National Dex Ubers Offensive Ho-Oh [QC 2/2] [GP 1/1]

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[Set]
name: Offensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Defog
move 4: Thunder Wave / Whirlwind / Earthquake
item: Heavy Duty Boots
ability: Regenerator
nature: Adamant
evs: 248 HP / 176 Atk / 16 Def / 56 SpD / 12 Spe
tera type: Grass / Flying / Ground

[SET COMMENTS]

* Offensive Ho-Oh avoids a proclivity for passivity that can be exploited by common Pokemon such as Taunt Calm Mind Arceus formes, Dragon Dance Zygarde, and wallbreaker Eternatus. Consequently, many balance and bulky offense structures prefer offensive Ho-Oh, as it is more proactive while retaining most of the traits that enable Ho-Oh to function as a strong support Pokemon. Offensive Ho-Oh retains its spot as the best entry hazard removal, a blanket special wall, and a pivot with excellent longevity. However, Ho-Oh's offensive presence comes at the cost of its physical bulk, which renders it a poor switch-in to Pokemon such as Zacian-C and Marshadow.
* Sacred Fire's burn chance dissuades most physical attackers such as Dragon Dance Arceus-Ground and Rayquaza from switching in. Brave Bird heavily chunks Pokemon that would otherwise easily switch in to Sacred Fire such as Eternatus, Primal Groudon, and Primal Kyogre. Brave Bird's high damage and PP also prevents Pokemon Calm Mind Arceus formes from attempting to stall out Sacred Fire and use Ho-Oh as setup fodder. These traits combine to make Brave Bird Ho-Oh's most spammable move.
* Ho-Oh's last moveslot is quite flexible and easily tailored to meet the needs of its team. Thunder Wave cripples Pokemon such as Zacian-C and Eternatus, allowing teammates to handle them easily should Ho-Oh be unable to. Whirlwind's phasing prevents some threats such as Coil Zygarde lacking Dragon Tail, Meteor Beam Eternatus, and Calm Mind Arceus formes lacking Taunt from getting out of hand in a pinch, especially given Coil Zygarde in particular can use Ho-Oh lacking Whirlwind as setup fodder. Earthquake is more specific and should always be used alongside Tera Ground, but it enables Ho-Oh to more directly challenge Primal Groudon and Eternatus.
* 56 Special Defense EVs causes Eternatus's +1 Dynamax Cannon to 3HKO. 16 Defense EVs enable Ho-Oh to survive Zacian-C's +1 Wild Charge. 12 Speed EVs enable Ho-Oh to outspeed paralyzed Zacian-C. 176 Attack EVs enable Ho-Oh to break Tera Ground Zygarde-C's Substitute with Sacred Fire. If Ho-Oh is not using Thunder Wave nor has paralysis support from a teammate, an alternative EV spread of 248 HP / 176 Atk / 28 Def / 56 SpD enables Ho-Oh to survive Swords Dance Utility Primal Groudon's Rock Tomb after one turn of Toxic chip.
* Tera Grass covers many of the sparse holes in Ho-Oh's defensive profile, enabling it to survive boosted Zacian-C's Wild Charge and Eternatus's Meteor Beam and paralyze or phase these threats. Ho-Oh benefits from its newfound Electric-, Water, and Ground-type resistances to pivot into Primal Kyogre and Coil Zygarde. Although Ho-Oh cannot beat Coil Zygarde long-term, the ability to easily phase it before it has accumulated enough boosts to become an offensive threat is incredibly valuable and allows teammates to position themselves to prevent it from getting out of hand.
* If a more offensive approach is desired, Tera Flying transforms Ho-Oh from a Pokemon that is difficult to switch into to proper wallbreaker that cleaves through bulkier teams; the power boost enables Ho-Oh to 2HKO defensive Eternatus and support Arceus formes. Tera Ground is a niche option for teams that struggle with Meteor Beam Eternatus, protecting Ho-Oh from the move and causing Earthquake to OHKO after Stealth Rock while providing benefits against offensive Primal Groudon and Zacian-C. Tera Dark is an alternative for teams that struggle with Ultra Necrozma and Yveltal.
* Ho-Oh is immensely flexible in-game. Against hyper offense teams, Ho-Oh's role is often limited to removing hazards and dealing with a significant threat such as Zacian-C or Eternatus, as it is rarely left with enough HP to use Regenerator to check multiple Pokemon. This often has an outsized impact on the match due to relieving the defensive burden on teammates such as Primal Groudon and Zygarde, leading to easier victories.
* Ho-Oh plays a more active role against balance and bulky offense teams, as the slower pace often enables it to show off its defensive prowess. Ho-Oh can be played quite freely, but should be wary of Pokemon that commonly use Rock-type coverage such as Primal Groudon
and Eternatus until scouted. Sacred Fire's burn plays a pivotal role in breaking through bulkier Pokemon such as Calm Mind Arceus formes and Eternatus, as the chip prevents them from shrugging off Brave Bird. Despite soft checking the majority of the metagame, some caution should be exercised with physical attackers. For example, despite the ability to trade with Zacian-C, offensive Ho-Oh cannot switch in safely to do so.
* Primal Groudon is a near-mandatory teammate: it switches into the few Pokemon Ho-Oh cannot—namely Primal Kyogre and Zacian-C —while providing entry hazards. It appreciates Ho-Oh's ability to check Arceus-Ground lacking Rock-type coverage, Calm Mind Arceus-Dark, and Eternatus. If Thunder Wave is used, Primal Groudon should consider investing a couple EVs in Speed to outpace paralyzed Eternatus and Zacian-C.
* Calm Mind Arceus-Dark is an excellent teammate due to its ability to compress essential defensive roles such as checking Ultra Necrozma and Life Orb Yveltal, and a Ghost-type resistance that forces Choice Band Marshadow to predict properly—all while serving as a potent wincon—while appreciating Ho-Oh checking Zacian-C and Arceus-Fairy. Choice Band Marshadow is an incredibly effective revenge killer and wallbreaker further enabled by the sturdy defensive backbone Ho-Oh helps to reinforce. In particular, Ho-Oh appreciates Marshadow's ability to revenge kill Extreme Killer Arceus and Ultra Necrozma while dissuading wallbreakers such as Calm Mind Arceus formes, Swords Dance Utility Primal Groudon, and Primal Kyogre from setting up.

