Gen 2 Houndoom (OU Revamp) [QC 0/2]

Akir

A true villain!
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PU Leader
[OVERVIEW]

  • Strongest Pursuit in the game!
  • Good neutral coverage for almost the entire metagame with Fire/Dark
  • Good Speed and even better SpAtk for general wallbreaking
  • Sunny Day set also makes for a good wallbreaking set
  • Low defense means that even neutral hits can be a 2HKO
  • Walled by very common Pokemon, like Snorlax and Tyranitar
  • Still a good boy!

[SET 1]
name: Pursuit Trapper
move 1: Fire Blast
move 2: Crunch
move 3: Pursuit
move 4: Roar / Counter
item: Leftovers

[SET COMMENTS]
Set Description
=========

  • Fire Blast is primary STAB, with Crunch providing a desirable 2HKO on Gengar. Crunch also can be excellent coverage for would-be threats like Starmie on the switch-in.
  • Pursuit is the primary reason to use Houndoom, as Houndoom has the strongest Pursuit in the game. This allows Houndoom to trap valuable targets such as Exeggutor, Gengar, and Misdreavus effectively.
  • Roar and Counter are both good choices for the fourth slot, with pros and cons to each.
  • Roar can be used to prevent threats such as Snorlax from using Houndoom as an opportunity for themselves to set up. Roar also can force out a valuable Pursuit target that can then be hit for heavy damage with said Pursuit as they try to rectify the switch. Roar, thanks to its negative priority however, can also leave Houndoom open to retaliation from the target. A Pokemon opting to simply muscle through Houndoom's low defenses can sometimes make Roar a risky decision.
  • Counter is another option for punishing what would normally be a safe attack from Snorlax or Tyranitar, but a Counter used at the wrong time loses all surprise factor and makes Houndoom a true sitting duck against these threats without any other support options.
[SET 2]
name: SunnyBeam
move 1: Sunny Day
move 2: Fire Blast
move 3: Solarbeam
move 4: Pursuit
item: Leftovers

[SET COMMENTS]
Set Description
=========

  • This set trades some of the utility of the first set for more firepower (harhar) and an improved matchup against Water-Types.
  • Sunny Day cuts Water damage in half, effectively eliminating Houndoom's Water weakness.
  • Sunny day also powers up Houndoom's Fire Blast even further, making it an attack that 2HKOs Pokemon that take even neutral damage from the attack. Fire Blast can even do as much as 40% to Snorlax, making Snorlax a potentially shaky switchin where it is a reliable check otherwise.
  • Sunny Day also allows Houndoom to use Solarbeam, allowing it to have an improved matchup against Rock and Water, most noticeably OHKOing Cloyster more often than not and always after Spikes damage.
  • Pursuit remains on the set due to the versatility it gives Houndoom, allowing Houndoom to Pursuit trap key threats. Pursuit still stands as Houndoom's primary niche, and gives Houndoom the ability to contribute to the team outside of having Sunny Day up and wallbreaking. It is important to keep in mind that sometimes the Pursuit damage is more valuable than setting up Sunny Day.
  • The downfall of this set lies in its strength: without Sunny Day, this set is hobbled. No sun means that Houndoom loses its primary coverage move in Solarbeam effectively entirely and the drop in Fire Blast's power is noticeable. Additionally, due to Houndoom's low defenses and common checks, setting up Sunny Day can be too difficult to do consistently if even worth it at all.
Team Options
========

  • Houndoom's Pursuit is extremely effective at removing Ghosts and Psychics. That aspect is heavily appreciated by partners such as Snorlax, Machamp, Quagsire, and Firelax, who can struggle against Ghosts and Psychics such as Misdreavus or Exeggutor otherwise.
  • The strong Pursuit combined with Houndoom's STAB Fire Blast is effective for eliminating many common checks to Boom Offense as well.
  • Pokemon such as Exeggutor, who can switch in on the common Water and Ground attacks thrown at Houndoom, are also appreciated to help buffer Houndoom's low bulk and improve team cohesion.
  • As a wallbreaker, Spikes support is always handy for additional damage to further solidify potential 2HKOs and 3HKOs. This is even moreso the case for Houndoom that are using Roar, as the forced switch rakes up even more Spikes damage. Cloyster and Forretress both excel in setting Spikes, and can even keep Spikes off of Houndoom's side.

