Houndoom [2/3] [Written]

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s/o martin bc while it's not word for word or w/e, his wip did guide me a bit through writing the overview.


[OVERVIEW]

Houndoom is a potent threat that makes good use of its fairly high Speed in conjunction with its access to good support and utility options in Destiny Bond and Super Fang to perform well as Choice Scarf user that can revenge kill prominent offensive threats like Sneasel, Heliolisk, and Whimsicott. Because of its good Special Attack in combination with its solid offensive typing and access to Nasty Plot and Taunt, Houndoom is also a potent balance and stallbreaker, with its access to Flame Charge allowing it to pose a threat to faster, offensive teams as well. Houndoom is even capable of serving as a decent Pursuit trapper, as its typing and useful abilities in Unnerve and Flash Fire allow it to check the likes of Rotom and Delphox more easily than its main competitor Sneasel. In addition to this, Houndoom boasts useful resistances to Ghost, Grass, and Ice, and it's also immune to Fire if it runs Flash Fire as well as Psychic.

However, Houndoom's lackluster defenses prevent it from taking complete advantage of them in comparison to other Dark- and Fire-types like Guzzlord, Incineroar, and Magmortar. Houndoom also suffers from a weakness to Stealth Rock, which further complicates switching in and can make finding setup opportunities difficult for Nasty Plot variants. Houndoom's typing leaves it susceptible to common attack typings in Rock, Ground, Fighting, and Water, and its merely decent Speed tier leaves non-Choice Scarf variants outpaced by Pokemon like Heliolisk and Choice Scarf users such as Passimian. Though Houndoom's offensive typing is stellar, it tends to invite in dangerous threats like Incineroar, Diancie, Guzzlord, and Hariyama, and it struggles to do much of anything to them without Z-Moves or Super Fang. Finally, Houndoom faces competition from other Pokemon in the tier at its roles, with Choice Scarf Passimian being a more efficient revenge killer, Incineroar and Delphox serving as more threatening balance breakers, Decidueye and Mismagius performing as more threatening stallbreakers, Sneasel and Absol being more consistent Pursuit trappers.

[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Fire Blast
move 3: Dark Pulse
move 4: Destiny Bond / Super Fang
item: Choice Scarf
ability: Unnerve / Flash Fire
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Pursuit allows Houndoom to trap and revenge kill Ghost- and Psychic-types like Rotom, Mismagius, and Sigilyph as well as weakened Pokemon like Vanilluxe as they attempt to switch out, with Houndoom's heightened Speed tier courtesy of Choice Scarf making it a decent user of the move. Fire Blast is Houndoom's main STAB move, threatening to heavily damage Grass-, Ice-, and Steel-types like Decidueye, Dhelmise, Sneasel, and Klinklang. Dark Pulse gives Houndoom the ability to threaten bulky Water-types like Slowbro and Slowking, and deal decent damage to other Fire-resistant Pokemon like Druddigon. Destiny Bond allows Houndoom to force a trade with Pokemon that threaten to KO Houndoom such as Guzzlord, Diancie, and +2 Scrafty. Alternatively, Super Fang can be used to lure in bulky Rock-types, notably Diancie and Rhydon, and strip them of 50% of their HP, preventing them from checking Houndoom consistently. Super Fang also lures bulkier attackers that lack recovery like Incineroar, Guzzlord, and Magmortar.

Set Details
========

Maximum investment in Speed, a Hasty nature, and Choice Scarf make Houndoom as fast as possible, allowing it to revenge kill Pokemon like Choice Scarf Passimian and +1 Vivillon, with the investment in Special Attack allowing Houndoom to hit as hard as it can. A Hasty nature is used to not compromise its Attack, preventing Pursuit from being weakened. Unnerve allows Houndoom to bypass Colbur Berry on Pokemon like Slowbro and Rotom, letting it safely Pursuit trap the former and threaten the latter with Dark Pulse. Alternatively, Flash Fire gives Houndoom the ability to pivot into Fire-type moves and increases the power of its own Fire-type moves, giving it an easier time checking Delphox.

Usage Tips
========

Houndoom should mainly attempt to switch in either via double switches or on Pokemon whose attacks it resists, such as Decidueye, Vanilluxe, and Delphox. Other means of getting Houndoom in safely are through the use of pivoting moves like U-turn and Volt Switch as well as after a teammate has been KOed in order to revenge kill fast threats like Sceptile and +1 Vivillon. Use Pursuit whenever anticipating the opposing Pokemon to switch out, especially if the foe is a Ghost- or Psychic-type, since this limits their switch-ins and support teammates that appreciate having them weakened or even removed. Super Fang variants should switch into Pokemon that are forced out by Houndoom such as Silvally-Steel and use the move on the switch in order to catch Incineroar, Diancie, and Rhydon by surprise without being forced to take a heavy hit afterward. Don't use Destiny Bond until you're sure you don't need Houndoom anymore, as if Houndoom uses the move prematurely, it becomes much easier for opponents to play around. Houndoom should usually use Destiny Bond to remove a threat it cannot KO, such as Guzzlord.

Team Options
========

Offensive teams appreciate Choice Scarf Houndoom, since it provides them with a revenge killer for Pokemon like Sceptile and Choice Scarf Passimian as well as a lure to certain threats that can potentially open the door for a teammate to finish the opposing team off. Teammates that like having bulkier Pokemon like Incineroar, Diancie, and Rhydon either lured in and heavily weakened or simply KOed such as Heliolisk, Braviary, and Delphox appreciate being paired with Houndoom, as this allows them to more freely use their STAB moves. Despite Houndoom having Super Fang and Destiny Bond to whittle these Pokemon or force a trade with them, having checks to Incineroar and Guzzlord like Diancie, Rhydon, Hariyama, and Passimian is vital, as they resist Houndoom's STAB combination and can easily revenge kill it. Entry hazard control from the likes of Rotom, Xatu, Dhelmise, and Blastoise is appreciated, as this allows Houndoom to safely revenge kill faster Pokemon as well as Pursuit trap Pokemon that it forces out without having to take any residual damage. Rotom and Xatu are capable of pivoting into Houndoom as well as checking Fighting-types, which is important should Houndoom lock itself into Dark Pulse. Although Houndoom does resist important types like Ice and Grass, its mediocre defenses and lack of recovery mean that it shouldn't typically be a team's only means of dealing with Pokemon like Vanilluxe and Dhelmise. Because of this, pairing it with secondary checks to Pokemon with the previously mentioned types like Alolan Sandslash and Weezing.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Dark Pulse
move 4: Solar Beam / Taunt / Flame Charge
item: Grassium Z / Darkinium Z / Life Orb
ability: Unnerve / Flash Fire
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Nasty Plot boosts Houndoom's Special Attack by two stages, allowing to hit harder and break through bulkier teams more easily. Fire Blast is a powerful STAB move and becomes fairly difficult for teams to switch into after Houndoom uses Nasty Plot. Fire Blast is also Houndoom's best way of threatening Fairy-types like Aromatisse and Comfey. Dark Pulse pairs well with Fire Blast, threatening bulky Water-types like Slowbro, Slowking, and Vaporeon with either a super effective or strong neutral hit as well as other Fire-resistant Pokemon like Druddigon, Rhydon, and Miltank. Solar Beam gives Houndoom coverage for Diancie, which resists both of its STAB types, as well as the ability the hit Rock-, Ground-, and Water-types like Rhydon, Quagsire, and Blastoise harder than Dark Pulse. It should be noted that Solar Beam should only be used alongside Grassium Z, as the move is highly unreliable otherwise. Alternatively, Taunt can be used to shut down passive Pokemon like Pyukumuku and Mega Audino, which can create chances for Houndoom to use Nasty Plot. Flame Charge can also be used to improve Houndoom's matchup against offensive teams by increasing its Speed by one stage, notably letting it outspeed Whimsicott and Choice Scarf Passimian.

