Overview
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Ho-Oh is a massive force in the Ubers tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Ho-Oh is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its Fire- and Flying- typings complement each other very well offensively for excellent neutral coverage in, the tier, ity also brings it a glaring 4x weakness to Rock-type moves, causing Ho-Oh to lose half of its health if it switches in while Stealth Rock is up on its side of the field. However, this weakness is not as bad as it appears, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Ho-Oh's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves thrown around in the tier will fell it in one or two hits.
Tank
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name: Tank
move 1: Brave Bird
move 2: Sacred Fire
move 3: Roost / Recover
move 4: Substitute / Earthquake
ability: Regenerator
item: Life Orb
nature: Adamant
evs: 248 HP / 252 Atk / 8 Spe
nature: Adamant
Moves
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Brave Bird is really strong STAB move that hits practically 2HKOes anything Pokemon that doesn't resist it, including max HP Arceus formes. It also 2HKOes any Kyogre variant thanks to the boost from Life Orb. Speaking ofThe recoil from Life Orb, the recoil andding up together with Brave Birds side-effect can be quite upsetting at times, but don't forget that in conjunction with youRegenerator and the recovery move of your choice and Regenerator, the lost HP can be gained back quite easily. Its secondary STAB move, Sacred Fire, is extremely potent. Even if a Pokemon that resists it switches in on this move, Ho-Oh still has a 50% chance tof leaveing it with a burn, assuming it hits. Few switch-ins enjoy the residual damage from burns, with Arceus formes such as Water and Rock being prime examples. The burn rate really discourages just about all physical attackers from switching into Ho-oOh, as a burn will render them useless for the rest of the game. Zekrom, whoich resists both of Ho-Oh's STAB moves, is a good example of this. Under harsh sunlight, Sacred Fire is also boosted by 50%, making it Ho-Oh's strongest attack to the point where the, and has a good chance of 2HKOing even the most defensive variants of Groudon is quite prevalent. It cannot be understated that Sacred Fire's power in combination with its side effect is what makes Ho-Oh such a difficult Pokemon to directly switch into.
A recovery move is mandatory. When a Pokemon has Regenerator, a base 154 Special Defense, a base 130 Attack, and two near-ly unresisted STAB moves, that's already pushing it. Giving it Roost is almost taking the term bulky attacker too far, as with it, Ho-Oh's longevity easily outmatches just about everything else in the game, as long as Stealth Rock is off the field. The choice between Roost and Recover is a preference issue. Roost will help yous Ho-Oh against some would-be super effective hits, especially with paralysis support, while Recover is nice against Earthquake users that are trying to predict yourwhen it will landing. However, with Recover, Pokemon likesuch as a burned Groudon can easily get back to smashing Ho-Oh with Stone Edge after you reveal the move, so beware.
Substitute eases prediction, and it's rather easy for Ho-Oh to recover the lost health anyway. In conjunction with a Toxic lure for Ho-Oh's biggest counter, Rock Arceus, this move puts a lot of pressure on said counter by repeatedly usforcing Substitute as it switches in to rack up Toxic damage. Since yourAs Ho-Oh's attacks are very powerful, a free Substitute can sometimes means that your opponent will almost always have to sacrifice a Pokemon such as Kyogre just to break your it. One of the biggest assets of Substitute being able tois that Ho-Oh can take advantage of the free turns that couldan come with potential paralysis support . Against paralyzed threats such as Xerneas and Palkia (in sun) that you m, Ho-Oh canage to paralyze, you will be able to spam Substitute and Roost until they getare fully paralyzed, giving youit a free Substitute. If Substitute isn't your thing, Earthquake is very viable as it 2HKOes Tyranitar, Zekrom, and Rock Arceus, while OHKOing Heatran. However, giving up on Substitute means youHo-Oh will have a tougher time protecting youritself from revenge killers and status.
Ho-Oh also has two options that can go in the last move slot to attempt to patch up its mediocre Speed. The first one, Flame Charge, has the advantage of dealings damage at the same timend provides as boosting, and the to Ho-Oh's Speed boost given is permanentthat remains until Ho-Ohit switches out. The other option, Tailwind, doubles Ho-Oh's Speed as well as doubling anythose of its teammate's Speed as well. However, Tailwind only lasts for three turns, so the boost is quite inconsistent. The opportunity cost ofor losing Substitute or Earthquake is also quite large, but if your team needs the specific advantages that either of these two moves bring, then by all means, use them. Also, remember to invest in Speed accordingly - Flame Charge sets generally needs max Speed investment in order to outspeed Mega Mewtwo Y after one boost, while Tailwind sets like having 176 Speed EVs to outspeed Choice Scarf Terrakion while Tailwind is in play.
