• Smogon Premier League is here and the team collection is now available. Support your team!

Houndoom [4F]+

[SET]
name: Nasty Plot Sweeper
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Hidden Power Fighting
item: Life Orb / Leftovers / Expert Belt
ability: Flash Fire
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Houndoom's base 110 Special Attack makes it the most powerful Nasty Plot user in UU, and if you plan on using Houndoom, this set is definitely its best. The threat of strong Fire-type attacks coming from Houndoom can force switches that allow you to have a free turn to set up Nasty Plot, while Houndoom's Fire and Psychic-type immunities give it plenty of opportunities to set up, as well.</p>

<p>To give an example of just how powerful a Nasty Plot Fire Blast is with a Flash Fire boost and Life Orb, it can 2HKO Calm 252 SpD Chansey 100% of the time. If you are unable to achieve the Flash Fire Boost, you can still be looking at a comfortable 3HKO, something that is almost unheard of in UU. If you don't wish to rely on Fire Blast's 85% accuracy and low PP, Flamethrower is a much safer option, however, you will lose a significant amount of power with the change. Dark Pulse provides Houndoom with a strong secondary STAB attack that can take out Pokemon resistant to Fire Blast such as Slowbro and has a much safer 100% accuracy,as well as a chance to flinch. Remove(Hidden Power Flying may seem like a joke, but it serves its purposes.) Most Pokemon that resist the Fire and Dark-type combo are weak to Flying and Psychic attacks. Hidden Power Fighting is the better option though because it is not resisted by any of the Pokemon that resist the Dark and Fire-type combo, namely Crawdaunt, Sharpedo, and Houndoom.p>

<p>Houndoom will generally want to max Speed to avoid losing to other Pokemon with base 95 Speed. However, with Houndoom's frailness, it isn't best to rely on winning too many speed ties.(What is the relevance here?)</p>

<p>Nasty Plot Houndoom works extremely well with Encore users such as Shuckle and Clefable who can provide Houndoom a free turn of set up. Houndoom also works well with Grass and Bug-types who can lure in Fire-type attacks. Dry Skin Toxicroak is a great Pokemon to pair with it, absorbing Water-type attacks for Houndoom while Houndoom absorbs Fire and Psychic-type attacks thrown at Toxicroak. Both must beware of Ground-type attacks such as Earthquake though. (Start a new paragraph here->) Houndoom's biggest issue is its Speed stat that allows him to be easily revenge killed by faster Pokemon. With his frailness and Life Orb, Houndoom will have trouble surviving, however, when using Houndoom, you can take comfort in the fact that after you Nasty Plot, your opponent will not be able to survive very long either. (Move to Counters section unless you think that only this set has specific trouble with these specific threats->)Houndoom has to be wary of Mantine and Hariyama as well. Hariyama's Thick Fat and Fighting-type attacks will allow him to beat Houndoom easily. (remove), so Pokemon like Weezing can scare it off with Will-O-Wisp. Mantine can generally survive all of Houndoom's attacks, however, after Stealth Rock and Nasty Plot, Dark Pulse can cause it trouble.</p>

Changes in bold. HP Flying only hits Hariyama specifically SE, and that is only a concern if you know that it is running Thick Fat. HP Fighitng allows you to hit the three pkmn that specifically resist your STABs, as well as normal types. I only did the first set because the HP Flying caught my eye and I do not have much time right now, but I may look over the others later.
 
we already went over this before but


hp flying is probably the best option because it hits hariyama, poliwrath, and blaziken super effective and has the best neutral coverage on anything that resists fire + dark


hp fighting's use is very limited as fire blast will pretty much always outdamage it unless fighting pure rock-types (who dark pulse should ko as well) and steel/fighting types but np fire blast will usually ohko all of those easily.
 
Like KD said, Hidden Power Fighting isn't a good idea for Houndoom in UU. Hidden Power Flying hits 4 of the 7 Pokemon that resist Houndoom's STAB, while Hidden Power Fighting only hits 3. Hidden Power Fighting is pretty much only good for OU.

Expert Belt is a terrible option on Houndoom. It doesn't hit many types for super effective damage, and Expert Belt will reduce the amount of damage Houndoom needs to score OHKO/2HKOs.
 
Imo it should probably have Hidden Power Ground slashed in.

Hits foe Houndoom, Blaziken, and does more damage to Pokemon such as Regirock, Arcanine, and well..every other fire type.
 
http://www.smogon.com/dp/pokemon/houndoom

Alright, KD24 and I have been working on Houndoom for a while now, and we've finished at last. Everything has been done to the best of our abilities. Here's the list of what KD has done, and what I have done:

KD24

Nasty Plot set
Choice Scarf set
Mixed set
Team Options

Fuzznip

Choice Specs set
Lead set
Counters
Opinion
Other Options
EVs

Changes:
- Rewrote sets
- Added Team Options
- Added "Lead" set
- Removed sections containing OU information, replaced with UU information

--------------------------------------------------------------------------------------

[SET]
name: Nasty Plot Sweeper
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Hidden Power Flying
item: Life Orb / Leftovers
ability: Flash Fire
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS] (don't skip a line)
<p>Houndoom's base 110 Special Attack makes it the most powerful Nasty Plot user in UU, and if you plan on using Houndoom, you may want to abuse this. The threat of strong Fire-type attacks coming from Houndoom can force switches that allow you to have a free turn to set up Nasty Plot, Houndoom's Fire- and Psychic-type immunities give Houndoom plenty more opportunities to set up as well.</p>

<p>To give an example of just how powerful a Nasty Plot Fire Blast is with a Flash Fire boost and Life Orb, it can 2HKO Calm 252 SpD Chansey 100% of the time. If you are unable to achieve the Flash Fire Boost, you can still be looking at a comfortable 3HKO, something that is almost unheard of in UU. If you don't wish to rely on Fire Blast's 85% accuracy, Flamethrower is a much safer option, however, you will lose a significant amount of power with the change. Dark Pulse provides Houndoom with a strong secondary STAB attack that can take out Pokémon resistant to Fire Blast such as Slowbro and has a much safer 100% accuracy as well as a chance to flinch. Hidden Power Flying may seem like a joke, but it serves its purposes. Most Pokémon that resist the Fire- and Dark-type combo are weak to Flying and Psychic attacks. Hidden Power Flying is the better option though because Hidden Power Flying is not resisted by any of the Pokémon that resist the Dark- and Fire-type combo, while three of them (Crawdaunt, Sharpedo, and Houndoom) resist Hidden Power Psychic, making Hidden Power Flying the superior option.</p>