Set Details
========

Maximum investment in Special Attack and Speed allows Houndoom to hit as hard and be as fast as possible, with a Timid nature giving it the ability to outspeed Pokemon like Medicham and non-Choice Scarf Rotom. Unnerve means that Houndoom bypasses Colbur Berry on Pokemon like Slowbro and Palossand, meaning that it can safely OHKO them at +2 without using its Z-Move. Flash Fire gives Houndoom the ability to freely pivot into Fire-type attacks from Pokemon like Delphox, which gives it an easier time switching in, and increase the power of its own Fire Blast. Grassium Z turns Solar Beam into Bloom Doom, which only requires one turn to use and gives Houndoom an easier time bypassing threats like Diancie and Vaporeon at +2. Darkinium Z can also be used to turn Dark Pulse into Black Hole Eclipse, which is fairly powerful even unboosted and proves useful for improving Houndoom's matchup versus specially bulky threats like Type: Null. Alternatively, Life Orb can be used to increase Houndoom's damage output if the team it is on already has a Z-Move user, at the cost of 1/10th of its HP with every attack.

Usage Tips
========

Take advantage of Houndoom's typing, ability, and decent Speed tier by using its ability to threaten Grass-types like Dhelmise and Decidueye, absorb Fire-type attacks from Pokemon like Silvally-Steel and Delphox, and revenge kill slower Pokemon like Vikavolt and Vanilluxe in order to potentially create setup opportunities. Houndoom can also bluff its Choice Scarf set by switching into Pokemon like Heliolisk and Whimsicott, which gives it an opportunity to use Nasty Plot or Flame Charge depending on the team. Houndoom should mainly aim to use Nasty Plot against more defensive teams, setting up on foes such as Xatu and Mega Audino, as this gives it an easier time pressuring and breaking through them. Against more offensive teams, however, Houndoom should mainly focus on using its strong STAB moves rather than attempting to use Nasty Plot, since these teams tend to struggle with switching in regardless. Flame Charge variants should use the move when Houndoom anticipates the opposing Pokemon to switch out, as this gives Houndoom a free boost and improves its matchup against faster teams. Z-Move variants should refrain from using the Z-Crystal until absolutely necessary, especially in the case of Grassium Z variants, since they tend to be Houndoom's only reliable way around certain bulkier Pokemon like Diancie and Rhydon.

Team Options
========

Houndoom fits primarily on offensive and bulky offensive teams as a setup sweeper that can apply heavy amounts of pressure to common defensive cores and Pokemon for its teammates as well as wallbreak, paving the way for them to potentially clean late-game. Entry hazard setters like Steelix, Diancie, and Ferroseed pair well with Houndoom, as the chip damage provided allows Houndoom to break through bulkier teams more easily. Additionally, Steelix can check non-Earth Power Diancie, Diancie can easily switch into non-Heavy Slam Guzzlord and soft check Fighting-types, and Ferroseed can switch into Water-type moves; in return, Houndoom can pressure Xatu and soft check certain stronger attackers like Vanilluxe. Due to Houndoom's vulnerability to entry hazards, it also appreciates being paired with teammates that can remove entry hazards such as Blastoise, Rotom, and Whimsicott to give it an easier time switching in and setting up. The former can remove entry hazards without compromising any hazards set by Houndoom's team and gives it a defensive check to Pokemon like Diancie, while the latter two can pivot into Houndoom, have an advantageous matchup against common setters, and can potentially cripple defensive Pokemon like Type: Null with Trick and Switcheroo. Fighting-types like Passimian and Medicham are brilliant offensive partners due to their ability to muscle through most Fire-resistant Pokemon like Rhydon as well as specially bulky foes like Type: Null, Miltank, and pivot Incineroar. These Pokemon tend to bait in Ghost- and Psychic-types, which can potentially provide Houndoom with an opportunity to set up and exert heavy pressure on the opposing team as well as on typical Fighting checks. Checks to Fighting-types are also impertinent. Pokemon like Slowbro, Palossand, and Golbat can more defensively check Fighting-types, with the latter two also providing useful support in entry hazards and removal, respectively. More offensive Fighting checks like Whimsicott, Mismagius, and Vivillon can also make for good partners. Grass-types like Whimsicott, Vileplume, and Sceptile synergize well with Houndoom defensively, since they are capable of checking Rock-, Water-, and Ground-types such as Diancie, Vaporeon, and Rhydon as well as Fighting-types in the case of the former two. In return, Houndoom heavily pressures Ice- and Steel-types like Vanilluxe and Silvally-Steel. Houndoom's ability to power through common defensive cores gives late-game sweepers like Vivillon, Klinklang, and Comfey an easier time finishing teams off.

[SET]
name: Black Glasses
move 1: Pursuit
move 2: Sucker Punch
move 3: Dark Pulse
move 4: Fire Blast
item: Black Glasses
ability: Unnerve / Flash Fire
nature: Hasty
evs: 60 Atk / 196 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Pursuit gives Houndoom the ability to trap and heavily damage Ghost- and Psychic-type Pokemon like Decidueye, Rotom, Dhelmise, and Delphox. Sucker Punch allows Houndoom to revenge kill faster Ghost- and Psychic-types as well as weakened foes such as Heliolisk and Sceptile. Dark Pulse is a decently powerful STAB move that gives Houndoom the ability to reliably threaten bulkier Psychic-types Slowbro and Xatu as well as Fire-resistant Pokemon like Rhydon. Fire Blast allows Houndoom to hit Pokemon like Vanilluxe, Steelix, and Ferroseed super effectively and pairs rather well with Dark Pulse.

Set Details
========

Maximum investment in Speed in combination with a Hasty nature make Houndoom as fast as possible. 60 Attack EVs in combination with Black Glasses guarantee that Decidueye will be KOed by Pursuit if it switches out after taking Stealth Rock damage, and the remainder of the EVs are poured into Special Attack to increase the power of Fire Blast and Dark Pulse. Unnerve prevents the opposing Pokemon from using up Berries, meaning that Houndoom can KO Pokemon like Decidueye, Slowbro, and Rotom even if they are holding a Colbur Berry. Flash Fire can be used instead to give Houndoom the ability to freely pivot into Fire-type attacks from Pokemon like Delphox, which gives it an easier time switching in, and increase the power of its own Fire Blast. Black Glasses increases the power of Houndoom's Dark-type moves, making it a more effective Pursuit trapper.

Usage Tips
========

Because Houndoom lacks the bulk to switch into much, it should primarily switch in on attacks it resists or is immune to from Pokemon such as Decidueye and Delphox. Double switches on predicted Ghost- and Psychic-types are another tactic Houndoom can apply to get in safely. Houndoom should use Pursuit whenever it anticipates the opposing Pokemon to switch out, especially if the foe is a Ghost- or Psychic-type, as it will heavily damage them and limit how often they can switch in. In some cases, it can put foes into range of Sucker Punch later on. Focusing on using special attacks until using either Pursuit or Sucker Punch is ideal, as it prevents opponents from immediately suspecting Houndoom's set and being able to potentially play around both. Use Sucker Punch against weakened or frail Pokemon that outspeed Houndoom, such as Heliolisk and Aerodactyl, as this allows Houndoom to safely revenge kill them. Sucker Punch can also be used as a tool to clean teams late-game. Refrain from overusing Sucker Punch, however, as it can become predictable when Houndoom will attempt to use it and reduces the move's effectiveness.

