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Houndour

In-battle formes

HP:45
Attack:60
Defense:30
Sp. Atk:80
Sp. Def:50
Speed:65

Evolutions

Strategies

  • en
Formats:
  • NU
Written by BeeOrSomething

Overview

Houndour has one purpose—to trap and eliminate Xatu with Pursuit. Since it is immune to Xatu's nearly unresisted STAB Psychic, takes little from Hidden Power Ice or Electric, and has a solid Special Attack, Houndour can consistently clear the way for teammates that are otherwise walled or annoyed by Xatu's presence, such as Primeape, Hitmonlee, Kingler, Gloom, and Weezing. Houndour's Fire Blast is also quite strong, being as strong as Rapidash, and it's faster than Pokemon like Weezing and Gloom, so even after it removes Xatu, it might still be able to force damage on the opponent's valuable defensive pieces. However, after removing Xatu, Houndour often does little else and is usually sacrificed for a free switch, as it is extremely frail, is relatively slow, is walled by other Fire-types, and takes heavy damage from Water-type moves, with Octillery even OHKOing it with Surf. Houndour often makes for defensively flawed teams, since it so often does very little compared to an otherwise better Pokemon once it is done trapping Xatu. This is not even to mention that some teams do not even use Xatu, in which case it can feel like playing a five versus six matchup. Houndour also struggles heavily against Pokemon like Dewgong and Stantler, further limiting what it can do beyond trapping Xatu.

Pursuit

Move 1
  • Pursuit
    Power doubles if the foe is switching out.
    TypeDark
    CategorySpecial
    Power40 BP
    Accuracy100%
Move 2
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power120 BP
    Accuracy85%
Move 3
  • Solar Beam
    Charges turn 1. Hits turn 2. No charge in sunlight.
    TypeGrass
    CategorySpecial
    Power120 BP
    Accuracy100%
  • Crunch
    20% chance to lower the target's Sp. Def by 1.
    TypeDark
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 4
  • Sunny Day
    For 5 turns, intense sunlight powers Fire moves.
    TypeFire
  • Counter
    If hit by physical attack, returns double damage.
    TypeFighting
    CategoryPhysical
    Accuracy100%
    Priority-1

Set Description

Pursuit allows Houndour to trap and KO Xatu, one of the most common foes and one that takes advantage of Pokemon like Hitmonlee and Gloom. Houndour is the only Dark-type Pokemon in the tier that learns Pursuit; while other Pokemon do learn it, Houndour is the only effective user. Often, after Houndour has switched into the opposing Xatu and removed it, it has accomplished its goal and can be used as sacrifice fodder to get one of its teammates in safely. Fire Blast is the main choice of a Fire-type STAB move to do as much damage as possible before Houndour goes down, and crucially lower Xatu into Pursuit range in the absence of Crunch since Pursuit cannot 3HKO. Sunny Day allows Houndour to power up its Fire Blast and seriously threaten both Xatu and whatever may switch in, such as a Stantler or Fearow. Sunny Day also reduces the damage of opposing Surf and allows Houndour to use Solar Beam. Solar Beam 2HKOes Octillery and OHKOes Graveler and Pupitar, allowing Houndour to potentially clean through a slow team if preserved. Against teams with a Fire-type of their own, such as Ninetales, where even sun-boosted Fire Blasts won't accomplish much, Houndour should prioritize trapping Xatu and being relegated to a sacrifice rather than attempting to break holes with Sunny Day. With Crunch, Houndour 2HKOes Xatu, preventing situations where Houndour loses to Xatu because it has taken prior chip damage, misses Fire Blast into Xatu, or gets critically hit by Xatu's Hidden Power Electric, though it comes at the cost of dropping Solar Beam. Counter is often used over Sunny Day in conjunction with Crunch, since without Solar Beam, Sunny Day becomes less useful. Counter mainly allows Houndour to take advantage of its ability to take one neutral physical hit if at high health, such as a Fearow Double-Edge, and retaliate back with a surprise KO. Houndour can also surprise greedy Stantler that come in to revenge kill Houndour with a KO from Counter if they use Return instead of Earthquake in an attempt to not let in Xatu or Fearow freely. Additionally, Houndour can switch into Weezing on a revenge kill or a double switch and force damage on it with Fire Blast or Pursuit, helping to weaken it for a Primeape or Hitmonlee that Houndour may be partnering with.

