RU Houndoom

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roman

Banned deucer.
[OVERVIEW]

Houndoom's typing gives it a powerful secondary Dark-type STAB move that much of the tier struggles against, lets it counter Pokemon like Ninetales and Sigilyph in conjunction with its ability, helps it act as an offensive check to a plethora of Psychic-, Ghost-, and Fire-types, and gives it a good matchup against priority users like Toxicroak and Abomasnow. Houndoom has a great Speed tier, outpacing threats like Roserade, Toxicroak, and Meloetta. A decent support movepool gives Houndoom options like Taunt that let it completely obliterate stall, shutting down staples such as Pyukumuku, Cresselia, and Umbreon. However, Houndoom's bulk, particularly physically, leaves much to be desired and limits its setup opportunities. A glaring weakness to every entry hazard in the game, especially Stealth Rock, further limits its ability to set up and makes it difficult to check Ghost-, Psychic-, and Fire-types. Dark Pulse's low Base Power leaves Houndoom very reliant on its Z-Move against Water-types such as Milotic, meaning it'll be helpless against them if another Pokemon can successfully lure its Z-Move. Other Fire-types such as Salazzle and Ninetales are usually more consistent picks due to their amazing Speed and much better damage output, respectively.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Fire Blast
move 4: Taunt
item: Darkinium Z
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

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

Nasty Plot lets Houndoom boost its Special Attack to scary levels. Dark Pulse is Houndoom's strongest, most reliable STAB attack that can be boosted by Darkinium Z for a one-time nuke. Fire Blast is Houndoom's secondary STAB attack that hits harder at the cost of accuracy. Taunt lets Houndoom get around Pokemon like Toxic Mandibuzz and lets it decimate stall staples like Pyukumuku and Umbreon. It is also fantastic for stopping Pokemon like Porygon2 from healing.

Set Details
========

Maximum Speed EVs along with a Timid nature let Houndoom outpace Pokemon like Meloetta, and 252 Special Attack EVs let it hit as hard as possible. Darkinium Z lets Houndoom break through defensive counterplay like Milotic after boosting. Flash Fire gives Houndoom some defensive utility, letting it hard counter Ninetales.

Usage Tips
========

Understand that many Fire-, Psychic-, and Ghost-types are free setup for Houndoom, so use this to your advantage by positioning Houndoom against Pokemon like Ninetales and Sigilyph. Keep in mind that using unboosted Dark Pulse and sometimes Fire Blast is a great middle-ground play that can discourage offensive early-game plays like hard switching to revenge killers, notably Tyrantrum and Virizion. Chip down defensive threats such as specially defensive Milotic and clear entry hazards from your side of the field so as to give Houndoom an easier time at breaking the opposing team. If given the opportunity, eliminate revenge killers that threaten Houndoom. Use Taunt against stall to prevent Pokemon like Toxic Pyukumuku and Toxic Cresselia from crippling Houndoom. Similarly, prevent walls like Porygon2 and Umbreon from healing by using Taunt on them.

Team Options
========

Slow pivots like U-turn Gligar and Volt Switch Mega Ampharos can bring Houndoom in freely, giving it more setup opportunities. Roserade provides Spikes, which is fantastic for softening walls, and can take on a few specific checks to Houndoom, notably Mega Blastoise and specially defensive Milotic. If using Houndoom on a balance team, make sure to pack answers to common Pokemon that force it out. For example, Registeel can take on opposing Choice Scarf Tyrantrum and provide Stealth Rock, and Gligar can answer Zygarde-10% and Virizion. Pair Houndoom with entry hazard removers like Mega Blastoise so that when it comes in to set up it won't drop to a weak attack. Be wary of stacking heavy weakness when teambuilding with Houndoom. For example, it's very easy to stack a Ground weakness when using a core like Houndoom Toxicroak, so make sure to patch up the team later on with a sturdy answer to Ground-types, notably physically defensive Gligar or Chesnaught.

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

Substitute lets Houndoom threaten slower teams that rely on their Choice Scarf user to force out setup sweepers. Choice Scarf Houndoom can act as a revenge killer, outpacing many setup sweepers such as Swords Dance Virizion and Z-Celebrate Meloetta.

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

**Rock-types**: Faster Rock-types such as Lycanroc-D, Gigalith, and Tyrantrum beat Houndoom with their super effective STAB attacks.

**Choice Scarf Users and Faster Pokemon**: Choice Scarf users like Tyrantrum as well as faster threats like Virizion force out Houndoom with their super effective STAB attacks.

