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Houndoom [Singles]

Well, here goes nothing...

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[OVERVIEW]
  • One of the more underrated Mega Evolutions because there are much more reliable Mega Pokemon in the metagame such as Mega Kangaskhan and Mega Salamence.
  • It is also outclassed by Mega Pokemon that are Fire-types such as Mega Charizard Y.
  • Able to act as an excellent wallbreaker on offensive teams due to its powerful Special Attack boost, tearing down walls after Mega Evolving such as Mega Sableye, Cresselia, Ferrothorn, Zapdos, and Gliscor.
  • Has a nice Fire / Dark typing lets Mega Houndoom take on various threats in the metagame such as Mega Metagross, Mega Gengar, Mega Mawile, Talonflame, and Aegislash.
  • Even though it has a nice set of resistances, its typing leaves it weak to Rock-, Water-, Ground-, and Fighting-types.
  • Function very well under sun support or bait from Mega Charizard Y after Mega Evolving thanks to its ability Solar Power.
  • Has a wide movepool such as Will-O-Wisp, Taunt, Pursuit, and Sucker Punch. Providing support, utility, and a way to pick off foes that switch and with priority, respectively.
  • Has mediocre bulk, making it easier for foes to KO it, especially against faster Pokemon and priority attackers such as Mega Salamence, Mega Lopunny, Mega Kangaskhan, Mega Blaziken, Azumarill, and Conkeldurr.
  • Excellent Special Attack and Speed stats after it Mega Evolves. It's base 115 Speed gives it a niche over Mega Charizard Y.
  • Access to Nasty Plot making it a great sweeper.
(When you write this part up, you can merge/remove some of these points. Just explain why its typing is good and/or bad offensively and defensively, that its bulk and speed aren't that great (esp. before MEvo) and which common Pokemon can take advantage of that, and most importantly, why you'd use it over other Mega Evolutions (namely it's STABs, access to Nasty Plot, and base 115 Speed after MEvo). The part about its ability and wide movepool can be removed since the former will rarely (if ever) come into play if Sunny Day isn't being used, and most of those moves aren't on the main set.)

[SET]
name: Mega Attacker
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Fire Blast / Flamethrower (This can be dropped to Moves.)
move 4: Destiny Bond / Hidden Power Grass / Taunt
item: Houndoominite
ability: Flash Flare Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

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


Nasty Plot boosts Mega Houndoom's Special Attack by two stages allowing it to hit harder. Dark Pulse is a STAB move that hits Psychic- and Ghost-types such as Cresselia, Aegislash and Gengar. It also has a 20 percent chance of flinching the foe. (not relevant enough) Fire Blast is a another more powerful STAB move, which hits very hard after a Nasty Plot or when the sun is out. But it has a chance to miss. Flamethrower is an alternative move to use over Fire Blast with perfect accuracy but with much less power. Destiny Bond allows Mega Houndoom to take down the opposing Pokemon upon being KOed, getting rid of threats to its teammates and any other foe that it's not able to take down such as Suicune. Hidden Power Grass gives Mega Houndoom coverage against Rock-, Ground-, and Water-types such as Rhyperior, Mega Gyarados, Azumarill, and Swampert. Taunt can be used over Hidden Power Grass and or Destiny Bond to make Mega Houndoom an efficient stallbreaker, allowing to prevent any Pokemon from setting up or inflicting status moves such as sweepers, Chansey, and Porygon2.

Set Details
========


Maximum Special Attack and Speed allow for Mega Houndoom to have more sweeping potential, hitting hard and fast. It also allows it to outspeed base 110s such as Mega Gallade, Mega Metagross, Latios, Latias, and Gengar. Timid is preferred over Modest nature, as Modest would put Mega Houndoom in a Speed tie with base 100 Pokemon. The remaining 4 Special Defense EVs are used to prevent Porygon2 from getting an increase in Special Attack from their ability, Download. If Hidden Power Grass is being used instead of Destiny Bond, an IV of 31/31/30/31/31 and an EV spread of 4 HP / 248 SpA / 4 SpD / 252 Spe are used. Flash Flare Flash Fire gives Houndoom immunity to any Fire-type move and allows it to switch into a predicted Fire-type attack, increasing the power of its Fire-type attacks before Mega Evolving. Houndoominite is used necessary to Mega Evolve Mega Houndoom, boosting its Special Attack, (remove comma) and Speed, and bulk and grants it the ability Solar Power, allowing for its attacks to hit harder under the sun. (As mentioned before, its ability rarely comes into play, especially without Sunny Day, and its bulk still isn't that great after MEvo.)