[SET CREDITS]
Set(s) by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Written by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Quality checked by:
https://www.smogon.com/forums/members/zrp200.327515/
https://www.smogon.com/forums/members/sami.604820/
Grammar checked by:
https://www.smogon.com/forums/members/zrp200.327515/
 
Last edited:
I'd like to see this one more time and figure out spread/moveslot issues to make sure everyone's on the same page before I mark it as QC 1/2.

add remove comment

[SET]
name: Offensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Defog
move 4: Thunder Wave / Whirlwind / Earthquake
item: Heavy Duty Boots
ability: Regenerator
nature: Adamant
evs: 248 HP / 176 Atk / 16 Def / 56 SpD / 12 Spe
tera type: Grass / Flying / Ground

[SET COMMENTS]

* Defensive Ho-Oh is excellent, but its proclivity for passivity can be exploited by common Pokemon such as Taunt Calm Mind Arceus formes, Dragon Dance Zygarde, and wallbreaker Eternatus. Consequently, many balance and bulky offense structures prefer offensive Ho-Oh as it is more proactive while retaining most of the traits that enable Ho-Oh to function as glue. Offensive Ho-Oh retains its spot as the best entry hazard removal, a blanket special wall, and a pivot with excellent longevity. However, Ho-Oh's newfound offensive presence comes at the cost of its physical bulk which renders it a poor switch-in to Pokemon such as Zacian-C and Marshadow. (REWORD avoid specifically mentioning Defensive Ho-Oh by name.)
* Sacred Fire is Ho-Oh's preferred for Fire-type STAB as its high power and Burn chance dissuades most physical attackers from switching in the alternative is Flare Blitz, so mentioning the burn chance is fine, but high power isn't relevant. Brave Bird's high power and solid neutral coverage enables Brave Bird enables (this is dex info, if anything move some of the content from later here as described in a later comment) it to heavily chunk Pokemon that would otherwise easily switch-in such as Eternatus, Primal Groudon, and Primal Kyogre. Brave Bird's high damage and PP also prevents Pokemon Calm Mind Arceus formes from attempting to stall out Sacred Fire and use Ho-Oh as setup fodder.
* Defog enables Ho-Oh to remove entry hazards. (already covered) Ho-Oh's last moveslot is quite flexible and easily tailored to meet the needs of its team. Thunder Wave cripples Pokemon such as Zacian-C and Eternatus - allowing teammates to handle them easily should Ho-Oh be unable to. Potential teammates should consider this paralysis support as minimal investment is required to outpace these targets. Whirlwind's phasing enables Ho-Oh to prevent some threats such as Coil Zygarde Zygarde lacking Dragon Tail (coil can run Dtail), Meteor Beam Eternatus, and Calm Mind Arceus formes lacking Taunt from getting out of hand in a pinch (mention that Zygarde otherwise can exploit Ho-Oh. The others at least can be paralyzed by twave or annoyed by brave bird). Earthquake is more specific and should always be used alongside Tera Ground; enabling Ho-Oh to more directly challenge Primal Groudon and Eternatus.
* 56 Special Defence EVs causes Calm Mind Arceus's +1 Judgment and Eternatus's +1 Dynamax Cannon to 3HKO. 16 Def EVs enable Ho-Oh to survive Zacian-C's +1 Wild Charge. 12 Spe enables Ho-Oh to outspeed Paralyzed Zacian-C and the remaining EVs are dumped into Attack so that Ho-Oh hits as hard as possible. If Ho-Oh is not using Thunder Wave nor has Paralysis support from a teammate an alternative EV spread of 248 HP / 168 Atk / 28 Def / 56 SpD enables Ho-Oh to survive SD Utility Primal Groudon's Rock Tomb after one turn of Toxic chip. (REWORD the numbers don't add up. there's 8 spare evs in the alt spread. plus, why aren't we doing a 248 HP/164+/28/0-/56/12 spread if it's so close and the attack investment is a dump? are we losing some critical offensive benchmark somewhere? why is there lower attack to begin with?)
