Gen 6 Victim of the Week - ORAS Edition (Week 14 - 3 Attacks Mewtwo-Mega-X)

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Stealth Rock

Heatran:

heatran.jpg

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Atk / 252 Def / 252 Spe
Jolly Nature
- Stone Edge
- Stealth Rock
- Toxic
- Taunt

A laughable set, but gets the point across. It can come in on anything at least once and murder with Stone Edge. It out speeds all but 252 Ho-oh, so you should almost always kill it before it can you. The only real flaw is having the balloon popped by BB and it switching out so EQ can kill.
 
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Diancie as check

E:

Diancie-Mega
Check

diancie-mega.gif

Diancie @ Diancite
Ability: Clear Body
EVs: 248 HP / 124 Def / 136 Spe
Impish Nature
- Protect
- Diamond Storm
- Toxic
- Heal Bell

Diancie is an alright check to Ho-Oh. It dislikes Earthquake a lot, but it outspeeds and can KO with Diamond Storm. It can come in once on anything and KO back, so it does function as a check pretty decently. I opted for a bulkier support set than more offensive one because it can even switch in on Earthquake. Protect lets you Mega-Evolve for free, so that if you are in your base forme, you can evolve and then be faster than the Ho-Oh the following turn. Toxic and Heal Bell are filler, but can help in other scenarios. Moonblast can be used over Toxic, even with a Bold nature, as Diamond Storm will still OHKO. Here are some relevant calculations:

Diancie-->Ho-Oh
0 Atk Mega Diancie Diamond Storm vs. 248 HP / 0 Def Ho-Oh: 712-840 (171.5 - 202.4%) -- guaranteed OHKO
Ho-Oh-->Diancie
196+ Atk Life Orb Ho-Oh Brave Bird vs. 248 HP / 124+ Def Mega Diancie: 101-120 (33.3 - 39.6%) -- guaranteed 3HKO
196+ Atk Life Orb Ho-Oh Sacred Fire vs. 248 HP / 124+ Def Mega Diancie: 84-100 (27.7 - 33%) -- guaranteed 4HKO
196+ Atk Life Orb Ho-Oh Earthquake vs. 248 HP / 124+ Def Mega Diancie: 226-268 (74.5 - 88.4%) -- guaranteed 2HKO

To conclude, Diancie is a good check to Ho-Oh, but requires support to not be worn down by repeated attacks.​
 
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<<
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check
Gyarados @ Leftovers
Ability: Intimidate
EVs: 72 HP / 232 Def / 204 Spe
Impish Nature
- Dragon Dance
- Waterfall / Stone Edge
- Earthquake
- Taunt

Little did you know, that Magikarp conman on Route 4 actually handed you a future sea monster of epic proportions; a fish so powerful, that even Ho-Oh, the mighty ruler of birds, must fear it. If a burn should befall the king of snakes, a mystic dance will still allow him to threaten the turkey bird with his speedy ascension of waterfalls, combined with the recoil of Ho-Oh's mighty orb. The leveler of cities can also forego its ability to climb waterfalls in order to make stone skewers rise from the earth in order to still annihilate the turkey bird of legends, while also impaling exiled, territorial super snake of the air. The sneaky, pointy rocks that plague Ho-Oh also plague the super fish when it is attempting to check the mighty bird.

- -1 196+ Atk Life Orb Ho-Oh Brave Bird vs. 72 HP / 232+ Def Gyarados: 153-181 (43.8 - 51.8%) -- guaranteed 3HKO after Leftovers recovery
- -1 196+ Atk Life Orb Ho-Oh Sacred Fire vs. 72 HP / 232+ Def Gyarados: 64-75 (18.3 - 21.4%) -- possible 7HKO after Leftovers recovery
- 0 Atk Gyarados Waterfall vs. 248 HP / 0 Def Ho-Oh: 228-270 (54.9 - 65%) -- guaranteed 2HKO
- 0 Atk Gyarados Stone Edge vs. 248 HP / 0 Def Ho-Oh: 384-452 (92.5 - 108.9%) -- 50% chance to OHKO
- 0 Atk burned Gyarados Waterfall vs. 248 HP / 0 Def Ho-Oh: 114-135 (27.4 - 32.5%) -- guaranteed 4HKO
- 0 Atk burned Gyarados Stone Edge vs. 248 HP / 0 Def Ho-Oh: 192-226 (46.2 - 54.4%) -- 53.1% chance to 2HKO
- +1 0 Atk burned Gyarados Waterfall vs. 248 HP / 0 Def Ho-Oh: 171-202 (41.2 - 48.6%) -- guaranteed 3HKO
- +1 0 Atk burned Gyarados Stone Edge vs. 248 HP / 0 Def Ho-Oh: 284-336 (68.4 - 80.9%) -- guaranteed 2HKO
 