<p>Houndoom will generally want to max Speed to avoid losing to other Pokémon with base 95 Speed. However, with Houndoom's frailness, it isn't best to rely on winning too many speed ties.</p>

<p>Nasty Plot Houndoom works extremely well with Encore users such as Shuckle and Clefable who can provide Houndoom a free turn of set up. Houndoom also works well with Grass- and Bug-types who can lure in Fire-type attacks. Dry Skin Toxicroak is a great Pokemon as well, absorbing Water-type attacks for Houndoom while Houndoom absorbs Fire- and Psychic-type attacks thrown at Toxicroak. Both must be weary of Ground-type attacks such as Earthquake though. Houndoom's biggest issue is its Speed stat, which allows him to be easily revenge killed by faster Pokémon. With his frailness and Life Orb, Houndoom will have trouble surviving, however, when using Houndoom, you can take comfort in the fact that after you Nasty Plot, your opponent will not be able to survive much either. Houndoom has to be weary of Mantine and Hariyama as well. Hariyama's Thick Fat and Fighting-type attacks will allow him to beat Houndoom easily, so Pokémon like Weezing can scare it off with Will-O-Wisp. Mantine can generally survive all of Houndoom's attacks, however Stealth Rock and Nasty Plot Dark Pulse can give Mantine trouble.</p>

[SET]
name: Choice Scarf
move 1: Fire Blast / Overheat
move 2: Dark Pulse
move 3: Hidden Power Flying / Hidden Power Grass
move 4: Pursuit / Flamethrower
item: Choice Scarf
nature: Mild / Modest
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS] (don't skip a line)
<p>Houndoom's biggest issue is a (removed "an unraisable", unraisable is not a word) Speed stat that is only decent at best. On a sweeper like Houndoom, this is a really big setback. Choice Scarf eliminates this "weakness" and can also give Houndoom some surprise kills on faster Pokémon.</p>

<p>Fire Blast is a great option like always, but Overheat may prove very successful as well. Overheat has a better accuracy than Fire Blast and 20 more Base Power. This advantage come with one big disadvantage, a -2 Special Attack drop after one use. The reason it has merit on this set is that this Houndoom is meant to hit and run. However, if you wish to sweep with Houndoom in the lategame, Fire Blast is the better option.</p>

<p>Dark Pulse and Hidden Power Flying are the same as always, covering anything Fire Blast does not. Dark Pulse is even more effective on this set than before as the flinch rate will be a constant threat to your opponent, assuming Houndoom is moving first every turn. The last slot can go to Flamethrower or Pursuit, both of which are viable. Pursuit is great for removing Ghost-types from the game and can be a smart way to wear down obvious switch-ins. Flamethrower provides the 100% accuracy attack and runs off Houndoom's much higher Special Attack (maybe mention how Flamethrower could provide the lategame sweep when used in conjunction with Overheat).</p>

<p>Houndoom's counters have remained the same in this set, although relying on using faster Pokémon to revenge kill is not as viable anymore. However, with no Life Orb or Choice Specs, Houndoom will have an extremely hard time being able to take down bulky Water-types, such as Milotic, and strong special walls, such as Hariyama and Chansey. To help deal with these threats, strong Grass-types can be very helpful. Honchkrow and Toxicroak are also very good partners for Houndoom, the former can OHKO Chansey (maybe mention with what move it OHKOes with) and specially defensive Hariyama while the latter can absorb Water-type attacks and OHKO Chansey as well. Toxicroak's weakness to Fire can also draw Fire-type attacks in for Houndoom, giving him a Flash Fire boost.</p>

[SET] (don't skip a line)
name: Choice Specs
move 1: Overheat / Fire Blast
move 2: Dark Pulse
move 3: Hidden Power Flying
move 4: Flamethrower
item: Choice Specs
ability: Flash Fire
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS] (don't skip a line)
<p>Houndoom equipped with Choice Specs makes it an extremely threatening Pokémon, scoring massive amounts of damage with its powerful STAB moves. Choice Specs allows Houndoom to reach a respectable 478 SpA stat coupled with a decent base 95 Speed.</p>

<p>Overheat is your primary choice as it can severely dent (or possible OHKO) Pokémon that don't resist it, but the side-effect is that it makes Houndoom switch out a lot, which is not necessarily good due its Stealth Rock weakness. Although Fire Blast makes an excellent alternative option as it allows Houndoom to stay in play longer and still do severe damage to Pokémon without losing any power, it does not pack the initial power as Overheat (does it miss out on any OHKOs?). Dark Pulse is Houndoom’s second-most strong option, as it receives the STAB and has a potential flinch which Houndoom can benefit from greatly. Hidden Power Flying is recommended as it allows Houndoom not to be completely walled by Pokemon that resist Houndoom's STAB moves such as Hariyama and Poliwrath. The last move slot is mainly used as a filler, and so Flamethrower is your best options. Flamethrower is used to ensure kills since Fire Blast has a chance at missing which could be very risky considering Houndoom's frail defenses.</p>

<p>Flash Fire is the best ability for this set as it makes your STAB Fire-type moves even scarier. If Houndoom is able to get in on a move that gives it a Flash Fire boost, Fire Blast is strong enough to have a 35% chance at 2HKOing the max SpD Chansey, which is quite powerful.</p>