Set Details
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This set appreciates the high damage output that comes with Life Orb, but Leftovers is still usable if you want to increase yourHo-Oh's tanking ability and mitigate recoil damage. However, the power loss is quite large, as for example, defensive Kyogre can only be 3HKOed while defensive Giratina is only 4HKOed.
An Adamant nature with maximum Attack investment in Attack is rather self-explanatory for a bulky attacker like Ho-Oh, and it is usually is the best option to maximize yourits damage output. However, settling for a specialized number catered to a specific team's needs is of course viable as well. 252 HP EVs gives youHo-Oh great bulk, allowing youit to cushion most neutral special attacks comfortably.
Usage Tips
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For optimal performance, Ho-Oh will need Stealth Rock off its own side of this field in order to reliably switch in and take maximum advantage of Regenerator. It is therefore important to play your Defog user or Rapid Spinner in such a way so that it outlasts the opponents Stealth Rock setter. Keep in mind that Arceus formes, the most common Defog users, Arceus, isare vulnerable to Toxic, so keep them away from Stealth Rock users that carry the move at all time possible. When you sehave the chance tof getting Ho-oOh in to do some damage, take ithat chance. Dishing out hits and regenerating yourHo-Oh's health puts a lot of pressure on opponents, especially if they don't carry a dedicated check to it.
As Ho-Oh has a very exploitable weakness, it is important to properly scout for surprise Rock-type moves properly. Mixed Xerneas can use Rock Slide, Giratina-O can possiblcarry have Stone Edge, and Aegislash can have Head Smash in its arsenal. Even the possibility some Arceus formes carry Stone Edge it just to ruin yourHo-Oh's day exists. Understanding how metagame defining Ho-Oh is and accepting that players can prepare and use moves just for it should always be accounted for. As Ho-Oh is brutally weak to Stealth Rock, another thing to keep in mind is to ge entry hazard must be kept rid off it from the field, whichtherefore requiresing a teammate's support.
Do not make the mistake of using this set as your only way to stop a boosted Xerneas. It's hard to rely on Defog at all times, and Ho-Oh can'not OHKO Xerneas either. In general, use Ho-oOh as the powerful wallbreaker it is, but don't rely on it as a check to too much stuffany Pokemon. Try to build your team in a way so that you can use Ho-Oh's qualities to their maximum potential, but at thmake samure time in a way so that it woisn't be overly reliant on Ho-Oh to's performance.
Team Options
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Defog support is on the brink of mandatory when using Ho-Oh. Rapid Spin works too, but the spinners themselves are underpowerered by Ubers standards. However, spinning can still work with some smart teambuilding. The most reliable Defog users are the Arceus formes due to their high Speed, good bulk, and access to Recover. Water Arceus has pretty good synergy with Ho-Oh, taking on Kyogre, Groudon, and Rock Arceus quite well. Grass Arceus floats in the same boat, but is weaker to the omnipresent Gengar and has a hard time fitting in Stone Edge on its Defog set, meaning you'llthat it gives opposing Ho-Oh a lot of free turns. Since Grass Arceus Grass is generally very weak to Ho-Oh, this can limit your teambuilding options a lot. Fairy Arceus is another notable Defog user, as just like most Arceus formes, it can cripple the Stealth Rock users that also happen to check Ho-Oh, such as Landorus-T and Groudon. Some less common Defog users are viable as well. Lugia can act as an extra wall and check a lot of thingsPokemon, while Scizor helps out tremendously when it comes to making your team solid against Geomancy Xerneas.
Groudon is another terrific teammate. I, as it takes on Zekrom pretty well and can sets up Stealth Rock for your team, something thatwhich Ho-Oh appreciates. Entry hazards it heaps up the pressure on anything the opposing team would wanPokemon that try to switch into itHo-Oh. Groudon's ability, Drought, also provides Ssun support, and despite only lasting five turns, it is still sufficient, considering that Ho-Oh has an easy time coming in against some thingsPokemon that threaten Groudon in the sun, such as Palkia, Grass Arceus, and Kyurem-White. Landorus-T is a good partner as well. While Groudon can phaze, use Thunder Wave, orand strike with Fire-type moves, Landorus-T has the ability tobetter checks Mega- Blaziken opposing Groudon better.