* Due to Ho-Oh's immaculate defensive typing and bulk, many Pokemon run coverage to avoid being walled by Ho-Oh. (this is fluff, tie this directly into Tera Grass's mention or remove it) Tera Grass covers many of the sparse holes in Ho-Oh's defensive profile, enabling it survive Zacian-C's Wild Charge or Eternatus's Meteor Beam and paralyze or phase these threats. Ho-Oh benefits from its newfound Electric-, Water, and Ground-type resistances to pivot into Primal Kyogre and Coil Zygarde. Although Ho-Oh cannot beat Coil Zygarde directly (note that pogre also tends to win 1v1 as well, and also you did just assume that you were running Tera Grass with Whirlwind; should Tera Grass only be ran with Whirlwind?), the ability to phase it before it has accumulated enough boosts to become an offensive threat is incredibly valuable.
* If a more offensive approach is desired, Tera Flying transforms Ho-Oh into a bonafide wallbreaker that cleaves through bulkier teams. The power boost enables Ho-Oh to 2HKO defensive Eternatus and support Arceus formes. Tera Ground is a niche option for teams that struggle with Meteor Beam Eternatus while providing benefits against Primal Groudon and Zacian-C. Tera Dark is an alternative for teams that struggle with Ultra Necrozma.
* Ho-Oh is immensely flexible in-game and is seldom deadweight. Against hyper offense teams Ho-Oh's role should be determined at team preview. This is often limited to removing hazards and dealing with a signifcant significant threat such as Zacian-C or Eternatus (why? how is this different from how it is normally used?). This often has an outsized impact on the match due to relieving the defensive burden on teammates such as Primal Groudon and Zygarde, leading to easier victories.
* Ho-Oh plays a more active role against balance and bulky offense teams as the slower pace often enables it to show off its defensive prowess. Ho-Oh can be played quite freely, but should be wary of Pokemon which commonly use Rock-type coverage such as Primal Groudon and Eternatus until scouted. Sacred Fire's Burn plays a pivotal role in breaking through bulkier Pokemon such as Calm Mind Arceus formes and Eternatus as the chip prevents them from shrugging off Brave Bird. Brave Bird is Ho-Oh's most spammable move and harshly punishes Primal Kyogre seeking free entry. (move this information to moves section and instead simply refer to these by matchup) Despite soft checking the majority of the metagame, some caution should be exercised with physical attackers. For example, despite the ability to trade with Zacian-C, offensive Ho-Oh cannot switch-in safely to do so.
* Primal Groudon is a near mandatory teammate. It switches into the few Pokemon Ho-Oh cannot - namely Primal Kyogre and Zacian-C. Primal Groudon provides entry hazards and appreciates Ho-Oh's ability to check Arceus-Ground, Calm Mind Arceus-Dark, Eternatus, and Coil Zygarde does it really check coil zygarde without whirlwind tho. If Thunder Wave is used consider investing a couple evs in Speed to outpace paralyzed Eternatus and Zacian-C. (make it clear that you are referring to Primal Groudon here)
* Calm Mind Arceus-Dark is an excellent teammate due to its ability to compress essential defensive roles such as checking Ultra Necrozma and Life Orb Yveltal, a Ghost-type resistance (was there supposed to be another list item here?), all while serving as a potent win condition wincon (Mention as well that Ho-Oh alleviates the Zac-C/Arc-Fairy mu for it). Choice Band Marshadow is also a great option as it is an incredibly effective revenge killer and wallbreaker which is further enabled by the sturdy defensive backbone Ho-Oh helps to reinforce. (REWORD feels like this isn't really saying much; obviously marshadow is an effective revenge killer, but what exactly is it bringing to the table here; etc, what shared targets does marshadow in particular exploit that ho-oh appreciates and vice versa, how their typings and attributes complement each other. There's a lot of examples that could be made here, so it feels like a waste to just leave it at nothing)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Last edited:
I'd like to see this one more time and figure out spread/moveslot issues to make sure everyone's on the same page before I mark it as QC 1/2.