Team Options
========

Pokemon that appreciate having problematic Ghost- and Psychic-types either heavily damaged or removed such as Passimian, Hariyama, Medicham, and Decidueye pair well with Houndoom. The former three are capable of checking Incineroar and Guzzlord, both of which are major annoyances to Houndoom, as well as Miltank, while the latter can set up on other threats to Houndoom like Rhydon. Incineroar and Guzzlord checks such as Diancie with Shuca Berry and the previously mentioned Fighting-types are necessary teammates, as Houndoom essentially invites both of these Pokemon in for free because of their resistance to its STAB combination. Fighting-type checks are also important to have given Houndoom's vulnerability to their STAB moves, with Pokemon like Vileplume, Palossand, and Golbat serving as durable and reliable checks. Because Houndoom isn't good at switching directly into most attacks, it appreciates being paired with pivots that give it an easier time switching in, with notable examples being Xatu, Braviary, Rotom, and Passimian. Entry hazard removal is also important to have, as Houndoom's ability to stomach resisted hits means a lot less when it's being worn down by Stealth Rock and Spikes. Good examples of removers to pair with Houndoom include Blastoise, Dhelmise, Rotom, and Golbat, and Houndoom is capable of supporting these Pokemon by removing spinblockers such as Decidueye and opposing Dhelmise, soft checking Sneasel, and breaking through Steel-types. Conversely, Houndoom also appreciates being paired with entry hazard setters such as Diancie, Rhydon, Steelix, and Garbodor so that certain KOs are guaranteed, such as on Decidueye as it attempts to switch out after taking Stealth Rock damage. Entry hazards also limit the number of times Incineroar and Guzzlord can safely switch into Houndoom due to their lack of recovery.

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

Z-Sunny Day can be used to increase Houndoom's Speed and give it an easier time sweeping offensive teams while also reducing the turn count of Solar Beam from two to one, though these sets are less powerful as the Nasty Plot set and can struggle to break bulkier teams as a result. Choice Specs can be used to turn Houndoom into an immediately powerful wallbreaker that doesn't need to set up, though such a set faces direct competition from Guzzlord, which, while slower, is bulkier, has more powerful STAB moves, and lacks a Stealth Rock weakness.

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

**Guzzlord and Incineroar**: Both of these Pokemon resist Houndoom's STAB combination and can easily switch and force out all variants of Houndoom, barring a potential Super Fang from Choice Scarf sets. Incineroar can even use the turn Houndoom switches out as an opportunity to set up with Swords Dance.

**Fighting-types**: Hariyama resists Dark Pulse and can easily switch into Fire Blast from Houndoom because of Thick Fat and easily OHKO it with Close Combat. Other Fighting-types such as Passimian, Hitmonlee, and Medicham can give Houndoom problems as well, as Choice Scarf variants of these Pokemon outspeed and OHKO Houndoom, and Hitmonlee can threaten to pick Houndoom off with Mach Punch. However, these Pokemon can't switch in safely, and Choice Scarf Houndoom is capable of KOing them after they've taken enough damage beforehand.

**Revenge Killers**: Non-Choice Scarf Houndoom is easily revenge killed by faster Pokemon like Heliolisk, Whimsicott, and Aerodactyl as well as Choice Scarf users like Passimian and Braviary because of its meager Speed tier, though Flame Charge variants can potentially mitigate this. Samurott and Hitmonlee can also revenge kill Houndoom with Aqua Jet and Mach Punch, respectively.

**Entry Hazards**: Houndoom's typing and lack of recovery leave it vulnerable to all forms of entry hazards, which limit its ability to reliably switch in and threaten opposing teams.

**Specially Bulky Pokemon**: Type: Null is a very hard check to Houndoom, as it can easily stomach its special attacks and doesn't take enough from Sucker Punch and Pursuit to prevent it from setting up and KOing Houndoom. Type: Null also has Rest to restore any lost HP should it get worn down beforehand. Other specially bulky Pokemon like Diancie, Mega Audino, Pyukumuku, and Poliwrath can take Houndoom on depending on the set.

[CREDITS]
- Written by: [[allstarapology, 400292]]
- Quality checked by: [[banks, 379208], [Rabia, 336073], [ ]]
- Grammar checked by: [[ ], [ ]]
 
Last edited:
Same thing with Guzzlord. Try to get this out of WIP by Friday/Saturday or its going to be re-assigned
 
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s/o martin bc while it's not word for word or w/e, his wip did guide me a bit through writing the overview.


