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Project Victim of the Week

Check:

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Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
-Aqua Jet
-Swords Dance
-Knock Off
-Crabhammer

Daunt is able to come in on Doom (once factoring in rocks, Houndooms attacks and LO recoil) and knock the dog out with Aqua Jet. What's nice about Daunt is that mons don't really want to switch out on it giving it an SD opportunity. Plus, what appreciates Adaptability Knock Off's to the dome?

Daunt on Doom:

252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 40 HP / 0 Def Mega Houndoom: 260-307 (86.3 - 101.9%) -- 12.5% chance to OHKO

Doom on Daunt:

252 SpA Mega Houndoom Fire Blast vs. 0 HP / 0 SpD Crawdaunt: 153-180 (57.3 - 67.4%) -- guaranteed 2HKO

252 SpA Mega Houndoom Dark Pulse vs. 0 HP / 0 SpD Crawdaunt: 111-132 (41.5 - 49.4%) -- guaranteed 3HKO
 
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Hard Check
infernape.gif

Infernape @ Leftovers
Ability: Blaze
EVs: 212 HP / 4 Atk / 252 Def / 40 Spe
Impish Nature
- Close Combat
- Will-O-Wisp
- Slack Off
- Taunt

Basically, Infernape is able to come against any attacks from Mega Hoondoom.
Houndoom-Mega agaisnt Infernape :
252 SpA Mega Houndoom Fire Blast vs. 212 HP / 0 SpD Infernape: 126-148 (36.4 - 42.7%) -- guaranteed 3HKO after Stealth Rock <- Hoondoom must switch, and Infernape can Slack Off
+2 252 SpA Mega Houndoom Fire Blast vs. 212 HP / 0 SpD Infernape: 251-296 (72.5 - 85.5%) -- guaranteed 2HKO after Stealth Rock <- Hoondoom use NP in the switch and Infernape can take a Fire Blast and OHKO with Close Combat

Infernape against Houndoom-Mega :
4 Atk Infernape Close Combat vs. 40 HP / 4 Def Mega Houndoom: 290-344 (96.3 - 114.2%) -- guaranteed OHKO after Stealth Rock <- Just a little of prior damage and Houndoom goes down.
 
manaphy.gif

Counter

Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Rain Dance
- Tail Glow
- Surf / Scald
- Energy Ball

Manaphy comes in on Dark Pulse or Fire Blast easily and threatens it with a KO next turn, guaranteed after prior damage, with Surf anyway.


Defensive:
216 SpA Mega Houndoom Dark Pulse vs. 96 HP / 0 SpD Manaphy: 135-160 (36.9 - 43.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
216 SpA Mega Houndoom Fire Blast vs. 96 HP / 0 SpD Manaphy: 93-109 (25.4 - 29.8%) -- 95.4% chance to 4HKO after Stealth Rock and Leftovers recovery


Offensive:
252 SpA Manaphy Surf vs. 40 HP / 0 SpD Mega Houndoom: 270-318 (89.7 - 105.6%) -- 31.3% chance to OHKO
252 SpA Manaphy Scald vs. 40 HP / 0 SpD Mega Houndoom: 240-284 (79.7 - 94.3%) -- guaranteed 2HKO
 
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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Outrage
- Earthquake
- Rock Slide
- Fire Blast

CHECK i guess

Scarfchomp can switch into any attack when megadoom has no boosts. Fire blast does not OHKO garchomp at +2, and Dark pulse has a ~1/3 chance to OHKO. Earthquake OHKOs, except when the houndoom player is able to burn the garchomp. Garchomp is relatively easy to wear down, but it can usually revenge kill houndoom.

Code:
+2 252 SpA Mega Houndoom Dark Pulse vs. 0 HP / 0 SpD Garchomp: 316-373 (88.5 - 104.4%) -- 31.3% chance to OHKO

+2 252 SpA Mega Houndoom Fire Blast vs. 0 HP / 0 SpD Garchomp: 216-255 (60.5 - 71.4%) -- guaranteed 2HKO

252 Atk Garchomp Earthquake vs. 0 HP / 4 Def Mega Houndoom: 356-420 (122.3 - 144.3%) -- guaranteed OHKO

252 Atk burned Garchomp Earthquake vs. 0 HP / 4 Def Mega Houndoom: 178-210 (61.1 - 72.1%) -- guaranteed 2HKO

EDIT: i used the wrong set but most of my arguments still apply so yeah
 
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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off/Superpower

Landorus-T is excellent in this meta game and therefore deserves to be one of the top 3 best checks to Mega Houndoom. It can switch into any move once bar Will O Wisp and then easily kill him off with Earthquake.