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Primal Kyogre as a check

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Calm Mind
- Origin Pulse
- Blizzard
- Thunder

Kyogre-P can come in on any move not named Brave Bird, outspeed Ho-oh and OHKO it with Origin Pulse. Thunder allows Kyogre-P to hit opposing Water-types that resist Origin Pulse and has 100% accuracy in the rain. Blizzard allows Kyogre to 2HKO enemies such as Lati@s and offensive Primal Groudon.

Calculations:
196+ Atk Life Orb Ho-Oh Brave Bird vs. 180 HP / 0 Def Primal Kyogre: 294-347 (76.1 - 89.8%) -- guaranteed 2HKO
196+ Atk Life Orb Ho-Oh Earthquake vs. 180 HP / 0 Def Primal Kyogre: 164-194 (42.4 - 50.2%) -- 0.4% chance to 2HKO
252+ SpA Primal Kyogre Origin Pulse vs. 248 HP / 52 SpD Ho-Oh in Heavy Rain: 504-594 (121.4 - 143.1%) -- guaranteed OHKO
 
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zekrom.gif

Zekrom @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Strike
- Draco Meteor
- Outrage
- Volt Switch

Feeling adventurous? Feel like flipping some coins? well this check is for you. guaranteed to make any ho-oh user shit themselves (or laugh), zekrom can potentially switch into a ho-oh and force it out unless steeljackal is using it. 50% chance to burn is a possible risk but we are feeling lucky today. best used as a revenge killer though so dont try this at home.

relevant calcs:
196+ Atk Life Orb Ho-Oh Brave Bird vs. 0 HP / 0 Def Zekrom: 116-136 (34 - 39.8%)
196+ Atk Life Orb Ho-Oh Sacred Fire vs. 0 HP / 0 Def Zekrom: 96-113 (28.1 - 33.1%)
196+ Atk Life Orb Ho-Oh Earthquake vs. 0 HP / 0 Def Zekrom: 257-304 (75.3 - 89.1%) -- 12.5% chance to OHKO after Stealth Rock

252+ Atk Teravolt Zekrom Bolt Strike vs. 248 HP / 0 Def Ho-Oh: 566-668 (136.3 - 160.9%)
 
landorus-therian.gif


Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 204 Def / 52 Spe
Impish Nature
- Earthquake
- Toxic
- Stealth Rock
- Stone Edge

Landorus-T is pretty decent at checking Ho-oh even though it can get crippled by Sacred Fire. It can come in on Ho-oh a couple of times if it doesn't get burnand it can also Ohko Ho-oh with Stone edge if it's not burned, if this is the case it will be a 2hko. The EV spread is fairly straight forward, it can outspeed most Ho-oh sets as well as standard speed DD Groudon and the rest is put into Hp and Defense for as much bulk possible.

-1 196+ Atk Life Orb Ho-Oh Brave Bird vs. 252 HP / 204+ Def Landorus-T: 144-172 (37.6 - 45%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

-1 196+ Atk Life Orb Ho-Oh Sacred Fire vs. 252 HP / 204+ Def Landorus-T: 121-144 (31.6 - 37.6%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and burn damage

0 Atk Landorus-T Stone Edge vs. 248 HP / 0 Def Ho-Oh: 432-512 (104 - 123.3%) -- guaranteed OHKO

0 Atk burned Landorus-T Stone Edge vs. 248 HP / 0 Def Ho-Oh: 216-256 (52 - 61.6%) -- guaranteed 2HKO
 
Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Morning Sun
- Stone Edge
- Stealth Rock

Rather surprisingly, Solrock is actually a surprisingly potent defensive check to a LOT of Uber threats, one of which is Ho-oh (credit to Shrang for discovering this). Ho-oh's strongest efforts can't even 3HKO Solrock without Stealth Rock or a Burn, and even then it can't 2HKO. As a result, Solrock can Morning Sun through the damage and slap Ho-oh with a Toxic or OHKO it with Stone Edge if it isn't Burned.