[OVERVIEW]
  • Houndoom is a potent threat in NU that makes good use of its fairly high Speed in conjunction with its access to good support and utility options in Destiny Bond and Super Fang to perform well as Choice Scarf user that can revenge kill prominent offensive threats like Sneasel, Heliolisk, and Whimsicott.
  • Because of its good Special Attack in combination with its solid offensive typing and access to Nasty Plot and Taunt, Houndoom is also a potent balance and stallbreaker, with its access to Flame Charge allowing it to pose a threat to faster, offensive teams as well.
  • Houndoom is even capable of serving as a decent Pursuit trapper, as its typing and ability in Flash Fire allow it to check the likes of Delphox and non-Rockium Z Mismagius more easily than its main competitor Sneasel. mention rotom here
  • Houndoom also boasts useful resistances to Ghost, Grass, and Ice as well as immunities to Fire and Psychic, though its lackluster defenses prevent it from taking complete advantage of them in comparison to other Dark- and Fire-types like Guzzlord, Incineroar, and Magmortar.
  • Houndoom also suffers from a weakness to Stealth Rock, which further complicates switching in and can make finding setup opportunities difficult for Nasty Plot variants.
  • Houndoom's typing leaves it susceptible to common attack typings in Rock, Ground, Fighting, and Water, and its merely decent Speed tier leaves non-Choice Scarf variants outpaced by Pokemon like Heliolisk and Choice Scarf users such as Passimian.
  • Finally, Houndoom faces competition from other Pokemon in the tier at its roles, with Choice Scarf Passimian being a more efficient revenge killer, Incineroar and Delphox serving as more threatening balance breakers, Decidueye and Mismagius performing as more threatening stallbreakers, Sneasel and Absol being more consistent Pursuit trappers.
  • maybe mention how some sets of doom invite it many dangerous threats like roar, diancie, guzz, and yama, as without z-moves / hidden powers / super fang it's usually bait for these mons
[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Fire Blast
move 3: Dark Pulse
move 4: Destiny Bond / Super Fang
item: Choice Scarf
ability: Flash Fire
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Pursuit allows Houndoom to trap and revenge kill Ghost- and Psychic-types like Haunter and Sigilyph as well as weakened Pokemon like Vanilluxe as they attempt to switch out, with Houndoom's heightened Speed tier courtesy of Choice Scarf making it a decent user of the move. mention rotom either here or in dpulse section
  • Fire Blast is Houndoom's main STAB move, threatening to heavily damage Grass-, Ice-, and Steel-types like Whimsicott, Sneasel, and Klinklang. list these mons in order of viability, also say dhelmise or decideue over whimsi (there's more whimsi mentions below)
  • Dark Pulse gives Houndoom the ability to threaten bulky Water-types like Slowbro and Slowking, and deal decent damage to other Fire-resistant Pokemon like Druddigon.
  • Destiny Bond allows Houndoom to force a trade with Pokemon that threaten to KO Houndoom such as Guzzlord, Diancie, and +2 Scrafty.
  • Alternatively, Super Fang can be used to lure in bulky Rock-types, notably Diancie, and strip them of 50% of their HP, preventing them from checking Houndoom consistently. Super Fang also lures bulkier attackers that lack recovery like Incineroar, Guzzlord, and Magmortar. mention rhydon here as well, as after taking 50% it becomes a very shaking check to doom, which is nice for teams that usually use rhydon / passimian / slowbro for their fire and dark checks
Set Details
========
  • Maximum investment in Speed, a Hasty nature, and Choice Scarf make Houndoom as fast as possible, allowing it to revenge kill Pokemon like Choice Scarf Passimian and +1 Vivillon, with the investment in Special Attack allowing Houndoom to hit as hard as it can. A Hasty nature is used to not compromise its Attack, preventing Pursuit from being weakened.
  • Flash Fire gives Houndoom the ability to pivot into Fire-type moves and increases the power of its own Fire-type moves. mention how this makes u a better phox check
Usage Tips
========
  • Houndoom should mainly attempt to switch in either via double switches or on Pokemon whose attacks it resists, such as Decidueye, Delphox, and Vanilluxe. Houndoom should also switch in after a teammate has been KOed in order to revenge kill fast threats like Sceptile and +1 Vivillon.
  • Use Pursuit whenever anticipating the opposing Pokemon to switch out, especially if the foe is a Ghost- or Psychic-type, since this limits their switch-ins and support teammates that appreciate having them weakened or even removed.
  • Super Fang variants should switch into Pokemon that are forced out by Houndoom such as Silvally-Steel and use the move on the switch in order to catch Diancie, Rhydon, and Incineroar by surprise without being forced to take a heavy hit afterward.
  • Don't use Destiny Bond until you're sure you don't need Houndoom anymore, as if Houndoom uses the move prematurely, it becomes much easier for opponents to play around. Houndoom should usually use Destiny Bond to remove a threat it cannot KO, such as Guzzlord.
Team Options
========
  • Offensive teams appreciate Choice Scarf Houndoom, since it provides them with a revenge killer for Pokemon like Sceptile and Choice Scarf Passimian as well as a lure to certain threats that can potentially open the door for a teammate to finish the opposing team off.
  • Teammates that like having bulkier Pokemon like Rhydon, Diancie, and Incineroar either lured in and heavily weakened or simply KOed such as Heliolisk, Braviary, and Delphox appreciate being paired with Houndoom, as this allows them to more freely use their STAB moves.
  • Despite Houndoom having Super Fang and Destiny Bond to whittle these Pokemon or force a trade with them, having checks to Incineroar and Guzzlord like Diancie, Rhydon, Hariyama, and Passimian is vital, as they resist Houndoom's STAB combination and can easily revenge kill it.
  • Entry hazard control from the likes of Xatu, Rotom, Blastoise, and Dhelmise is appreciated, as this allows Houndoom to safely revenge kill faster Pokemon as well as Pursuit trap Pokemon that it forces out without having to take any residual damage. Xatu and Rotom are capable of pivoting into Houndoom as well as checking Fighting-types, which is important should Houndoom lock itself into Dark Pulse.
  • Although Houndoom does resist important types like Ice and Grass, its mediocre defenses and lack of recovery mean that it shouldn't typically be a team's only means of dealing with Pokemon like Vanilluxe and Dhelmise. Because of this, pairing it with secondary checks to Pokemon with the previously mentioned types like Alolan Sandslash and Weezing.
[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Dark Pulse
move 4: Solar Beam / Taunt / Flame Charge
item: Grassium Z / Darkinium Z / Life Orb
ability: Flash Fire
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Nasty Plot boosts Houndoom's Special Attack by two stages, allowing to hit harder and break through bulkier teams more easily.
  • Fire Blast is a powerful STAB move and becomes fairly difficult for teams to switch into after Houndoom uses Nasty Plot.
  • Dark Pulse pairs well with Fire Blast, threatening bulky Water-types like Slowbro, Slowking, and Vaporeon with either a super effective or strong neutral hit as well as other Fire-resistant Pokemon like Druddigon, Rhydon, Altaria, and Miltank.
  • Solar Beam gives Houndoom coverage for Diancie, which resists both of its STAB types, as well as the ability the hit Rock-, Ground-, and Water-types like Rhydon, Quagsire, and Blastoise harder than Dark Pulse. It should be noted that Solar Beam should only be used alongside Grassium Z, as the move is highly unreliable otherwise.
  • Alternatively, Taunt can be used to shut down passive Pokemon like Pyukumuku and Altaria, which can create chances for Houndoom to use Nasty Plot. altaria is very uncommon rn, better off mentioning mons like audino
  • Flame Charge can also be used to improve Houndoom's matchup against offensive teams by increasing its Speed by one stage. mention how u outpace scarf pass and stuff like whimsicott after a +1 speed boost
Set Details
========
  • Maximum investment in Special Attack and Speed allows Houndoom to hit as hard and be as fast as possible, with a Timid nature giving it the ability to outspeed Pokemon like Medicham and non-Choice Scarf Rotom.
  • Flash Fire gives Houndoom the ability to freely pivot into Fire-type attacks from Pokemon like Delphox, which gives it an easier time switching in, and increase the power of its own Fire Blast.
  • Grassium Z turns Solar Beam into Bloom Doom, which only requires one turn to use and gives Houndoom an easier time bypassing threats like Diancie and Vaporeon at +2.
  • Darkinium Z can also be used to turn Dark Pulse into Black Hole Eclipse, which is fairly powerful even unboosted and proves useful for KOing threats like Rhydon at +2 after a bit of prior damage.
  • Alternatively, Life Orb can be used to increase Houndoom's damage output if the team it is on already has a Z-Move user, at the cost of 1/10th of its HP with every attack.
  • mention unnerve here as it can help houndoom mussle past colbur slowbro
Usage Tips
========
