GG Ho-Oh [Done]

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UT

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Appellate Judge
[SET]
name: Defensive
move 1: Sacred Fire / Flare Blitz
move 2: Defog / Recover / Toxic
move 3: Toxic / Thunder Wave / Earthquake
move 4: Brave Bird / Whirlwind
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Ho-Oh is a great defensive pivot due to Regenerator, its good defensive stats, especially its Special Defense, and its many useful resistances to types such as Steel and Fire, letting it counter foes such as Buzzwole and Volcarona. Thanks to Sacred Fire and its choice of Toxic or Thunder Wave, it's very good at crippling switch-ins such as Landorus-T and Rotom-W with status, making it quite difficult to switch into. Flare Blitz can be used over Sacred Fire if more PP is valued. Ho-Oh can remove entry hazards from the field thanks to Defog and can do so while threatening the most popular Spikers, Skarmory and Ferrothorn, making it especially good at denying Spikes stacking. Recover is an option if alternate entry hazard control is available, giving it even more sustainability on top of Regenerator; Recover is preferred over Roost to maintain its immunity to Ground moves against foes like Gastrodon. Earthquake gives Ho-Oh the ability to counter Heatran, hitting it 4x super effectively while also doing more damage to Victini and Zekrom. Whirlwind allows Ho-Oh to phaze setup sweepers such as Calm Mind Clefable, Nasty Plot Tornadus-T, and Quiver Dance Volcarona before they get too dangerous, though Brave Bird can be used over Whirlwind, as it can take Volcarona out of the game completely and can hit Pokemon that switch into Sacred Fire such as Kyogre much harder. Defense investment allows Ho-Oh to become a mixed wall, allowing it to reliably deal with foes such as Buzzwole and even pivot around Choice Scarf Victini's Bolt Strike while still being able to cover special attackers such as Volcarona.

As a god, Ho-Oh can donate its good defensive stats to its teammates and form cores by covering their weaknesses and providing entry hazard removal. As the only Uber with Regenerator, it has fantastic longevity and lends itself to balance and bulky offense teams. Bulky physical walls like Slowbro, Tangrowth, Hippowdon, and Buzzwole can use a Special Defense donation to become bulky mixed walls. Steel-types such as Ferrothorn and Excadrill appreciate Ho-Oh's ability to answer foes that threaten them like Buzzwole, Pheromosa, and Volcarona, while giving them improved defensive stats. Ferrothorn especially goes great with Ho-Oh as it can pair Leech Seed and Spikes with Ho-Oh's status spreading to force heavy chip damage onto the opposing team. On the other hand, Ho-Oh enjoys being paired with Grass-types such as Tangrowth that can deal with the Electric- and Water-types that threaten it; Tangrowth is also able to help check Zygarde-10%. It also pairs well with Ground-types such as Hippowdon, Landorus-T, and Gastrodon, as they can cover Ho-Oh's Electric weakness and like being donated a high Special Defense stat. Due to Ho-Oh's reliance on Heavy-Duty Boots, it needs teammates such as Buzzwole and Clefable that can absorb Knock Off for it.

[SET]
name: Choice Band
move 1: Sacred Fire
move 2: Brave Bird
move 3: Earthquake
move 4: Whirlwind / Flare Blitz
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 248 HP / 252 Atk / 8 Def

[SET COMMENTS]
Choice Band Ho-Oh utilizes its high-powered STAB moves, which have near-perfect coverage, and Regenerator to function as a durable wallbreaker. Even with minimal defensive investment, its excellent natural bulk, fantastic set of resistances, and Regenerator provide it with numerous opportunities to switch in against metagame staples like Buzzwole, Volcarona, and Galarian Moltres. Sacred Fire is the preferred Fire-type move thanks to its excellent burn chance threatening common switch-ins like Rotom-W. Brave Bird provides excellent coverage against the rest of the tier, notably hitting Dragon-types like Giratina that can comfortably tank Sacred Fire; Regenerator also helps offset Brave Bird's recoil. Earthquake rounds out Ho-Oh's coverage, hitting foes like Zekrom, Flash Fire Heatran, and Tyranitar that can stomach Ho-Oh's other attacks. Whirlwind is the primary option in the last slot, allowing Ho-Oh to serve as an emergency check to setup sweepers like Calm Mind Clefable that it cannot reliably KO; Flare Blitz is another option to provide a secondary, slightly stronger Fire-type move, as Sacred Fire's meager 8 PP can be stalled out. Maximizing Ho-Oh's HP and Attack allows it to use its good bulk and power to trade hits with the opposing team.

Choice Band Ho-Oh is best suited to balance teams where its receivers can form a robust defensive core. Since Ho-Oh forgoes Heavy-Duty Boots for Choice Band, consistent entry hazard removal is mandatory. Defoggers such as Corviknight and Rotom-W and spinners such as Excadrill can reliably clear Stealth Rock and enjoy the increased HP and Special Defense Ho-Oh offers them. Ho-Oh is a reliable wallbreaker, especially given its favorable matchup with physically defensive stalwarts like Ferrothorn, Corviknight, and even Landorus-T, so fast cleaners like Zeraora and Kartana make fantastic partners. Ho-Oh cannot do meaningful damage to HP Rotom-W and Rotom-H, so teammates that can reliably threaten them like Zygarde-10% also make good partners. While Ho-Oh retains excellent bulk, it still prefers teammates like Slowbro, Rotom-W, and Landorus-T taking hits for it and pivoting it in safely. Ho-Oh is also slow, so teammates that can spread paralysis like Ferrothorn or reliably revenge kill faster threats like Zeraora make great partners.