<p>As always, being locked into a move allows many counters to come in and absorb the predicted hit. Milotic and Slowbro absorb Houndoom's Fire moves with ease, so it's best to take them out as soon as possible. Shaymin or Roserade are excellent choices at scaring them off, as they both resist Milotic's and Slowbro's STAB Surf. Poliwrath can walk right into Dark Pulse or Fire Blast, but Shaymin and Roserade are once again excellent choices at forcing Poliwrath to switch out or sacrifice itself. Bulky Grass-types such as Tangrowth and Shaymin rub off Hidden Power Grass, so using Fire-type attacks on a predicted Grass-type switch-in can ruin them, although Staraptor or Crobat can threaten them with STAB Brave Bird. Hariyama resists all of Houndoom's moves (not Hidden Power Flying), so it's preferred to get rid of it as soon as possible, or else Houndoom will have trouble getting some kills. Again, Staraptor or Crobat are decent switch ins, as is Weezing, who has access to Will-O-Wisp and Pain Split, although you should watch out if Hariyama is running Guts over Thick Fat.</p>

[SET]
name: Lead
move 1: Fire Blast
move 2: Dark Pulse
move 3: Counter
move 4: Taunt / Protect
item: Focus Sash
ability: Early Bird
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS] (don't skip a line)
<p>With Houndoom's decent Speed and great Special Attack stat, it can serve as a very effective lead. It can stop many opposing leads from setting up and threaten them with Houndoom’s higher powered STAB moves.</p>

<p>The combination of Fire Blast and Dark Pulse allows Houndoom to hit everything for neutral or super effective damage, only resisted by Poliwrath, Blaziken, Hariyama, and opposing Houndoom. Fire Blast is a great option for Houndoom as it can dent many holes in others because of (removed "the") STAB and high power. STAB Dark Pulse can also do serious damage and the chance to flinch is always a plus. With Focus Sash, Houndoom can become very surprising when it comes to using the move Counter, as it can score surprise OHKOs on Pokémon that Houndoom has trouble harming, such as Hitmontop with Mach Punch. Taunt is used to stop the opponent from trying to set up which is always helpful, but Protect allows you to block Fake Out damage, which could cripple your Focus Sash, and to scout. Will-O-Wisp can also be used if you want to cripple opposing physical sweepers.</p>

<p>With this set, both of Houndoom's abilities can be used. Early Bird is the primary choice as it allows Houndoom to wake up 50% faster then usual which would help against opposing sleepers such as Crobat. Flash Fire is used if you want to use Houndoom later in the game to absorb the Fire-type attacks to increase Fire Blast's power, making it a deadly move.</p>

<p>As mentioned above, this Houndoom has a lot of trouble dealing with other Houndoom, Poliwrath, Blaziken, and Hariyama. Milotic or Blastoise are both great options against opposing Houndoom and Blaziken because of their overall bulk and access to STAB Surf. Grass-type pokemon such as Shaymin or Roserade are excellent switch-ins on Poliwrath, resisting both of Poliwrath’s STABs and both have access to powerful super effective Grass moves. On the other hand, Hariyama can be threatened by switching in Pokemon like Weezing or Spiritomb, both resisting Hariyama’s STAB moves and both getting access to Will-O-Wisp and Pain Split. Since Milotic or Blastoise are good switch-ins for opposing Houndoom, this Houndoom will also have trouble dealing with these Pokemon. As mentioned, Shaymin and Roserade do great against Milotic as they both resist Milotic’s STAB and resist the common Toxic, while threatening it with their STAB moves.</p>

[SET]
name: Mixed
move 1: Overheat
move 2: Crunch / Sucker Punch
move 3: Pursuit
move 4: Thunder Fang
item: Life Orb
nature: Naughty
evs: 252 Atk / 180 Spe / 76 SpA

[SET COMMENTS] (don't skip a line)
<p>Houndoom also has a respectable base 90 attack, along with one attack Arcanine does not have: Pursuit. With Pursuit, Houndoom can actually use a mixed attacking set to some extent, especially helpful for teams who need a way to eliminate Ghost-types for their Rapid Spinners.</p>

<p>Overheat is still extremely strong and should be used as this set is more geared for the physical side. If you plan on using your Fire-type attack for multiple turns, you may just want to use a special attacking set and use Fire Blast. Crunch is a great move that can lower defense and help defeat Slowbro, as well as other Fire-types. However, Sucker Punch gives Houndoom much needed priority and has the same Base Power. Sucker Punch does require more prediction though and if you do use it, you may be interested in using Taunt over Thunder Fang in the last slot. Pursuit is the real reason to use this set, being able to knock switching Ghost-types such as Mismagius and Rotom into oblivion. Thunder Fang is for bulky Water-types and also has a nasty flinch and paralysis chance.</p>

<p>180 Speed EVs allow Houndoom to outspeed Adamant Toxicroak and attempt to OHKO with Overheat, and also outspeeds any Pokémon trying to be smart and only beat Toxicroak by one point.</p>

<p>This Houndoom should only be used on teams looking for a huge surprise element as well as a decent mixed attacker. This set can beat Chansey however, assuming Crunch eventually gets a Defense drop. Houndoom's luck is that its main physical STAB (removed ",") Dark-type attacks, are mostly walled by Steel-types, which is what its other STAB, Overheat, eliminates. This set really enjoys help from Stealth Rock and Spikes support, as well as Rapid Spinners, who can eliminate Stealth Rock after Houndoom eliminates the Ghost-types.</p>

[Other Options] (don't skip a line)
<p>Houndoom can go for a defensive set with Will-O-Wisp, Roar, and Taunt in its moveset. However, Houndoom is so frail that physical attacks will still most likely finish it even after a Will-O-Wisp. If you need a great way to eliminate Ghost-types who can block your Rapid Spin, Choice Band Houndoom could work, being able to fire off STAB Pursuit and Sucker Punch to take out Ghost-types. However, Houndoom’s Attack is much lower than his Special Attack, therefore it should be avoided.</p>

[EVs] (don't skip a line)
<p>Houndoom should usually stick to maxing out Speed and Special Attack to tie with other Pokemon such as Arcanine and Jynx.</p>

<p>40 HP / 252 SpA / 216 Spe all ows Houdoom to survive three Seismic Tosses which can help when taking on Chansey.</p>

<p>80 Atk / 252 SpA / 176 Spe with a Mild nature for the Choice Scarf set allows Houndoom to outspeed Choice Scarf Pokemon with a base speed of 85, such as Pinsir.</p>

