[OVERVIEW]
Ho-oh boasts very good special bulk which along with its resistance to many offensive types, including Fairy, Fire, Steel, and Fighting with a Ground immunity make it a useful defensive Pokemon. These resistances and bulk allow it to check a variety of threats such as Xerneas, Pixilate Mega Diancie, and some Mega Mewtwo X sets. The Fire resist and Ground immunity help with the common coverage run by Fairy-type attackers, but against those carrying Thousand Arrows it can fall flat. Similarly Ho-oh can struggle against Ground-types who utilise this move rather than Precipice Blades or Earth Power. Additionally, resisting U-turn helps to ensure Ho-oh isn't easily worn down when forced to switch into opposing pivots and the special bulk mitigates the Volt Switch weakness.
Offensively a respectable 130 base attack as well as powerful STAB attack options, including V-Create, mean Ho-oh is difficult to switch into without a Fire resist and helps to threaten other defensive Pokemon.
The 4x weakness to Rock means Ho-oh can easily be crippled by Stealth Rock which rather limits the viable sets and makes it somewhat predictable meaning it fits onto a limited number of teams meaning it is usually used primarily as an Imposter-proofer for Pokemon such as Mega Diancie or other teammates.
[SET]
name: Magic Guard
move 1: Shore Up
move 2: V-Create / Flare Blitz
move 3: Anchor Shot
move 4: Defog / Spectral Thief
item: Toxic Orb
ability: Magic Guard
nature: Impish / Careful
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
[SET COMMENTS]
Moves
========
Shore Up is to ensure Ho-oh can remain healthy to consistently switch in throughout the match. V-Create is an extremely powerful STAB move making use of Ho-oh's base 130 attack to threaten most neutral Pokemon, notably 2HKOing most Mega Audino and possibly OHKOing Mega Gengar after Stealth Rock. Flare Blitz is significantly less powerful meaning it misses 2HKOs on most Pokemon but does not have the downside of the Defence drops which make it much easier to force out and also Ho-oh can benefit from Flare Blitz's greater PP to use the attack more liberally. Anchor Shot is used to trap Imposter-users to PP stall them as well as trapping many other Pokemon Ho-oh checks such as Xerneas and Mega Diancie and heavily damaging Mega Diancie in particular and damaging other Rock-types. Defog makes use of the ability Magic Guard to come in safely on any hazard and remove it, and also makes use of Ho-oh being a safe switch in to some common hazard setters such as Pixilate Mega Diancie and Poison Heal Mega Mewtwo X. Spectral Thief is used primarily to steal opponent's stat boosts which makes them easier to wall and makes Ho-oh a more reliable check to setup users. It also provides coverage for some Pokemon such as Flash Fire Aegislash and Giratina. Topsy-Turvy is also a viable option for the last move slot thanks to having greater PP than Spectral Thief and making Ho-oh more reliably Imposter-proof due to not stealing Attack boosts, as well as effecting Normal-type Pokemon such as Tail Glow Arceus. Psycho Shift is another option that can be used to spread Poison status thanks to Ho-oh's Toxic Orb and is especially useful for inflicting status on Magic Bounce users. However, using Psycho Shift after the item has been removed will permanently remove Ho-oh's status.
Set Details
========
Full EVs to maximise bulk, Speed, and power, with maximum Speed being used to outspeed most defensive Pokemon even after a Speed drop and to outspeed many offensive Pokemon if a Speed boost is stolen. The nature is chosen to further increase bulk with Impish allowing Ho-oh to better handle physical moves such as Sunsteel Strike from some Kartana sets and Extreme Speed from Refrigerate Kyurem-B while Careful helps Ho-oh to check special threats such as Mega Gengar, specifically avoiding a 2HKO from Adaptability Mega Gengar and reduced the heavy damage from Choice Specs Mega Diancie, particularly those with Volt Switch.
Magic Guard prevents hazard damage allowing Ho-oh to function effectively even when Stealth Rock is up and also allows the use of recoil moves, Flare Blitz in particular, without taking recoil damage. Toxic Orb makes further use of the ability to block any other status while not causing any adverse affects. This is particularly useful in countering Poison Heal Xerneas which very commonly utilises sleep.