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

A specially defensive set can allow Ho-Oh to wall very powerful special attackers such as Kyurem-W or foes inheriting a high Special Attack stat such as offensive Tornadus-T but makes it unable to handle physical attackers, meaning it deals with a smaller pool of Pokemon than the physically defensive set. Choice Band Ho-Oh can run an alternative spread of 104 HP / 252 Atk / 152 Spe with an Adamant nature to outspeed neutral nature Heatran and Necrozma-DM at the cost of fairly significant HP investment. Ho-Oh can also run an offensive setup set with Curse, Recover, Sacred Fire, and Brave Bird to take advantage of its excellent bulk, power, and STAB coverage, but this forgoes much of its defensive utility.

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

**Knock Off**: Knock Off users like Landorus-T, Kartana, and Tornadus-T can severely cripple Ho-Oh by removing its Heavy-Duty Boots, dramatically reducing its longevity if Stealth Rock is up. This weakness can be mitigated with other forms of hazard control such as Defog Rotom-Wash, which allows Ho-Oh to then reliably switch into these threats.

**Electric- and Water-types**: Ho-Oh is unable to reliably deal with common attackers like Zeraora and Volcanion due to their ability to hit it super effectively.

**Rotom-W and Rotom-H**: Rotom-W and -H resist both of Ho-Oh's STAB moves and are immune to Earthquake, making them reliable switch-ins. However, they do fear Toxic and are prone to being worn down in longer games.

**Strong Wallbreakers**: Zygarde-10%, Rayquaza, and Technician Alolan Persian can outspeed and 2HKO defensive Ho-Oh sets.

**Rock-type Coverage**: Ho-Oh needs to scout for Rock-type coverage from threats like Excadrill and Necrozma-DM; it is able to comfortably wall them if they lack it, but risks being KOed otherwise.

[CREDITS]
- Written by: [[Mossy Sandwich, 519233], [UT, 523866]]
- Quality checked by: [[longhiep341, 500884], [beauts, 484270]]
- Grammar checked by: [[dex, 277988]]
 
Last edited:
Add Remove Conjecture
[SET]
name: Defensive
move 1: Sacred Fire
move 2: Defog / Roost Recover Recover helps deal with Ground like Hippo and Gastro better
move 3: Toxic / Thunder Wave
move 4: Whirlwind / Brave Bird
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Ho-Oh is a great defensive pivot due to Regenerator, its good defensive stats, especially its Special Defense, and its many useful resistances to types such as Steel or Fire, letting it counter foes such as Kartana kinda weird example since you mentioned Kart's Knock Off in Checks&Counters and Volcarona. Thanks to Sacred Fire and its choice of Toxic or Thunder Wave, it's very good at crippling switch-ins such as Landorus-T or Rotom-W with status to wear them down, making it quite difficult to switch into. Ho-Oh can remove hazards from the field thanks to Defog and can do so while threatening the main Spikers, Skarmory and Ferrothorn, making it especially good at denying Spikes stacking. Roost is an option if alternate entry hazard control is available, giving it even more sustainability. Change this and also mention why Recover over Roost Whirlwind allows Ho-Oh to phaze setup sweepers such as Calm Mind Clefable, Nasty Plot Tornadus-T, and Quiver Dance Volcarona before they get too dangerous, though Brave Bird can be used over Whirlwind as it can take Volcarona out of the game completely and can hit Pokemon that want to switch into a Sacred Fire such as Kyogre much harder. Physical defense investment allows Ho-Oh to become a mixed wall, allowing it to reliably deal with foes such as Kartana Same as above and even pivot around Choice Scarf Victini's Bolt Strike, while still being able to cover special attackers such as Volcarona and Yveltal Pretty shaky check as Yveltal can 3HKO with LO Dark Pulse, so Recover-less sets can't handle well and also possible flinch.

As a god, Ho-Oh can donate its good defensive stats to its teammates and form cores through covering their weaknesses and providing entry hazard removal; as the only Uber with Regenerator, it has fantastic longevity and lends itself to building balance and bulky offense teams. Generally bulky physical walls like Slowbro, Tangrowth, Hippowdon, and Buzzwole can use a Special Defense donation to become bulky mixed walls. Ho-Oh can cover Steel's Fire, Fighting, and Ground weaknesses perfectly, so Steel-types such as Ferrothorn and Excadrill appreciate Ho-Oh's ability to answer foes that threaten them like Buzzwole, Pheromosa, and Volcarona, while giving them improved defensive stats. Ferrothorn especially goes great with Ho-Oh as it can pair Leech Seed and Spikes with Ho-Oh's status spreading to force heavy chip damage on the opposing team. On the other hand, Ho-Oh enjoys being paired with Grass-types such as Ferrothorn Already mentioned before so should use another example and Tangrowth that can deal with Electric- and Water-types that threaten it. It also pairs well with Ground types such as Hippowdon, Landorus-T, and Gastrodon as they can cover Ho-Oh's Electric weakness and like being donated a high Special Defense stat. Due to Ho-Oh's reliance on Boots to keep up against Stealth Rock, it needs teammates such as Buzzwole and Clefable that can absorb Knock Off for it. I'd also add something to deal with Zygarde-10% somewhere.