[Team Options] (don't skip a line)
<p>Houndoom should always be paired with a strong Grass-type, usually Shaymin or Sceptile. Not only do these Grass-types lure in Fire-type attacks to activate Flash Fire, but they also eliminate the bulky Water-types who Houndoom can not deal with. Shaymin can also wear Chansey down a lot with Substitute and Leech Seed. If you want to be creative and eliminate all of Houndoom's counters, you can use a Swords Dance Shaymin and even include Psychic for Hariyama. Speaking of Hariyama, Claydol works extremely well with Houndoom, countering Hariyama, setting up screens for him, giving Houndoom time to Nasty Plot, and also spinning away Stealth Rock.</p>

<p>Strong Fighting-types such as Toxicroak and Hariyama are also great choices, being able to take down Chansey and bulky Water-types. Honchkrow also works well, knocking out Hariyama, Poliwrath, and Chansey, and also has an immunity to Ground-type attacks.</p>

[Opinion] (don't skip a line)
<p>Although Houndoom does have two immunities that help it switch in, its weakness to Stealth Rock can wear it down rather quickly. Don't let this fool you though, as Houndoom can live long enough to completely terrorize the metagame. Houndoom,s speed will be its downfall in many cases, however, keeping Houndoom in reserve until the opponent's speed demons are gone will give you a clear chance to sweep.</p>

<p>Houndoom should generally stay away from OU play when other options such as Infernape are more viable.</p>

[Counters] (don't skip a line)
<p>When it comes to countering Houndoom, Hariyama is by far the best choice. With Thick Fat, Hariyama is resistant to both of Houndoom’s STAB attacks. Its overall bulk and access to super effective STAB moves allow it to fend off Houndoom with ease, but would take hard damage from the unexpected Hidden Power Flying. Specially defensive Hitmontop can switch in on Houndom and revenge kill with Mach Punch.</p>

<p>Chansey will generally beat Houndoom all the time, shrugging off unboosted Fire Blasts and 3HKOs Houndoom with Seismic Toss. Altaria also resists Fire Blast, giving it a great opportunity to OHKO with Earthquake.</p>

<p>Poliwrath’s unique typing also allows it to resist both of Houndoom’s STAB attacks, but it fears Hidden Power Flying. Other bulky Water-types such as Mantine and Milotic can defeat Houndoom as well. Kabutops and Azumarill can easily switch in on Fire Blast and threaten Houndoom with Aqua Jet.</p>

<p>Regirock has to the bulk to also withstand a boosted Dark Pulse and can come back with an easy OHKO from Stone Edge, while Shuckle can Encore Nasty Plots which allows you to get in a free switch-in, or you can use Toxic to cripple Houndom and (removed "to") finish it off faster.</p>

Good Job. Comments in parentheses.
 
[SET]
name: Nasty Plot Sweeper
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Hidden Power Flying
item: Life Orb / Leftovers
ability: Flash Fire
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Houndoom's base 110 Special Attack makes it the most powerful Nasty Plot user in UU, and if you plan on using Houndoom, this set is arguably the most effective. The threat of strong Fire-type attacks combined with Houndoom's Fire and Psychic-type immunities can force switches that allow you to have a free turn to set up Nasty Plot.</p>

<p>To give an example of just how powerful a Nasty Plot Fire Blast is, with a Flash Fire boost and Life Orb, it can 2HKO Calm 252 SpD Chansey 100% of the time. If you are unable to achieve the Flash Fire Boost, you can still be looking at a comfortable 3HKO, something that is almost unheard of in UU. If you don't wish to rely on Fire Blast's 85% accuracy, Flamethrower is a much safer option, however, you will lose a significant amount of power with the change. Dark Pulse provides Houndoom with a strong secondary STAB attack that can take out Pokemon resistant to Fire Blast such as Slowbro and has a much safer 100% accuracy as well as a chance to flinch. Most Pokemon that resist the Fire and Dark-type combo are weak to Flying and Psychic attacks. Hidden Power Flying is the better option, though, because it is not resisted by any of the Pokemon that resist the Dark and Fire-type combo, while three of them (Crawdaunt, Sharpedo, Houndoom) are immune to Hidden Power Psychic. (It might be a good idea to note that Crawdaunt and Sharpedo are hit harder by Flamethrower.) </p>

<p>Houndoom will generally want to max Speed to avoid losing to other Pokemon with base 95 Speed. However, with Houndoom's frailness, it isn't best to rely on winning too many speed ties.</p>

<p>Nasty Plot Houndoom works extremely well with Encore users such as Shuckle and Clefable who can provide Houndoom a free turn of set up. Houndoom also works well with Grass and Bug-types who can lure in Fire-attacks. Dry Skin Toxicroak is a great Pokemon as well, absorbing Water-type attacks for Houndoom while Houndoom absorbs Fire and Psychic-type attacks thrown at Toxicroak. Both must be wary of Ground-type attacks such as Earthquake, though. Houndoom's biggest issue is its Speed stat that allows him to be easily revenge killed by faster Pokemon. With its frailness and Life Orb, Houndoom will have trouble surviving. However, when using Houndoom, you can take comfort in the fact that after you Nasty Plot, your opponent will not be able to survive much, either. Houndoom has to be wary of Mantine and Hariyama as well. Hariyama's Thick Fat and Fighting-type attacks will allow him to beat Houndoom easily so Pokemon like Weezing can scare it off with Will-O-Wisp. Mantine can generally survive all of Houndoom's attacks, however, after Stealth Rock damage and Nasty Plot, Dark Pulse can cause it trouble.</p>

[SET]
name: Choice Scarf
move 1: Fire Blast / Overheat
move 2: Dark Pulse
move 3: Hidden Power Flying / Hidden Power Grass
move 4: Pursuit / Flamethrower
item: Choice Scarf
nature: Mild / Modest
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Houndoom's biggest issue is an unraisable Speed stat that is only decent at best. On a sweeper like Houndoom, this is a really big setback. Choice Scarf eliminates this "weakness" and can also give Houndoom some surprise kills on faster Pokemon.</p>