Usage Tips
========
Ho-oh should be brought in carefully the first time to ensure the Toxic Orb can activate without being removed since not being poisoned will leave Ho-oh vulnerable to sleep, which is often used by Poison Heal Xerneas and Mega Mewtwo X. V-Create is a powerful attack and can be used to threaten many Pokemon but most opposing teams will have a save switch-in for V-Create so be careful not to waste PP if they switch to common defensive Pokemon such as Flash Fire Steel-types, Giratina and Primal Kyogre, so ideally scout for Flash Fire or weaken these Pokemon first. The Defense drops from V-Create can also make Ho-oh much easier to force out and can give the opponent chances to set up. Once the Toxic Orb is activated Ho-oh can be brought in against opposing Xerneas safely since no common Xerneas sets can threaten it and Ho-oh will also be a safer check to other sleep users such as Poison Heal Mega Mewtwo X. Watch out for opposing Pokemon with Core Enforcer, Entrainment, or other moves for removing abilities since these will cause Ho-oh to take poison damage and force it out, and will be deadly if Ho-oh is trapped prior to this. These moves are very common especially on defensive pivots such as Giratina and Flash Fire Registeel. If possible it's best to scout opposing Mega Diancie's set before switching in since there is a chance they might have Rock-type moves, specifically Head Smash on Magic Guard sets. Spectral Thief can be used if a setup move is predicted to steal the boosts before the opposing Pokemon can make use of them. Anchor Shot traps Imposter-users making the set self-Imposter-proof. However, after a defense drop from V-create, Imposter-users can potentially 2HKO so be more cautious in this situation.
Team Options
========
Ho-oh is best used alongside an offensive Pokemon which can make use of Ho-oh's many resists to be an effective Imposter-proofer. Examples include Pixilate Mega Mewtwo X, Kartana and Pixilate Mega Diancie. Both defensive and offensive pivots can be good teammates for Ho-oh since it usually lacks any pivoting moves of its own. These give you something to switch to to gain momentum if they have a solid defensive answer to Ho-oh and can be used to bring Ho-oh in safely to activate its Toxic Orb. Zygarde-Complete sets such as Poison Heal can be effective partners for Ho-oh because they check many Rock-types, other than Mega Diancie, as well as Poison Heal Regigigas, Mega Gyarados, Primal Groudon, and some Mega Garchomp sets depending on the Zygarde's set. Zygarde can also act as a defensive pivot and can threaten most Flash Fire Steel-types. In return Ho-oh counters many users of Fairy-type moves which threaten Zygarde. Zygarde can also act as a backup Imposter-proofer in the case Ho-oh has defense drops or has stolen attack boosts. Dialga can be a good teammate, as it resists all three of Ho-oh's weaknesses as well as Ho-oh resisting both Ground and Fighting to cover Dialga's weaknesses. RegenVest Dialga can scout for lures such as Magic Guard Diancie or Electric-type coverage and most Dialga sets can force out Giratina which Ho-oh struggles against. RegenVest Dialga also checks Normalize Gengar which Ho-oh is forced out by despite its special bulk. Imposter-users offer incredible support for Ho-oh by scouting for coverage moves such as Rock-type moves or Bolt Strike as well as Core Enforcer or Entrainment and acts as a blanket check for many Pokemon that threaten Ho-oh. In return Ho-oh can absorb status moves that would potentially cripple the Imposter-user.
[STRATEGY COMMENTS]
Other Options
=============
Minimum Speed can be used to avoid having Magic Guard suppressed by some Core Enforcer users and, if using Spectral Thief, to steal the stat boosts after the opposing Pokemon uses a setup move. However lower speed reduces the ability to threaten weakened Pokemon and means Ho-oh is less likely to outspeed and kill opposing setup-users after stealing a Speed boost, notably outspeeding Mega Mewtwo Y at +2. Other abilities such as Poison Heal and Magic Bounce fulfil the same role as Magic Guard Ho-oh and can be superior in many situations, but they suffer from the crippling Stealth Rock weakness, meaning they require significant team support and as such are far less splash-able. Magic Bounce Ho-oh also struggles against some hazard setters such as Giratina and Primal Groudon. Ho-oh can make use of status moves such as Poison Fang, Toxic, Nuzzle, and Will-o-wisp without fearing Magic Bounce or Imposter-users using these moves against it due to being Poisoned by its item. Alternative STAB attacks can such as Sacred Fire or Beak Blast can also be used to inflict Burns but both lack the power of V-Create and even Flare Blitz. Life Orb can be used over Toxic Orb to make Ho-oh more threatening and is best used in conjunction with a more offensive moveset, with Spectral Thief rather than other utility moves or coverage for Flash Fire Steel-types for example. However this leaves Ho-oh vulnerable to other status conditions which can compromise it, especially Sleep. Life Orb sets can also be used with Shell Smash and taking advantage of Light of Ruin to be a potential sweeper while also checking similar threats, however this requires a separate Imposter-proofer and does make Ho-oh a much less reliable check for longer matches.