  • Take advantage of Houndoom's typing, ability, and decent Speed tier by using its ability to threaten Grass-types like Ferroseed and Gourgeist-XL, absorb Fire-type attacks from Pokemon like Silvally-Steel and Delphox, and revenge kill slower Pokemon like Vikavolt and Vanilluxe in order to potentially create setup opportunities. instead of saying Gourgeist, mention how u can threaten out stuff like decidueye and dhelmise, and say u can also bluff out whimsi, helio, and scept by bluffing choice scarf and either setting up np or get a flame charge off
  • Houndoom should mainly aim to use Nasty Plot against bulkier, defensive teams, since this gives it an easier time pressuring and breaking through them. give some examples of what it sets up against excluding grass-types
  • Against more offensive teams, however, Houndoom should mainly focus on using its strong STAB moves rather than attempting to use Nasty Plot, since these teams tend to struggle with switching in regardless. Flame Charge variants should use the move when Houndoom anticipates the opposing Pokemon to switch out, as this gives Houndoom a free boost and improves its matchup against faster teams.
  • Z-Move variants should refrain from using the Z-Crystal until absolutely necessary, especially in the case of Grassium Z variants, since they tend to be Houndoom's only reliable way around certain bulkier Pokemon like Diancie and Type: Null.
Team Options
========
  • Houndoom fits primarily on offensive and bulky offensive teams as a setup sweeper that can apply heavy amounts of pressure to common defensive cores and Pokemon for its teammates as well as wallbreak, paving the way for them to potentially clean late-game.
  • Entry hazard setters like Steelix, Diancie, and Ferroseed pair well with Houndoom, as the chip damage provided allows Houndoom to break through bulkier teams more easily. Additionally, Steelix can check non-Earth Power Diancie, Diancie can easily switch into non-Heavy Slam Guzzlord and soft check Fighting-types, and Ferroseed can switch into Water-type moves; in return, Houndoom can pressure Xatu and soft check certain stronger attackers like Vanilluxe.
  • Due to Houndoom's vulnerability to entry hazards, it also appreciates being paired with teammates that can remove entry hazards such as Blastoise, Rotom, and Whimsicott to give it an easier time switching in and setting up. The former can remove entry hazards without compromising any hazards set by Houndoom's team and gives it a defensive check to Pokemon like Diancie, while the latter two can pivot into Houndoom, have an advantageous matchup against common setters, and can potentially cripple defensive Pokemon like Type: Null with Trick and Switcheroo.
  • Fighting-types like Passimian and Medicham are brilliant offensive partners due to their ability to muscle through most Fire-resistant Pokemon like Rhydon as well as specially bulky foes like Type: Null, Miltank, and pivot Incineroar. These Pokemon tend to bait in Ghost- and Psychic-types, which can potentially provide Houndoom with an opportunity to set up and exert heavy pressure on the opposing team as well as on typical Fighting checks.
  • Checks to Fighting-types are also impertinent. Pokemon like Slowbro, Palossand, and Golbat can more defensively check Fighting-types, with the latter two also providing useful support in entry hazards and removal, respectively. More offensive Fighting checks like Whimsicott, Mismagius, and Vivillon can also make for good partners.
  • Grass-types like Whimsicott, Vileplume, and Sceptile synergize well with Houndoom defensively, since they are capable of checking Rock-, Water-, and Ground-types such as Diancie, Vaporeon, and Rhydon as well as Fighting-types in the case of the former two. In return, Houndoom heavily pressures Ice- and Steel-types like Vanilluxe and Silvally-Steel.
  • Houndoom's ability to power through common defensive cores gives late-game sweepers like Vivillon, Klinklang, and Comfey an easier time finishing teams off.
[SET]
name: Black Glasses
move 1: Pursuit
move 2: Sucker Punch
move 3: Dark Pulse
move 4: Fire Blast
item: Black Glasses
ability: Unnerve / Flash Fire
nature: Hasty
evs: 60 Atk / 196 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Pursuit gives Houndoom the ability to trap and heavily damage Ghost- and Psychic-type Pokemon like Decidueye, Rotom, and Delphox. add dhelmise here, as trapping band sets on the teams that houndoom usually finds itself on is huge, considering how menacing band dhelm is for these bulky offensive teams
  • Sucker Punch allows Houndoom to revenge kill faster Ghost- and Psychic-types as well as weakened foes such as Heliolisk and Sceptile.
  • Dark Pulse is a decently powerful STAB move that gives Houndoom the ability to reliably threaten bulkier Psychic-types Slowbro and Xatu as well as Fire-resistant Pokemon like Rhydon.
  • Fire Blast allows Houndoom to hit Grass-, Ice-, and Steel-types like Ferroseed, Vanilluxe, and Steelix super effectively and pairs rather well with Dark Pulse. order of viability
Set Details
========
  • Maximum investment in Speed in combination with a Hasty nature make Houndoom as fast as possible. 60 Attack EVs in combination with Black Glasses guarantee that Decidueye will be KOed by Pursuit if it switches out after taking Stealth Rock damage, and the remainder of the EVs are poured into Special Attack to increase the power of Fire Blast and Dark Pulse.
  • Unnerve prevents the opposing Pokemon from using up Berries, meaning that Houndoom can KO Pokemon like Decidueye, Delphox, and Rotom even if they are holding a Colbur Berry. mention colbur slowbro
  • Flash Fire can be used instead to give Houndoom the ability to freely pivot into Fire-type attacks from Pokemon like Delphox, which gives it an easier time switching in, and increase the power of its own Fire Blast.
  • Black Glasses increases the power of Houndoom's Dark-type moves, making it a more effective Pursuit trapper.
Usage Tips
========
  • Because Houndoom lacks the bulk to switch into much, it should primarily switch in on attacks it resists or is immune to from Pokemon such as Decidueye and Delphox. Double switches on predicted Ghost- and Psychic-types are another tactic Houndoom can apply to get in safely.
  • Houndoom should use Pursuit whenever it anticipates the opposing Pokemon to switch out, especially if the foe is a Ghost- or Psychic-type, as it will heavily damage them and limit how often they can switch in. In some cases, it can put foes into range of Sucker Punch later on.
  • Focusing on using special attacks until using either Pursuit or Sucker Punch is ideal, as it prevents opponents from immediately suspecting Houndoom's set and being able to potentially play around both.
  • Use Sucker Punch against weakened or frail Pokemon that outspeed Houndoom, such as Heliolisk and Aerodactyl, as this allows Houndoom to safely revenge kill them. Sucker Punch can also be used as a tool to clean teams late-game.
  • Refrain from overusing Sucker Punch, however, as it can become predictable when Houndoom will attempt to use it and reduces the move's effectiveness.
Team Options
========
  • Pokemon that appreciate having problematic Ghost- and Psychic-types either heavily damaged or removed such as Passimian, Hariyama, Medicham, and Dedicueye pair well with Houndoom. The former three are capable of checking Incineroar and Guzzlord, both of which are major annoyances to Houndoom, as well as Miltank, while the latter can set up on other threats to Houndoom like Rhydon.
  • Incineroar and Guzzlord checks such as Diancie with Shuca Berry and the previously mentioned Fighting-types are necessary teammates, as Houndoom essentially invites both of these Pokemon in for free because of their resistance to its STAB combination.
  • Because Houndoom isn't good at switching directly into most attacks, it appreciates being paired with pivots that give it an easier time switching in, with notable examples being Xatu, Braviary, Rotom, and Passimian.
  • Entry hazard removal is also important to have, as Houndoom's ability to stomach resisted hits means a lot less when it's being worn down by Stealth Rock and Spikes. Good examples of removers to pair with Houndoom include Blastoise, Dhelmise, Rotom, and Golbat, and Houndoom is capable of supporting these Pokemon by removing spinblockers such as Decidueye and opposing Dhelmise, soft checking Sneasel, and breaking through Steel-types.
  • Conversely, Houndoom also appreciates being paired with entry hazard setters such as Diancie, Rhydon, Steelix, and Garbodor so that certain KOs are guaranteed, such as on Decidueye as it attempts to switch out after taking Stealth Rock damage. Entry hazards also limit the number of times Incineroar and Guzzlord can safely switch into Houndoom due to their lack of recovery.
[STRATEGY COMMENTS]
Other Options
=============
  • Z Sunny Day can be used to increase Houndoom's Speed and give it an easier time sweeping offensive teams while also reducing the turn count of Solar Beam from two to one, though these sets are less powerful as the Nasty Plot set and can struggle to break bulkier teams as a result.
  • Choice Specs can be used to turn Houndoom into an immediately powerful wallbreaker that doesn't need to set up, though such a set faces direct competition from Guzzlord, which, while slower, is bulkier, has more powerful STAB moves, and lacks a Stealth Rock weakness.
Checks and Counters
===================