**Water-types**: Water-types threaten Houndoom, especially after it has used its Z-Move, and others like specially defensive Milotic outright beat it.

**Specially Defensive Walls**: Defensive threats like specially defensive Milotic, Diancie, Goodra, and Snorlax can take hits from Houndoom and KO it in return. Although some walls can be threatened by Houndoom's Z-Move, after it has been used, they have no trouble walling it.

[CREDITS]
- Written by: [[roman, 396169]]
- Quality checked by: [[eternally, 295647], [phantom, 180300], [MrAldo, 227521]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [martha, 384270]]
 
Last edited:

etern

is a Community Leaderis a Top Tiering Contributoris a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a defending SCL Championis a Former Smogon Metagame Tournament Circuit Champion
NU Leader
[OVERVIEW]

* Although Ninetales and Salazzle are frequently better picks, Houndoom's typing gives it a powerful secondary STAB move that much of the tier struggles against, lets it counter Pokemon like Ninetales and Sigilyph in conjunction with its ability, and gives it a good matchup against priority users like Toxicroak and Abomasnow. (Remove the part about Ninetales and Salazzle from the beginning (You can mention that towards the end of the overview when you elaborate on Houndoom's flaws). You should mainly focus on how Houndoom's Dark-typing + Flash Fire provides lets it act as a solid offensive check to most Psychic-, Ghost-, and Fire-types as well as the fact that Fire / Dark is fantastic neutral coverage that gives you the freedom to run Taunt and become a fantastic stallbreaker.)
* Houndoom still has a great speed tier, outpacing threats like Roserade and Meloetta. (You can mention Toxicroak and Rotom-Heat here as well)
* A decent support movepool gives Houndoom options like Taunt that let it completely obliterate stall; it also has access to other options like Substitute to improve its matchup against different types of teams. (Just talk about Taunt in this line, Substitute isn't on the set so it shouldn't be mentioned in the overview. Briefly elaborate on what Taunt specifically does, e.g shuts down Stall staples like Pyukumuku, Umbreon, and Mandibuzz lacking Brave Bird.)
* However, Houndoom's bulk, particularly on the physical side, leaves much to be desired and limits its set up opportunity.
* A glaring weakness to every hazard in the game, especially Stealth Rock, further limits its ability to set up. (You can also mention that it hinders Houndoom's ability to consistently soft-check things like Mismagius and Necrozma.)
* Houndoom's lackluster Special Attack prior to boosting leaves it helpless against many common balance staples such as Milotic, whereas other Fire-types can fulfill other roles. For example, even though Salazzle isn't particularly strong, its incredible speed stat lets it revenge kill Pokemon like Virizion. (Houndoom's Special Attack stat is pretty decent, It's mainly the low base power of Dark Pulse and neutral damage output on Water-types which makes it overly reliant on it's Z-Move. Reword the part about Salazzle to explain that it's a more consistent pick due to it's Speed. You can also mention Ninetales here.)

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Fire Blast
move 4: Taunt
item: Darkinium Z
ability: Flash Fire
nature: Jolly
evs: 252 SpA / 4 SpD / 252 Spe

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

* Nasty Plot lets Houndoom boost its special attack to scary levels.
* Dark Pulse is Houndoom's strongest, most reliable STAB attack that can be boosted by Darkinium Z for a one-time nuke.
* Fire Blast is Houndoom's secondary STAB attack, that hits harder at the cost of accuracy.
* Taunt lets Houndoom get around Pokemon like Toxic Mandibuzz and lets it decimate stall teams. (Mention Pyukumuku and Umbreon here since they're more relevant on stall. You could also consider noting that it lets you prevent things like Milotic and Porygon-2 from clicking Recover.)

Set Details
========

* Max Special Attack and Speed EVs along with a Jolly lets Houndoom be as strong and fast as possible. (Give some examples of what Pokemon you're outspeeding with a Jolly nature.)
* Darkinium Z lets Houndoom break through defensive counterplay like Milotic after boosting.
* Flash Fire gives Houndoom some defensive utility, letting it hard counter Ninetales.