[SET]
name: Choice Band
move 1: Sacred Fire
move 2: Brave Bird
move 3: Earthquake
move 4: Whirlwind / Flare Blitz
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 160 HP / 252 Atk / 96 Spe You only need 84 EVs for this and even then there's no relevant Base 100 Speed Pokemon that goes full defensive so we need to work out a different spread

[SET COMMENTS]
Choice Band Ho-Oh utilizes its high-powered, near-perfect-coverage STAB moves and Regenerator to function as a durable wallbreaker. Even with minimal defensive investment, its excellent natural bulk, fantastic set of resistances, and Regenerator provide it with numerous opprotunities opportunities to switch in against metagame staples like Buzzwole, Volcarona, and Galarian Moltres. Sacred Fire is the preferred Fire-type move thanks to its excellent burn chance threatening even solid switch-ins like Rotom-W. Brave Bird provides excellent coverage against most of the tier, notably hitting Dragon-types like Giratina that can comfortably tank Sacred Fire; Regenerator also helps offset Brave Bird's recoil. Earthquake rounds out Ho-Oh's coverage, hitting foes like Zekrom, Flash Fire Heatran, and Tyrannitar that can stomach Ho-Oh's other attacks. Whirlwind is the primary option in the last slot, allowing Ho-Oh to serve as an emergency check to setup sweepers like Calm Mind Clefable that it cannot reliably KO; Flare Blitz is another option to provide a secondary Fire-type move, as Sacred Fire's meager 8 PP can be stalled out. Also mention how it's stronger and can get some 2HKOs that Sacred Fire can't 96 Speed EVes lets Ho-Oh outspeed uninvested base 100 Speed Pokemon while retaining as much bulk and power as possible. See the above EV part

Choice Band Ho-Oh is best suited to balance teams where its receivers can form a robust defensive core. Since Ho-Oh forgoes Heavy-Duty Boots for Choice Band, strong entry hazard removal is mandatory. Defoggers such as Corviknight and Rotom-W and Spinners such as Excadrill can reliably clear Stealth Rock and enjoy the increased HP and Special Defense Ho-Oh offers them. Ho-Oh is a reliable wallbreaker, especially given its favorable matchup with physically defensive stalwarts like Ferrothorn, Corviknight, and even Landorus-T, so fast clearners like Zeraora and Kartana make fantastic partners. Ho-Oh is unable to do meaningful damage to HP Rotom-W and Rotom-H, so teammates that can reliably threaten them like Zygarde-10% also make good partners. While Ho-Oh retains excellent bulk, it does still prefer teammates like Slowbro, Rotom-W, and Landorus-T taking hits for it and pivoting it in safely. Ho-Oh is also slow, so teammates that can spread paralysis like Ferrothorn or reliably revenge kill faster threats like Zeraora make great partners.

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

A specially defensive set can allow Ho-Oh to wall very powerful special attackers such as Kyurem-W or foes inheriting a high Special Attack stat such as?, but makes it unable to handle physical attackers, meaning it deals with a smaller pool of Pokemon than the physically defensive set. Earthquake on the defensive set allows Ho-Oh to hit Heatran, preventing it from switching in for free and setting up Stealth Rock, but it does not hit anything noteworthy otherwise.

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

**Knock Off**: Knock Off users like Landorus-T, Kartana, and Tornadus-T can severely cripple Ho-Oh by removing its Heavy-Duty Boots, dramatically reducing its longevity if Stealth Rock is up. Do mention that these are what Ho-Oh is supposed to check

**Electric- and Water-types**: Ho-Oh is unable to reliably deal with common attackers like Zeraora and Volcanion due to their ability to hit it super effectively.

**Rotom-W and Rotom-H**: Both common Rotom formes resist both of Ho-Oh's STAB moves and are immune to Earthquake, making them reliable switch-ins. They do fear Toxic, and are prone to being worn down in longer games, however.

I'd add strong wallbreakers (Zygarde-10%, Rayquaza, Persian-A) and Rock-type coverage here (with examples like Excadrill, Buzzwole)

[CREDITS]
- Written by: [[Mossy Sandwich, 519233], [UT, 523866]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
I will give this QC once we figure out the Choice Band EV spread and other stuffs get implemented.
 
Implemented. I went no speed/all bulk on Choice Band Ho-Oh, as I could not find a speed benchmark below Heatran/NDM that I liked. Maybe add that to OO? Either way, ready for re-check.
 
Add Remove Conjecture
[SET]
name: Defensive
move 1: Sacred Fire
move 2: Defog / Recover Remove the formatting
move 3: Toxic / Thunder Wave
move 4: Whirlwind / Brave Bird
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Ho-Oh is a great defensive pivot due to Regenerator, its good defensive stats, especially its Special Defense, and its many useful resistances to types such as Steel or Fire, letting it counter foes such as Buzzwole and Volcarona. Thanks to Sacred Fire and its choice of Toxic or Thunder Wave, it's very good at crippling switch-ins such as Landorus-T or Rotom-W with status to wear them down, making it quite difficult to switch into. Ho-Oh can remove hazards from the field thanks to Defog and can do so while threatening the main Spikers, Skarmory and Ferrothorn, making it especially good at denying Spikes stacking. Recover is an option if alternate entry hazard control is available, giving it even more sustainability; Recover is preferred over Roost to maintain its immunity to Ground moves against foes like Gastrodon. Whirlwind allows Ho-Oh to phaze setup sweepers such as Calm Mind Clefable, Nasty Plot Tornadus-T, and Quiver Dance Volcarona before they get too dangerous, though Brave Bird can be used over Whirlwind as it can take Volcarona out of the game completely and can hit Pokemon that want to switch into a Sacred Fire such as Kyogre much harder. Physical defense investment allows Ho-Oh to become a mixed wall, allowing it to reliably deal with foes such as Buzzwole and even pivot around Choice Scarf Victini's Bolt Strike, while still being able to cover special attackers such as Volcarona.