252 SpA Mega Houndoom Fire Blast vs. 4 HP / 0 SpD Landorus-T: 229-270 (71.5 - 84.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Mega Houndoom Dark Pulse vs. 4 HP / 0 SpD Landorus-T: 166-196 (51.8 - 61.2%) -- 95.7% chance to 2HKO after Leftovers recovery

252 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Mega Houndoom: 390-458 (134 - 157.3%) -- guaranteed OHKO

CHECK
 
View attachment 33559

Landorus-T is excellent in this meta game and therefore deserves to be one of the top 3 best checks to Mega Houndoom. It can switch into any move once bar Will O Wisp and then easily kill him off with Earthquake.

252 SpA Mega Houndoom Fire Blast vs. 4 HP / 0 SpD Landorus-T: 229-270 (71.5 - 84.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Mega Houndoom Dark Pulse vs. 4 HP / 0 SpD Landorus-T: 166-196 (51.8 - 61.2%) -- 95.7% chance to 2HKO after Leftovers recovery

252 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Mega Houndoom: 390-458 (134 - 157.3%) -- guaranteed OHKO

CHECK
You need to post an importable of your landorus-t set, which I'm assuming is choice scarf.
 
Check:
hydreigon.gif

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Mild Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Earth Power / Superpower

Meet Hydreigon, the great Balance destroyer!
Due to its great typing, Hydreigon can come in on any attack Mega Houndoom wants to use and revenge it with a Draco Meteor.
It's labeled as a check though, because it gets worn down quickly and with a little prior damage (LO recoil) can't come in anymore.
216 SpA Mega Houndoom Fire Blast vs. 0 HP / 4 SpD Hydreigon: 101-119 (31 - 36.6%) -- guaranteed 3HKO after Stealth Rock
216 SpA Mega Houndoom Dark Pulse vs. 0 HP / 4 SpD Hydreigon: 73-87 (22.4 - 26.7%) -- guaranteed 4HKO after Stealth Rock
252+ SpA Life Orb Hydreigon Draco Meteor vs. 40 HP / 0 SpD Mega Houndoom: 321-380 (106.6 - 126.2%) -- guaranteed OHKO
 
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View attachment 33559

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off/Superpower

Landorus-T is excellent in this meta game and therefore deserves to be one of the top 3 best checks to Mega Houndoom. It can switch into any move once bar Will O Wisp and then easily kill him off with Earthquake.

252 SpA Mega Houndoom Fire Blast vs. 4 HP / 0 SpD Landorus-T: 229-270 (71.5 - 84.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Mega Houndoom Dark Pulse vs. 4 HP / 0 SpD Landorus-T: 166-196 (51.8 - 61.2%) -- 95.7% chance to 2HKO after Leftovers recovery

252 Atk Landorus-T Earthquake vs. 0 HP / 0 Def Mega Houndoom: 390-458 (134 - 157.3%) -- guaranteed OHKO

CHECK
You put the item as a Choice Scarf but you have Leftovers in the calcs. Lando isn't even that good of a check since it's only a safe switch in one time, and with any prior damage you can say goodbye.
Sorry, just a nitpick.
 
You put the item as a Choice Scarf but you have Leftovers in the calcs. Lando isn't even that good of a check since it's only a safe switch in one time, and with any prior damage you can say goodbye.
Sorry, just a nitpick.
The standard calc is Lefties, instead of scarf. And since it's a check it doesn't have to come in, it can revenge kill it easily. Which is why it's a check and not a counter AND it can come in once if it's not Will-o-wisp
 
Check: Hippowdon



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Hippowdon @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Slack Off
- Earthquake
- Rock Slide
- Stealth Rock



Hippowdon is a good check to the beast that is houndoom. You can tank 2 fire blasts, and ko with earthquake after stealth rocks. This set counters the taunt variants, since hippo doesnt appreciate a will o wisp. Here are some calcs:


On the defensive:

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 252+ SpD Hippowdon: 169-199 (40.2 - 47.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

(Houndoom can't 2hko after stealth rocks and lefties)


On the offensive:

0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Mega Houndoom: 258-306 (88.6 - 105.1%) -- guaranteed OHKO after Stealth Rock

Niche damage :-]
 
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Counter: Hippowdon



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Hippowdon @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Slack Off
- Earthquake
- Rock Slide
- Stealth Rock



Hippowdon is a good counter to the beast that is houndoom. You can tank 2 fire blasts, and ko with earthquake after stealth rocks. This set counters the taunt variants, since hippo doesnt appreciate a will o wisp. Here are some calcs:


On the defensive:

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 252+ SpD Hippowdon: 169-199 (40.2 - 47.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

(Houndoom can't 2hko after stealth rocks and lefties)


On the offensive:

0 Atk Hippowdon Earthquake vs. 0 HP / 4 Def Mega Houndoom: 258-306 (88.6 - 105.1%) -- guaranteed OHKO after Stealth Rock

Niche damage :-]
Not really a counter, Earthquake is a roll and fire blast 2HKOs after spikes dmg
 
Not really a counter, Earthquake is a roll and fire blast 2HKOs after spikes dmg

It doesnt matter that eq is a roll, you slack off until sand puts it in range of min roll eq. Also, do spikes really determine if a pokemon is a counter or not? That is like saying slowbro doesnt counter banded talonflame because there is a spike on the field.
 