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

  • Houndoom has a large variety of other potential support options. Sleep Talk makes Houndoom into a much stronger switch-in against Jynx and Exeggutor by negating the only option those threats feasibly have against Houndoom: sleep. This move also lets Houndoom work as a general sleep absorber, but a full Resttalk set can have mixed results due to Houndoom's less-than-stellar bulk.
  • Thief can be used to steal Leftovers from the opponent to limit their longevity, but the low power even after STAB makes this option strictly support that is not as attractive as the other listed options.
  • Toxic is another option to wear down common bulky switchins to Houndoom, such as Snorlax, but is only sometimes the subjectively superior choice.
  • HP Grass and Fighting can also be used to hit common switchins such as Suicune or Tyranitar, but in going this route you are usually better off with using Solarbeam in the case of Grass or just using Entei in the case of Fighting.

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

**Specially Defensive Walls**: Pokemon such as Snorlax and even Blissey can consistently soak up any damage that Houndoom throws at them. At absolute best Houndoom can hope to 3HKO Snorlax in the sun and 4HKO usually, which gives Snorlax plenty of opportunities to set up or simply KO Houndoom.

**Water-Types**: Water Pokemon such as Suicune and Vaporeon do not fear Fire Blast or Crunch, and only mildly fear the rare Solarbeam. This allows them to consistently switch into Houndoom and threaten it with their STAB Water attacks. Even Starmie can potentially revenge kill Houndoom with its superior Speed but has to be wary of switching into a potential Crunch.

**Rock-Types**: Tyranitar can switch into a Fire Blast or Crunch with ease and OHKO Houndoom with a STAB Rock Slide. Golem and Rhydon can also threaten Houndoom by resisting Fire Blast and threaten with their STABS as well, but are less comfortable doing so than Tyranitar due to the threat of Grass coverage or chip damage from Crunch.

**Zapdos and Raikou**: Zapdos and Raikou both can outspeed Houndoom and 2HKO with Thunder with the further chance to paralyze, whereas Houndoom can only hope to 3HKO in return. The Sunnybeam set puts this matchup in jeopardy though, as the Sun lowers Thunder's already-shaky accuracy further and the extra damage from Fire Blast makes it a solid 2HKO.

**Bulky Physical Attackers**: Pokemon such as Machamp and Marowak can all take a hit from Houndoom and respond with a crushing OHKO attack such as Cross Chop or Earthquake without even having to set up. All of these Pokemon need to be relatively healthy however, as Houndoom can muscle through if any of these are below 50%.


[CREDITS]
- Written by: [[Akir]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

Diophantine

慈陰
is a Tutor
[SET 2]
name: SunnyBeam
move 1: Sunny Day
move 2: Fire Blast
move 3: Solarbeam
move 4: Pursuit
item: Leftovers

[SET COMMENTS]
Set Description
=========

  • This set trades some of the utility of the first set for more firepower (harhar) and an improved matchup against Water-Types.
  • Sunny Day cuts Water damage in half, effectively eliminating Houndoom's Water weakness.
  • Sunny day also powers up Houndoom's Fire Blast even further, making it an attack that 2HKOs Pokemon that take even neutral damage from the attack. Fire Blast can even do as much as 40% to Snorlax, making Snorlax a potentially shaky switchin where it is a reliable check otherwise.
  • Sunny Day also allows Houndoom to use Solarbeam, allowing it to have an improved matchup against Rock and Water, most noticeably OHKOing Cloyster more often than not and always after Spikes damage.
  • Pursuit remains on the set due to the versatility it gives Houndoom, allowing Houndoom to Pursuit trap key threats. Pursuit still stands as Houndoom's primary niche, and gives Houndoom the ability to contribute to the team outside of having Sunny Day up and wallbreaking. It is important to keep in mind that sometimes the Pursuit damage is more valuable than setting up Sunny Day.
  • The downfall of this set lies in its strength: without Sunny Day, this set is hobbled. No sun means that Houndoom loses its primary coverage move in Solarbeam effectively entirely and the drop in Fire Blast's power is noticeable. Additionally, due to Houndoom's low defenses and common checks, setting up Sunny Day can be too difficult to do consistently if even worth it at all.
I think it's worth mentioning that Thunder's accuracy becomes 50% when Sun is up, so Sunny Day Houndoom can attempt to cheese more easily past the Electrics in a desperation assault.