Some calcs:

196+ Atk Life Orb Ho-Oh Brave Bird vs. 252 HP / 252+ Def Solrock: 108-127 (31.3 - 36.9%) -- guaranteed 4HKO after Leftovers recovery

196+ Atk Life Orb Ho-Oh Sacred Fire vs. 252 HP / 252+ Def Solrock: 90-105 (26.1 - 30.5%) -- 3% chance to 4HKO after Leftovers recovery

4 Atk Solrock Stone Edge vs. 248 HP / 0 Def Ho-Oh: 456-540 (109.8 - 130.1%) -- guaranteed OHKO
 
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Check
arceus-water.gif

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Stealth Rock / Refresh
- Toxic

Arceus-Water is a somewhat reliable and versatile Ho-Oh check. Resisting his fire STAB, Waterceus only fears the Brave Bird, which alone can be managed due its high recoil. Stealth Rock is here to completely ruin Ho-Oh's day if he switches out and is a really good move in general. Toxic is here to punish PGroudons who think they can freely switch into Arceus-Water without any worries. Refresh is also a move that easily can be used, but it is very hard to fit in, really. This should obviously not be your only way of handling Ho-Oh on your team, as it can fall if it gets status'd pretty fast. His EV's can also easily be altered to a more SpD spread to fare better against certain special attackers, but this spread should get the job done regardless.

Calcs and illustrative Replay:
http://replay.pokemonshowdown.com/customgame-204247252
252+ Atk Life Orb Ho-Oh Brave Bird vs. 248 HP / 164 Def Arceus-Water: 208-247 (46.9 - 55.7%)
252+ Atk Life Orb Ho-Oh Sacred Fire vs. 248 HP / 164 Def Arceus-Water: 87-103 (19.6 - 23.2%)
0 SpA Splash Plate Arceus-Water Judgment vs. 196 HP / 56 SpD Ho-Oh: 200-236 (49.7 - 58.7%)

Edit: In the replay I thought Ho-Oh had 252 Atk, and no SpD, so that's a slight error, but nothing much.
 
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Salamence (M) @ Salamencite
Ability: Intimidate
EVs: 200 HP / 132 Atk / 176 Spe
Adamant Nature
- Return
- Refresh
- Dragon Dance
- Roost

Not really much to say as Refresh Salamence is one of the best answers available for Ho-Oh, it can switch in Ho-Oh pretty easily with Intimidate and then process to use DD, attack with Frustration or use Refresh if it got Sacred Fire's burn. Guess that you can opt for a bulkier EV spread too, but that already work p fine I guess.

Some calcs:

1 196+ Atk Life Orb Ho-Oh Brave Bird vs. 200 HP / 0 Def Salamence: 142-169 (37.2 - 44.3%) -- guaranteed 3HKO
132+ Atk Aerilate Salamence Frustration vs. 248 HP / 0 Def Ho-Oh: 261-307 (62.8 - 73.9%) -- guaranteed 2HKO
 
Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Stone Edge
- Roar / Thunder Wave
- Counter

This thing is just the best Ho-Oh counter imo. It is NOT ONLY a check to Ho-Oh but it also can counter EKiller/Salamence/RP PDon/SD Arceus-Ground in case of emergency but reliably.
Thanks to Shuca Berry Tyranitar can come on every Ho-Oh's moves and OHKO it easily with Stone Edge.
SR is mandatory on every teams and is a good choice on defensive Tyranitar.
Counter is very important in this set but once you used it to KO MMence or EKiller it isn't recommended to use it a second time because it is very predictable (please use it only if you are sure your opponent is gonna attack you).
Roar is important on every team to phaze things like baton pass pokes and is cool in junction with Sand Stream (breaking sashes). It also helps when your opponent expect you going to Counter and try to set up.
T-Wave is useful to cripple Ttar switch-ins such as PKyogre.

Heal Bell/Aromatherapy support is important to heal potential burns.
Wish support is nice because Tyranitar is lacking a reliable way to recover health.

Some Calcs:
196+ Atk Life Orb Ho-Oh Earthquake vs. 248 HP / 252+ Def Shuca Berry Tyranitar: 101-120 (25 - 29.7%) -- guaranteed 4HKO

196+ Atk Life Orb Ho-Oh Sacred Fire vs. 248 HP / 252+ Def Tyranitar: 75-90 (18.6 - 22.3%) -- possible 5HKO

196+ Atk Life Orb Ho-Oh Brave Bird vs. 248 HP / 252+ Def Tyranitar: 91-108 (22.5 - 26.7%) -- 27.1% chance to 4HKO

252+ Atk Groudon-Primal Precipice Blades vs. 248 HP / 252+ Def Shuca Berry Tyranitar: 186-220 (46.1 - 54.5%) -- 59% chance to 2HKO