add remove comment

[SET]
name: Offensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Defog
move 4: Thunder Wave / Whirlwind / Earthquake
item: Heavy Duty Boots
ability: Regenerator
nature: Adamant
evs: 248 HP / 176 Atk / 16 Def / 56 SpD / 12 Spe
tera type: Grass / Flying / Ground

[SET COMMENTS]

* Defensive Ho-Oh is excellent, but its proclivity for passivity can be exploited by common Pokemon such as Taunt Calm Mind Arceus formes, Dragon Dance Zygarde, and wallbreaker Eternatus. Consequently, many balance and bulky offense structures prefer offensive Ho-Oh as it is more proactive while retaining most of the traits that enable Ho-Oh to function as glue. Offensive Ho-Oh retains its spot as the best entry hazard removal, a blanket special wall, and a pivot with excellent longevity. However, Ho-Oh's newfound offensive presence comes at the cost of its physical bulk which renders it a poor switch-in to Pokemon such as Zacian-C and Marshadow. (REWORD avoid specifically mentioning Defensive Ho-Oh by name.)
* Sacred Fire is Ho-Oh's preferred for Fire-type STAB as its high power and Burn chance dissuades most physical attackers from switching in the alternative is Flare Blitz, so mentioning the burn chance is fine, but high power isn't relevant. Brave Bird's high power and solid neutral coverage enables Brave Bird enables (this is dex info, if anything move some of the content from later here as described in a later comment) it to heavily chunk Pokemon that would otherwise easily switch-in such as Eternatus, Primal Groudon, and Primal Kyogre. Brave Bird's high damage and PP also prevents Pokemon Calm Mind Arceus formes from attempting to stall out Sacred Fire and use Ho-Oh as setup fodder.
* Defog enables Ho-Oh to remove entry hazards. (already covered) Ho-Oh's last moveslot is quite flexible and easily tailored to meet the needs of its team. Thunder Wave cripples Pokemon such as Zacian-C and Eternatus - allowing teammates to handle them easily should Ho-Oh be unable to. Potential teammates should consider this paralysis support as minimal investment is required to outpace these targets. Whirlwind's phasing enables Ho-Oh to prevent some threats such as Coil Zygarde Zygarde lacking Dragon Tail (coil can run Dtail), Meteor Beam Eternatus, and Calm Mind Arceus formes lacking Taunt from getting out of hand in a pinch (mention that Zygarde otherwise can exploit Ho-Oh. The others at least can be paralyzed by twave or annoyed by brave bird). Earthquake is more specific and should always be used alongside Tera Ground; enabling Ho-Oh to more directly challenge Primal Groudon and Eternatus.
* 56 Special Defence EVs causes Calm Mind Arceus's +1 Judgment and Eternatus's +1 Dynamax Cannon to 3HKO. 16 Def EVs enable Ho-Oh to survive Zacian-C's +1 Wild Charge. 12 Spe enables Ho-Oh to outspeed Paralyzed Zacian-C and the remaining EVs are dumped into Attack so that Ho-Oh hits as hard as possible. If Ho-Oh is not using Thunder Wave nor has Paralysis support from a teammate an alternative EV spread of 248 HP / 168 Atk / 28 Def / 56 SpD enables Ho-Oh to survive SD Utility Primal Groudon's Rock Tomb after one turn of Toxic chip. (REWORD the numbers don't add up. there's 8 spare evs in the alt spread. plus, why aren't we doing a 248 HP/164+/28/0-/56/12 spread if it's so close and the attack investment is a dump? are we losing some critical offensive benchmark somewhere? why is there lower attack to begin with?)
* Due to Ho-Oh's immaculate defensive typing and bulk, many Pokemon run coverage to avoid being walled by Ho-Oh. (this is fluff, tie this directly into Tera Grass's mention or remove it) Tera Grass covers many of the sparse holes in Ho-Oh's defensive profile, enabling it survive Zacian-C's Wild Charge or Eternatus's Meteor Beam and paralyze or phase these threats. Ho-Oh benefits from its newfound Electric-, Water, and Ground-type resistances to pivot into Primal Kyogre and Coil Zygarde. Although Ho-Oh cannot beat Coil Zygarde directly (note that pogre also tends to win 1v1 as well, and also you did just assume that you were running Tera Grass with Whirlwind; should Tera Grass only be ran with Whirlwind?), the ability to phase it before it has accumulated enough boosts to become an offensive threat is incredibly valuable.