Checks and Counters
===================
**Flash Fire Steel-types**: Flash Fire Steel-types can switch in safely thanks to their ability and are not threatened by Ho-oh, giving them the opportunity to gain momentum or set hazards. However, due to their dual typing, some Steel-types such as Aegislash and Necrozma Dusk Mane can be threatened by Spectral Thief.
**Giratina and Zygarde-Complete**: Both of these Pokemon can switch in to Ho-oh reliably thanks to their Fire resist and high physical bulk and commonly have Core Enforcer or Entrainment which force Ho-oh out if Poisoned. Giratina is weak to Spectral Thief but must be quite heavily chipped before this is threatening.
**Magic Guard Diancie**: Magic Guard Mega Diancie almost always has Head Smash which will OHKO Ho-oh and is especially threatening because Ho-oh is a good check to other Mega Diancie sets so Magic Guard can be an effective lure. However thanks to its typing Mega Diancie cannot safely switch in due to fear of Anchor Shot which can OHKO and Magic Guard is not nearly as common as Pixilate as Mega Diancie's ability.
**Other Rock-types**: Other Rock-types such as Mega Tyranitar also threaten to OHKO Ho-oh and aren't threatened as much by Anchor Shot as Mega Diancie is.
**Water-types**: Thanks to Primal Kyogre's Water-type it resists V-Create and threatens to 2HKO Ho-oh with Revelation Dance or Scald while Mega Gyarados resists every move commonly used by Ho-oh and can OHKO with Water-type attacks or wear Ho-oh down with Knock Off. Both Kyogre and Gyarados also sometimes carry Core Enforcer or Entrainment which force Ho-oh out.
**Mega Garchomp and Primal Groudon**: Both of these Pokemon can make use of Thousand Arrows to 2HKO Ho-oh and neither are particularly threatened in return, with Primal Groudon possibly being 3HKOed by V-Create. Primal Groudon lacking Thousand Arrows can still 2HKO Ho-oh with V-Create despite the resist or with some less common coverage moves such as Bolt Strike.
**Regigigas and Slaking**: With their Poison Heal sets these Pokemon can 2HKO Ho-oh with their Facade or use Shift Gear for a potential OHKO at +1. Regigigas can potentially be 2HKOed in return with V-Create so it isn't a reliable counter, but due to the defense drop Ho-oh is forced out despite the opposing Regigigas being weakened.
**Zekrom**: Zekrom resists Fire-type attacks and Anchor shot meaning it can switch in comfortably to most Ho-oh sets and threatens Ho-oh with strong Electric-type attacks, with most sets OHKOing. However Zekrom rarely uses recovery so most opponents will be weary of it being worn down.
**Normalize Mega Gengar**: This Pokemon can force out Ho-oh by using Entrainment to give Ho-oh the ability Normalize. However no Mega Gengar sets can switch into V-Create safely.
**Strong Wallbreakers**: Most strong wallbreakers such as Sheer Force Mega Mewtwo Y and Choice Band Mega Mewtwo X can OHKO Ho-oh after some chip damage.
**Sturdy Shedinja**: Sturdy Shedinja counters some Ho-oh sets but cannot switch in to varieties with status moves such as Psycho Shift Sacred Fire.