Team Options

Body Slam Hitmonlee is a prime partner for Houndour, as Xatu otherwise walls it. Hitmonlee is also a solid answer to Octillery, Dewgong, and Chinchou, all of which can switch into Houndour and take advantage of it. Ice Beam Octillery is also a fine choice alongside; while it isn't particularly wanting of Xatu's removal, it works well alongside Hitmonlee to answer opposing Water-types that beat Ice Beam Octillery while also covering Dugtrio and Fire-types like Magmar and Rapidash well for Hitmonlee and Houndour. Gloom, additionally, is walled by Xatu, so Houndour is a natural partner. Gloom can also take on Hidden Power Electric Octillery, Chinchou, and Primeape, all of which threaten Houndour, without being worried about an opposing Xatu blocking it from making progress with Stun Spore or Sludge Bomb. Primeape and Weezing are capable of breaking past Xatu on the switch-in with Thunder; however, Xatu is still an annoyance and can revenge kill both easily, so it can be worth using Houndour alongside them. Using Houndour can also allow Primeape to drop Thunder and instead use a move like Meditate or Thief on Substitute sets or Double-Edge on RestTalk sets. Hidden Power Ground Kingler's biggest enemy is Xatu, so Houndour works well with it, too. Stantler also appreciates Xatu being gone so the opponent has a harder time switching into or revenge killing it. Graveler can be a good partner for Houndour, as while the two don't particularly synergize well beyond Xatu sometimes being annoying for Graveler, many Pokemon that struggle with Xatu, such as Hitmonlee, Gloom, and Kingler, also naturally struggle with Pineco and Fearow.

Other Options

Houndour can use Thief to steal Leftovers from an opposing Xatu before it escapes Pursuit or from whatever Pokemon is switching into Houndour, and this is additionally useful for when the opponent is not using Xatu. However, it consumes a turn that Houndour may rather spend using a different attack, and, in the case of Xatu switching out, means Houndour is losing surprise factor and the opponent's Xatu still remains instead of taking heavy damage from Pursuit.

Checks and Counters

Fire-types: Flareon, Ninetales, Magmar, and Rapidash all have very high Special Defense while resisting Houndour's Fire Blast, so they are able to wall Houndour and take it down. Magmar, Rapidash, and mixed Flareon are able to quickly KO Houndour with their physical attacks, though Rapidash and Flareon should be wary of Counter if Houndour has not used Sunny Day. Flareon can also take advantage of Houndour to set up Growth boosts and pass them out to a powerful special attacker like Dewgong with Baton Pass.

Strong Physical Attackers: Fast and powerful attackers like Primeape, Stantler, Fearow, Hitmonlee, and Kingler can outspeed Houndour and easily 2HKO or even OHKO it, and, in the case of Kingler, use it to boost with Swords Dance. Porygon is outsped by Houndour, but it has access to Thunder Wave and Recover and can easily shrug off its attacks and boost up with Curse or wear Houndour down with Thunder. Stantler and Fearow do need to be careful of Counter if Houndour has not revealed Sunny Day, though, as if at full health, Houndour can take one attack and retaliate with an OHKO from Counter, though Stantler's Earthquake has a chance to OHKO it.

Water-types: Octillery, Dewgong, and Chinchou take little from Fire Blast and Crunch and do massive damage with STAB Surf, with Octillery even OHKOing it from full health. Dewgong and Chinchou are also both faster than Houndour. However, Houndour can use Sunny Day in front of Octillery or before it comes into the battle and deal heavy damage with Solar Beam, and if Houndour has set up sun before Chinchou enters the battle, it will lose to a healthy Houndour.

Dugtrio: Dugtrio outspeeds Houndour and OHKOes it with Earthquake. Dugtrio can also switch into Crunch if needed or take advantage of Houndour using Pursuit to get a free switch. Dugtrio also has Substitute and Screech to take advantage of a potential switch from Houndour. However, Dugtrio takes heavy damage from Fire Blast, and, if using Substitute too carelessly, can lose HP unnecessarily when the trainer may just want to sacrifice Houndour.

Credits

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
10
Accuracy
100%
PP
10
All healthy allies aid in damaging the target.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
120
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
15
Accuracy
70%
PP
15
Traps and damages the target for 2-5 turns.
 
Power
95
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
30
Lowers the target's Defense by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
Power doubles if the foe is switching out.
 
Power
20
Accuracy
100%
PP
20
Next Rage increases in damage if hit during use.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
20
Accuracy
70%
PP
20
40% chance to poison the target.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 2-5.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
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