+1 252 Atk Salamence Earthquake vs. 248 HP / 252+ Def Shuca Berry Tyranitar: 119-141 (29.5 - 34.9%) -- 13.9% chance to 3HKO

+2 252 Atk Life Orb Arceus Earthquake vs. 248 HP / 252+ Def Shuca Berry Tyranitar: 181-213 (44.9 - 52.8%) -- 25.4% chance to 2HKO

+2 252 Atk Earth Plate Arceus-Ground Earthquake vs. 248 HP / 252+ Def Shuca Berry Tyranitar: 250-295 (62 - 73.2%) -- guaranteed 2HKO

Edit: In case of burn:
0 Atk burned Tyranitar Stone Edge vs. 248 HP / 0 Def Ho-Oh: 306-360 (73.7 - 86.7%) -- guaranteed 2HKO after sandstorm damage
 
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Groudon (check)
groudon.png

Groudon @ Leftovers
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Precipice Blades
- Stone Edge
- Dragon Tail

Regular Groudon may seem a bit outdated now that we have Primal Don, but it has been used as a Ho-Oh check for many generations. It retains a niche in ORAS by checking sweepers like Primal Don and E Killer better than defensive Primal Don. With maximum defensive investment, Groudon is likely to survive 2 Sacred Fires and can OHKO with Stone Edge (if you don't get burned). Groudon's chances of winning improve dramatically if you switch in on any move other than Sacred Fire.

4 Atk Groudon Stone Edge vs. 248 HP / 0 Def Ho-Oh: 452-532 (108.9 - 128.1%)
196+ Atk Life Orb Ho-Oh Sacred Fire vs. 252 HP / 252+ Def Groudon in Sun: 192-227 (47.5 - 56.1%) -- 28.1% chance to 2HKO after Leftovers recovery
 
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Earthaste (Rhydon) @ Eviolite
Ability: Rock Head
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Rock Slide
- Earthquake

Rhydon is a solid answer to Life Orb Ho-Oh. It resists every Ho-Oh's moves and easily kill it with Rock Slide. Toxic and Earthquake are also useful against pdon.

tank vs bird

8 Atk Rhydon Rock Slide vs. 248 HP / 0 Def Ho-Oh: 444-528 (106.9 - 127.2%) -- guaranteed OHKO
8 Atk burned Rhydon Rock Slide vs. 248 HP / 0 Def Ho-Oh: 222-264 (53.4 - 63.6%) -- guaranteed 2HKO

bird vs tank

196+ Atk Life Orb Ho-Oh Earthquake vs. 248 HP / 252+ Def Eviolite Rhydon: 130-153 (31.4 - 37%) -- 77.9% chance to 3HKO
196+ Atk Life Orb Ho-Oh Brave Bird vs. 248 HP / 252+ Def Eviolite Rhydon: 57-68 (13.8 - 16.4%) -- possible 7HKO
196+ Atk Life Orb Ho-Oh Sacred Fire vs. 248 HP / 252+ Def Eviolite Rhydon: 48-57 (11.6 - 13.8%) -- possible 8HKO
 
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112_s.gif

Earthaste (Rhydon) @ Eviolite
Ability: Rock Head
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Toxic
- Rock Slide
- Earthquake

Rhydon is a solid answer to Life Orb Ho-Oh. It resists every Ho-Oh's moves and easily kill it with Rock Slide. Toxic and Earthquake are also useful against pdon.

tank vs bird

8 Atk Rhydon Rock Slide vs. 248 HP / 0 Def Ho-Oh: 444-528 (106.9 - 127.2%) -- guaranteed OHKO
8 Atk burned Rhydon Rock Slide vs. 248 HP / 0 Def Ho-Oh: 222-264 (53.4 - 63.6%) -- guaranteed 2HKO

bird vs tank

196+ Atk Life Orb Ho-Oh Earthquake vs. 248 HP / 252+ Def Eviolite Rhydon: 130-153 (31.4 - 37%) -- 77.9% chance to 3HKO
196+ Atk Life Orb Ho-Oh Brave Bird vs. 248 HP / 252+ Def Eviolite Rhydon: 57-68 (13.8 - 16.4%) -- possible 7HKO
196+ Atk Life Orb Ho-Oh Sacred Fire vs. 248 HP / 252+ Def Eviolite Rhydon: 48-57 (11.6 - 13.8%) -- possible 8HKO

The thing is, if you get burned by the Sacred Fire when you switch in, Ho-Oh is free to use Earthquake without any worries next turn anyway. You have the following situation: A Ho-Oh at 100% of it's health who has got a free turn on one of your Pokémon, forces you to switch into Rhydon the apparent counter, you lose around 24-25% of your health with the burn residual damage added. Now your Rhydon is at 76 or 75% of it's HP while still burned. Having in mind that Ho-Oh is faster, it can easily Roost not caring about the Rock Slide since you're burned and taking like 30+% ish from Rock Slide. Conclusion: Another "counter" that gets beaten in practice by Ho-Oh.
 