Sleep Talk makes Houndoom into a much stronger switch-in against Jynx
I think it's quite important to say that while you're asleep you can't Pursuit trap anything - I know people have ran Miracle Berry to try to get around it. Maybe this is worth mentioning.

Golem can switch into a Fire Blast or Crunch with ease and OHKO Houndoom with a STAB Rock Slide
I disagree with this. Crunch is a 3HKO with Spikes up and Golem generally wants to have as much health as it can retain as it wants to Spin, Roar or threaten Explosion. Also, Golem tends to not run Rock Slide in GSC OU and it's not an OHKO on Houndoom and, while this is kinda nitpicking, Tyranitar OHKOs Houndoom only 7.7% of the time.

**Bulky Physical Attackers**: Pokemon such as Machamp, Marowak, and Nidoking can all take a hit from Houndoom and respond with a crushing OHKO attack such as Cross Chop or Earthquake without even having to set up. All of these Pokemon need to be relatively healthy however, as Houndoom can muscle through if any of these are below 50%.
Would say that Machamp and Marowak want to be as healthy as possible to perform their functions as sweepers, so players may be reluctant to throw them in. I guess they're only checks in the sense that if they're both in at the same time them they both beat Houndoom one-on-one.

[SET 1]
name: Pursuit Trapper
move 1: Fire Blast
move 2: Crunch
move 3: Pursuit
move 4: Roar / Counter
item: Leftovers
I would personally put Toxic or Thief over Counter as the slashed option and have Counter as an OO as I find they are far less situational, and giving Snorlax a chance to Curse up is really bad for offensive teams - which is the only playstyle Houndoom really fits on.
 
Last edited:

Earthworm

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RoA Leader
[OVERVIEW]

  • Strongest Pursuit in the game!
  • Good neutral coverage for almost the entire metagame with Fire/Dark
  • Good Speed and even better SpAtk for general wallbreaking
  • Sunny Day set also makes for a good wallbreaking set
  • Low defense means that even neutral hits can be a 2HKO
  • Walled by very common Pokemon, like Snorlax and Tyranitar
  • Still a good boy!
Overview is looking okay at the moment, will review again once fleshed out.
[SET 1]
name: Pursuit Trapper
move 1: Fire Blast
move 2: Crunch
move 3: Pursuit
move 4: Roar
item: Leftovers
imo slash Counter on move 4.

[SET COMMENTS]
Set Description
=========
[*]Fire Blast is primary STAB, with Crunch providing excellent coverage against threats like Starmie.
I see Crunch as primarily being useful for the 2HKO on Gengar (often Crunch + Pursuit KOes too), which can threaten Houndoom back pretty hard. It is definitely important as a deterrent to Starmie too though.
[*]Pursuit is the primary reason to use Houndoom, as Houndoom has the strongest Pursuit in the game. This allows Houndoom to trap valuable targets such as Exeggutor, Gengar, and Misdreavus extremely effectively.
I would tone down the hyperbole a little here, mainly because of Gengar's crazy arsenal of ways to get around Houndoom.


Counter needs describing here.
Team options are missing from this set.


[SET 2]
name: SunnyBeam
move 1: Sunny Day
move 2: Fire Blast
move 3: Solarbeam
move 4: Pursuit
item: Leftovers
This looks fine.

