weakness to Stealth Rock takes away most of the defensive utility it provides. Ho-Oh cannot use Regenerator effectively and is therefore severely impaired.
**Rock-types**: Ho-Oh suffers immensely from its rock type weakness, particularly Rock Arceus as it is only threatened by Choice Banded Earthquake. Mega Diancie is also a threat, however is eliminated by Earthquake on its evolution if it decides not to utilize Protect. Tyranitar can also cripple Ho-Oh easily; however, it suffers immensely from Sacred Fire burns and is 2HKOed by Choice Band boosted Earthquake. Tyranitar, unlike these other Pokemon, can hold an item such as Shuca Berry to prevent a powerful Earthquake.
**Water-types**: Primal Kyogre and Water Arceus don't appreciate switching in on Brave Bird, however if given the chance to attack, these Pokemon can easily 2HKO Ho-Oh without much concern.
**Rock-type Coverage**: Stone Edge users Arceus and Primal Groudon pose a problem for Ho-Oh as they can ensure a guaranteed OHKO on Ho-Oh with only a miss chance to be fearful of. Other Physical attacking Arceus formes such Ground Arceus and Ghost Arceus, may boast this deadly coverage.
**Zekrom**: Zekrom's Bolt Strike OHKOes even the most defensive Ho-Oh sets and isn't able to be hit effectively by Ho-Oh's attacks, bar Earthquake. Ho-Oh can rely on a Sacred Fire burn; however, even while burned, Zekrom can deal major damage to Ho-Oh with its powerful Electric-type STAB.
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