<p>Fire Blast is a great option like always but Overheat may prove very successful as well. Overheat has a better accuracy than Fire Blast and 20 more Base Power. This advantage come with one big disadvantage, a -2 Special Attack drop after one use. The reason it has merit on this set is that this Houndoom is meant to hit and run. However, if you wish to sweep with Houndoom in the lategame, Fire Blast is the better option.</p>

<p>Dark Pulse and Hidden Power Flying are the same as always, covering anything Fire Blast does not. Dark Pulse is even more effective on this set than before as the flinch rate will be a constant threat to your opponent, assuming Houndoom is moving first every turn. The last slot can go to Flamethrower or Pursuit, both of which are viable. Pursuit is great for removing Ghost-types from the game and can be a smart way to wear down obvious switch-ins. Flamethrower provides the 100% accuracy attack and runs off Houndoom's much higher Special Attack.</p>

<p>Houndoom's counters have remained the same in this set, although relying on using fast Pokemon to revenge kill is not as viable anymore. However, with no Life Orb or Choice Specs, Houndoom will have an extremely hard time being able to take down bulky Water-types such as Milotic and strong special walls such as Hariyama and Chansey. To help deal with these threats, strong Grass-types can be very helpful. Honchkrow and Toxicroak are also very good partners for Houndoom, the former can OHKO Chansey and special defensive Hariyama while the latter can absorb Water-type attacks and OHKO Chansey as well. Toxicroak's weakness to Fire can also draw Fire-type attacks in for Houndoom, giving him a psuedo-boost.</p>

[SET]

name: Choice Specs
move 1: Overheat / Fire Blast
move 2: Dark Pulse
move 3: Hidden Power Flying
move 4: Flamethrower
item: Choice Specs
ability: Flash Fire
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Houndoom equipped with Choice Specs makes it an extremely threatening Pokemon, scoring massive amounts of damage with its powerful STAB moves. Choice Specs allows Houndoom to reach a respectable 478 SpA stat coupled with a decent base 95 Speed.</p>

<p>Overheat is your primary choice as it can severely dent (or possibly OHKO) Pokemon that don’t resist it, but the side-effect makes Houndoom switch out a lot, which is not necessarily good due to its Stealth Rock weakness. Although, Fire Blast makes an excellent alternative option as it allows Houndoom to stay out longer and still inflict severe damage without losing any power. Dark Pulse is Houndoom’s second strongest option, as it receives the STAB and has the potential to flinch which Houndoom can benefit from greatly. Hidden Power Flying is recommended as it allows Houndoom not to be completely walled by Pokemon that resist Houndoom's STAB moves such as Hariyama and Poliwrath. The last move slot is mainly used as a filler, so Flamethrower is your best option. Flamethrower is used to ensure kills since Fire Blast has a chance at missing which could be very risky considering Houndoom’s frail defenses.</p>

<p>Flash Fire is the best ability for this set as it makes your STAB Fire-type moves even scarier. If Houndoom is able to get in a Flash Fire boost, Fire Blast is strong enough to have a 35% chance at 2HKOing the max SpD Chansey, which is quite powerful.</p>

<p>As always, being locked into a move allows many counters to come in and absorb the predicted hit. Milotic, Slowbro, and Poliwrath absorb Houndoom’s Fire moves with ease, so it’s best to take them out as soon as possible. Shaymin or Roserade are excellent choices at scaring them off, as they both resist their STAB Water-attacks. Bulky Grass-types such as Tangrowth and Shaymin rub off Hidden Power Grass (HP Grass isn't mentioned anymore), so using Fire-type attacks on a predicted Grass-type switch-in can ruin them. Crobat (Staraptor is banned) can threaten them with a STAB Brave Bird. Hariyama resists all of Houndoom’s moves, so it’s preferred to get rid of it as soon as possible, or else Houndoom will have trouble getting some kills. Again Crobat is a decent switch in, as is Weezing with access to Will-O-Wisp and Pain Split, although you should watch out if Hariyama is running Guts over Thick Fat.</p>

[SET]
name: Lead
move 1: Fire Blast
move 2: Dark Pulse
move 3: Counter
move 4: Taunt / Protect
item: Focus Sash
ability: Early Bird
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>With Houndoom’s decent Speed and great Special Attack stat, it can serve as a very effective lead. It can stop many opposing leads from setting up and threaten them with high power STAB moves.</p>

<p>The combination of Fire Blast and Dark Pulse allows Houndoom to hit everything for neutral or super effective damage, only resisted by Poliwrath, Blaziken, Hariyama, and opposing Houndoom in UU (Crawdaunt, Sharpedo, etc in NU). Fire Blast is a great option for Houndoom as it can dent many others because of the STAB and high power. STAB Dark Pulse can also do serious damage, and the chance to flinch is always a plus. With Focus Sash and Counter, Houndoom can score surprise OHKOs on Pokemon that it has trouble harming, such as Hitmontop with Mach Punch. Taunt is used to stop the opponent from trying to set up which is always helpful, but Protect allows you to prevent Fake Out damage and to scout. Will-O-Wisp can also be used if you want to cripple physical sweepers.</p>

<p>With this set, both of Houndoom’s abilities can be used. Early Bird is the primary choice as it allows Houndoom to wake up 50% faster then usual, which would help against opposing sleepers such as Crobat. Flash Fire is used if you want to use Houndoom later in the game to absorb the Fire-type attacks to increase Fire Blast’s power, making it a deadlier move.</p>

<p>As mentioned above, this Houndoom has a lot of trouble dealing with other Houndoom, Poliwrath, Blaziken, and Hariyama. Milotic or Blastoise are both great options against opposing Houndoom and Blaziken because of their overall bulk and access to STAB Surf. Grass-type Pokemon such as Shaymin or Roserade are excellent switch-ins on Poliwrath, with resistances to both of Poliwrath’s STABs and access to powerful super- effective Grass moves. On the other hand, Hariyama can be threatened by switching in Pokemon like Weezing or Spiritomb, both of whom resist Hariyama’s STAB moves and have access to Will-O-Wisp and Paint Split. Since Milotic or Blastoise are good switch-ins for opposing Houndoom, this Houndoom will also have trouble dealing with these Pokemon. As mentioned, Shaymin and Roserade do great against Milotic as they both resist Milotic’s STAB and resist the common Toxic, while threatening it with their STAB moves.</p>