* If a more offensive approach is desired, Tera Flying transforms Ho-Oh into a bonafide wallbreaker that cleaves through bulkier teams. The power boost enables Ho-Oh to 2HKO defensive Eternatus and support Arceus formes. Tera Ground is a niche option for teams that struggle with Meteor Beam Eternatus while providing benefits against Primal Groudon and Zacian-C. Tera Dark is an alternative for teams that struggle with Ultra Necrozma.
* Ho-Oh is immensely flexible in-game and is seldom deadweight. Against hyper offense teams Ho-Oh's role should be determined at team preview. This is often limited to removing hazards and dealing with a signifcant significant threat such as Zacian-C or Eternatus (why? how is this different from how it is normally used?). This often has an outsized impact on the match due to relieving the defensive burden on teammates such as Primal Groudon and Zygarde, leading to easier victories.
* Ho-Oh plays a more active role against balance and bulky offense teams as the slower pace often enables it to show off its defensive prowess. Ho-Oh can be played quite freely, but should be wary of Pokemon which commonly use Rock-type coverage such as Primal Groudon and Eternatus until scouted. Sacred Fire's Burn plays a pivotal role in breaking through bulkier Pokemon such as Calm Mind Arceus formes and Eternatus as the chip prevents them from shrugging off Brave Bird. Brave Bird is Ho-Oh's most spammable move and harshly punishes Primal Kyogre seeking free entry. (move this information to moves section and instead simply refer to these by matchup) Despite soft checking the majority of the metagame, some caution should be exercised with physical attackers. For example, despite the ability to trade with Zacian-C, offensive Ho-Oh cannot switch-in safely to do so.
* Primal Groudon is a near mandatory teammate. It switches into the few Pokemon Ho-Oh cannot - namely Primal Kyogre and Zacian-C. Primal Groudon provides entry hazards and appreciates Ho-Oh's ability to check Arceus-Ground, Calm Mind Arceus-Dark, Eternatus, and Coil Zygarde does it really check coil zygarde without whirlwind tho. If Thunder Wave is used consider investing a couple evs in Speed to outpace paralyzed Eternatus and Zacian-C. (make it clear that you are referring to Primal Groudon here)
* Calm Mind Arceus-Dark is an excellent teammate due to its ability to compress essential defensive roles such as checking Ultra Necrozma and Life Orb Yveltal, a Ghost-type resistance (was there supposed to be another list item here?), all while serving as a potent win condition wincon (Mention as well that Ho-Oh alleviates the Zac-C/Arc-Fairy mu for it). Choice Band Marshadow is also a great option as it is an incredibly effective revenge killer and wallbreaker which is further enabled by the sturdy defensive backbone Ho-Oh helps to reinforce. (REWORD feels like this isn't really saying much; obviously marshadow is an effective revenge killer, but what exactly is it bringing to the table here; etc, what shared targets does marshadow in particular exploit that ho-oh appreciates and vice versa, how their typings and attributes complement each other. There's a lot of examples that could be made here, so it feels like a waste to just leave it at nothing)

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
applied
 
add remove comment
qc 2/2
[SET]
name: Offensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Defog
move 4: Thunder Wave / Whirlwind / Earthquake
item: Heavy Duty Boots
ability: Regenerator
nature: Adamant
evs: 248 HP / 176 Atk / 16 Def / 56 SpD / 12 Spe
tera type: Grass / Flying / Ground

[SET COMMENTS]