Usage Tips
========


Houndoon should try and get an Flash Fire boost from opposing Fire-type Pokemon whenever possible, such as Heatran, Rotom-H, Mega Charizard Y, and Talonflame, getting a boost in its Fire attacks. Make sure to also use Mega Charizard Y as bait for them to set up Drought so that Mega Houndoom's Solar Power activates. If you suspect your opponent may use it. M, make sure not to lead with Houndoom, instead save it for when Mega Charizard Y reveals itself so Mega Houndoom can switch in and abuse the sun after it Mega Evolves. Be careful because the majority of players run Mega Charizard X. Players that use Mega Charizard Y, will see Mega Houndoom and prepare accordingly. Mega Houndoom should set up Nasty Plot on defensive Pokemon such as Ferrothorn, Mandibuzz, and Cresselia. (watch out for a random status move though, esp. Thunder Wave) But don't try to set up Nasty Plot if Mega Houndoom's checks or counters are not KOed yet.

Team Options
========


Gengar provides great synergy with Mega Houndoom, as it is immune to Fighting-type attacks, whereas Mega Houndoom is immune to Psychic-type attacks. Gengar can handle Mega Kangaskhan and Fairy-types such as Mega Gardevoir, Azumarill, and Sylveon. It can also stallbreak Chansey if it runs Taunts, whereas Mega Houndoom can take on Pokemon faster than Gengar such as Weavile and non Focus Blast Alakazam. Rotom-W can be an excellent pivot with Volt Switch, bringing in Mega Houndoom safely. Rotom-W can also handle types such as Rock-, Ground-, and Water-types such as Tyrannitar, Garchomp, and Azumarill, while Mega Houndoom can handle Grass-types such as Serperior. Rotom-W can surely wall Talonflame, which can potentially prey on Mega Houndoom's frailness. It also burn Fighting-types with Will-O-Wisp. Be careful that some have the ability Guts such as Conkeldurr and Heracross. Gyarados also provides great synergy with Mega Houndoom because it resists Fighting- and Water-types. It's also immune to Ground-types and can use them to set up. Gyarados has Intimidate, which can help soften physical attacks aimed at Mega Houndoom. Klefki and Thundurus pairs well with Mega Houndoom, as they both provide Thunder Wave support, allowing for Mega Houndoom to gain Speed control over the opposing team. Thundurus also helps in dealing with Water-types as well.

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

  • A Focus Sash set can be used with Destiny Bond, Counter, Flamethrower, and Dark Pulse. It also don't need to run any defensive EVs due to its frailness.
  • Sunny Day actives Mega Houndoom's Solar Power, allowing it to hit harder, making it a nice wallbreaker. But it'll have to waste a turn to upon using it. The foe can attack it while trying to set up Sunny Day, as Solar Power also makes Mega Houndoom lose a little health, making it a risky move. Nasty Plot has the same effect without the drawbacks.
  • Solarbeam can be used together with Sunny Day instead of Hidden Power Grass, so that it doesn't need to get a charge. Also it hits for more damage due to Solar Power. However, Mega Houndoom's primary coverage move for Water-types is dependent on the sun being up so there's no point in using it.
  • Overheat can be used over Flamethrower and Fire Blast for even more power. It will deal a lot more damage when switching into a Fire-type move or when the attack is used under the sun. The downside, Overheat lower's Mega Houndoom's Special Attack after each use.
  • Will-O-Wisp cripples physical attackers
  • Sucker Punch gives it priority in picking off weakened foes.
  • Pursuit can be used to trap and deal extra damage to Psychic- and Ghost-types such as Cresselia and Gengar.
  • Hidden Power Ice allows Mega Houndoom to hit Dragon-, Flying-, and Ground-types for super effective damage such as Mega Salamence, Garchomp, Dragonite, and Landorus-T.
  • Protect allows it to Mega Evolve safely against against Pokemon that are faster than Houndoom and slower than Mega Houndoom. However, Mega Houndoom has no room for that moveslot.
(No Substitute or Flame Charge?)