**Guzzlord and Incineroar**: Both of these Pokemon resist Houndoom's STAB combination and can easily switch and force out all variants of Houndoom, barring a potential Super Fang from Choice Scarf sets. Incineroar can even use the turn Houndoom switches out as an opportunity to set up with Swords Dance.

**Fighting-types**: Hariyama resists Dark Pulse and can easily switch into Fire Blast from Houndoom because of Thick Fat and easily OHKO it with Close Combat. Other Fighting-types like Passimian, Medicham, and Hitmonlee also outspeed and OHKO Houndoom, though they can't switch in as easily. medicham doesn't outspeed, nor does hitmonlee naturally, just say that scarf pass is one if its best checks, and other fighting-types can give it hassle if they're choice scarfed or with priority, and add a point at the end of how scarf doom can beat these fighting-types if they have received some chip damage

**Revenge Killers**: Non-Choice Scarf Houndoom is easily revenge killed by faster Pokemon like Heliolisk, Aerodactyl, and Whimsicott order of viability as well as Choice Scarf users like Passimian and Braviary because of its meager Speed tier, though Flame Charge variants can potentially mitigate this. Samurott and Hitmonlee can also revenge kill Houndoom with Aqua Jet and Mach Punch, respectively.

**Entry Hazards**: Houndoom's typing and lack of recovery leave it vulnerable to all forms of entry hazards, which limit its ability to reliably switch in and threaten opposing teams.

**Specially Bulky Pokemon**: Type: Null is a very hard check to Houndoom, as it can easily stomach its special attacks and doesn't take enough from Sucker Punch and Pursuit to prevent it from setting up and KOing Houndoom. Type: Null also has Rest to restore any lost HP should it get worn down beforehand. Other specially bulky Pokemon like Diancie, Mega Audino, Pyukumuku, and Poliwrath can take Houndoom on depending on the set.
1/3, nice work considering how long this is
 

asa

is a Site Content Manageris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnus
PU Leader
done

e: did most of the below except the part regarding scarf passimian in np's set details bc that section was highlighting pokemon houndoom outsped, and if it meant after using flame charge, that was mentioned directly above the section
 
Last edited:

Rabia

is a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a CAP Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Moderator
GP & NU Leader
amcheck implement only what you want to, comments are in bold
s/o martin bc while it's not word for word or w/e, his wip did guide me a bit through writing the overview.


[OVERVIEW]
  • Houndoom is a potent threat in NU that makes good use of its fairly high Speed in conjunction with its access to good support and utility options in Destiny Bond and Super Fang to perform well as Choice Scarf user that can revenge kill prominent offensive threats like Sneasel, Heliolisk, and Whimsicott.
  • Because of its good Special Attack in combination with its solid offensive typing and access to Nasty Plot and Taunt, Houndoom is also a potent balance and stallbreaker, with its access to Flame Charge allowing it to pose a threat to faster, offensive teams as well.
  • Houndoom is even capable of serving as a decent Pursuit trapper, as its typing and useful abilities in Unnerve and Flash Fire allow it to check the likes of Rotom and Delphox more easily than its main competitor Sneasel.
  • Houndoom also boasts useful resistances to Ghost, Grass, and Ice as well as immunities to Fire and Psychic, though its lackluster defenses prevent it from taking complete advantage of them in comparison to other Dark- and Fire-types like Guzzlord, Incineroar, and Magmortar.
  • Houndoom also suffers from a weakness to Stealth Rock, which further complicates switching in and can make finding setup opportunities difficult for Nasty Plot variants.
  • Houndoom's typing leaves it susceptible to common attack typings in Rock, Ground, Fighting, and Water, and its merely decent Speed tier leaves non-Choice Scarf variants outpaced by Pokemon like Heliolisk and Choice Scarf users such as Passimian.
  • Though Houndoom's offensive typing is stellar, it tends to invite in dangerous threats like Incineroar, Diancie, Guzzlord, and Hariyama and struggles with doing much of anything to them without Z-Moves, Hidden Power, or Super Fang.
  • Finally, Houndoom faces competition from other Pokemon in the tier at its roles, with Choice Scarf Passimian being a more efficient revenge killer, Incineroar and Delphox serving as more threatening balance breakers, Decidueye and Mismagius performing as more threatening stallbreakers, Sneasel and Absol being more consistent Pursuit trappers.
good overview

[SET]
name: Choice Scarf
move 1: Pursuit
move 2: Fire Blast
move 3: Dark Pulse
move 4: Destiny Bond / Super Fang
item: Choice Scarf
ability: Unnerve / Flash Fire
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Pursuit allows Houndoom to trap and revenge kill Ghost- and Psychic-types like Haunter, Rotom, and Sigilyph as well as weakened Pokemon like Vanilluxe as they attempt to switch out, with Houndoom's heightened Speed tier courtesy of Choice Scarf making it a decent user of the move. mention Mismagius > Haunter, neither is particularly common but Mismagius is a bit more relevant. or mention both. I feel if Haunter is getting talked about here then Mismagius deserves mention too
  • Fire Blast is Houndoom's main STAB move, threatening to heavily damage Grass-, Ice-, and Steel-types like Decidueye, Dhelmise, Sneasel, and Klinklang.
  • Dark Pulse gives Houndoom the ability to threaten bulky Water-types like Slowbro and Slowking, and deal decent damage to other Fire-resistant Pokemon like Druddigon.
  • Destiny Bond allows Houndoom to force a trade with Pokemon that threaten to KO Houndoom such as Guzzlord, Diancie, and +2 Scrafty order of viability.
  • Alternatively, Super Fang can be used to lure in bulky Rock-types, notably Diancie, and strip them of 50% of their HP, preventing them from checking Houndoom consistently. Super Fang also lures bulkier attackers that lack recovery like Incineroar, Guzzlord, Rhydon, and Magmortar.
Set Details
========
  • Maximum investment in Speed, a Hasty nature, and Choice Scarf make Houndoom as fast as possible, allowing it to revenge kill Pokemon like Choice Scarf Passimian and +1 Vivillon, with the investment in Special Attack allowing Houndoom to hit as hard as it can. A Hasty nature is used to not compromise its Attack, preventing Pursuit from being weakened.
  • Unnerve allows Houndoom to bypass Colbur Berry on Pokemon like Rotom and Slowbro order of viability, letting it safely Pursuit trap the former and threaten the latter with Dark Pulse.
  • Alternatively, Flash Fire gives Houndoom the ability to pivot into Fire-type moves and increases the power of its own Fire-type moves, giving it an easier time checking Delphox.
good