Usage Tips
========

* Make sure to position yourself against Pokemon like Mandibuzz and Ninetales that you can exploit for free set up. (Mandibuzz often carries Brave Bird so I'd replace that with something less risky.
* Keep in mind that using Dark Pulse and sometimes Fire Blast is a great middle ground play that can discourage offensive early-game plays like hard switching to revenge killers, notably Tyrantrum and Virizion.
* Chip down defensive threats such as specially defensive Milotic and clear hazards from your side of the field so as to give Houndoom an easier time at breaking the opposing team.
* If given the opportunity, eliminate revenge killers that threaten Houndoom.
(This section is fairly vague, it'd be good if you could give specific examples of what Pokemon you can switch into and take advantage of, when it's appropriate to throw off a Taunt, etc)

Team Options
========

* Slow pivots like U-turn Gligar and Volt Switch Mega Ampharos can bring Houndoom in freely, giving it more setup opportunities.
* Roserade provides Spikes, which is fantastic for softening walls and can take on a few specific checks to Houndoom, notably Mega Blastoise and specially defensive Milotic.
* If using Houndoom on a balance team, make sure to pack answers to common Pokemon that force it out. For example, Registeel can take on opposing Choice Scarf Tyrantrum and provide Stealth Rock, and Gligar can answer Zygarde-10% and Virizion.
* Pair Houndoom with hazard removers like Mega Blastoise so that when it comes in to set up it won't drop to a weak attack.
* Be wary of stacking heavy weakness when teambuilding with Houndoom. For example, it's very easy to stack a Ground weakness when using a core like Houndoom and Roserade or Houndoom and Toxicroak, so make sure to patch up the team later on with a sturdy answer to your weakness. (Give examples of specific Pokemon, don't just rephrase dex information.)

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

* Substitute lets Houndoom threaten slower teams that rely on their Choice Scarf user to force out set up sweepers.
(Mention a Choice Scarf set here)

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

**Choice Scarf users and Faster Pokemon**: Choice Scarf Pokemon like Tyrantrum as well as faster threats like Virizion force out Houndoom with their super effective STAB.
**Specially Defensive Walls**: Defensive threats like specially defensive Milotic and Snorlax can take hits from Houndoom and KO it in return.
(This section is far too bare and needs to be fleshed out substantially. There should be an individual section for Rock-types with stuff like Gigalith, Diancie, Lycanroc-Dusk, and Tyrantrum mentioned. Then you can have a section for Choice Scarf Users and Faster Pokemon, then one for Water-types, and then finally a fourth section for Specially Defensive Walls like Snorlax / Goodra / Florges / Dragalge. Also note that you should mention they need to watch out for the Z-move, but once it's been burnt they can check it a lot more comfortable.)


[CREDITS]
- Written by: [[roman, 396169]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
QC 1/3 once after you've implemented this.
 

MrAldo

Hey
is a Social Media Contributoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Forum Moderator Alumnus
Very nice

- Remove Rotom-H mentions (saw one on the overview)
- Set Details still mention Jolly as the Nature. Fix that right quick.

QC 3/3
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Houndoom's typing gives it a powerful secondary (specify type bc I can't tell) STAB move that much of the tier struggles against, lets it counter Pokemon like Ninetales and Sigilyph in conjunction with its ability, lets helps (repetition) it act as an offensive check to a plethora of Psychic-, Ghost-, and Fire-types, and gives it a good matchup against priority users like Toxicroak and Abomasnow. Houndoom still has a great Speed tier, outpacing threats like Roserade, Toxicroak, and Meloetta. A decent support movepool gives Houndoom options like Taunt that let it completely obliterate stall, shutting down staples such as Pyukumuku, Cresselia, and Umbreon. However, Houndoom's bulk, particularly on the physical side physically, leaves much to be desired and limits its set up opportunity setup opportunities. A glaring weakness to every entry hazard in the game, especially Stealth Rock, further limits its ability to set up and makes it difficult to check Ghost-, Psychic-, and Fire-types. Dark Pulse's low Base Power leaves Houndoom to be very reliant on its Z-Move against Water-types such as Milotic, meaning you'll it'll be helpless against them if your Z-Move is lured another Pokemon can successfully lure its Z-Move. Other Fire-types such as Salazzle and Ninetales are usually more consistent picks due to their amazing speed and much better damage output, respectively.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Fire Blast
move 4: Taunt
item: Darkinium Z
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

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

Nasty Plot lets Houndoom boost its Special Attack to scary levels. Dark Pulse is Houndoom's strongest, most reliable STAB attack that can be boosted by Darkinium Z for a one-time nuke. Fire Blast is Houndoom's secondary STAB attack (RC) that hits harder at the cost of accuracy. Taunt lets Houndoom get around Pokemon like Toxic Mandibuzz and lets it decimate stall staples like Pyukumuku and Umbreon. Taunt It is also fantastic for stopping Pokemon like Porygon2 from healing.