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

  • **Bulky Water-types**: Bulky Water-types, such as Suicune, Rotom-W, and Mega Gyarados, can all take a STAB Fire Blast from Mega Houndoom and can retaliate with their STAB Water-type moves. (This can be moved down, since most of them obviously won't like taking a +2 STAB DP or 2x effective HP Grass.)
  • **Special Walls**: Porygon2 and Chansey can wall Mega Houndoom's attacks. Porygon2 can Trace Houndoom's Flash Fire before Mega Evolving, making its Fire attacks useless. Chansey can take any Special Attack that Mega Houndoom can dish out can cripple it with Toxic or Thunder Wave. Beware that Mega Houndoom can use Chansey as setup fodder for Nasty Plot after using Taunt. (Add Clefable, with emphasis on Unaware variants, and the occasional Snorlax.)
  • **Mega Blaziken**: Mega Blaziken resists both of Mega Houndoom's STAB moves due to its Fire / Fighting typing. It can use Protect to get a boost from Speed Boost, outspeeding and OHKO Mega Houndoom with High Jump Kick.
  • **Conkeldurr**: Conkeldurr resists Mega Houndoom's Dark Pulse and can survive a Fire-type attack, as it carries Assault Vest. I can then retaliate with Drain Punch or revenge kill with Mach Punch.
  • **Azumarill**: Azumarill resists both of Mega Houndoom's STAB attacks and use it as a setup fodder to get a Belly Drum off. It can then KO with Aqua Jet.
  • **Greninja**: Greninja outspeeds Mega Houndoom and KOs it with its STAB Water-type moves. (Can it switch in on a +2 STAB attack or 2x effective HP Grass though? It's rather shaky at best, so I'd remove it.)
  • **Dragonite**: Dragonite has Multiscale which takes only half of any attack Mega Houndoom hits it with while at full HP. It can set up with Dragon Dance and outspeed or OHKO with Choice Band Earthquake.
  • **Rock-types**: Rock-types, such as Mega Aerodactyl and Tyranitar, resists Mega Houndoom's Fire-type moves and puts offensive pressure on it. Both regular and Mega Aerodactyl outspeeds Mega Houndoom and can OHKO it with Stone Edge. Tyranitar also resists Mega Houndoom's Dark-type moves and KO it with its Rock-type STAB moves.
I'm not done writing yet because I put this up as "writing" and I just only took off most of these bullet points. So I'm not done adding and removing what I need to right now lol.

You can't GP check until a QC member checks it for 3/3 and that the checker does have everything implemented and is ready.

A couple of things that you mentioned, I'll take into consideration and might add.

Also some of the checks you made have some errors in it as well. Sorry. :s
 
I know you put this in OO, but you should also mention in the overview that Sloar power makes you lose 1/8 HP per turn under the sun. There are a lot of people who forget this and unwillingly put themselves in range of an aqua jet or brave bird, from what I've heard. Also, I wouldn't necessarily say it takes on Talonflame.

The usage tips might be a bit too situational imo. most opponents won't carelessly spam fire type moves when you have a potential Houndoom in the back, or even bring it at team preview in the first place. Same thing with Mega Charizard Y. Unless most of your team is weak to it, there's no reason for your opponent to bring it and risk giving you a boost. I'd focus more on bringing Houndoom in on a free switch after a teammate faints, as it would avoid unnecessary damage its frailty has no freedom taking. If you want to mention flash fire strats, it might be better off mentioning pokemon like ferro and scizor as teammates to lure in fire attacks.