* Offensive Ho-Oh avoids a proclivity for passivity that can be exploited by common Pokemon such as Taunt Calm Mind Arceus formes, Dragon Dance Zygarde, and wallbreaker Eternatus. Consequently, many balance and bulky offense structures prefer offensive Ho-Oh as it is more proactive while retaining most of the traits that enable Ho-Oh to function as glue a strong support Pokemon analyses are for newer players and idt they know what glue means. Offensive Ho-Oh retains its spot as the best entry hazard removal, a blanket special wall, and a pivot with excellent longevity. However, Ho-Oh's offensive presence comes at the cost of its physical bulk which renders it a poor switch-in to Pokemon such as Zacian-C and Marshadow.
* Sacred Fire is Ho-Oh's preferred for Fire-type STAB as its Burn chance dissuades most physical attackers such as Dragon Dance Zygarde and Rayquaza felt examples were good here from switching in. Brave Bird enables Ho-Oh to heavily chunk Pokemon that would otherwise easily switch-in to Sacred Fire, (AC) such as Eternatus, Primal Groudon, and Primal Kyogre. Brave Bird's high damage and PP also prevents Pokemon Calm Mind Arceus formes from attempting to stall out Sacred Fire and use Ho-Oh as setup fodder. These traits combine to make Brave Bird Ho-Oh's most spammable move.
* Ho-Oh's last moveslot is quite flexible and easily tailored to meet the needs of its team. Thunder Wave cripples Pokemon such as Zacian-C and Eternatus - allowing teammates to handle them easily should Ho-Oh be unable to. Potential teammates should consider this paralysis support as minimal investment is required to outpace these targets. should be mentioned in the teammates section, not here Whirlwind's phasing enables Ho-Oh to prevent some threats such as Coil ddance always runs dtail so ur better off specifying Zygarde lacking Dragon Tail, Meteor Beam Eternatus, and Calm Mind Arceus formes lacking Taunt from getting out of hand in a pinch. Coil Zygarde in particular can use Ho-Oh lacking Whirlwind as setup fodder. Earthquake is more specific and should always be used alongside Tera Ground; enabling Ho-Oh to more directly challenge Primal Groudon and Eternatus. could mention it OHKOing offensive etern after rocks with tera ground (either here or in the tera mention after works)
* 56 Special Defence EVs causes Calm Mind Arceus's +1 Judgment and it always 3hkos no matter the investment so no point mentioning it Eternatus's +1 Dynamax Cannon to 3HKO. 16 Def EVs enable Ho-Oh to survive Zacian-C's +1 Wild Charge. 12 Spe enables Ho-Oh to outspeed Paralyzed Zacian-C and the remaining EVs are dumped into Attack so that Ho-Oh hits as hard as possible filler. If Ho-Oh is not using Thunder Wave nor has Paralysis support from a teammate an alternative EV spread of 248 HP / 176 Atk / 28 Def / 56 SpD enables Ho-Oh to survive SD Swords Dance Utility Primal Groudon's Rock Tomb after one turn of Toxic chip.
* Tera Grass covers many of the sparse holes in Ho-Oh's defensive profile, enabling it survive boosted Zacian-C's Wild Charge or Eternatus's Meteor Beam and paralyze or phase these threats. Ho-Oh benefits from its newfound Electric-, Water, and Ground-type resistances to pivot into Primal Kyogre and Coil Zygarde. Although Ho-Oh cannot beat Coil Zygarde long-term, the ability to easily phase it before it has accumulated enough boosts to become an offensive threat is incredibly valuable and allows teammates to position themselves to prevent it from getting out of hand.