No it doesn't, because you have to be really retarded to let your opponet get up 3 layers of spikes and SR, that would not actually happen in a real battle.
 
I believe it does.
Not really. To elaborate on what firehusky said, it is true that Spikes are still used this gen, but Defog makes it much harder to keep up spikes (no spinblocking after all), so checks are really only expected to be able to come in on Stealth Rock. Spikes can obviously make some counters into checks and render some checks useless, but if we expected every check to be able to come in on 2-3 layers of Spikes on top of Stealth Rock checks wouldn't exist. It may not be the strongest check since coming in on NP is problematic and coming in on Fire Blast leads to a 50/50, but it works well enough.
 
Not really. To elaborate on what firehusky said, it is true that Spikes are still used this gen, but Defog makes it much harder to keep up spikes (no spinblocking after all), so checks are really only expected to be able to come in on Stealth Rock. Spikes can obviously make some counters into checks and render some checks useless, but if we expected every check to be able to come in on 2-3 layers of Spikes on top of Stealth Rock checks wouldn't exist. It may not be the strongest check since coming in on NP is problematic and coming in on Fire Blast leads to a 50/50, but it works well enough.
My mistake :)
 
gyarados.gif


Gyarados @ Leftovers
Ability: Intimidate
EVs: 216 HP / 116 SpD / 176 Spe
Careful Nature
- Waterfall
- Rest
- Sleep Talk
- Dragon Dance



My go-to counter to most fire types in the tier when I build stall or bulky offense teams. A slightly customized bulky boosting spdef gyarados. Firstly the speed EVs let you outspeed base 115s after a boost which could be important late in a battle when things have taken chip damage here and there. For example:

+1 0 Atk Gyarados Waterfall vs. 0 HP / 0 Def Raikou: (61.6 - 72.8%)
+1 0 Atk Gyarados Waterfall vs. 0 HP / 4 Def Thundurus: (69.5 - 82.2%)

HP EVs bring you to the highest leftovers number (but still have odd HP for residual damages) and the rest goes into spdef to be a reliable counter to things like Charizard-Y. Take note though: 116 SpDef is much less than full 252 SpDef:

252 SpA Mega Charizard Y Solar Beam vs. 216 HP / 116+ SpD Gyarados: (32.2 - 37.9%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery



But sacrificing that bulk is worth it to have something that can become pretty offensively threatening.



Houndoom really can't do a whole lot to gyara, even if rocks are up:

252 SpA Mega Houndoom Dark Pulse vs. 216 HP / 116+ SpD Gyarados: (29 - 34.5%)
+2 252 SpA Mega Houndoom Dark Pulse vs. 216 HP / 116+ SpD Gyarados: (58.4 - 68.8%)

0 Atk Gyarados Waterfall vs. 0 HP / 0 Def Mega Houndoom: (78.3 - 92.7%) -- guaranteed 1HKO after Stealth Rock



If you switched into a Will-O-Wisp, however, the situation changes slightly. In that case you should go for a boost to outspeed Houndoom for the rest of the encounter.

+1 0 Atk burned Gyarados Waterfall vs. 0 HP / 0 Def Mega Houndoom: (58.7 - 69.4%)

The only way to lose would be a +2 dark pulse flinch, which admittedly is a legitimate concern but at the same time an opponent probably wouldn't be expected to keep their Houndoom in on a gyarados unless they were desperate for that flinch or if they needed to wear down gyarados for a teammate.
 
Not really. To elaborate on what firehusky said, it is true that Spikes are still used this gen, but Defog makes it much harder to keep up spikes (no spinblocking after all), so checks are really only expected to be able to come in on Stealth Rock. Spikes can obviously make some counters into checks and render some checks useless, but if we expected every check to be able to come in on 2-3 layers of Spikes on top of Stealth Rock checks wouldn't exist. It may not be the strongest check since coming in on NP is problematic and coming in on Fire Blast leads to a 50/50, but it works well enough.

K, I will change hippowdon to check.
 
dugtrio as a check:

dugtrio.gif

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Memento
- Stealth Rock

There are two scenarios that could happen: Dugtrio can hard switch if Sash is in tact and SR is not on the field, or at worst case scenario it will revenge kill and trap if SR is in the field/sash is not in tact. Don't think I need to provide any calcs. Dug can switch into Nasty Plot but no idiot would use that as long as Dugtrio is alive.

kinda shaky tho cuz sometimes you can't set up SR, so you could use something over SR and use that on another mon on your team.
 
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