As a god, Ho-Oh can donate its good defensive stats to its teammates and form cores through covering their weaknesses and providing entry hazard removal; as the only Uber with Regenerator, it has fantastic longevity and lends itself to building balance and bulky offense teams. Generally bulky physical walls like Slowbro, Tangrowth, Hippowdon, and Buzzwole can use a Special Defense donation to become bulky mixed walls. Ho-Oh can cover Steel's Fire, Fighting, and Ground weaknesses perfectly, so Steel-types such as Ferrothorn and Excadrill appreciate Ho-Oh's ability to answer foes that threaten them like Buzzwole, Pheromosa, and Volcarona, while giving them improved defensive stats. Ferrothorn especially goes great with Ho-Oh as it can pair Leech Seed and Spikes with Ho-Oh's status spreading to force heavy chip damage on the opposing team. On the other hand, Ho-Oh enjoys being paired with Grass-types such as Tangrowth that can deal with Electric- and Water-types that threaten it; Tangrowth is also able to help check Zygarde-10%. It also pairs well with Ground types such as Hippowdon, Landorus-T, and Gastrodon as they can cover Ho-Oh's Electric weakness and like being donated a high Special Defense stat. Due to Ho-Oh's reliance on Boots to keep up against Stealth Rock, it needs teammates such as Buzzwole and Clefable that can absorb Knock Off for it.


[SET]
name: Choice Band
move 1: Sacred Fire
move 2: Brave Bird
move 3: Earthquake
move 4: Whirlwind / Flare Blitz
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 248HP / 252 Atk / 8 Def

[SET COMMENTS]
Choice Band Ho-Oh utilizes its high-powered, near-perfect-coverage STAB moves and Regenerator to function as a durable wallbreaker. Even with minimal defensive investment, its excellent natural bulk, fantastic set of resistances, and Regenerator provide it with numerous opportunities to switch in against metagame staples like Buzzwole, Volcarona, and Galarian Moltres. Sacred Fire is the preferred Fire-type move thanks to its excellent burn chance threatening even solid switch-ins like Rotom-W. Brave Bird provides excellent coverage against most of the tier, notably hitting Dragon-types like Giratina that can comfortably tank Sacred Fire; Regenerator also helps offset Brave Bird's recoil. Earthquake rounds out Ho-Oh's coverage, hitting foes like Zekrom, Flash Fire Heatran, and Tyrannitar that can stomach Ho-Oh's other attacks. Whirlwind is the primary option in the last slot, allowing Ho-Oh to serve as an emergency check to setup sweepers like Calm Mind Clefable that it cannot reliably KO; Flare Blitz is another option to provide a secondary, slightly stronger Fire-type move, as Sacred Fire's meager 8 PP can be stalled out. Maximizing Ho-Oh's HP and Attack allows it to use its good bulk and power to trade hits with the opposing team.

Choice Band Ho-Oh is best suited to balance teams where its receivers can form a robust defensive core. Since Ho-Oh forgoes Heavy-Duty Boots for Choice Band, strong entry hazard removal is mandatory. Defoggers such as Corviknight and Rotom-W and Spinners such as Excadrill can reliably clear Stealth Rock and enjoy the increased HP and Special Defense Ho-Oh offers them. Ho-Oh is a reliable wallbreaker, especially given its favorable matchup with physically defensive stalwarts like Ferrothorn, Corviknight, and even Landorus-T, so fast clearners like Zeraora and Kartana make fantastic partners. Ho-Oh is unable to do meaningful damage to HP Rotom-W and Rotom-H, so teammates that can reliably threaten them like Zygarde-10% also make good partners. While Ho-Oh retains excellent bulk, it does still prefer teammates like Slowbro, Rotom-W, and Landorus-T taking hits for it and pivoting it in safely. Ho-Oh is also slow, so teammates that can spread paralysis like Ferrothorn or reliably revenge kill faster threats like Zeraora make great partners.

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

A specially defensive set can allow Ho-Oh to wall very powerful special attackers such as Kyurem-W or foes inheriting a high Special Attack stat such as offensive Tornadus-T, but makes it unable to handle physical attackers, meaning it deals with a smaller pool of Pokemon than the physically defensive set. Earthquake on the defensive set allows Ho-Oh to hit Heatran, preventing it from switching in for free and setting up Stealth Rock, but it does not hit anything noteworthy otherwise. Yeah I'd mention the other EV spread here

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

**Knock Off**: Knock Off users like Landorus-T, Kartana, and Tornadus-T can severely cripple Ho-Oh by removing its Heavy-Duty Boots, dramatically reducing its longevity if Stealth Rock is up. This weakness can be mitigated with other forms of hazard control, which allows Ho-Oh to then reliably switch into these threats.

**Electric- and Water-types**: Ho-Oh is unable to reliably deal with common attackers like Zeraora and Volcanion due to their ability to hit it super effectively.

**Rotom-W and Rotom-H**: Both common Rotom formes resist both of Ho-Oh's STAB moves and are immune to Earthquake, making them reliable switch-ins. They do fear Toxic, and are prone to being worn down in longer games, however.

**Strong Wallbreakers**: Zygarde-10%, Rayquaza, and Technician Alolan Persian are all able to outspeed and 2HKO defensive Ho-Oh sets. Alolan Persian actually just OHKOs

**Rock-type Coverage**: Ho-Oh needs to carefully scout for Rock-type coverage from foes like Excadrill and Necrozma-DM, which it can otherwise reliabley check if they are lacking it.

[CREDITS]
- Written by: [[Mossy Sandwich, 519233], [UT, 523866]]
- Quality checked by: [[longhiep341, 500884], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Very nice and pleasing to read, QC 1/2
 