Once you implement that, I think it's ready for GP. 3/3
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200th career check incoming n_n
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[OVERVIEW]

Mega Houndoom is one of the more underrated (Judging by the rest of the sentence, this doesn't seem like the best word choice. "Underused," perhaps?) Mega Evolutions in the Battle Spot metagame because there are much more reliable Mega Pokemon ones, such as Mega Kangaskhan and Mega Salamence. As a fast special attacker, it's also outclassed by Mega Charizard Y, although its base 115 Speed and access to Nasty Plot gives it a niche. Mega Houndoom is able to act as an excellent wallbreaker on offensive teams due to its powerful Special Attack boost after Mega Evolving, tearing down walls such as Mega Sableye, Cresselia, Ferrothorn, Zapdos, and Gliscor. It also have has a nice Fire / Dark typing, which lets Mega Houndoom it take on various threats in the metagame such as Mega Metagross, Mega Gengar, Mega Mawile, and Aegislash. Even though it has a nice set of resistances, its typing leaves it weak to Rock-, Water-, Ground-, and Fighting-types moves. Function Thanks to Solar Power, Mega Houndoom functions very well under sun, whether it be from a teammate or support or bait from the opponent's Mega Charizard Y after Mega Evolving thanks to its ability Solar Power; however, the ability also makes it loses 1/8 of its HP every turn. Mega Houndoom has a nice (remove extra space)movepool with options such as such as Will-O-Wisp, Taunt, Pursuit, and Sucker Punch, providing support, utility, and a way to pick off foes that switch and with priority foes that attack, respectively. However, Mega Houndoom's mediocre bulk makes it easier easy for foes to KO it, especially against for faster Pokemon and priority attackers such as Mega Salamence, Mega Lopunny, Mega Kangaskhan, Mega Blaziken, Azumarill, and Conkeldurr.

[SET]
name: Mega Attacker
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Fire Blast
move 4: Destiny Bond / Hidden Power Grass / Taunt
item: Houndoominite
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

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


Nasty Plot boosts Mega Houndoom's Special Attack by two stages, (AC) allowing it to hit harder. Dark Pulse is a STAB move that hits Psychic- and Ghost-types such as Cresselia, Aegislash, (AC) and Gengar. ("We invited the strippers, Matt, and Jake." Now picture it without the serial comma.) Fire Blast is a Fire-type STAB move, which that hits very hard after a Nasty Plot or when the under sun is out, but it has a chance to miss because of its subpar accuracy. Flamethrower is an alternative Fire-type STAB move to use over Fire Blast with perfect accuracy but with much less power. Destiny Bond allows Mega Houndoom to take down the opposing Pokemon upon being KOed, getting rid of threats to its teammates and any other foe that it's not able to take down, (AC) such as Suicune. Hidden Power Grass gives Mega Houndoom coverage against Rock-, Ground-, and Water-types such as Rhyperior, Mega Gyarados, Azumarill, and Swampert. Taunt can be used instead of Hidden Power Grass and or Destiny Bond to make Mega Houndoom an efficient stallbreaker, allowing it to prevent any Pokemon from setting up or inflicting status moves ailments, such as sweepers (name a few), Chansey, Clefable, and Porygon2.

Set Details
========


Maximum Special Attack and Speed investment allow for Mega Houndoom to have more sweeping potential, hitting hard and fast. It also allows it to outspeed base 110s Speed Pokemon such as Mega Gallade, Mega Metagross, Latios, Latias, and Gengar. A Timid nature is preferred over a Modest nature, as Modest would put Mega Houndoom in a Speed tie with base 100 Speed Pokemon. The remaining 4 Special Defense EVs are used to prevent Porygon2 from getting an increase in Special Attack boost from its ability Download. If Hidden Power Grass is being used instead of Destiny Bond, an IV spread of 31/30/31/30/31/31 and an EV spread of 4 HP / 248 SpA / 4 SpD / 252 Spe are used. Flash Fire gives Houndoom immunity to any Fire-type moves and allows it to switch into a predicted Fire-type attack, increasing the power of its Fire-type attacks before Mega Evolving. Houndoominite is used to Mega Evolve Mega Houndoom, boosting its Special Attack, Speed, and bulk and grants granting it the ability Solar Power, allowing for its attacks to hit harder under the sun.

Usage Tips
========


Houndoom can also make use of Ferrothorn and Scizor as luring Pokemon to get a Flash Fire boost, getting a free switch-in. (Wouldn't this be better under Team Options?) It should be noted that Houndoom should also switch-(RH) in after its teammate has fainted so that it don't doesn't take any damage. Mega Houndoom should set up Nasty Plot on defensive Pokemon such as Ferrothorn, Mandibuzz, and Cresselia. But don't try to set up Nasty Plot if Mega Houndoom's checks or counters are not KOed yet.

Team Options
========


Gengar provides great synergy with Mega Houndoom, as it is immune to Fighting-type attacks, whereas while Mega Houndoom is immune to Psychic-type attacks. Gengar can handle Mega Kangaskhan and Fairy-types such as Mega Gardevoir, Azumarill, and Sylveon. It can also stallbreak Chansey if it runs Taunts, whereas and Mega Houndoom can take on Pokemon faster than Gengar such as Weavile and non-(AH)Focus Blast Alakazam in return. Rotom-W can be an excellent pivot with Volt Switch, bringing in Mega Houndoom safely. Rotom-W can also handle types such as Rock-, Ground-, and Water-types such as Tyrannitar, Garchomp, and Azumarill, respectively, while Mega Houndoom can handle Grass-types such as Serperior. Rotom-W can surely also wall Talonflame, which can potentially prey on Mega Houndoom's frailness frailty. It can also burn Fighting-types with Will-O-Wisp, but it must be. Be careful that some have the ability of those with Guts such as Conkeldurr and Heracross. Gyarados also provides great synergy with Mega Houndoom because it resists Fighting- and Water-types moves. It's also immune to Ground-types attacks and can use them to set up. Gyarados has Intimidate, which can help soften physical attacks aimed at Mega Houndoom. Klefki and Thundurus pairs well with Mega Houndoom, as they both provide Thunder Wave support, allowing for Mega Houndoom to gain the Speed control advantage over the opposing team. Thundurus also helps in dealing with Water-types as well.

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


A Focus Sash set can be used with Destiny Bond, Counter, Flamethrower, and Dark Pulse. (What does such a set do?) It also doesn't need to run any defensive EVs due to its frailness Houndoom's frailty. Sunny Day activates Mega Houndoom's Solar Power ability, allowing it to hit harder, but it'll have to waste a turn to upon using to use it. The foe can attack it while trying to set up Sunny Day, as and Solar Power also makes Mega Houndoom lose a little health, making it a risky move. Nasty Plot has essentially the same effect without the drawbacks. Solarbeam Beam can be used together with Sunny Day instead of Hidden Power Grass, (RC) so that it doesn't need to get a turn charge. However, this means that Mega Houndoom's primary coverage move for Water-types is dependent on the sun being up, (AC) so there's no point in using it. Overheat can be used over Flamethrower and or Fire Blast for even more power. It will deal a lot more damage when switching into a Fire-type move or when the attack is used under the sun. However, Overheat lowers Mega Houndoom's Special Attack by two stages after each use. Will-O-Wisp cripples physical attackers, which helps it Mega Houndoom take physical hits better. Sucker Punch gives it priority in to picking off weakened foes. Pursuit can be used to trap and deal extra damage to Psychic- and Ghost-types such as Cresselia and Gengar. Hidden Power Ice allows Mega Houndoom to hit Dragon-, Flying-, and Ground-types for super effective damage such as Mega Salamence, Garchomp, Dragonite, and Landorus-T. Protect allows it Houndoom to Mega Evolve safely against against Pokemon that are faster than Houndoom its base forme and slower than its Mega Houndoom forme. However, Mega Houndoom has no room for that moveslot.

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

**Bulky Water-types**
: Bulky Water-types, such as Suicune, Rotom-W, and Mega Gyarados, can all take a STAB Fire Blast from Mega Houndoom and can retaliate with their STAB Water-type STAB moves.

**Special Walls**: Porygon2 and Chansey can wall Mega Houndoom's attacks. Porygon2 can Trace Houndoom's Flash Fire before Mega Evolving, making its Fire attacks useless. Chansey can take any Special Attack special attack that Mega Houndoom can dish out can and then cripple it with Toxic or Thunder Wave. Clefable has Unaware, which ignores Mega Houndoom's stat boosts from Nasty Plot, (AC) and can continue to set up with Cosmic Power or Calm Mind, as well as stall it with Moonlight. Beware that Mega Houndoom can use Chansey as setup fodder for Nasty Plot after using Taunt.

**Mega Blaziken**: Mega Blaziken resists both of Mega Houndoom's STAB moves due to its Fire / Fighting typing. It can use Protect to get a boost from Speed Boost, outspeeding and OHKOing Mega Houndoom with High Jump Kick.

**Conkeldurr**: Conkeldurr resists Mega Houndoom's Dark Pulse and can survive a Fire-type attack, as it usually carries Assault Vest. It can then retaliate with Drain Punch or revenge kill it with Mach Punch.

**Azumarill**: Azumarill resists both of Mega Houndoom's STAB attacks and use it as a setup fodder to get a Belly Drum off. It can then OHKO it with Aqua Jet.

**Greninja**: Greninja outspeeds Mega Houndoom and OHKOes it with its Water-type STAB moves.

**Dragonite**: Dragonite has Multiscale, (AC) which makes it takes only half of any attack Mega Houndoom hits it with while it's at full HP. It can set up with Dragon Dance and outspeed Mega Houndoom or OHKO it with Choice Band Earthquake.

**Rock-types**: Rock-types, such as Mega Aerodactyl and Tyranitar, resists Mega Houndoom's Fire-type moves and puts offensive pressure on it. Both regular and Mega Aerodactyl outspeeds Mega Houndoom and can OHKO it with Stone Edge. Tyranitar also resists Mega Houndoom's Dark-type moves and can KO it with its Rock-type STAB moves.
GP 1/2
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this is 2/2
[OVERVIEW]

Mega Houndoom is one of the more underused ("lesser used" sounds cleaner to me, but up to you) Mega Evolutions in the Battle Spot metagame because there are much more reliable ones, such as Mega Kangaskhan and Mega Salamence. As a fast special attacker, it's also outclassed by Mega Charizard Y, although its base 115 Speed and access to Nasty Plot give it a niche. Mega Houndoom is able to act as an excellent wallbreaker on offensive teams due to its powerful Special Attack, tearing down walls such as Mega Sableye, Cresselia, Ferrothorn, Zapdos, and Gliscor. It also has a nice Fire / Dark Dark / Fire typing, which lets it take on various threats in the metagame such as Mega Metagross, Mega Gengar, Mega Mawile, and Aegislash. Even though it has a nice set of resistances, its typing leaves it weak to Rock-, Water-, Ground-, and Fighting-type moves. Thanks to Solar Power, Mega Houndoom functions very well under sun, (deformat comma) whether it be comes from a teammate or from the opponent's Mega Charizard Y; however, the ability also makes it lose 1/8 of its HP every turn. Mega Houndoom has a nice movepool with options such as such as Will-O-Wisp, Taunt, Pursuit, and Sucker Punch, providing support, utility, and a way to pick off foes that switch and foes that attack, respectively. However, Mega Houndoom's mediocre bulk makes it easy for foes to KO it, especially for faster Pokemon and priority attackers such as Mega Salamence, Mega Lopunny, Mega Kangaskhan, Mega Blaziken, Azumarill, and Conkeldurr.

[SET]
name: Mega Attacker
move 1: Nasty Plot
move 2: Dark Pulse
move 3: Fire Blast
move 4: Destiny Bond / Hidden Power Grass / Taunt
item: Houndoominite
ability: Flash Fire
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

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

Nasty Plot boosts Mega Houndoom's Special Attack by two stages, allowing it to hit harder. Dark Pulse is a STAB move that hits Psychic- and Ghost-types such as Cresselia, Aegislash, and Gengar. Fire Blast is a the preferred Fire-type STAB move, as it that hits very hard after a Nasty Plot or under sun, but it has a chance to miss. Flamethrower is an alternative Fire-type STAB move with perfect accuracy but much less power. Destiny Bond allows Mega Houndoom to take down the opposing Pokemon upon being KOed, getting rid of a threats to its teammates or and any other foe that it's not able to take down, such as Suicune. Hidden Power Grass gives Mega Houndoom coverage against Rock-, Ground-, and Water-types such as Rhyperior, Mega Gyarados, Azumarill, and Swampert. Taunt can be used instead of Hidden Power Grass or Destiny Bond to make Mega Houndoom an efficient stallbreaker, allowing it to prevent any Pokemon from setting up or inflicting status ailments, such as, (RC) Chansey, Clefable, and Porygon2.