Palkia deserves a mention as a good teammate as well. It has great synergy with Ho-Oh, as it checks all Kyogre variants, and the combined force of the two threats pressures defensive teams. Lastly, Ho-Oh fits quite well together with Kyogre,; Ho-Oh can help by checking Grass Arceus, and while Kyogre can pressure Rock Arceus for Ho-Oh.
Any Pokemon with Thunder Wave is a good partner for Ho-Oh, as it can possibly get free Substitutes or outspeed thingsPokemon it normally woulddoesn't. Groudon, Lugia, Kyogre, Klefki, Thundurus, and Dialga are some examples of common Thunder Wave users, but a lot of other Ubers such as Palkia can learn the move too, so cater the support to your team's needs.
Physically Defensive
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name: Physically Defensive
move 1: Brave Bird
move 2: Sacred Fire
move 3: Roost / Recover
move 4: Toxic / Whirlwind
ability: Regenerator
item: Leftovers
nature: Impish
evs: 248 HP / 252 Def / 8 Spde
nature: Impish
Moves
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Brave Bird is mandatory on this set, as well. Iit hits decently hard without investment, and having such attacking power for a defensively inclined Pokéemon differentiates itHo-Oh from Giratina and Lugia. Sacred Fire is especially useful on this set for its side effect. Spreading burns on physical attackers makes them easier to wall, and the residual damage can help with stalling out threats that cannot recover health. A recovery move is obviously a must for a defensive set. Roost is better than Recover here since outstalling a slower Groudon is much easier with this set, since a predicted Earthquake from a burnt Groudon on Ho-Oh's faster Roost will not deal too much damage. Finally, Toxic can cripple many common switch-ins likesuch as Rock and Water Arceus, while Whirlwind phazes out set up sweepers likesuch as Extreme Killer Arceus and Geomancy Xerneas.
Set Details
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Maximum Defense EVs and an Impish nature make Ho-Oh surprisingly durable on the physical side, allowing it to take on threats such such as Extreme Killer Arceus, Mewtwo, Foul Play Yveltal, and Lucario without Stone Edge, as long as Stealth Rock is not up. With maximum HP investment, Ho-Oh can tank special attacks just fine thanks to its naturally high Special Defense,; however, if you wish to better utilize its gargantuan special bulk, shiftinvestg the EVs ing all Defense EVs into Special Defense instead can be feasible if it fits your team's needs.
Usage Tips
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Again, kKeep Stealth Rock off of your side of the field in order to help Ho-Oh function optimally. Don't be afraid to do more "reckless" switches into support Arceus formes that youHo-Oh should be able to wall with this set. While offensive sets takes 80-94% from a -Atk Arceus's Stone Edge, this variant of Ho-Oh fares far better against it, so you and can mostly just switch out to regain a good portion of the damage through Regenerator anyway. Because of this, the need to scout is somewhat lower.
Do note that even with full defensive investment, Ho-Oh still has trouble taking on some common physical attackers, regardless of whether or not Stealth Rock is up. Zekrom, Groudon, and Mega Mewtwo X (which often carries a Rock-type move) are examples of physical attackers that can bust through Ho-Oh's defenses quite easily. As a mixed defensive tank, Ho-Oh should take advantage of the fact that it can check both physical and special threats. Extreme Killer Arceus, Blaziken, and sometimes even otherpposing Ho-Oh are physical attackers that this Ho-Oh can switch into.
Even Although this set has a lot of defensive investment, Ho-Oh's Special Defense is still higher, so take on special attackers as you see it fit. Especially wWith Whirlwind, Ho-Oh functions as a great Xerneas counter, should Stealth Rock not be up. It is also notable that Ho-Oh can take on Mega Mewtwo Y under the right circumstances, as Psystrike cannot OHKO it.
Team Options
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As explained previously, Defog support is a must when using Ho-Oh, and this set is no exception. Arceus formes such as Fairy, Water, Rock, Grass, and Ghost Arceus can provide some synergy with Ho-Oh while also helping it with hazard removal. Giratina-O is not recommended as a a Defog user to pair with this Ho-Oh due to this set's more defensively inclined nature, meaning that. This is because Giratina-O, whoich has no recovery, is likely to be outlasted by the opposing Stealth Rock user. Mega Scizor can work as a Defog user to pair with this Ho-Oh. A; although it's quite slow and more prone to Taunt, Scizorit can handily check Groudon and semi -check Zekrom, while Ho-Oh can check opposing Ho-Oh in return.