add remove conjecture other

[SET]
name: Defensive
move 1: Sacred Fire / Flare Blitz
move 2: Defog / Recover / Toxic
move 3: Toxic / Thunder Wave / Earthquake
move 4: Whirlwind / Brave Bird Brave Bird / Whirlwind there is no way mono 8 pp attacking move is a good idea on primary zzz
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Ho-Oh is a great defensive pivot due to Regenerator, its good defensive stats, especially its Special Defense, and its many useful resistances to types such as Steel or Fire, letting it counter foes such as Buzzwole and Volcarona. Thanks to Sacred Fire and its choice of Toxic or Thunder Wave, it's very good at crippling switch-ins such as Landorus-T or Rotom-W with status to wear them down, making it quite difficult to switch into. Flare Blitz can be used over Sacred Fire if more PP is valued. Ho-Oh can remove hazards from the field thanks to Defog and can do so while threatening the main Spikers, Skarmory and Ferrothorn, making it especially good at denying Spikes stacking. Recover is an option if alternate entry hazard control is available, giving it even more sustainability; Recover is preferred over Roost to maintain its immunity to Ground moves against foes like Gastrodon. I don't know how to phrase it but maybe a sentence here about how you can forego Recover due to Ho-oh's access to Regenerator Earthquake gives Ho-oh the ability to counter Heatran, hitting it quad-effectively while also doing more damage to Victini and Zekrom. Whirlwind allows Ho-Oh to phaze setup sweepers such as Calm Mind Clefable, Nasty Plot Tornadus-T, and Quiver Dance Volcarona before they get too dangerous, though Brave Bird can be used over Whirlwind as it can take Volcarona out of the game completely and can hit Pokemon that want to switch into a Sacred Fire such as Kyogre much harder. Physical defense investment allows Ho-Oh to become a mixed wall, allowing it to reliably deal with foes such as Buzzwole and even pivot around Choice Scarf Victini's Bolt Strike, while still being able to cover special attackers such as Volcarona.

As a god, Ho-Oh can donate its good defensive stats to its teammates and form cores through covering their weaknesses and providing entry hazard removal; as the only Uber with Regenerator, it has fantastic longevity and lends itself to building balance and bulky offense teams. Generally Bulky physical walls like Slowbro, Tangrowth, Hippowdon, and Buzzwole can use a Special Defense donation to become bulky mixed walls. Ho-Oh can cover Steel's Fire, Fighting, and Ground weaknesses perfectly, so Steel-types such as Ferrothorn and Excadrill appreciate Ho-Oh's ability to answer foes that threaten them like Buzzwole, Pheromosa, and Volcarona, while giving them improved defensive stats. Ferrothorn especially goes great with Ho-Oh as it can pair Leech Seed and Spikes with Ho-Oh's status spreading to force heavy chip damage on the opposing team. On the other hand, Ho-Oh enjoys being paired with Grass-types such as Tangrowth that can deal with Electric- and Water-types that threaten it; Tangrowth is also able to help check Zygarde-10%. It also pairs well with Ground types such as Hippowdon, Landorus-T, and Gastrodon as they can cover Ho-Oh's Electric weakness and like being donated a high Special Defense stat. Due to Ho-Oh's reliance on Boots to keep up against Stealth Rock, it needs teammates such as Buzzwole and Clefable that can absorb Knock Off for it.

[SET]
name: Choice Band
move 1: Sacred Fire
move 2: Brave Bird
move 3: Earthquake
move 4: Whirlwind / Flare Blitz
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 248HP / 252 Atk / 8 Def

[SET COMMENTS]
Choice Band Ho-Oh utilizes its high-powered, near-perfect-coverage STAB moves and Regenerator to function as a durable wallbreaker. Even with minimal defensive investment, its excellent natural bulk, fantastic set of resistances, and Regenerator provide it with numerous opportunities to switch in against metagame staples like Buzzwole, Volcarona, and Galarian Moltres. Sacred Fire is the preferred Fire-type move thanks to its excellent burn chance threatening even solid common switch-ins like Rotom-W. Brave Bird provides excellent coverage against most the rest of the tier, notably hitting Dragon-types like Giratina that can comfortably tank Sacred Fire; Regenerator also helps offset Brave Bird's recoil. Earthquake rounds out Ho-Oh's coverage, hitting foes like Zekrom, Flash Fire Heatran, and Tyrannitar that can stomach Ho-Oh's other attacks. Whirlwind is the primary option in the last slot, allowing Ho-Oh to serve as an emergency check to setup sweepers like Calm Mind Clefable that it cannot reliably KO; Flare Blitz is another option to provide a secondary, slightly stronger Fire-type move, as Sacred Fire's meager 8 PP can be stalled out. Maximizing Ho-Oh's HP and Attack allows it to use its good bulk and power to trade hits with the opposing team.

Choice Band Ho-Oh is best suited to balance teams where its receivers can form a robust defensive core. Since Ho-Oh forgoes Heavy-Duty Boots for Choice Band, strong entry hazard removal is mandatory. Defoggers such as Corviknight and Rotom-W and Spinners such as Excadrill can reliably clear Stealth Rock and enjoy the increased HP and Special Defense Ho-Oh offers them. Ho-Oh is a reliable wallbreaker, especially given its favorable matchup with physically defensive stalwarts like Ferrothorn, Corviknight, and even Landorus-T, so fast clearners like Zeraora and Kartana make fantastic partners. Ho-Oh is unable to cannot do meaningful damage to HP Rotom-W and Rotom-H, so teammates that can reliably threaten them like Zygarde-10% also make good partners. While Ho-Oh retains excellent bulk, it does still prefer still prefers teammates like Slowbro, Rotom-W, and Landorus-T taking hits for it and pivoting it in safely. Ho-Oh is also slow, so teammates that can spread paralysis like Ferrothorn or reliably revenge kill faster threats like Zeraora make great partners.

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

A specially defensive set can allow Ho-Oh to wall very powerful special attackers such as Kyurem-W or foes inheriting a high Special Attack stat such as offensive Tornadus-T, but makes it unable to handle physical attackers, meaning it deals with a smaller pool of Pokemon than the physically defensive set. Earthquake on the defensive set allows Ho-Oh to hit Heatran, preventing it from switching in for free and setting up Stealth Rock, but it does not hit anything noteworthy otherwise. Choice Band Ho-Oh can run an alternative spread of 104 HP / 252 Atk / 152 Spe with an Adamant nature to outspeed neutral nature Heatran and Necrozma-DM, but at the cost of fairly significant HP investment. OO Offensive Curse max hp max atk recover/curse/sacred fire/brave bird

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

**Knock Off**: Knock Off users like Landorus-T, Kartana, and Tornadus-T can severely cripple Ho-Oh by removing its Heavy-Duty Boots, dramatically reducing its longevity if Stealth Rock is up. This weakness can be mitigated with other forms of hazard control such as Defog Rotom-Wash, which allows Ho-Oh to then reliably switch into these threats.

**Electric- and Water-types**: Ho-Oh is unable to reliably deal with common attackers like Zeraora and Volcanion due to their ability to hit it super effectively.

**Rotom-W and Rotom-H**: Both common Rotom formes resist both of Ho-Oh's STAB moves and are immune to Earthquake, making them reliable switch-ins. However, they do fear Toxic, and are prone to being worn down in longer games, however.

**Strong Wallbreakers**: Zygarde-10%, Rayquaza, and Technician Alolan Persian are all able to can outspeed and 2HKO at worst defensive Ho-Oh sets.

**Rock-type Coverage**: Ho-Oh needs to carefully scout for Rock-type coverage from foes like Excadrill and Necrozma-DM, which it can otherwise reliabley check if they are lacking it. i don't know how to edit this sentence but it is so awkward can u rephrase it and just dm it to me

[CREDITS]
- Written by: [[Mossy Sandwich, 519233], [UT, 523866]]
- Quality checked by: [[longhiep341, 500884], [beauts, 484270]]
- Grammar checked by: [[username1, userid1]]

beauts2-gif.435012
 
AMGP Check, implement what you want
add remove comment
ac = add comma
rc = remove comma
ap = add period

[SET]
name: Defensive
move 1: Sacred Fire / Flare Blitz
move 2: Defog / Recover / Toxic
move 3: Toxic / Thunder Wave / Earthquake
move 4: Brave Bird / Whirlwind
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Ho-Oh is a great defensive pivot due to Regenerator, its good defensive stats, especially its Special Defense, and its many useful resistances to types such as Steel and or Fire, letting it counter foes such as Buzzwole and Volcarona. Thanks to Sacred Fire and either its choice of Toxic or Thunder Wave, it's very good at crippling switch-ins such as Landorus-T or Rotom-W with status to wear them down, making it quite difficult to switch into. Flare Blitz can be used over Sacred Fire if more PP is valued. Ho-Oh can remove hazards from the field thanks to Defog and can do so while threatening the main Spikers, Skarmory and Ferrothorn, making it especially good at denying Spikes stacking. Recover is an option if alternate entry hazard control is available, giving it even more sustainability on top of Regenerator. (don't think you need the semi-colon here so I removed it; didn't seem to flow very well imo.) Recover is preferred over Roost to maintain its immunity to Ground moves against foes like Gastrodon. Earthquake gives Ho-Oh Ho-oh the ability to counter Heatran, hitting it 4x super effectively quad-effectively while also doing more damage to Victini and Zekrom. Whirlwind allows Ho-Oh to phaze setup sweepers such as Calm Mind Clefable, Nasty Plot Tornadus-T, and Quiver Dance Volcarona before they become get too dangerous, though Brave Bird can be used over Whirlwind as it can better threaten Volcarona take Volcarona out of the game completely and can hit Pokemon that want to switch into a Sacred Fire, (ac) such as Kyogre, (ac) much harder. Physical defense investment allows Ho-Oh to become a mixed wall, allowing it to reliably deal with foes such as Buzzwole and even pivot around Choice Scarf Victini's Bolt Strike, while still being able to cover special attackers such as Volcarona.

As a god, Ho-Oh can donate its good defensive stats to its teammates and form cores through covering their weaknesses and providing entry hazard removal. (removed semi-colon) As the only Uber with Regenerator, it has fantastic longevity and finds itself on lends itself to building balance and bulky offense teams. Bulky physical walls like Slowbro, Tangrowth, Hippowdon, and Buzzwole can use a Special Defense donation to become bulky mixed walls. Steel-types such as Ferrothorn and Excadrill appreciate Ho-Oh's ability to answer foes that threaten them like Buzzwole, Pheromosa, and Volcarona, while giving them improved defensive stats. Ferrothorn especially goes great with Ho-Oh as it can pair Leech Seed and Spikes with Ho-Oh's status spreading to force heavy chip damage on the opposing team. On the other hand, Ho-Oh enjoys being paired with Grass-types such as Tangrowth that can deal with Electric- and Water-types that threaten it; Tangrowth is also able to help check Zygarde-10%. It also pairs well with Ground types such as Hippowdon, Landorus-T, and Gastrodon, (ac) as they can cover Ho-Oh's Electric weakness and like being donated a high Special Defense stat. Due to Ho-Oh's reliance on Heavy-Duty Boots to keep up against Stealth Rock, it needs teammates such as Buzzwole and Clefable that can absorb Knock Off for it.

[SET]
name: Choice Band
move 1: Sacred Fire
move 2: Brave Bird
move 3: Earthquake
move 4: Whirlwind / Flare Blitz
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 248HP / 252 Atk / 8 Def

[SET COMMENTS]
Choice Band Ho-Oh utilizes its high-powered, near-perfect-coverage STAB moves, (ac) and Regenerator to function as a durable wallbreaker. Even with minimal defensive investment, its excellent natural bulk, fantastic set of resistances, and the aformentioned Regenerator provide it with numerous opportunities to switch in against metagame staples like Buzzwole, Volcarona, and Galarian Moltres. Sacred Fire is the preferred Fire-type move thanks to its excellent burn chance threatening common switch-ins like Rotom-W. Brave Bird provides excellent coverage against the rest of the tier, notably hitting Dragon-types like Giratina that can comfortably tank Sacred Fire; Regenerator also helps offset Brave Bird's recoil. Earthquake rounds out Ho-Oh's coverage, hitting foes like Zekrom, Flash Fire Heatran, and Tyranitar Tyradnitar that can stomach Ho-Oh's other attacks. Whirlwind is the primary option in the last slot, allowing Ho-Oh to serve as an emergency check to setup sweepers like Calm Mind Clefable that it cannot reliably KO; Flare Blitz is another option to provide a secondary, slightly stronger Fire-type move, as Sacred Fire's meager 8 PP can be stalled out. Maximizing Ho-Oh's HP and Attack allows it to use its good bulk and power to trade hits with the opposing team.