[SET COMMENTS]
Set Description
=========
[*]This set trades some of the utility of the first set for more firepower (harhar) and an improved matchup against Water-Types.
[*]Sunny Day cuts Water damage in half, effectively eliminating Houndoom's Water weakness.
[*]Sunny day also powers up Houndoom's Fire Blast even further, making it an attack that 2HKOs Pokemon that take even neutral damage from the attack. Fire Blast can even do as much as 40% to Snorlax, making Snorlax a potentially shaky switchin where it is a reliable check otherwise.
[*]Sunny Day also allows Houndoom to use Solarbeam, allowing it to have an improved matchup against Rock and Water, most noticeably OHKOing Cloyster more often than not and always after Spikes damage.
[*]Pursuit remains on the set due to the versatility it gives Houndoom, allowing Houndoom to Pursuit trap key threats. Pursuit still stands as Houndoom's primary niche, and gives Houndoom the ability to contribute to the team outside of having Sunny Day up and wallbreaking. It is important to keep in mind that sometimes the Pursuit damage is more valuable than setting up Sunny Day.
[*]The downfall of this set lies in its strength: without Sunny Day, this set is hobbled. No sun means that Houndoom loses its primary coverage move in Solarbeam effectively entirely and the drop in Fire Blast's power is noticeable. Additionally, due to Houndoom's low defenses and common checks, setting up Sunny Day can be too difficult to do consistently if even worth it at all.
There is a lot of obvious and repeated information in here. The key points should (imo) be:
- This set is more optimistic about sweeping and general wallbreaking when the opportunity arises, but retains the ability to Pursuit trap.
- Houndoom is one of very few Fire-types with access to Solar Beam, making it a much more viable Sunny Day user since it can realistically threaten Water-types to some extent.
- Sunny Day levels the playing field versus the ultra-common Electric types and even allows Houndoom to threaten Snorlax.
- The lack of Crunch means it will be less reliable at taking out Gengar.
- Don't be tempted into using Sunny Day every time Houndoom comes out; it can function perfectly well without setting it up. It is often best to wait for the opportune moment before setting up to wall break.
Team Options
========
[*]As a wallbreaker, Spikes support is always handy for additional damage to further solidify potential 2HKOs and 3HKOs. This is even moreso the case for Houndoom that are using Roar, as the forced switch rakes up even more Spikes damage. Cloyster and Forretress both excel in setting Spikes, and can even keep Spikes off of Houndoom's side.
I would move this further down and put the Pokemon Houndoom supports uniquely well up top.
[*]Houndoom's Pursuit is extremely effective at removing Ghosts. That aspect is heavily appreciated by partners such as Snorlax and Machamp, who can struggle against Ghosts such as Misdreavus otherwise.
Add in Exeggutor and Ground-types like Quagsire and Marowak that can benefit from Eggy's removal. Explicitly mention Mono and Firelax.
[*]The strong Pursuit combined with Houndoom's STAB Fire Blast is effective for eliminating many common checks to Boom Offense as well.
Needs examples. Perhaps mention the reciprocation offered by Pokemon with Explosion being able to heavily damage Snorlax for Houndoom.

[STRATEGY COMMENTS]
Other Options
=============
This section looks fine.

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

**Rock-Types**: Tyranitar can switch into a Fire Blast or Crunch with ease and OHKO Houndoom with a STAB Rock Slide. Golem can also do the same, but fears Crunch or Solarbeam.
The roll is in Houndoom's favour to live RS. This is misleading. If you are going to mention Golem, Rhydon should also be mentioned.

**Faster Pokemon**: While Houndoom has good speed, faster Pokemon such as Zapdos and Raikou can outspeed Houndoom and revenge kill it with their own STAB moves.
I'd change this to Zapdos and Raikou and then state that their fast Thunder can 2HKO and threatens Houndoom with paralysis whereas Houndoom 3HKOes in return. But Sunny Day puts the matchup in jeopardy for the electric types, and the matchup is not reliable due to Thunder's accuracy in the first place.

**Bulky Physical Attackers**: Pokemon such as Machamp, Marowak, and Nidoking can all take a hit from Houndoom and respond with a crushing OHKO attack such as Cross Chop or Earthquake without even having to set up. All of these Pokemon need to be relatively healthy however, as Houndoom can muscle through if any of these are below 50%.
Nidoking isn't close to a guaranteed OHKO.
 

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