Well Earthquake only does like 30% and Burned Rock Slide does like 60% burned so your numbers are a bit off.
 
I'm going to offer a different way of looking at this
Stealth Rock (hard check)

Stealth_Rock.png


Stealth Rock is your one and only way of effectively dealing with Ho-Oh, as with it, it can no longer come in on Arceus-Dark / Arceus-Ghost / Ferrothorn / anything else effectively, due to losing 50% of its health each turn. Stealth Rock setters must themselves not be Ho-Oh bait as otherwise Ho-Oh comes in on them easily, can weaken them with Sacred Fire, and then switch away, obtain its Regenerator and easily outlast your Stealth Rock user. Stone Edge Groudon or Primal Groudon, Stone Edge Landorus-Therian, Stone Edge / Toxic Gliscor, etc. I have used Stone Edge + Draco Meteor Dialga to lure in Ho-Oh before, as it often tries to come in on the turn Stealth Rock is set up, or on a Draco Meteor, at which point you can surprise it:

0- Atk Life Orb Dialga Stone Edge vs. 248 HP / 0 Def Ho-Oh: 432-510 (104 - 122.8%) -- guaranteed OHKO

Without Stealth Rock and enough offensive pressure to where Defogging is difficult, Ho-Oh will not be a problem. There is no way to fix the weakness that passive teammembers such as Ferrothorn and support Arceus have to Ho-Oh, with using Toxic on Ho-Oh as it switches in often being the best option. I'm going to offer a point of view, which is that there is no real counter to Ho-Oh, there are at most shaky checks, some of which are better than others. Sacred Fire burns + well-timed Earthquakes will ruin any "counter" you can offer. With a defensive team, if you are playing a competent player, you will lose to Ho-Oh unless you play perfectly, as the sheer existence of Ho-Oh is a problem for stall teams due to at least half the teammembers being OHKOed by it and giving it a free switchin as well. You are better off trying to read when Ho-Oh will come in on Ferrothorn / Scizor / whatever and doubling to your Arceus-Dark / Kyogre / etc.

To put it in one or two sentences, in order to deal with Ho-Oh adequately you need to build your teams so that its switchin opportunities are extremely limited, you need a sturdy and durable Stealth Rock user that is not Ho-Oh weak itself, and you need adequate methods of pressuring Defog so that you can either make the opponent pay a high price for their Defog turn or at the very least outlast their Defog user with your Stealth Rock user. Failing this, a way to lure Ho-Oh and KO it, such as Stone Edge from an Arceus forme that Ho-Oh can normally prey on, can be effective. It is possible to pivot into Ho-Oh with good predictions using resistances, but liberal use of Sacred Fire can compromise even this due to the burn chance, which is probably what makes Ho-Oh so overpowered, more so than Regenerator or 154 base Special Defense.​
 
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About that Rhydon, I would suggest running Rest. as it can at least slightly boost your chance of winning if you get burned. Without it, that thing would get worn down insanely fast. Remember that Ho-Oh has 2 chances to burn you, and if he does, you are screwed. Since he is faster, Rock Slide will deal normally around 60% damage, but if Ho-Oh uses Roost, then you are dealing with a 30% damaging attack, which is not much and get get outstalled by this Ho-Oh. With Rest, you still have a 77.9% chance to win if you do get burned by Sacred Fire. It just makes Rhydon slightly more consistent.
 
Why would you use Rhydon when Rhyperior exists? It's just better than Rhydon by any point of view I guess, more bulkyness, more fire power, the chance to run an item bar Eviolite etc.

252+ Atk Choice Band Ho-Oh Earthquake vs. 248 HP / 252+ Def Solid Rock Rhyperior: 162-192 (37.4 - 44.3%) -- 100% chance to 3HKO after Leftovers recovery

I know that we are looking for answers to Life Orb Ho-Oh, that's just an example that shows that Rhyperior is just better than Rhydon overall.
 