Set Details
========

Maximum Speed EVs along with a Timid nature lets let Houndoom outpace Pokemon like Meloetta, (AC) and 252 Special Attack EVs lets let it hit as hard as possible. Darkinium Z lets Houndoom break through defensive counterplay like Milotic after boosting. Flash Fire gives Houndoom some defensive utility, letting it hard counter Ninetales.

Usage Tips
========

Understand that many Fire-, Psychic-, and Ghost-types are free setup for Houndoom, so use this to your advantage by positioning yourself against Pokemon like Ninetales and Sigilyph that you can exploit for free set up. Keep in mind that using unboosted Dark Pulse and sometimes Fire Blast is a great middle-ground (AH) play that can discourage offensive early-game plays like hard switching to revenge killers, notably Tyrantrum and Virizion. Chip down defensive threats such as specially defensive Milotic and clear entry hazards from your side of the field so as to give Houndoom an easier time at breaking the opposing team. If given the opportunity, eliminate revenge killers that threaten Houndoom. Use Taunt against stall to prevent Pokemon like Toxic Pyukumuku and Toxic Cresselia from crippling you Houndoom. Similarly, prevent walls like Porygon2 and Umbreon from healing by using Taunt on them.

Team Options
========

Slow pivots like U-turn Gligar and Volt Switch Mega Ampharos can bring Houndoom in freely, giving it more setup opportunities. Roserade provides Spikes, which is fantastic for softening walls, (AC) and can take on a few specific checks to Houndoom, notably Mega Blastoise and specially defensive Milotic. If using Houndoom on a balance team, make sure to pack answers to common Pokemon that force it out. For example, Registeel can take on opposing Choice Scarf Tyrantrum and provide Stealth Rock, and Gligar can answer Zygarde-10% and Virizion. Pair Houndoom with entry hazard removers like Mega Blastoise so that when it comes in to set up it won't drop to a weak attack. Be wary of stacking heavy weakness when teambuilding with Houndoom. For example, it's very easy to stack a Ground weakness when using a core like Houndoom and Roserade or Houndoom and Toxicroak, so make sure to patch up the team later on with a sturdy answer to Ground-types, notably physically defensive Gligar and or Chesnaught.

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

Substitute lets Houndoom threaten slower teams that rely on their Choice Scarf user to force out set up setup sweepers. Choice Scarf Houndoom can act as a revenge killer, outpacing many setup sweepers such as Swords Dance Virizion and Z-Celebrate (AH) Meloetta.

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

**Rock-types**: Faster Rock-types such as Lycanroc-Dusk, Gigalith, and Tyrantrum beat Houndoom with their super effective STAB attacks.

**Choice Scarf users and Faster Pokemon**: Choice Scarf Pokemon like Tyrantrum as well as faster threats like Virizion force out Houndoom with their super effective STAB attacks.

**Water-types**: Water-types threaten Houndoom, especially after it has used its Z-Move, and others like specially defensive Milotic outright beat it.

**Specially Defensive Walls**: Defensive threats like specially defensive Milotic, Diancie, Goodra, and Snorlax can take hits from Houndoom and KO it in return. Although some walls can be threatened by Houndoom's Z-Move, after it has been used they have no trouble walling it.


[CREDITS]
- Written by: [[roman, 396169]]
- Quality checked by: [[eternally, 295647], [phantom, 180300], [MrAldo, 227521]]
- Grammar checked by: [[, ], [, ]]
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
GP 2/2
[OVERVIEW]

Houndoom's typing gives it a powerful secondary Dark-type STAB move that much of the tier struggles against, lets it counter Pokemon like Ninetales and Sigilyph in conjunction with its ability, helps it act as an offensive check to a plethora of Psychic-, Ghost-, and Fire-types, and gives it a good matchup against priority users like Toxicroak and Abomasnow. Houndoom still (why still? implies something changed and referencing meta changes isn't great) has a great Speed tier, outpacing threats like Roserade, Toxicroak, and Meloetta. A decent support movepool gives Houndoom options like Taunt that let it completely obliterate stall, shutting down staples such as Pyukumuku, Cresselia, and Umbreon. However, Houndoom's bulk, particularly physically, leaves much to be desired and limits its setup opportunities. A glaring weakness to every entry hazard in the game, especially Stealth Rock, further limits its ability to set up and makes it difficult to check Ghost-, Psychic-, and Fire-types. Dark Pulse's low Base Power leaves Houndoom to be very reliant on its Z-Move against Water-types such as Milotic, meaning it'll be helpless against them if another Pokemon can successfully lure its Z-Move. Other Fire-types such as Salazzle and Ninetales are usually more consistent picks due to their amazing Speed and much better damage output, respectively.