[CREDITS]
- Written by: [[Willdbeast,285201]]
- Quality checked by: [[GL Volkner, 330455], [Funbot28, 255984], [E4 Flint, 203690]]
- Grammar checked by: [[, ], [, ]]
Ho-oh boasts very good special bulk which along with its resistance to many offensive types, including Fairy, Fire, Steel, and Fighting with a Ground immunity make it a useful defensive Pokemon. These resistances and bulk allow it to check a variety of threats such as Xerneas, Pixilate Mega Diancie, and some Mega Mewtwo X sets. The Fire resist and Ground immunity help with the common coverage run by Fairy-type attackers, but against those carrying Thousand Arrows it can fall flat. Similarly Ho-oh can struggle against Ground-types who utilise this move rather than Precipice Blades or Earth Power. Additionally, resisting U-turn helps to ensure Ho-oh isn't easily worn down when forced to switch into opposing pivots and the special bulk mitigates the Volt Switch weakness.
Offensively a respectable 130 base attack as well as powerful STAB attack options, including V-Create, mean Ho-oh is difficult to switch into without a Fire resist and helps to threaten other defensive Pokemon.
The 4x weakness to Rock means Ho-oh can easily be crippled by Stealth Rock which rather limits the viable sets and makes it somewhat predictable meaning it fits onto a limited number of teams meaning it is usually used primarily as an Imposter-proofer for Pokemon such as Mega Diancie or other teammates.
[SET]
name: Magic Guard
move 1: Shore Up
move 2: V-Create / Flare Blitz
move 3: Anchor Shot
move 4: Defog / Spectral Thief
item: Toxic Orb
ability: Magic Guard
nature: Impish / Careful
evs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
[SET COMMENTS]
Moves
========
Shore Up is to ensure Ho-oh can remain healthy to consistently switch in throughout the match. V-Create is an extremely powerful STAB move making use of Ho-oh's base 130 attack to threaten most neutral Pokemon, notably 2HKOing most Mega Audino and possibly OHKOing Mega Gengar after Stealth Rock. Flare Blitz is significantly less powerful meaning it misses 2HKOs on most Pokemon but does not have the downside of the Defence drops which make it much easier to force out and also Ho-oh can benefit from Flare Blitz's greater PP to use the attack more liberally. Anchor Shot is used to trap Imposter-users to PP stall them as well as trapping many other Pokemon Ho-oh checks such as Xerneas and Mega Diancie and heavily damaging Mega Diancie in particular and damaging other Rock-types. Defog makes use of the ability Magic Guard to come in safely on any hazard and remove it, and also makes use of Ho-oh being a safe switch in to some common hazard setters such as Pixilate Mega Diancie and Poison Heal Mega Mewtwo X. Spectral Thief is used primarily to steal opponent's stat boosts which makes them easier to wall and makes Ho-oh a more reliable check to setup users. It also provides coverage for some Pokemon such as Flash Fire Aegislash and Giratina. Topsy-Turvy is also a viable option for the last move slot thanks to having greater PP than Spectral Thief and making Ho-oh more reliably Imposter-proof due to not stealing Attack boosts, as well as effecting Normal-type Pokemon such as Tail Glow Arceus. Psycho Shift is another option that can be used to spread Poison status thanks to Ho-oh's Toxic Orb and is especially useful for inflicting status on Magic Bounce users. However, using Psycho Shift after the item has been removed will permanently remove Ho-oh's status.
Set Details
========
Full EVs to maximise bulk, Speed, and power, with maximum Speed being used to outspeed most defensive Pokemon even after a Speed drop and to outspeed many offensive Pokemon if a Speed boost is stolen. The nature is chosen to further increase bulk with Impish allowing Ho-oh to better handle physical moves such as Sunsteel Strike from some Kartana sets and Extreme Speed from Refrigerate Kyurem-B while Careful helps Ho-oh to check special threats such as Mega Gengar, specifically avoiding a 2HKO from Adaptability Mega Gengar and reduced the heavy damage from Choice Specs Mega Diancie, particularly those with Volt Switch.
Magic Guard prevents hazard damage allowing Ho-oh to function effectively even when Stealth Rock is up and also allows the use of recoil moves, Flare Blitz in particular, without taking recoil damage. Toxic Orb makes further use of the ability to block any other status while not causing any adverse affects. This is particularly useful in countering Poison Heal Xerneas which very commonly utilises sleep.