* If a more offensive approach is desired, Tera Flying transforms Ho-Oh into a bonafide ik this is a gp thing but cmon u couldve just said "good" i had to search up what this means wallbreaker that cleaves through bulkier teams. The power boost enables Ho-Oh to 2HKO defensive Eternatus and support Arceus formes. Tera Ground is a niche option for teams that struggle with Meteor Beam Eternatus while providing benefits against offensive a lot of defensive sets use overheat so obv tera ground doesnt help Primal Groudon and Zacian-C. Tera Dark is an alternative for teams that struggle with Ultra Necrozma and Yveltal.
* Ho-Oh is immensely flexible in-game and is seldom deadweight filler. Against hyper offense teams Ho-Oh's role should be determined at team preview. This a bit confusing ngl esp since it sounds more ambiguous than it rlly is is often limited to removing hazards and dealing with a significant threat such as Zacian-C or Eternatus as it is rarely left with enough HP to use Regenerator to check multiple Pokemon. This often has an outsized impact on the match due to relieving the defensive burden on teammates such as Primal Groudon and Zygarde, leading to easier victories.
* Ho-Oh plays a more active role against balance and bulky offense teams as the slower pace often enables it to show off its defensive prowess. Ho-Oh can be played quite freely, but should be wary of Pokemon which commonly use Rock-type coverage such as Primal Groudon and Eternatus until scouted. Sacred Fire's Burn plays a pivotal role in breaking through bulkier Pokemon such as Calm Mind Arceus formes and Eternatus as the chip prevents them from shrugging off Brave Bird. Despite soft checking the majority of the metagame, some caution should be exercised with physical attackers. For example, despite the ability to trade with Zacian-C, offensive Ho-Oh cannot switch-in safely to do so.
* Primal Groudon is a near mandatory teammate. It switches into the few Pokemon Ho-Oh cannot - namely Primal Kyogre and Zacian-C. Primal Groudon provides entry hazards and appreciates Ho-Oh's ability to check Arceus-Ground variants without Rock-type coverage, Calm Mind Arceus-Dark, and Eternatus. If Thunder Wave is used Primal Groudon should consider investing a couple evs in Speed to outpace paralyzed Eternatus and Zacian-C.
* Calm Mind Arceus-Dark is an excellent teammate due to its ability to compress essential defensive roles such as checking Ultra Necrozma and Life Orb Yveltal, and a Ghost-type resistance against Marshadow and Giratina-O - all while serving as a potent wincon while appreciating Ho-Oh checking Zacian-C and Arceus-Fairy. Choice Band Marshadow is also a great option as it is an incredibly effective revenge killer and wallbreaker which is further enabled by the sturdy defensive backbone Ho-Oh helps to reinforce. In particular Ho-Oh appreciates Marshadows ability to revenge kill Extreme Killer Arceus and Ultra Necrozma while dissuading wallbreakers from setting up such as Calm Mind Arceus formes, Swords Dance Utility Primal Groudon, and Primal Kyogre.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Quality checked by:
https://www.smogon.com/forums/members/zrp200.327515/
https://www.smogon.com/forums/members/sami.604820/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
add remove comment
name: Offensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Defog
move 4: Thunder Wave / Whirlwind / Earthquake
item: Heavy Duty Boots
ability: Regenerator
nature: Adamant
evs: 248 HP / 176 Atk / 16 Def / 56 SpD / 12 Spe
tera type: Grass / Flying / Ground