Choice Band Ho-Oh is best suited to balance teams where its receivers can form a robust defensive core. Since Ho-Oh forgoes Heavy-Duty Boots for Choice Band, strong entry hazard removal is mandatory. Defoggers such as Corviknight and Rotom-W and Spinners such as Excadrill can reliably clear Stealth Rock and enjoy the increased HP and Special Defense Ho-Oh offers them. Ho-Oh is a reliable wallbreaker, especially given its favorable matchup with physically defensive stalwarts like Ferrothorn, Corviknight, and even Landorus-T, so fast cleaners like Zeraora and Kartana make fantastic partners. Ho-Oh cannot do meaningful damage to HP Rotom-W and Rotom-H, so teammates that can reliably threaten them like Zygarde-10% also make good partners. While Ho-Oh retains excellent bulk, it still prefers teammates like Slowbro, Rotom-W, and Landorus-T taking hits for it and pivoting it in safely. Ho-Oh is also slow, so teammates that can spread paralysis like Ferrothorn or reliably revenge kill faster threats like Zeraora make great partners.

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

A specially defensive set lets can allow Ho-Oh to wall very powerful special attackers such as Kyurem-W or foes inheriting a high Special Attack stat such as offensive Tornadus-T, but makes it unreliable against unable to handle physical attackers, meaning it deals with a smaller pool of Pokemon than usual the physically defensive set (I think there's enough context here to exclude that phrase). Choice Band Ho-Oh can run an alternative spread of 104 HP / 252 Atk / 152 Spe with an Adamant nature to outspeed neutral nature Heatran and Necrozma-DM, but at the cost of fairly significant HP investment. Ho-Oh can also run an offensive setup set with Curse, Recover, Sacred Fire, and Brave Bird to take advantage of its excellent bulk, power, and STAB coverage, but this forgoes much of its defensive utility.

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

**Knock Off**: Knock Off users like Landorus-T, Kartana, and Tornadus-T can severely cripple Ho-Oh by removing its Heavy-Duty Boots, dramatically reducing its longevity if Stealth Rock is up. This weakness can be mitigated with other forms of hazard control such as Defog Rotom-Wash, which allows Ho-Oh to then reliably switch into these threats.

**Electric- and Water-types**: Ho-Oh is unable to reliably deal with common attackers like Zeraora and Volcanion due to their ability to hit it super effectively.

**Rotom-W and Rotom-H**: Both common Rotom formes resist both of Ho-Oh's STAB moves and are immune to Earthquake, making them reliable switch-ins. However, they do fear Toxic, and are prone to being worn down in longer games.

**Strong Wallbreakers**: Zygarde-10%, Rayquaza, and Technician Alolan Persian can outspeed and 2HKO defensive Ho-Oh sets.

**Rock-type Coverage**: Ho-Oh needs to scout for Rock-type coverage from threats like Excadrill and Necrozma-DM; it is able to comfortably wall them if they lack it, but risks being KOed otherwise.

[CREDITS]
- Written by: [[Mossy Sandwich, 519233], [UT, 523866]]
- Quality checked by: [[longhiep341, 500884], [beauts, 484270]]
- Grammar checked by: [[username1, userid1]]
 
[SET]
name: Defensive
move 1: Sacred Fire / Flare Blitz
move 2: Defog / Recover / Toxic
move 3: Toxic / Thunder Wave / Earthquake
move 4: Brave Bird / Whirlwind
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Ho-Oh is a great defensive pivot due to Regenerator, its good defensive stats, especially its Special Defense, and its many useful resistances to types such as Steel orand Fire, letting it counter foes such as Buzzwole and Volcarona. Thanks to Sacred Fire and its choice of Toxic or Thunder Wave, it's very good at crippling switch-ins such as Landorus-T orand Rotom-W with status to wear them down, making it quite difficult to switch into. Flare Blitz can be used over Sacred Fire if more PP is valued. Ho-Oh can remove entry hazards from the field thanks to Defog and can do so while threatening the mainost popular Spikers, Skarmory and Ferrothorn, making it especially good at denying Spikes stacking. Recover is an option if alternate entry hazard control is available, giving it even more sustainability on top of Regenerator; Recover is preferred over Roost to maintain its immunity to Ground moves against foes like Gastrodon. Earthquake gives Ho-oOh the ability to counter Heatran, hitting it quad-4x super effectively while also doing more damage to Victini and Zekrom. Whirlwind allows Ho-Oh to phaze setup sweepers such as Calm Mind Clefable, Nasty Plot Tornadus-T, and Quiver Dance Volcarona before they get too dangerous, though Brave Bird can be used over Whirlwind, as it can take Volcarona out of the game completely and can hit Pokemon that want to switch into a Sacred Fire such as Kyogre much harder. Physical dDefense investment allows Ho-Oh to become a mixed wall, allowing it to reliably deal with foes such as Buzzwole and even pivot around Choice Scarf Victini's Bolt Strike, while still being able to cover special attackers such as Volcarona.