[SET]
name: Mixed
move 1: Overheat
move 2: Crunch / Sucker Punch
move 3: Pursuit
move 4: Thunder Fang
item: Life Orb
nature: Naughty
evs: 252 Atk / 180 Spe / 76 SpA

[SET COMMENTS]

<p>Houndoom also has a respectable base 90 attack, along with one attack Arcanine does not have, Pursuit. With Pursuit, Houndoom can actually use a mixed attacking set to some extent, especially helpful for teams who need a way to eliminate Ghost-types for their Rapid Spin.</p>

<p>Overheat is still extremely strong and should be used as this set is geared more for the physical side. If you plan on using your Fire-type attack for multiple turns, you may just want to use a special attacking set and use Fire Blast. Crunch is a great move that can lower defense and help defeat Slowbro, as well as other Fire-types. Sucker Punch gives Houndoom much needed priority however, and has the same Base Power. Sucker Punch does require more prediction though and if you do use it, you may be interested in using Taunt over Thunder Fang in the last slot. Pursuit is the real reason to use this set, being able to knock switching Ghost-types such as Mismagius and Rotom into oblivion. Thunder Fang is for bulky Water-types and also has a nasty flinch and paralysis chance.</p>

<p>180 Speed EVs allow Houndoom to outspeed Adamant Toxicroak and attempt to OHKO with Overheat, and also outspeeds any Pokemon trying to be smart and only beat Toxicroak by one point.</p>

<p>This Houndoom should only be used on teams looking for a huge surprise element as well as a decent mixed attacker. This set can beat Chansey however, assuming Crunch eventually gets a Defense drop. Houndoom's luck is that its main physical STAB, Dark-type attacks, are mostly walled by Steel-types which is what Overheat eliminates. This set really enjoys help from Stealth Rock and Spikes support, as well as Rapid Spinners, who can eliminate Stealth Rock after Houndoom eliminates the Ghost-types.</p>

[Other Options]

<p>Houndoom can go for a defensive set with Will-O-Wisp, Roar, and Taunt in its moveset. However, Houndoom is so frail that physical attacks will still most likely finish it even after a Will-O-Wisp. If you need a great way to eliminate Ghost-types who can block your Rapid Spin, Choice Band Houndoom could work, being able to fire off STAB Pursuit and Sucker Punch to take out Ghost-types. However, Houndoom’s Attack is much lower than his Special Attack, therefore it should be avoided.</p>

[EVs]

<p>Houndoom should usually stick to maxing out Speed and Special Attack to tie with other Pokemon such as Arcanine and Jynx.</p>

<p>40 HP / 252 SpA / 216 Spe allows Houdoom to survive three Seismic Tosses which can help when taking on Chansey.</p>

<p>80 Atk / 252 SpA / 176 Spe with a Mild nature for the Choice Scarf set allows Houndoom to outspeed Choice Scarf Pokemon with a base speed of 85, such as Pinsir.</p>

[Team Options]

<p>Houndoom should always be paired with a strong Grass-type, usually Shaymin or Sceptile. Not only do these Grass-types lure in Fire-type attacks but they also eliminate the bulky Water-types who Houndoom cannot deal with. Shaymin can also wear Chansey down a lot with Substitute and Leech Seed. If you want to be creative and eliminate all of Houndoom's counters, you can use a Swords Dance Shaymin and even include Psychic or Zen Headbutt for Hariyama. Speaking of Hariyama, Claydol works extremely well with Houndoom, countering Hariyama, setting up screens for him, giving Houndoom time to Nasty Plot, and also spinning away Stealth Rock.</p>

<p>Strong Fighting-types such as Toxicroak and Hariyama are also great choices, being able to take down Chansey and bulky Water-types. Honchkrow also works well, knocking out Hariyama, Poliwrath, and Chansey, and also has an immunity to Ground-type attacks.</p>

[Opinion]

<p>Although Houndoom does have two immunities that help it switch in, its weakness to Stealth Rock can wear it down rather quickly. Don’t let this fool you though as Houndoom can live long enough to completely terrorize the metagame. Houndoom’s speed will be its downfall in many cases, however, keeping Houndoom in reserve until the opponent’s speed demons are gone will give you a clear chance to sweep.</p>

<p>Houndoom should generally stay away from OU play when other options such as Infernape are more viable.</p>

[Counters]

<p>When it comes to countering Houndoom, Hariyama is by far the best choice. With Thick Fat, Hariyama is resistant to both of Houndoom’s STAB attacks. Its overall bulk and access to super effective moves allow it to fend off Houndoom with ease, but it does take hard damage from the unexpected Hidden Power Flying. Specially defensive Hitmontop can switch in on Houndom and KO it with Mach Punch.</p>

<p>Chansey will generally beat Houndoom all the time, shrugging off unboosted Fire Blasts and 3HKOs Houndoom with Seismic Toss. Altaria also resists Fire Blast, giving it a great opportunity to OHKO with Earthquake.</p>

<p>Poliwrath’s unique typing also allows it to resist both of Houndoom’s STAB attacks, but fears Hidden Power Flying. Other bulky Water-types such as Mantine and Milotic can defeat Houndoom as well. Kabutops and Azumarill can easily switch in on Fire Blast and threaten Houndoom with Aqua Jet.</p>

<p>Regirock also has to the bulk to withstand a boosted Dark Pulse and can come back with an easy OHKO from Stone Edge, while Shuckle can Encore Nasty Plots which allows you to get in a free switch-in, or you can use Toxic cripple Houndom and to finish it off faster.</p>



Have fun reading. :)

Mostly just nitpicks, nice work.
 
You've left Hariyama in the counters paragraph for the Nasty Plot set and Choice Specs set despite adding HP Flying. Hariyama is no longer a concern so can be removed now.
 
I haven't had too much time, but in the limited time, I noticed it worked pretty well with Nasty Plot over Dark Pulse. Firstly, things weak to Dark Pulse are not likely to switch in, as they feel that is always going to be on Doom's sets, so I found Nasty Plot over Dark Pulse more helpful, and since Solar Beam often deals with what resists Fire Blast (barring Altaria and Fire types), which take more from Sunny Day and / or Flash Fire boosted Fire Blast than Dark Pulse anyways, Houndoom works better with 2 attacks than 3 on the Sunny Set.

Also, Houndoom's sweeping isn't too bad since if it is threatened by an opponent, it will likely have set up the Sun and switch to a helpful teammate that resists Fighting, Ground, and / or Water (Victreebel, Exeggutor, Tangrowth, etc.) So in other words, the advantage over the other sweeping sets is that as long as Houndoom has set up Sunny Day, it has still accomplished its job, and sweeping with Nasty Plot boosted Fire Blasts and Solar Beams under the sun just add to the effectiveness of Houndoom.

And lets face it, a Sunny Day boosted Fire Blast does more than a Super Effective Dark Pulse, and a Sunny Day boosted Day Fire Blast resisted does more than a neutral Dark Pulse / Solar Beam. And with Solar Beam's coverage on Water and Rock types, Houndoom I find does pretty well on its own, as its the better of the 2 UU Fire types that has access to Nasty Plot, and can truly abuse Sunny Day without fearing the recoil that Arcanine and Rapidash fear from Flare Blitz. Nasty Plot is what really sells this set, and without Nasty Plot, Ninetails would outclass it with a Sunny Plot set.

Overall, this set is pretty good, has a nice surprise factor (many people switch in Water, or Rock types) and can really abuse its Solar Beam to KO some of its Counters (Rhydon, etc) and even more after a Nasty Plot (Poliwrath, etc).

I don't know if Houndoom is capable of setting up both Sunny Day and Nasty Plot at the same time due to it's lack of defenses, unless your opponent is playing horribly and lets you set up. Also, other Pokemon can benefit more from Sunny Day than Houndoom. None of Houndoom's stats increase, only it's Fire power and one-turn Solarbeam. Many can revenge kill Houndoom easily because of its mediocre speed, and since it doesn't have Chlorophyll, it will be left vulnerable to faster enemies and won't use Sunny Day to full effect.

Also, the standard Nasty Plot set is basically like this. One Nasty Plot Fire Blast with Life Orb is just like a Sunny Day boosted Fire Blast, if not stronger. Houndoom can't score Nasty Plot and Sunny Day at the same time like I said before, so Nasty Plot is pretty much the better way to go as it increases all of it's attacks instead of just Fire Blast.

I'll start testing it tonight and see how it goes. If it turns out useful, I take this back and I'm truly sorry.
 
- Sucker Punch needs to go on the Lead set
- You need to remove mentions of Shaymin (and Crobat if there are any)
- HP Flying? What?
- You should also mention HP Rock to beat other Fire-types
- The counters section needs to be revamped. You need to mention Milotic more in that section, considering that it owns every Houndoom set

- Other Options needs a makeover too: Reversal/Endure, Fire Fang, Psych Up, Beat Up, Embargo, Charm, Heat Wave, Iron Tail, Overheat, Roar, Sunny Day + Solarbeam ...Houndoom gets so many awesome moves but you explain NONE of them.

This is almost ready to go on site, it just needs to be more complete.
 
HP Flying? What?

as discussed earlier, hp flying hits most things neutral that take dp/fire blast and score super effective hits on pokemon like hariyama (who really destroys the set) or other fighting/grass types in case you dont trust fire blast to hit.
 
Quick few things:
2HKOing max SpD Chansey, which is quite powerful.
Dangling modifier. I'd assume that you mean houndoom's fire blast is quite powerful, but currently it means max SpD Chansey is quite powerful. I'd recommend just removing the 'which is quite powerful.'

With this set, both of Houndoom’s abilities can be used. Early Bird is the primary choice as it allows Houndoom to wake up 50% faster THAN usual
Than is used for comparisons.

Will HP Flying OHKO a Hariyama on the nasty plot/spec sets? Kinda important to know.
 
Ok, I fixed up everything. How does it look now?

By the way j7r, a boosted Dark Pulse usually OHKOs the Fire-type Pokemon, so there really isn't a need for Hidden Power Rock. Hidden Power Flying is definitely the primary choice.
 
[SET]
name: Lead
move 1: Fire Blast
move 2: Dark Pulse / Sucker Punch
move 3: Counter HP Rock
move 4: Taunt / Protect Sucker Punch
item: Focus Sash Lum Berry
ability: Early Bird Flash Fire
nature: Hasty
evs: 6 HP / 252 SpA / 252 Spe

With Lum Berry, Houndoom will beat ANY lead Roserade provided it doesnt get haxed. With HP Rock, you can check Yanmega, as well as easily take out any non-Scarf Moltres Lead very easily, and Moltres is a beast of a pokemon. Flash Fire is better when using the Lum Berry, Sucker Punch means your not dead to a Dugtrio w/o Sash as it deals 70% or more to Duggy, while also being able to finish off a Yanmega after you break its Sash (since you will then be slower then it)

The Top 10 UU Leads for July:

Uxie - Both sets will beat it, but not taunting it helps you actually KO it while taunting it makes it U-Turn out and take half your health out while letting it set up SR will usually make it die solely to set up SR

Ambipom - Both sets fall to this, Pom easily breaks sash with Fake Out, and KOs with Return

Roserade - Scarf Leads that Sleep Powder you beat your set, this set will always take out an enemy Roserade (if it doesnt switch) and make it much easier for your bulky water to function.

Yanmega - Your set loses to it badly since it normally carries Sash, my set has a decent chance of beating it surviving a non specs hit to break sash with a 100% accurate HP (instead of shaky acc. FB) and SP it for the KO

Moltres - You lose to it badly unless you predict a scarfed U-Turn and counter the incoming pokemon for good damage, otherwise you cant do anything to it, while mine will almost always OHKO it with HP Rock

Electrode - RD ones beat both of our sets since you cant stop it setting up, but non RD ones gets beaten by FB + SP, which you dont recommend on your set, and mine does.