Usage Tips
========
Ho-oh should be brought in carefully the first time to ensure the Toxic Orb can activate without being removed since not being poisoned will leave Ho-oh vulnerable to sleep, which is often used by Poison Heal Xerneas and Mega Mewtwo X. V-Create is a powerful attack and can be used to threaten many Pokemon but most opposing teams will have a save switch-in for V-Create so be careful not to waste PP if they switch to common defensive Pokemon such as Flash Fire Steel-types, Giratina and Primal Kyogre, so ideally scout for Flash Fire or weaken these Pokemon first. The Defense drops from V-Create can also make Ho-oh much easier to force out and can give the opponent chances to set up. Once the Toxic Orb is activated Ho-oh can be brought in against opposing Xerneas safely since no common Xerneas sets can threaten it and Ho-oh will also be a safer check to other sleep users such as Poison Heal Mega Mewtwo X. Watch out for opposing Pokemon with Core Enforcer, Entrainment, or other moves for removing abilities since these will cause Ho-oh to take poison damage and force it out, and will be deadly if Ho-oh is trapped prior to this. These moves are very common especially on defensive pivots such as Giratina and Flash Fire Registeel. If possible it's best to scout opposing Mega Diancie's set before switching in since there is a chance they might have Rock-type moves, specifically Head Smash on Magic Guard sets. Spectral Thief can be used if a setup move is predicted to steal the boosts before the opposing Pokemon can make use of them. Anchor Shot traps Imposter-users making the set self-Imposter-proof. However, after a defense drop from V-create, Imposter-users can potentially 2HKO so be more cautious in this situation.
Team Options
========
Ho-oh is best used alongside an offensive Pokemon which can make use of Ho-oh's many resists to be an effective Imposter-proofer. Examples include Pixilate Mega Mewtwo X, Kartana and Pixilate Mega Diancie. Both defensive and offensive pivots can be good teammates for Ho-oh since it usually lacks any pivoting moves of its own. These give you something to switch to to gain momentum if they have a solid defensive answer to Ho-oh and can be used to bring Ho-oh in safely to activate its Toxic Orb. Zygarde-Complete sets such as Poison Heal can be effective partners for Ho-oh because they check many Rock-types, other than Mega Diancie, as well as Poison Heal Regigigas, Mega Gyarados, Primal Groudon, and some Mega Garchomp sets depending on the Zygarde's set. Zygarde can also act as a defensive pivot and can threaten most Flash Fire Steel-types. In return Ho-oh counters many users of Fairy-type moves which threaten Zygarde. Zygarde can also act as a backup Imposter-proofer in the case Ho-oh has defense drops or has stolen attack boosts. Dialga can be a good teammate, as it resists all three of Ho-oh's weaknesses as well as Ho-oh resisting both Ground and Fighting to cover Dialga's weaknesses. RegenVest Dialga can scout for lures such as Magic Guard Diancie or Electric-type coverage and most Dialga sets can force out Giratina which Ho-oh struggles against. RegenVest Dialga also checks Normalize Gengar which Ho-oh is forced out by despite its special bulk. Imposter-users offer incredible support for Ho-oh by scouting for coverage moves such as Rock-type moves or Bolt Strike as well as Core Enforcer or Entrainment and acts as a blanket check for many Pokemon that threaten Ho-oh. In return Ho-oh can absorb status moves that would potentially cripple the Imposter-user.
[STRATEGY COMMENTS]
Other Options
=============
Minimum Speed can be used to avoid having Magic Guard suppressed by some Core Enforcer users and, if using Spectral Thief, to steal the stat boosts after the opposing Pokemon uses a setup move. However lower speed reduces the ability to threaten weakened Pokemon and means Ho-oh is less likely to outspeed and kill opposing setup-users after stealing a Speed boost, notably outspeeding Mega Mewtwo Y at +2. Other abilities such as Poison Heal and Magic Bounce fulfil the same role as Magic Guard Ho-oh and can be superior in many situations, but they suffer from the crippling Stealth Rock weakness, meaning they require significant team support and as such are far less splash-able. Magic Bounce Ho-oh also struggles against some hazard setters such as Giratina and Primal Groudon. Ho-oh can make use of status moves such as Poison Fang, Toxic, Nuzzle, and Will-o-wisp without fearing Magic Bounce or Imposter-users using these moves against it due to being Poisoned by its item. Alternative STAB attacks can such as Sacred Fire or Beak Blast can also be used to inflict Burns but both lack the power of V-Create and even Flare Blitz. Life Orb can be used over Toxic Orb to make Ho-oh more threatening and is best used in conjunction with a more offensive moveset, with Spectral Thief rather than other utility moves or coverage for Flash Fire Steel-types for example. However this leaves Ho-oh vulnerable to other status conditions which can compromise it, especially Sleep. Life Orb sets can also be used with Shell Smash and taking advantage of Light of Ruin to be a potential sweeper while also checking similar threats, however this requires a separate Imposter-proofer and does make Ho-oh a much less reliable check for longer matches.