As a god, Ho-Oh can donate its good defensive stats to its teammates and form cores throughby covering their weaknesses and providing entry hazard removal; a. As the only Uber with Regenerator, it has fantastic longevity and lends itself to building balance and bulky offense teams. Bulky physical walls like Slowbro, Tangrowth, Hippowdon, and Buzzwole can use a Special Defense donation to become bulky mixed walls. Steel-types such as Ferrothorn and Excadrill appreciate Ho-Oh's ability to answer foes that threaten them like Buzzwole, Pheromosa, and Volcarona, while giving them improved defensive stats. Ferrothorn especially goes great with Ho-Oh as it can pair Leech Seed and Spikes with Ho-Oh's status spreading to force heavy chip damage onto the opposing team. On the other hand, Ho-Oh enjoys being paired with Grass-types such as Tangrowth that can deal with the Electric- and Water-types that threaten it; Tangrowth is also able to help check Zygarde-10%. It also pairs well with Ground-types such as Hippowdon, Landorus-T, and Gastrodon, as they can cover Ho-Oh's Electric weakness and like being donated a high Special Defense stat. Due to Ho-Oh's reliance on Boots to keep up against Stealth RockHeavy-Duty Boots, it needs teammates such as Buzzwole and Clefable that can absorb Knock Off for it.

[SET]
name: Choice Band
move 1: Sacred Fire
move 2: Brave Bird
move 3: Earthquake
move 4: Whirlwind / Flare Blitz
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 248 HP / 252 Atk / 8 Def (add a space between 248 and HP)

[SET COMMENTS]
Choice Band Ho-Oh utilizes its high-powered, near-perfect-coverage STAB moves STAB moves, which have near-perfect coverage, and Regenerator to function as a durable wallbreaker. Even with minimal defensive investment, its excellent natural bulk, fantastic set of resistances, and Regenerator provide it with numerous opportunities to switch in against metagame staples like Buzzwole, Volcarona, and Galarian Moltres. Sacred Fire is the preferred Fire-type move thanks to its excellent burn chance threatening common switch-ins like Rotom-W. Brave Bird provides excellent coverage against the rest of the tier, notably hitting Dragon-types like Giratina that can comfortably tank Sacred Fire; Regenerator also helps offset Brave Bird's recoil. Earthquake rounds out Ho-Oh's coverage, hitting foes like Zekrom, Flash Fire Heatran, and Tyradnitar that can stomach Ho-Oh's other attacks. Whirlwind is the primary option in the last slot, allowing Ho-Oh to serve as an emergency check to setup sweepers like Calm Mind Clefable that it cannot reliably KO; Flare Blitz is another option to provide a secondary, slightly stronger Fire-type move, as Sacred Fire's meager 8 PP can be stalled out. Maximizing Ho-Oh's HP and Attack allows it to use its good bulk and power to trade hits with the opposing team.

Choice Band Ho-Oh is best suited to balance teams where its receivers can form a robust defensive core. Since Ho-Oh forgoes Heavy-Duty Boots for Choice Band, strongconsistent entry hazard removal is mandatory. Defoggers such as Corviknight and Rotom-W and Sspinners such as Excadrill can reliably clear Stealth Rock and enjoy the increased HP and Special Defense Ho-Oh offers them. Ho-Oh is a reliable wallbreaker, especially given its favorable matchup with physically defensive stalwarts like Ferrothorn, Corviknight, and even Landorus-T, so fast cleaners like Zeraora and Kartana make fantastic partners. Ho-Oh cannot do meaningful damage to HP Rotom-W and Rotom-H, so teammates that can reliably threaten them like Zygarde-10% also make good partners. While Ho-Oh retains excellent bulk, it still prefers teammates like Slowbro, Rotom-W, and Landorus-T taking hits for it and pivoting it in safely. Ho-Oh is also slow, so teammates that can spread paralysis like Ferrothorn or reliably revenge kill faster threats like Zeraora make great partners.

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

A specially defensive set can allow Ho-Oh to wall very powerful special attackers such as Kyurem-W or foes inheriting a high Special Attack stat such as offensive Tornadus-T, (remove comma) but makes it unable to handle physical attackers, meaning it deals with a smaller pool of Pokemon than the physically defensive set. Choice Band Ho-Oh can run an alternative spread of 104 HP / 252 Atk / 152 Spe with an Adamant nature to outspeed neutral nature Heatran and Necrozma-DM, but at the cost of fairly significant HP investment. Ho-Oh can also run an offensive setup set with Curse, Recover, Sacred Fire, and Brave Bird to take advantage of its excellent bulk, power, and STAB coverage, but this forgoes much of its defensive utility.

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

**Knock Off**: Knock Off users like Landorus-T, Kartana, and Tornadus-T can severely cripple Ho-Oh by removing its Heavy-Duty Boots, dramatically reducing its longevity if Stealth Rock is up. This weakness can be mitigated with other forms of hazard control such as Defog Rotom-Wash, which allows Ho-Oh to then reliably switch into these threats.

**Electric- and Water-types**: Ho-Oh is unable to reliably deal with common attackers like Zeraora and Volcanion due to their ability to hit it super effectively.

**Rotom-W and Rotom-H**: Both common Rotom formesRotom-W and -H resist both of Ho-Oh's STAB moves and are immune to Earthquake, making them reliable switch-ins. However, they do fear Toxic, and are prone to being worn down in longer games.

**Strong Wallbreakers**: Zygarde-10%, Rayquaza, and Technician Alolan Persian can outspeed and 2HKO defensive Ho-Oh sets.

**Rock-type Coverage**: Ho-Oh needs to scout for Rock-type coverage from threats like Excadrill and Necrozma-DM; it is able to comfortably wall them if they lack it, but risks being KOed otherwise.

[CREDITS]
- Written by: [[Mossy Sandwich, 519233], [UT, 523866]]
- Quality checked by: [[longhiep341, 500884], [beauts, 484270]]
- Grammar checked by: [[username1, userid1dex, 277988]]
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