It's always wise to pair Ho-Oh with a Ground-type Pokémon in order to help deal with Zekrom. Landorus-T and Groudon spring to mind as they can both provide Stealth Rock support. Swords Dance Ground Arceus appreciates Ho-Oh's ability to absorb burns from the likes of Giratina, but keep in mind that there is a big opportunity cost toin not using a Defog Arceus with Ho-Oh.
Ho-Oh needs to be paired with somethinga Pokemon that can handle Kyogre. That something, which is usually Palkia. However, but if you want to hit two birds inwith one stone, then Water Arceus is viable as both a deterrent for Water-type moves and a Defog user. Grass Arceus is similar, except it boasts a strong STAB to hit Kyogre and Groudon with, but comes at the cost of a tendency to get removed from the game bybeing vulnerable to Mega Gengar. Both of these Arceus formes can also check Rock Arceus extremely well.
Once again, Kyogre is a solid option for pressuring Rock Arceus. Choice Scarf, Choice Specs, orand specially defensive variants all fit well with Ho-Oh. Keep in mind that your team will have two Pokemon weak to Electric-weak Pokemontype moves, so a Ground-type is nearly mandatory.
Choice Band
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name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Sleep Talk
ability: Regenerator
item: Choice Band
nature: Adamant
evs: 248 HP / 252 Atk / 8 Spe
nature: Adamant
Moves
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Ho-Oh hits extremely hard as hell with Brave Bird. It's guaranteed to OHKO Palkia, 0 HP Kyogre, and many other threats. By equipping a Choice Band instead of a Life Orb, Ho-Oh's Brave Bird is stronger and thas lower amounts of recoil damage is lower. With the Defog buff and Regenerator, this set is pretty much the pinnacle of hit and run tactics. If you thought Brave Bird was strong, a sun-boosted Sacred Fire is absolutely ridiculous, being able to OHKO 4 HP Arceus with only Stealth Rock up. It also OHKOes max HP Arceus with the help of aif it manages to burn! Even the most defensive Groudon variants are guaranteed to fall in two hits, regardless of whether or not Sacred Fire lands a burn.
Earthquake is a solid and powerful coverage move and hits Ho-Oh's best checks and counters very hard. A burned Rock Arceus will find itself in a very sticky spot if it switches in on an Earthquake when burned from, a previous assault, since Earthquakthe move hits a maximum of about 81% damage. Lastly, Sleep Talk is a good move to have against Darkrai. YourHo-Oh's attacks are very powerful and withave few drawbacks, so the elemeaning thent of random pick factorness that Sleep Talk introduces isn't as bad as it seems.
Set Details
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Maximum Attack investment is self-explanatory, as along with the Choice Band and high powered STAB moves, it pumps up Ho-Oh's attacking power to extreme levels. With 252 EVs invested in HP, Ho-Oh's ability to can tank hits is retained quite well, although the lack off Roost hurts that aspect of it.
There are two alternative EV spreads that this set couldan use. A faster spread of 4 HP / 252 Atk / 252 Spde with a Jolly nature is viable in order to ensure maximumthat Ho-Oh has the best chances of outspeeding Pokemon such as netutral natured Choice Specs Kyogre, Yveltal, and Xerneas. The other alternative spread is 248 HP / 252 Def / 8 Spde with an Adamant nature. It retains a lot of the qualities that physically defensive Ho-Oh has, but it trades off Roost for higher attacking power.
Usage Tips
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It cannot be understated as to how important it is to play the entry hazards game well when using. Ho-Oh. This applies even more for this set, as it lik loves having Stealth Rock up on the opponent's side of the field in order to punish possible mispredictions, while also having Stealth Rock off of its side of the field for obvious reasons. Another big reason that it is absolutely detrimentalrequired to keep Stealthem off Rock away from Ho-Oh is that this set doesn't have a recovery move and must rely on Regenerator to gain health back. Therefore, it is equally important for this set to utilize Regenerator for maximum recovery - pivot switching in on resisted hits and such is a big part of how to play a Choice Banded Ho-Oh.
The second part hould be played.
Prediction this set's usage is the key of pncrediction. Even bly important for Ho-Oh; although Ho-Oh'its attacks are strong and unresisted together, it is good to have a plan as ton what to do when initiating combat. There are a few roads you can go here, the first being throwspamming out Sacred Fires all over withe place Ho-Oh to spread burns. After the opponent's switch-ins are burnt, Ho-Oh can pressure them harder with its coverage moves. However, if you want to take advantage of an obvious Kyogre switch-in to sponge a Sacred Fire, then by all means do it. If you suspect that Rock Arceus to beis your opponent's Arceus forme, then throw out an Earthquake early in situations where it's safe to do so.
Team Options
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Always use Defog support with Ho-Oh. Aside from the common support Arceus, Defog Giratina-O can work on a team with a Choice Band Ho-Oh since you are aiming to smash up the opposition faster than with other sets, which makesing Giratina-O's inability to Defog consistently throughout the game is less of a problem. Thunder Wave support from teammates such as Groudon, Lugia, orand Kyogre can also be a big help. Being faster than the opponent gives Ho-Oh more time to dish out hits without worrying about the possibility of Brave Bird's recoil bringing it down.
As usual, Drought support from Groudon is nice. M, and most other Ground-types are also good teammates. Landorus-T, for example, functions similarly to Groudon. Swords Dance Ground Arceus can be a good partner if you have a Defog user that is not another Arceus forme. Since Ho-Oh pressures Giratina, Bronzong, and Landorus-T, which are common counters to Ground Arceus, it will get better opportunities to sweep. Palkia, Water Arceus, Grass Arceus, or anyothing else you can find for checking to Kyogre is mandatory as well, but luckily, Kyogre's checks tend to synergize well with Ho-Oh.
Other Options
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Ho-Oh has some other options to use. Choice Scarf is an interesting one, as it allows Ho-Oh to revenge kill Mega Mewtwo X and other threats. However, the loss in power and bulk makes this choice discouraged. Thunder Wave is an excellent form ofway to support for Ho-Oh, but Ho-Oh using it itselfthe move leaves it with a bit of four -moveslot syndrome, foras it won't be able tocannot use both Substitute and Thunder Wave without hagiving to give up on either coverage or recovery. However, if foregoing Substitute, Ho-Oh can always throw out paralysis onze fast switch-ins such as Kyogre and Arceus, making it far from useless. Punishment can be used to punish Calm Mind Ghost Arceus, but Sacred Fire usually hits hard enough and Calm Mind Ghost Arceus is much rarer than it used to be, making this option useless.
Checks & Counters
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Ho-Oh is incredibly difficult to counter. It must be treadworked around with maximum caution if it gets in safely. Even teams that have some of the checks and counters listed below can still fall to Ho-Oh's might. The main reason is that Ho-Oh can always go for Earthquake along with its STAB moves to retain perfect coverage. The other reason is Ho-Oh's inability to be worn down without Stealth Rock being up on its side of the field. Teams have the options ofcan either havingcarry solid switch-ins (buthough their success is far from guareanteed) or having a sufficient plan at pressuring Ho-Oh with boe it with Stealth Rock and offensive pressure.
**Stealth Rock**: The number one counter to Ho-Oh is not a Pokemon, it isbut this entry hazard. The rStealth Rocks strips 50% of Ho-Oh's health every time it switches in, limiting its ability's to healing capabilities as well as thef and tanking power of the phoenix itself. Since every team should have Stealth Rock, this analysis won't go in depth about which oneuser to usecarry. The important thing is how you play your Stealth Rock user. It is of absolute grave importance to wear Ho-Oh's Defog supporter down and try to keep your Stealth Rock user alive if you want to keep rocks up against Ho-Oh. Usually something as simple as Toxic on your Stealth Rock user can go a long way, considering that it cripples Defog Arceus really badly. What is also important to realize is that all checks to Ho-Oh function somewhat differently, and therefore they cannot be lumped together in sections as with other Pokéemon.
**Rock Arceus**: This is the single Pokemon that has the best chances of switching in and safely forcing Ho-Oh out. It resists Ho-Oh's dual STABs but it is weak to Earthquake. Thankfully, it is faster and can OHKO Ho-Oh with Judgment.
**Water Arceus**: Even though a 252 HP variant of Water Arceus takes abovemore than 50% from a Life Orb -boosted Brave Bird, it can still switch into Sacred Fire and Earthquake and do about 50% to Ho-Oh in return with a super effective Judgment. However, it will haves a tough time switching into a Ho-Oh in sun. A physically defensive variant of this Pokemon can perform the task a bit better, though.
**Hippowdown**: Hippowdown isn't 2HKOed by any Life Orb -boosted hit, but the Choice Band set rips it apart with two consectutive Brave Birds. The hHippowdon has reliable recovery and Stealth Rock to boot, so it qualifies as a good sponge for Ho-Oh's attacks, but it can't reallynot hurt it back directly.
**Kyogre**: By far the most practical way of handling Ho-Oh is with offensive pressure. Kyogre is often faster than Ho-Oh as it invests in Speed, and it can then force Ho-Oh out and dish out impressive damage to its counters as well. As for switching in, even the most dDefensive variants of Kyogre are 2HKOed by a simple Life Orb-boosted Brave Bird, while offensive sets have a chance of getting OHKOed, so Kyogre has a hard time switching in. Switching in on Sacred Fire is usually fine due to its resistance to Fire-type rmovesistance.
**Heatran**: AHeatran is another Pokemon that resists both of Ho-Oh's STAB moves. Heatran is similar to Hippowdown in that it can set up Stealth Rock against Ho-Oh, but it takes Brave Birds better and totally shuts down Sacred Fire. However, it has a very exploitable 4x weakness to Ho-Oh's favorite coverage move, Earthquake.
**Tyranitar**: Tyranitar hates burns, but does alsocan provide Stealth Rock combined with the fact thatsupport, a Stone Edge, even when burnt, willcan do a ton of damage to Ho-Oh with Stone Edge. However, Tyranitar is also weak to Earthquake.
**Groudon**: Groudon is canother way of forcing oute Ho-Oh out with offensive pressure. A fast Earth Plate Groudon can OHKO Ho-Oh with Stone Edge or set up Stealth Rock on theas it fleeing bird. Its. Groudon can switch in if there's an emergency, but it fears burns and inconveniently boosts Ho-Oh's Sacred Fire with Drought, meaning it cannot really get in without taking major damage.
** Landorus-T**: Thanks to Intimidate, Landorus-T sponges Ho-Oh's attacks quite well, and while it fears the burns, it does havehas access to Stealth Rock to set up and doesn't boost Ho-Oh's attacks like Groudon does. It also carries Stone Edge, which will OHKO Ho-Oh as long as Landorus-T isn't burnt. Intimidate also makes it easier for Landorus-T's teammates to switch in.
**Physically Defensive Ho-Oh**: Physically defensive Ho-Oh can work as a decent sponge for anything move except for Brave Bird. IAlongside a Pokemon that resists Flying-type moves, it is especially useful against Choice Band sets that incorporate a Flying-type resistance. This way,, as Ho-Oh can switch in to scout, regenerate its health, and switch to the resistance if it gets in on a Brave Bird.
**Zekrom**: Interestingly enough, Zekrom both resists Ho-Oh's STAB moves and provides offensive pressure as well, something few other Pokemon can do. In practice, hHowever, Zekrom tends togenerally fears the possibility of a Sacred Fire burn too much to switch in directly unless it has to, but. However, if it gets in, it forces Ho-Oh out and can possibtentially build momentum via Volt Switch.
**Faster Pokemon that can OHKORevenge Killers**: Aside from the aforementioned Zekrom, Kyogre, Groudon, etc. there are some other revenge killers that can be used as a last resort to force Ho-Oh out. Terrakion and Mega Mewtwo X with Stone Edge are two examples of this.
**Lures**: SinceAs Ho-Oh's 4x weakness to Rock is very apparent, luring it out isually a very good strategy to exploit it in the forme of lures. Rock Slide Xerneas, Head Smash Aegislash, Stone Edge Grass orand Fairy Arceus, Stone Edge Giratina-O, and Stone Edge Mega Lucario are some popular lures that Ho-Oh can fall to with some smart play. The key with Stone Edge Arceus is generally to lure Ho-Oh into a false sense of security and then to smack it when it is in the OHKO range, as a 252 HP Ho-Oh “only” takes 80-94 % from a support Arceus's Stone Edge.
**Toxic**: Lastly, sinceAs Ho-Oh has enormous staying power, putting Toxic on a Pokemon that it commonly switches in to, such as Aegislash, can at least putput it on a timer on the phoenix and racks up residual damage, especially with recoil from Life Orb and Brave Bird.