Checks and Counters
===================
**Flash Fire Steel-types**: Flash Fire Steel-types can switch in safely thanks to their ability and are not threatened by Ho-oh, giving them the opportunity to gain momentum or set hazards. However, due to their dual typing, some Steel-types such as Aegislash and Necrozma Dusk Mane can be threatened by Spectral Thief.
**Giratina and Zygarde-Complete**: Both of these Pokemon can switch in to Ho-oh reliably thanks to their Fire resist and high physical bulk and commonly have Core Enforcer or Entrainment which force Ho-oh out if Poisoned. Giratina is weak to Spectral Thief but must be quite heavily chipped before this is threatening.
**Magic Guard Diancie**: Magic Guard Mega Diancie almost always has Head Smash which will OHKO Ho-oh and is especially threatening because Ho-oh is a good check to other Mega Diancie sets so Magic Guard can be an effective lure. However thanks to its typing Mega Diancie cannot safely switch in due to fear of Anchor Shot which can OHKO and Magic Guard is not nearly as common as Pixilate as Mega Diancie's ability.
**Other Rock-types**: Other Rock-types such as Mega Tyranitar also threaten to OHKO Ho-oh and aren't threatened as much by Anchor Shot as Mega Diancie is.
**Water-types**: Thanks to Primal Kyogre's Water-type it resists V-Create and threatens to 2HKO Ho-oh with Revelation Dance or Scald while Mega Gyarados resists every move commonly used by Ho-oh and can OHKO with Water-type attacks or wear Ho-oh down with Knock Off. Both Kyogre and Gyarados also sometimes carry Core Enforcer or Entrainment which force Ho-oh out.
**Mega Garchomp and Primal Groudon**: Both of these Pokemon can make use of Thousand Arrows to 2HKO Ho-oh and neither are particularly threatened in return, with Primal Groudon possibly being 3HKOed by V-Create. Primal Groudon lacking Thousand Arrows can still 2HKO Ho-oh with V-Create despite the resist or with some less common coverage moves such as Bolt Strike.
**Regigigas and Slaking**: With their Poison Heal sets these Pokemon can 2HKO Ho-oh with their Facade or use Shift Gear for a potential OHKO at +1. Regigigas can potentially be 2HKOed in return with V-Create so it isn't a reliable counter, but due to the defense drop Ho-oh is forced out despite the opposing Regigigas being weakened.
**Zekrom**: Zekrom resists Fire-type attacks and Anchor shot meaning it can switch in comfortably to most Ho-oh sets and threatens Ho-oh with strong Electric-type attacks, with most sets OHKOing. However Zekrom rarely uses recovery so most opponents will be weary of it being worn down.
**Normalize Mega Gengar**: This Pokemon can force out Ho-oh by using Entrainment to give Ho-oh the ability Normalize. However no Mega Gengar sets can switch into V-Create safely.
**Strong Wallbreakers**: Most strong wallbreakers such as Sheer Force Mega Mewtwo Y and Choice Band Mega Mewtwo X can OHKO Ho-oh after some chip damage.
**Sturdy Shedinja**: Sturdy Shedinja counters some Ho-oh sets but cannot switch in to varieties with status moves such as Psycho Shift Sacred Fire.
[CREDITS]
- Written by: [[Willdbeast,285201]]
- Quality checked by: [[GL Volkner, 330455], [Funbot28, 255984], [E4 Flint, 203690]]
- Grammar checked by: [[, ], [, ]]
Last edited by a moderator: