Ho-Oh Discussion

Despite the recent topic contesting his uber status, there've been no topics on this phoenix.
http://serebii.net/pokedex-dp/250.shtml
Base Stats
106/130/90/110/154/90
Trait: Pressure

Notable Physical Movepool:
Sacred Fire
Punishment
Earthquake
Aerial Ace
Double-Edge/Return

Small, but useful enough, and good enough for a Choice Band set. Sacred fire is notably sexy.

Notable Special Movepool:
Ancientpower
Hidden Power
Giga Drain
Solarbeam
Thunder(bolt)
Shadow Ball
Flamethrower
Overheat

Bit Larger, more than enough for his 110 base special attack.

Notable Support:
Recover
Roost
Sleep Talk
Whirlwind
Substitute
Will-O-Wisp
Reflect
Light Screen
Safeguard
Protect
Toxic
Calm Mind

As always large, but sadly lacking in a +Attack or +Speed move of any kind.

Possible Sets:

Ho-oh@Choice Band/Scarf
Punishment
Earthquake
Sacred Fire
Aerial Ace

Choice Ho-oh, who can rip through many a team with Sacred Fire alone. 100% scares away all Physical Sweepers, including Heracross. The rest of the moves are for coverage.

Ho-oh@Choice Specs
Overheat
Thunderbolt
Giga Drain
Shadow Ball

Same idea as Physical choice Ho-oh, just special.

Ho-oh@Leftovers
Substitute
Protect
Calm Mind
Flamethrower/other special move

Pressure-stalling version, since everyone knows that Stone Edge will be the first move your opponent uses when they see him.

Overall, it's a strong Pokemon who's undone by an uneven stat distribution(90 speed and 154 Special Defense?) and a lack of Several Crucial moves(ie Stone Edge, Dragon Pulse, Dragon Dance, etc...). However, he's still incredibly powerful and quite unpredictable while playing well with other Sunny Day oriented Pokeymans like Heatran and Tangrowth.
 
For the purposes of this topic, Ho-oh is still considered uber. Don't even think of dragging that discussion into this topic. If you do, I will give an infraction.

Punishment is a pretty neat move. After a single Calm Mind, a CB Ho-oh Punish will OHKO many Mewtwo.
 
On the CB/scarf set, ditch Aerial ace for something else, as sacred fire is supieror in pretty much everyway. But sadly, there isn't much else it can use.
 
On the CB/scarf set, ditch Aerial ace for something else, as sacred fire is supieror in pretty much everyway. But sadly, there isn't much else it can use.
You might as well use Thunder as the filler slot, so it can actually do something to predicted Kyogre switches.
 
I would also prefer Sacred Fire over something on the Choice Specs set so as not to be walled by Blissey. But I'm not sure where =/

Also go Solarbeam over Giga Drain; the only thing you'll be using a Grass move on is Groudon who gives you instant Sunny Day anyway.
 
I can't believe this, but I've actually said to the last few Ubers RMTs that they have Ho-oh weaknesses. Physical Sacred Fire hurts stuff a LOT. CBHo-oh with Sacred Fire/Earthquake/Punishment/Thunder is what I would use.
 
Also go Solarbeam over Giga Drain; the only thing you'll be using a Grass move on is Groudon who gives you instant Sunny Day anyway.
That's all well and good until you mispredict a Kyogre switch and lose your Ho-Oh. I would never use a possible 2-turn move, it's far too risky.

edit: holy shit what was I thinking, my sentences suck in the morning
 
As noted everywhere where the words Bug, Fire or Flying are mentioned together, this thing hates Stealth Rock. I can see Spikes being more popular for Deoxys-L, Forretress and Skarmory simply because there's not THAT many Flying ubers compared to suspectible-to-Spikes ones.
 
I know it's a one-time deal, but how useful would Powerful Herb + Sky Attack be?

For example, how much damage can it do to Kyogre or Palkia? Can it kill them without relying on the flinch?
 
I guess I'm obliged to reply to this.

Someone in my thread said that Ho-oh makes Gar's movepool look small. That doesn't seem so...

Stealth Rock really kills it, but only Deoxys-L can use it, and lots of new stuff like Weavile and Darkrai kill it with ease. I'm not too worried about that.

What I'm worried about is that DP is ADV with an offense boost, which means that a combination of awesome attacking stats and speed is required, especially in ubers. Ho-oh has the attacking stats, but its speed is lame at a mere 90. I would happily give up 20 points from its SDef and put them into speed. I must say though, I'm surprised that a wall like Lugia has 110 base speed will sweeper Ho-oh has only 90.
 
Stealth Rock will probably be a bit more popular than Spikes because Stealth Rock really puts a damper on Lugia.

Since people keep asking, here is how Punishment works, as I explained to Fish, with a few edits:

(13:40:24) slowking50: basically, you take the level of every boost on the opponent and multiply by .25, then add to 1
(13:40:35) slowking50: then you take all of those numbers and multiply them together with 60
(13:40:41) slowking50: that is the resulting base power
(13:40:58) slowking50: so, if something had two dragon dances, Punish on it would have 1.5 * 1.5 * 60 = 135 base power
(13:41:05) slowking50: since 1 + .25 * 2 = 1.5
(13:41:32) slowking50: so in the case of Calm Mind Mewtwo, BP = 60 * 1.25 * 1.25 = 93.75
(13:41:49) slowking50: 591 attack vs 216 defense, 93.75 power(* 2): 368 - 434
(13:42:43) slowking50: Punish maxes out at 200BP btw
 
Very gimmicky set I made
@Lefties
Swagger
Punishment
Sacred Fire
Recover/Roost/Earthquake

Start out by Burning everything with Sacred Fire, and then Swagger them. Their attack boost helps with Punishment's power. If you Swagger a physical attacker, they won't hurt as much. Swaggering a Kyogre is priceless. It could often mean a free Lati@s switch in (as they don't risk Ice Beam).
 
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