Usage Tips
========
  • Houndoom should mainly attempt to switch in either via double switches or on Pokemon whose attacks it resists, such as Decidueye, Delphox, and Vanilluxe order of viability. Houndoom should also switch in after a teammate has been KOed in order to revenge kill fast threats like Sceptile and +1 Vivillon. could mention moves like Volt Switch and U-turn bringing in Houndoom more safely as well
  • Use Pursuit whenever anticipating the opposing Pokemon to switch out, especially if the foe is a Ghost- or Psychic-type, since this limits their switch-ins and support teammates that appreciate having them weakened or even removed.
  • Super Fang variants should switch into Pokemon that are forced out by Houndoom such as Silvally-Steel and use the move on the switch in order to catch Diancie, Rhydon, and Incineroar order of viability by surprise without being forced to take a heavy hit afterward.
  • Don't use Destiny Bond until you're sure you don't need Houndoom anymore, as if Houndoom uses the move prematurely, it becomes much easier for opponents to play around. Houndoom should usually use Destiny Bond to remove a threat it cannot KO, such as Guzzlord.
Team Options
========
  • Offensive teams appreciate Choice Scarf Houndoom, since it provides them with a revenge killer for Pokemon like Sceptile and Choice Scarf Passimian as well as a lure to certain threats that can potentially open the door for a teammate to finish the opposing team off.
  • Teammates that like having bulkier Pokemon like Rhydon, Diancie, and Incineroar order of viability either lured in and heavily weakened or simply KOed such as Heliolisk, Braviary, and Delphox appreciate being paired with Houndoom, as this allows them to more freely use their STAB moves.
  • Despite Houndoom having Super Fang and Destiny Bond to whittle these Pokemon or force a trade with them, having checks to Incineroar and Guzzlord like Diancie, Rhydon, Hariyama, and Passimian is vital, as they resist Houndoom's STAB combination and can easily revenge kill it.
  • Entry hazard control from the likes of Xatu, Rotom, Blastoise, and Dhelmise order of viability is appreciated, as this allows Houndoom to safely revenge kill faster Pokemon as well as Pursuit trap Pokemon that it forces out without having to take any residual damage. Xatu and Rotom are capable of pivoting into Houndoom as well as checking Fighting-types, which is important should Houndoom lock itself into Dark Pulse.
  • Although Houndoom does resist important types like Ice and Grass, its mediocre defenses and lack of recovery mean that it shouldn't typically be a team's only means of dealing with Pokemon like Vanilluxe and Dhelmise. Because of this, pairing it with secondary checks to Pokemon with the previously mentioned types like Alolan Sandslash and Weezing.
[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Dark Pulse
move 4: Solar Beam / Taunt / Flame Charge
item: Grassium Z / Darkinium Z / Life Orb
ability: Unnerve / Flash Fire
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Nasty Plot boosts Houndoom's Special Attack by two stages, allowing to hit harder and break through bulkier teams more easily.
  • Fire Blast is a powerful STAB move and becomes fairly difficult for teams to switch into after Houndoom uses Nasty Plot. could also mention it's your best way to hit Fairy-types like Comfey and Aromatisse
  • Dark Pulse pairs well with Fire Blast, threatening bulky Water-types like Slowbro, Slowking, and Vaporeon with either a super effective or strong neutral hit as well as other Fire-resistant Pokemon like Druddigon, Rhydon, Altaria, and Miltank. Altaria is so irrelevant it really doesn't deserve a mention; I'd drop the mention completely or replace it with a Pokemon which sees more usage.
  • Solar Beam gives Houndoom coverage for Diancie, which resists both of its STAB types, as well as the ability the hit Rock-, Ground-, and Water-types like Rhydon, Quagsire, and Blastoise harder than Dark Pulse. It should be noted that Solar Beam should only be used alongside Grassium Z, as the move is highly unreliable otherwise.
  • Alternatively, Taunt can be used to shut down passive Pokemon like Pyukumuku and Mega Audino, which can create chances for Houndoom to use Nasty Plot.
  • Flame Charge can also be used to improve Houndoom's matchup against offensive teams by increasing its Speed by one stage, notably letting it outspeed Whimsicott and Choice Scarf Passimian.
Set Details
========
  • Maximum investment in Special Attack and Speed allows Houndoom to hit as hard and be as fast as possible, with a Timid nature giving it the ability to outspeed Pokemon like Medicham and non-Choice Scarf Rotom. mention Scarf Passimian here too since that's v important
  • Unnerve means that Houndoom bypasses Colbur Berry on Pokemon like Slowbro and Palossand, meaning that it can safely OHKO them at +2 without using its Z-Move.
  • Flash Fire gives Houndoom the ability to freely pivot into Fire-type attacks from Pokemon like Delphox, which gives it an easier time switching in, and increase the power of its own Fire Blast.
  • Grassium Z turns Solar Beam into Bloom Doom, which only requires one turn to use and gives Houndoom an easier time bypassing threats like Diancie and Vaporeon at +2.
  • Darkinium Z can also be used to turn Dark Pulse into Black Hole Eclipse, which is fairly powerful even unboosted and proves useful for KOing threats like Rhydon at +2 after a bit of prior damage. Rhydon drops to Bloom Doom even harder though; replace mention with something Darkinium nukes that Grassium doesn't
  • Alternatively, Life Orb can be used to increase Houndoom's damage output if the team it is on already has a Z-Move user, at the cost of 1/10th of its HP with every attack.
Usage Tips
========
  • Take advantage of Houndoom's typing, ability, and decent Speed tier by using its ability to threaten Grass-types like Dhelmise and Decidueye, absorb Fire-type attacks from Pokemon like Silvally-Steel and Delphox, and revenge kill slower Pokemon like Vikavolt and Vanilluxe in order to potentially create setup opportunities. Houndoom can also bluff its Choice Scarf set by switching into Pokemon like Heliolisk and Whimsicott, which gives it an opportunity to use Nasty Plot or Flame Charge depending on the team.
  • Houndoom should mainly aim to use Nasty Plot against more defensive teams, setting up on foes such as Xatu and Palossand, as this gives it an easier time pressuring and breaking through them. I'm wary of setting up against Palossand given its type advantage even if Houndoom is threatening it back; perhaps change the mention to something like Mega Audino
  • Against more offensive teams, however, Houndoom should mainly focus on using its strong STAB moves rather than attempting to use Nasty Plot, since these teams tend to struggle with switching in regardless. Flame Charge variants should use the move when Houndoom anticipates the opposing Pokemon to switch out, as this gives Houndoom a free boost and improves its matchup against faster teams.
  • Z-Move variants should refrain from using the Z-Crystal until absolutely necessary, especially in the case of Grassium Z variants, since they tend to be Houndoom's only reliable way around certain bulkier Pokemon like Diancie and Type: Null. Type: Null would be a good mention for Darkinium nuking something harder than Grassium. Maybe swap Rhydon and Type: Null's mentions?
Team Options
========
  • Houndoom fits primarily on offensive and bulky offensive teams as a setup sweeper that can apply heavy amounts of pressure to common defensive cores and Pokemon for its teammates as well as wallbreak, paving the way for them to potentially clean late-game.
  • Entry hazard setters like Steelix, Diancie, and Ferroseed pair well with Houndoom, as the chip damage provided allows Houndoom to break through bulkier teams more easily. Additionally, Steelix can check non-Earth Power Diancie, Diancie can easily switch into non-Heavy Slam Guzzlord and soft check Fighting-types, and Ferroseed can switch into Water-type moves; in return, Houndoom can pressure Xatu and soft check certain stronger attackers like Vanilluxe.
  • Due to Houndoom's vulnerability to entry hazards, it also appreciates being paired with teammates that can remove entry hazards such as Blastoise, Rotom, and Whimsicott to give it an easier time switching in and setting up. The former can remove entry hazards without compromising any hazards set by Houndoom's team and gives it a defensive check to Pokemon like Diancie, while the latter two can pivot into Houndoom, have an advantageous matchup against common setters, and can potentially cripple defensive Pokemon like Type: Null with Trick and Switcheroo.
  • Fighting-types like Passimian and Medicham are brilliant offensive partners due to their ability to muscle through most Fire-resistant Pokemon like Rhydon as well as specially bulky foes like Type: Null, Miltank, and pivot Incineroar. These Pokemon tend to bait in Ghost- and Psychic-types, which can potentially provide Houndoom with an opportunity to set up and exert heavy pressure on the opposing team as well as on typical Fighting checks.
  • Checks to Fighting-types are also impertinent. Pokemon like Slowbro, Palossand, and Golbat can more defensively check Fighting-types, with the latter two also providing useful support in entry hazards and removal, respectively. More offensive Fighting checks like Whimsicott, Mismagius, and Vivillon can also make for good partners.
  • Grass-types like Whimsicott, Vileplume, and Sceptile synergize well with Houndoom defensively, since they are capable of checking Rock-, Water-, and Ground-types such as Diancie, Vaporeon, and Rhydon as well as Fighting-types in the case of the former two. In return, Houndoom heavily pressures Ice- and Steel-types like Vanilluxe and Silvally-Steel.
  • Houndoom's ability to power through common defensive cores gives late-game sweepers like Vivillon, Klinklang, and Comfey an easier time finishing teams off.
good