[SET COMMENTS]

* Offensive Ho-Oh avoids a proclivity for passivity that can be exploited by common Pokemon such as Taunt Calm Mind Arceus formes, Dragon Dance Zygarde, and wallbreaker Eternatus. Consequently, many balance and bulky offense structures prefer offensive Ho-Oh, (AC) as it is more proactive while retaining most of the traits that enable Ho-Oh to function as a strong support Pokemon. Offensive Ho-Oh retains its spot as the best entry hazard removal, a blanket special wall, and a pivot with excellent longevity. However, Ho-Oh's offensive presence comes at the cost of its physical bulk, (AC) which renders it a poor switch-in to Pokemon such as Zacian-C and Marshadow.
* Sacred Fire is Ho-Oh's preferred for Fire-type STAB as its Burn Fire's burn fluff chance dissuades most physical attackers such as Dragon Dance Arceus-Ground and Rayquaza from switching in. Brave Bird enables Ho-Oh to heavily chunk chunks Pokemon that would otherwise easily switch-in switch in to Sacred Fire, (RC) such as Eternatus, Primal Groudon, and Primal Kyogre. Brave Bird's high damage and PP also prevents Pokemon Calm Mind Arceus formes from attempting to stall out Sacred Fire and use Ho-Oh as setup fodder. These traits combine to make Brave Bird Ho-Oh's most spammable move.
* Ho-Oh's last moveslot is quite flexible and easily tailored to meet the needs of its team. Thunder Wave cripples Pokemon such as Zacian-C and Eternatus, (AC) - allowing teammates to handle them easily should Ho-Oh be unable to. Whirlwind's phasing enables Ho-Oh to prevent prevents some threats such as Coil Zygarde lacking Dragon Tail, Meteor Beam Eternatus, and Calm Mind Arceus formes lacking Taunt from getting out of hand in a pinch. (RP), especially given Coil Zygarde in particular can use Ho-Oh lacking Whirlwind as setup fodder. Earthquake is more specific and should always be used alongside Tera Ground; enabling, but it enables Ho-Oh to more directly challenge Primal Groudon and Eternatus.
* 56 Special Defence Defense EVs causes Eternatus's +1 Dynamax Cannon to 3HKO. 16 Defense EVs enable Ho-Oh to survive Zacian-C's +1 Wild Charge. 12 Speed EVs enable Ho-Oh to outspeed paralyzed Zacian-C. 176 Attack EVs enable Ho-Oh to break Tera Ground Zygarde-C's Substitute with Sacred Fire. If Ho-Oh is not using Thunder Wave nor has paralysis support from a teammate, (AC) an alternative EV spread of 248 HP / 176 Atk / 28 Def / 56 SpD enables Ho-Oh to survive Swords Dance Utility Primal Groudon's Rock Tomb after one turn of Toxic chip.
* Tera Grass covers many of the sparse holes in Ho-Oh's defensive profile, enabling it to survive boosted Zacian-C's Wild Charge or and Eternatus's Meteor Beam and paralyze or phase these threats. Ho-Oh benefits from its newfound Electric-, Water, and Ground-type resistances to pivot into Primal Kyogre and Coil Zygarde. Although Ho-Oh cannot beat Coil Zygarde long-term, the ability to easily phase it before it has accumulated enough boosts to become an offensive threat is incredibly valuable and allows teammates to position themselves to prevent it from getting out of hand.
* If a more offensive approach is desired, Tera Flying transforms Ho-Oh from a Pokemon that is difficult to switch into to proper wallbreaker that cleaves through bulkier teams. (RP); (ASC) the power boost enables Ho-Oh to 2HKO defensive Eternatus and support Arceus formes. Tera Ground is a niche option for teams that struggle with Meteor Beam Eternatus, protecting Ho-Oh from the move and causing Earthquake to OHKO as it OHKOes notable interaction after Stealth Rock while providing benefits against offensive Primal Groudon and Zacian-C. Tera Dark is an alternative for teams that struggle with Ultra Necrozma and Yveltal.
* Ho-Oh is immensely flexible in-game. Against hyper offense teams, (AC) Ho-Oh's role is often limited to removing hazards and dealing with a significant threat such as Zacian-C or Eternatus, (AC) as it is rarely left with enough HP to use Regenerator to check multiple Pokemon. This often has an outsized impact on the match due to relieving the defensive burden on teammates such as Primal Groudon and Zygarde, leading to easier victories.
* Ho-Oh plays a more active role against balance and bulky offense teams, (AC) as the slower pace often enables it to show off its defensive prowess. Ho-Oh can be played quite freely, but should be wary of Pokemon which that commonly use Rock-type coverage such as Primal Groudon
and Eternatus until scouted. Sacred Fire's burn plays a pivotal role in breaking through bulkier Pokemon such as Calm Mind Arceus formes and Eternatus, (AC) as the chip prevents them from shrugging off Brave Bird. Despite soft checking the majority of the metagame, some caution should be exercised with physical attackers. For example, despite the ability to trade with Zacian-C, offensive Ho-Oh cannot switch-in switch in safely to do so.
* Primal Groudon is a near mandatory near-mandatory teammate. (RP): it switches into the few Pokemon Ho-Oh cannotnamely Primal Kyogre and Zacian-C. Primal Groudon provides—while providing entry hazards. It and appreciates Ho-Oh's ability to check Arceus-Ground lacking Rock-type coverage, Calm Mind Arceus-Dark, and Eternatus. If Thunder Wave is used, (AC) Primal Groudon should consider investing a couple EVs in Speed to outpace paralyzed Eternatus and Zacian-C.
* Calm Mind Arceus-Dark is an excellent teammate due to its ability to compress essential defensive roles such as checking Ultra Necrozma and Life Orb Yveltal, and a Ghost-type resistance that forces Choice Band Marshadow to predict properlyall while serving as a potent winconwhile appreciating Ho-Oh checking Zacian-C and Arceus-Fairy. Choice Band Marshadow is also a great option as it is an incredibly effective revenge killer and wallbreaker which is further enabled by the sturdy defensive backbone Ho-Oh helps to reinforce. In particular, (AC) Ho-Oh appreciates Marshadows Marshadow's ability to revenge kill Extreme Killer Arceus and Ultra Necrozma while dissuading wallbreakers from setting up such as Calm Mind Arceus formes, Swords Dance Utility Primal Groudon, and Primal Kyogre from setting up.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/bumboclaat.523420/
Quality checked by:
https://www.smogon.com/forums/members/zrp200.327515/
https://www.smogon.com/forums/members/sami.604820/
Grammar checked by:
https://www.smogon.com/forums/members/zrp200.327515/
GP Team done
 
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