Arcanine - You can counter his Espeed, while i have to switch out mine, so you do beat these leads while mine doesnt

Lopunny - You can taunt them to stop them Passing, while mine can only hit them decently hard, so is another lead you can beat

Mespirit - Lum Stops TWave and Pulse 2HKOs it from my set, while yours can taunt only making it hit you with a TBolt, and taking a heavy amount of damage in the process

Typhlosion - Often Carries Focus Blast, which makes your set completely ineffective, the same as mine

At the expence of losing to Arcanine and Lopunny, you get the ability to completely beat any Roserade lead, do better against Uxie and Mespirit leads, and can take down non-Scarf Moltres leads in one hit. My set may let up SR or a layer of Spikes easier, but if you want to stop those so badly, get an Electrode lead.

I fully explain my lead Doom set here: http://www.smogon.com/forums/showpost.php?p=2111431&postcount=1, as you have seen it, and i feel like it does much better against the common UU leads then yours does. Reson it was locked was because of this thread and the fact i have fricken terrible grammer and didnt see the grammer sticky.
 
With Lum Berry, Houndoom will beat ANY lead Roserade provided it doesnt get haxed. With HP Rock, you can check Yanmega, as well as easily take out any non-Scarf Moltres Lead very easily, and Moltres is a beast of a pokemon. Flash Fire is better when using the Lum Berry, Sucker Punch means your not dead to a Dugtrio w/o Sash as it deals 70% or more to Duggy, while also being able to finish off a Yanmega after you break its Sash (since you will then be slower then it)

Houndoom can already beat Roserade regardless of a Lum Berry. Roserade can just put Houndoom back to sleep once Houndoom uses up it's berry. Also, Early Bird helps it out a lot, there's really no point in using Flash Fire unless you want to use Houndoom as a late-game sweeper as well as a lead. Fire Blast/Flamethrower already beats Yanmega, no need for HP Rock. You're basically only gonna use it on Moltres only. Smart Dugtrio players beat Houndoom one on one because turn 1, Dugtrio uses Earthquake as Houndoom uses Sucker Punch. Turn 2, Dugtrio uses Sucker Punch and Houndoom's Sucker Punch fails, there goes Houndoom.
 
Beat Up is only good on a lead, and against something like Chansey, but is usually not worth it, even then.

I tested on Shoddy which Pokemon had more base power with the Beat Up attack, (EV'd so their attack was the same), with Ambipom and Weavile, and found that since Beat Up gets boosted by Technician it should have the same base power as a STAB Beat Up, but found that Beat Up doesn't get STAB. Beat Up does, however get a Technician boost from the user. I haven't tested with the teammates all having Technician, or all being Dark, but it seems that regardless, Technician seems to provide a boost and STAB doesn't occur.

I've had two occasions where my Chansey was knocked out by a surprise Beat Up, so I would advocate it as a greater mention than it already is.
 
Houndoom can already beat Roserade regardless of a Lum Berry. Roserade can just put Houndoom back to sleep once Houndoom uses up it's berry. Also, Early Bird helps it out a lot, there's really no point in using Flash Fire unless you want to use Houndoom as a late-game sweeper as well as a lead. Fire Blast/Flamethrower already beats Yanmega, no need for HP Rock. You're basically only gonna use it on Moltres only. Smart Dugtrio players beat Houndoom one on one because turn 1, Dugtrio uses Earthquake as Houndoom uses Sucker Punch. Turn 2, Dugtrio uses Sucker Punch and Houndoom's Sucker Punch fails, there goes Houndoom.

Scarf Roserade tries to put Houndoom to sleep: Lum saves you, Roserade is OHKOed

Sash Roserade tries to put Houndoom to sleep: you activate Sash cause you outspeed, Lum saves you, you KO it

Not running Lum lets Scarf accomplish their goal of putting something to sleep, while Sash then gets up at least one free layer of spikes as you switch. If you taunt a lead Roserade also, you let it have a chance to cripple you, or if its Sash and attacks right off the bat, gets to kill you and survive as death fodder.

HP Rock gives you a 100% accuracy move for mega, since FB is recommended since Flamethrower might not OHKO a 4 HP Roserade all the time, and Moltres is really a Beast of a pokemon, and being able to OHKO it off the bat is just HUGE, and alot of Moltres Leads are LO, letting you easily outspeed it.

And your Duggy example, is exactly what i meant, your SP-less Houndoom makes you lose to Duggy completely, while mine should always carry SP and therefore smash duggy very hard before being destroyed by EQ. I dont think i worded it correctly though in saying "your not dead to Dugtrio" in that you actually are, but you get to cripple it before you go down.
 
Well I'm glad my suggestions have brought this thread back to life :)

<something about how some of the things I said aren't competitively viable>

That's my point...Houndoom has a ton of moves that are very appealing. If they don't find their way onto sets, they deserve to be mentioned in Other Options. Even if they suck on Houndoom, you should at least mention WHY
 
There should be some mention of Dugtrio, who can switch in on a Nasty Plot and KO Houndoom with Earthquake. Even if it does switch in on an attack, it does have a chance of survival depending on what attack and what item. Life Orb Flamethrower will always OHKO, for example, while Leftovers Dark Pulse will never OHKO.
 
Mixed Houndoom is becoming increasingly common, so Sucker punch should probably be mentioned in relation to Dugtrio.

306 Atk vs 136 Def & 211 HP (80 Base Power): 252 - 297 (119.43% - 140.76%) for reference.
 
There should be some mention of Dugtrio, who can switch in on a Nasty Plot and KO Houndoom with Earthquake. Even if it does switch in on an attack, it does have a chance of survival depending on what attack and what item. Life Orb Flamethrower will always OHKO, for example, while Leftovers Dark Pulse will never OHKO.

Completely forgot about Dugtrio.

Mixed Houndoom is becoming increasingly common, so Sucker punch should probably be mentioned in relation to Dugtrio.

306 Atk vs 136 Def & 211 HP (80 Base Power): 252 - 297 (119.43% - 140.76%) for reference.

Mentioned.
 
Back
Top