[SET]
name: Nasty Plot
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Fire Blast
move 4: Taunt
item: Darkinium Z
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


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


Nasty Plot lets Houndoom boost its Special Attack to scary levels. Dark Pulse is Houndoom's strongest, most reliable STAB attack that can be boosted by Darkinium Z for a one-time nuke. Fire Blast is Houndoom's secondary STAB attack that hits harder at the cost of accuracy. Taunt lets Houndoom get around Pokemon like Toxic Mandibuzz and lets it decimate stall staples like Pyukumuku and Umbreon. It is also fantastic for stopping Pokemon like Porygon2 from healing.

Set Details
========


Maximum Speed EVs along with a Timid nature let Houndoom outpace Pokemon like Meloetta, and 252 Special Attack EVs let it hit as hard as possible. Darkinium Z lets Houndoom break through defensive counterplay like Milotic after boosting. Flash Fire gives Houndoom some defensive utility, letting it hard counter Ninetales.

Usage Tips
========


Understand that many Fire-, Psychic-, and Ghost-types are free setup for Houndoom, so use this to your advantage by positioning yourself Houndoom against Pokemon like Ninetales and Sigilyph. Keep in mind that using unboosted Dark Pulse and sometimes Fire Blast is a great middle-ground play that can discourage offensive early-game plays like hard switching to revenge killers, notably Tyrantrum and Virizion. Chip down defensive threats such as specially defensive Milotic and clear entry hazards from your side of the field so as to give Houndoom an easier time at breaking the opposing team. If given the opportunity, eliminate revenge killers that threaten Houndoom. Use Taunt against stall to prevent Pokemon like Toxic Pyukumuku and Toxic Cresselia from crippling Houndoom. Similarly, prevent walls like Porygon2 and Umbreon from healing by using Taunt on them.

Team Options
========


Slow pivots like U-turn Gligar and Volt Switch Mega Ampharos can bring Houndoom in freely, giving it more setup opportunities. Roserade provides Spikes, which is fantastic for softening walls, and can take on a few specific checks to Houndoom, notably Mega Blastoise and specially defensive Milotic. If using Houndoom on a balance team, make sure to pack answers to common Pokemon that force it out. For example, Registeel can take on opposing Choice Scarf Tyrantrum and provide Stealth Rock, and Gligar can answer Zygarde-10% and Virizion. Pair Houndoom with entry hazard removers like Mega Blastoise so that when it comes in to set up it won't drop to a weak attack. Be wary of stacking heavy weakness when teambuilding with Houndoom. For example, it's very easy to stack a Ground weakness when using a core like Houndoom and Roserade (roserade isn't weak to ground) or Houndoom and Toxicroak, so make sure to patch up the team later on with a sturdy answer to Ground-types, notably physically defensive Gligar or Chesnaught.

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


Substitute lets Houndoom threaten slower teams that rely on their Choice Scarf user to force out setup sweepers. Choice Scarf Houndoom can act as a revenge killer, outpacing many setup sweepers such as Swords Dance Virizion and Z-Celebrate Meloetta.

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


**Rock-types**: Faster Rock-types such as Lycanroc-D, Gigalith, and Tyrantrum beat Houndoom with their super effective STAB attacks.

**Choice Scarf Users and Faster Pokemon**: Choice Scarf Pokemon users like Tyrantrum as well as faster threats like Virizion force out Houndoom with their super effective STAB attacks.

**Water-types**: Water-types threaten Houndoom, especially after it has used its Z-Move, and others like specially defensive Milotic outright beat it.

**Specially Defensive Walls**: Defensive threats like specially defensive Milotic, Diancie, Goodra, and Snorlax can take hits from Houndoom and KO it in return. Although some walls can be threatened by Houndoom's Z-Move, after it has been used, (AC) they have no trouble walling it.

[CREDITS]
- Written by: [[roman, 396169]]
- Quality checked by: [[eternally, 295647], [phantom, 180300], [MrAldo, 227521]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [, ]]
 
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