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Toxic
- Slack Off
- Foul Play

196+ Atk Life Orb Ho-Oh Brave Bird vs. 252 HP / 252+ Def Slowbro: 126-149 (31.9 - 37.8%) -- 94.5% chance to 3HKO
Toxic on turn #1, then Slack Off outheals BB+burn. Scald also does a 3HKO.
 
Counter
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Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Stone Edge
- Counter
- Avalanche

Rhyperior, or I'd rather say, LORD Rhyperior, is a sick check to Ho-oh. It laughs at any attack ho-oh can throw at it, and one shot back with Stone edge, or even counter in case you're burned(counter is unreliable, and something like rest or roar is used in its place). It also serves to check Ekiller, Mega-Mence, and even Primal Groudon to some extent, with counter that is. Rhyperior is one of the best dedicated ho-oh checks and isn't useless outside of checking Ho-oh, but can actually provide some decent utility as well. Having Rock Solid makes it better than its unevolved eviolite brethren as well.

Here's some calcs.

208+ Atk Life Orb Ho-Oh Earthquake vs. 248 HP / 252+ Def Solid Rock Rhyperior: 136-162 (31.4 - 37.4%) -- guaranteed 4HKO after Leftovers recovery


208+ Atk Life Orb Ho-Oh Brave Bird vs. 252 HP / 252+ Def Rhyperior: 82-96 (18.8 - 22.1%) -- possible 6HKO after Leftovers recovery

4 Atk Rhyperior Stone Edge vs. 248 HP / 0 Def Ho-Oh: 636-748 (153.2 - 180.2%) -- guaranteed OHKO

Also, this calc shows that Rhydon does NOT tank Ho-oh's EQ better than Rhyperior:

208+ Atk Life Orb Ho-Oh Earthquake vs. 252 HP / 252+ Def Eviolite Rhydon: 130-153 (31.4 - 36.9%) -- 75.2% chance to 3HKO

208+ Atk Life Orb Ho-Oh Earthquake vs. 248 HP / 252+ Def Solid Rock Rhyperior: 136-162 (31.4 - 37.4%) -- guaranteed 4HKO after Leftovers recovery
 
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Not much left since everyone took the ones that are somewhat viable in Ubers. Rock types that don't take too much from EQ due to extreme physical bulk are generally the answers, here's one that takes zero from EQ:
solrock.png

Solrock @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stone Edge
- Morning Sun
- Toxic
- Stealth Rock? / Trick Room? / Magic Coat? / Will-O-Wisp?

Unlike other Rock types, this one has reliable recovery so you can switch in throughout the match. You also don't have to take up two slots for Rest-Talk.

Bird Vs Sun

196+ Atk Life Orb Ho-Oh Sacred Fire vs. 248 HP / 252+ Def Solrock: 90-105 (26.2 - 30.6%) -- 4% chance to 4HKO after Leftovers recovery -- 5HKO tbh

196+ Atk Life Orb Ho-Oh Brave Bird vs. 248 HP / 252+ Def Solrock: 108-127 (31.4 - 37%) -- guaranteed 4HKO after Leftovers recovery

Ho-Oh Earthquake vs. Levitate Solrock: 0-0 (0 - 0%) -- Lol

Sun Vs Bird

8 Atk Solrock Stone Edge vs. 248 HP / 0 Def Ho-Oh: 456-540 (109.8 - 130.1%) -- guaranteed OHKO

But BURN!!11!!!1

-2 8 Atk Solrock Stone Edge vs. 248 HP / 0 Def Ho-Oh: 232-276 (55.9 - 66.5%) -- guaranteed 2HKO

The above calc shows a burned Solrock's Stone Edge against Ho-oh. However, Ho-oh is faster, so if it Roosts you do this much;

-2 8 Atk Solrock Stone Edge vs. 248 HP / 0 Def Ho-Oh: 116-138 (27.9 - 33.2%) -- guaranteed 4HKO

This is where Toxic comes into play. And yes, a burned Solrock can still stall out Ho-oh, as Morning Sun + Lefties recovery outdoes LO Brave Bird + Burn. Furthermore, if you do run Trick Room on the last slot (TR team maybe), the problem of Ho-oh being faster and trying to Roost stall you is nullified, so you could even replace Toxic with something else of your choice.

P.S - Like most true Ho-oh answers, I know this is shit against everything else. But if you run Will-O-Wisp for the last slot, it does well against Physical Groundceus and non-sub M-Salamence.

FYI I already posted Solrock
 
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