Set Details
========

Maximum Special Attack and Speed investment allows Mega Houndoom to have more sweeping potential, hitting hard and fast. It also allows it to outspeed base 110 Speed Pokemon such as Mega Gallade, Mega Metagross, Latios, Latias, and Gengar. A Timid nature is preferred over a Modest nature, as Modest would put Mega Houndoom in a Speed tie with base 100 Speed Pokemon. The remaining 4 Special Defense EVs are used to prevent Porygon2 from getting a Special Attack boost from Download. If Hidden Power Grass is being used instead of Destiny Bond, an IV spread of 31 / 30 / 31 / 30 / 31 / 31 (I think?) and an EV spread of 4 HP / 248 SpA / 4 SpD / 252 Spe should be are used. Flash Fire gives Houndoom immunity to Fire-type moves and allows it to switch into a predicted Fire-type attack, increasing the power of its own Fire-type attacks before Mega Evolving. Houndoominite is used to Mega Evolve Houndoom, boosting its Special Attack, Speed, and bulk and granting it the ability Solar Power, allowing its attacks to hit harder under sun.

Usage Tips
========

Houndoom can also make use of Ferrothorn and Scizor to lure in Fire-type attacks as luring Pokemon to get a Flash Fire boost, getting a free switch in. It should be noted that Houndoom should also switch in after its teammate has fainted so that it doesn't take any damage. Mega Houndoom should set up Nasty Plot on defensive Pokemon such as Ferrothorn, Mandibuzz, and Cresselia. Don't But don't try to set up Nasty Plot if Mega Houndoom's checks or counters are not KOed yet.

Team Options
========

Gengar provides great synergy with Mega Houndoom, as it is immune to Fighting-type attacks, while Mega Houndoom is immune to Psychic-type attacks. Gengar can handle Mega Kangaskhan and Fairy-types such as Mega Gardevoir, Azumarill, and Sylveon. It can also stallbreak Chansey if it runs Taunt, and Mega Houndoom can take on Pokemon faster than Gengar such as Weavile and non-Focus Blast Alakazam in return. Rotom-W can be an excellent pivot with Volt Switch, bringing in Mega Houndoom safely. Rotom-W can also handle Rock-, Ground-, and Water-types such as Tyranitar, Garchomp, and Azumarill, respectively, while Mega Houndoom can handle Grass-types such as Serperior. Rotom-W can also wall Talonflame, which can potentially prey on Mega Houndoom's frailty. It can also burn Fighting-types with Will-O-Wisp, but it must be careful of those with Guts such as Conkeldurr and Heracross. Gyarados also provides great synergy with Mega Houndoom because it resists Fighting- and Water-type moves. It's also immune to Ground-type attacks and can use them to set up. Also note that Gyarados has Intimidate, which can help soften physical attacks aimed at Mega Houndoom. Klefki and Thundurus pair well with Mega Houndoom, as they both provide Thunder Wave support, allowing for Mega Houndoom to gain the Speed advantage over the opposing team. Thundurus helps deal with Water-types as well.

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

Focus Sash can be used on a set running with Destiny Bond, Counter, Flamethrower, and Dark Pulse. Focus Sash and Counter work well together because of Houndoom's terrible defenses. It can then use Destiny Bond on another Pokemon the opponent has sent out. Flamethrower and Dark Pulse are both filler moves in the set. It also doesn't need to run any defensive EVs due to Houndoom's frailty. Sunny Day activates Mega Houndoom's Solar Power, allowing it to hit harder, but it'll have to waste a turn to to use it. The foe can attack it while it tries trying to set up Sunny Day, and Solar Power also makes Mega Houndoom lose a little health each turn sun is up (confirm? I could be wrong), making it a risky strategy move. Nasty Plot has essentially the same effect without the drawbacks. Solar Beam can be used together with Sunny Day instead of Hidden Power Grass so that it doesn't need a turn charge. However, this means that Mega Houndoom's primary coverage move for Water-types is dependent on the sun being up, (deformat comma) so there's no point in using it. Overheat can be used over Flamethrower or Fire Blast for even more power. It will deal a lot more damage after Houndoom has switched when switching into a Fire-type move or when the attack is used under sun. However, Overheat lowers Mega Houndoom's Special Attack by two stages after each use. Will-O-Wisp cripples physical attackers, which helps Mega Houndoom take physical hits better. Sucker Punch gives it priority to pick off weakened foes. Pursuit can be used to trap and deal extra damage to Psychic- and Ghost-types such as Cresselia and Gengar. Hidden Power Ice allows Mega Houndoom to hit Dragon-, Flying-, and Ground-types for super effective damage such as Mega Salamence, Garchomp, Dragonite, and Landorus-T for super effective damage. Protect allows Houndoom to Mega Evolve safely against against Pokemon that are faster than its base forme and slower than its Mega forme. However, Mega Houndoom has no room for that move. (deformat period)