[SET]
name: Black Glasses
move 1: Pursuit
move 2: Sucker Punch
move 3: Dark Pulse
move 4: Fire Blast
item: Black Glasses
ability: Unnerve / Flash Fire
nature: Hasty
evs: 60 Atk / 196 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Pursuit gives Houndoom the ability to trap and heavily damage Ghost- and Psychic-type Pokemon like Decidueye, Rotom, Dhelmise, and Delphox.
  • Sucker Punch allows Houndoom to revenge kill faster Ghost- and Psychic-types as well as weakened foes such as Heliolisk and Sceptile.
  • Dark Pulse is a decently powerful STAB move that gives Houndoom the ability to reliably threaten bulkier Psychic-types Slowbro and Xatu as well as Fire-resistant Pokemon like Rhydon.
  • Fire Blast allows Houndoom to hit Pokemon like Vanilluxe, Steelix, and Ferroseed super effectively and pairs rather well with Dark Pulse.
good

Set Details
========
  • Maximum investment in Speed in combination with a Hasty nature make Houndoom as fast as possible. 60 Attack EVs in combination with Black Glasses guarantee that Decidueye will be KOed by Pursuit if it switches out after taking Stealth Rock damage, and the remainder of the EVs are poured into Special Attack to increase the power of Fire Blast and Dark Pulse.
  • Unnerve prevents the opposing Pokemon from using up Berries, meaning that Houndoom can KO Pokemon like Decidueye, Slowbro, and Rotom even if they are holding a Colbur Berry.
  • Flash Fire can be used instead to give Houndoom the ability to freely pivot into Fire-type attacks from Pokemon like Delphox, which gives it an easier time switching in, and increase the power of its own Fire Blast.
  • Black Glasses increases the power of Houndoom's Dark-type moves, making it a more effective Pursuit trapper.
good

Usage Tips
========
  • Because Houndoom lacks the bulk to switch into much, it should primarily switch in on attacks it resists or is immune to from Pokemon such as Decidueye and Delphox. Double switches on predicted Ghost- and Psychic-types are another tactic Houndoom can apply to get in safely.
  • Houndoom should use Pursuit whenever it anticipates the opposing Pokemon to switch out, especially if the foe is a Ghost- or Psychic-type, as it will heavily damage them and limit how often they can switch in. In some cases, it can put foes into range of Sucker Punch later on.
  • Focusing on using special attacks until using either Pursuit or Sucker Punch is ideal, as it prevents opponents from immediately suspecting Houndoom's set and being able to potentially play around both.
  • Use Sucker Punch against weakened or frail Pokemon that outspeed Houndoom, such as Heliolisk and Aerodactyl, as this allows Houndoom to safely revenge kill them. Sucker Punch can also be used as a tool to clean teams late-game.
  • Refrain from overusing Sucker Punch, however, as it can become predictable when Houndoom will attempt to use it and reduces the move's effectiveness.
good

Team Options
========
  • Pokemon that appreciate having problematic Ghost- and Psychic-types either heavily damaged or removed such as Passimian, Hariyama, Medicham, and Dedicueye pair well with Houndoom. The former three are capable of checking Incineroar and Guzzlord, both of which are major annoyances to Houndoom, as well as Miltank, while the latter can set up on other threats to Houndoom like Rhydon.
  • Incineroar and Guzzlord checks such as Diancie with Shuca Berry and the previously mentioned Fighting-types are necessary teammates, as Houndoom essentially invites both of these Pokemon in for free because of their resistance to its STAB combination.
  • Because Houndoom isn't good at switching directly into most attacks, it appreciates being paired with pivots that give it an easier time switching in, with notable examples being Xatu, Braviary, Rotom, and Passimian.
  • Entry hazard removal is also important to have, as Houndoom's ability to stomach resisted hits means a lot less when it's being worn down by Stealth Rock and Spikes. Good examples of removers to pair with Houndoom include Blastoise, Dhelmise, Rotom, and Golbat, and Houndoom is capable of supporting these Pokemon by removing spinblockers such as Decidueye and opposing Dhelmise, soft checking Sneasel, and breaking through Steel-types.
  • Conversely, Houndoom also appreciates being paired with entry hazard setters such as Diancie, Rhydon, Steelix, and Garbodor so that certain KOs are guaranteed, such as on Decidueye as it attempts to switch out after taking Stealth Rock damage. Entry hazards also limit the number of times Incineroar and Guzzlord can safely switch into Houndoom due to their lack of recovery.
mention in this section stuff which can check Fighting-types, namely Passimian

[STRATEGY COMMENTS]
Other Options
=============
  • Z Sunny Day can be used to increase Houndoom's Speed and give it an easier time sweeping offensive teams while also reducing the turn count of Solar Beam from two to one, though these sets are less powerful as the Nasty Plot set and can struggle to break bulkier teams as a result.
  • Choice Specs can be used to turn Houndoom into an immediately powerful wallbreaker that doesn't need to set up, though such a set faces direct competition from Guzzlord, which, while slower, is bulkier, has more powerful STAB moves, and lacks a Stealth Rock weakness.
Checks and Counters
===================

**Guzzlord and Incineroar**: Both of these Pokemon resist Houndoom's STAB combination and can easily switch and force out all variants of Houndoom, barring a potential Super Fang from Choice Scarf sets. Incineroar can even use the turn Houndoom switches out as an opportunity to set up with Swords Dance.

**Fighting-types**: Hariyama resists Dark Pulse and can easily switch into Fire Blast from Houndoom because of Thick Fat and easily OHKO it with Close Combat. Other Fighting-types such as Passimian, Hitmonlee, and Medicham can give Houndoom problems as well, as Choice Scarf variants of these Pokemon outspeed and OHKO Houndoom, and Hitmonlee can threaten to pick Houndoom off with Mach Punch. However, these Pokemon can't switch in safely, and Choice Scarf Houndoom is capable of KOing them after they've taken enough damage beforehand.

**Revenge Killers**: Non-Choice Scarf Houndoom is easily revenge killed by faster Pokemon like Heliolisk, Whimsicott, and Aerodactyl as well as Choice Scarf users like Passimian and Braviary because of its meager Speed tier, though Flame Charge variants can potentially mitigate this. Samurott and Hitmonlee can also revenge kill Houndoom with Aqua Jet and Mach Punch, respectively.

**Entry Hazards**: Houndoom's typing and lack of recovery leave it vulnerable to all forms of entry hazards, which limit its ability to reliably switch in and threaten opposing teams.

**Specially Bulky Pokemon**: Type: Null is a very hard check to Houndoom, as it can easily stomach its special attacks and doesn't take enough from Sucker Punch and Pursuit to prevent it from setting up and KOing Houndoom. Type: Null also has Rest to restore any lost HP should it get worn down beforehand. Other specially bulky Pokemon like Diancie, Mega Audino, Pyukumuku, and Poliwrath can take Houndoom on depending on the set.
one thing I noticed in particular was Pokemon not being mentioned by order of viability; I noted all the instances I saw in the first set's info, but I recommend you go through when you write this up and catch any other times that happened ^^
 
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Punchshroom

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amcheck implement only what you want to, comments are in bold

one thing I noticed in particular was Pokemon not being mentioned by order of viability; I noted all the instances I saw in the first set's info, but I recommend you go through when you write this up and catch any other times that happened ^^
I noticed you point this out a lot in your amchecks, but pokemon don't really need to be mentioned by order of viability. They just need to be, well, viable.
 

Rabia

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I noticed you point this out a lot in your amchecks, but pokemon don't really need to be mentioned by order of viability. They just need to be, well, viable.
I've been told in my analyses to list them according to viability :thoonk:
 

Punchshroom

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I've been told in my analyses to list them according to viability :thoonk:
Well we NU QC don't have such a strict restriction saying "this pokemon needs to be listed before that pokemon specifically/in order of VR", so I might have to assume you misinterpreted that.
 
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