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

**Bulky Water-types**: Bulky Water-types, such as Suicune, Rotom-W, and Mega Gyarados, can all take Fire Blast from Mega Houndoom and can retaliate with their Water-type STAB moves.

**Special Walls**: Porygon2 and Chansey can wall Mega Houndoom's attacks. Porygon2 can Trace Houndoom's Flash Fire before it has Mega Evolvinged, making its Fire attacks useless. Chansey can take any special attack that Mega Houndoom can dish out and then cripple it with Toxic or Thunder Wave. Clefable has Unaware, which ignores Mega Houndoom's stat boosts from Nasty Plot, and can set up with Cosmic Power or Calm Mind, as well as stall it with Moonlight. Beware that Mega Houndoom can use Chansey as setup fodder for Nasty Plot after using Taunt.

**Mega Blaziken**: Mega Blaziken resists both of Mega Houndoom's STAB moves due to its Fire / Fighting typing. It can use Protect to get a boost from Speed Boost, outspeeding Mega Houndoom and and OHKOing Mega Houndoom with High Jump Kick.

**Conkeldurr**: Conkeldurr resists Mega Houndoom's Dark Pulse and can survive a Fire-type attack, as it usually carries Assault Vest. It can then retaliate with Drain Punch or revenge kill it with Mach Punch.

**Azumarill**: Azumarill resists both of Mega Houndoom's STAB attacks and use it as setup fodder to get a Belly Drum off. It can then OHKO it with Aqua Jet.

**Greninja**: Greninja outspeeds Mega Houndoom and OHKOes it with its Water-type STAB moves.

**Dragonite**: Dragonite has Multiscale, which makes it take only half the damage from of any attack Mega Houndoom hits it with while it's at full health. It can set up with Dragon Dance and outspeed Mega Houndoom or OHKO it with a Choice Band-boosted Earthquake.

**Rock-types**: Rock-types, such as Mega Aerodactyl and Tyranitar, resist Mega Houndoom's Fire-type moves and put offensive pressure on it. Both regular and Mega Aerodactyl outspeed Mega Houndoom and can OHKO it with Stone Edge. Tyranitar also resists Mega Houndoom's Dark-type moves and can KO it with its Rock-type STAB moves.
 
Snobalt

("We invited the strippers, Matt, and Jake." Now picture it without the serial comma.)

How did you know about my secret life??

Also yeah I agree, the Scizor / Ferro comment shouldn't be in usage tips, it should be in team options since you're talking about potential teammates... However, I dunno why this whole 'switching into fire moves' thing is being played up so much. You wouldn't do the same for Electivire and say to bring a Gyarados, lol.
 
Snobalt

("We invited the strippers, Matt, and Jake." Now picture it without the serial comma.)

How did you know about my secret life??

Also yeah I agree, the Scizor / Ferro comment shouldn't be in usage tips, it should be in team options since you're talking about potential teammates... However, I dunno why this whole 'switching into fire moves' thing is being played up so much. You wouldn't do the same for Electivire and say to bring a Gyarados, lol.
In the first draft the usage tips were centered around bringing Houndoom in on fire type attacks, which is somewhat really situational considering most people won't spam fire moves when there's a potential houndoom in the back. I just suggested adding in the 4x fire-weak pokemon so that that scenario becomes a little bit more realistic.
 
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