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Ho-Oh

In-battle formes

HP:106
Attack:130
Defense:90
Sp. Atk:110
Sp. Def:154
Speed:90
Min (-ve nature, 0 IVs)166
Default216
Max Neutral279
Max Positive306
Max Neutral (+1)418
Max Positive (+1)459
Max Neutral (+2)558
Max Positive (+2)612
Uber
Defensive216
Choice Band216
Offensive220

Strategies

Written by Manaphy

Overview

Heavy-Duty Boots rids Ho-Oh of its most crippling flaw, its Stealth Rock weakness, making it a critical defensive Pokemon in the metagame. Thanks to Regenerator, its huge Special Defense, and its good defensive typing, Ho-Oh is an important glue Pokemon for teambuilding, as it compresses a myriad of roles into one. Ho-Oh is able to check Xerneas lacking Ingrain and Marshadow without a Rock-type move and act as a great backup check to Calyrex-S. It is able to consistently switch into Necrozma-DM, the most common Stealth Rock setter in the tier, and use Defog, giving its team good entry hazard control. Offensively, Ho-Oh is no slouch either, as the Choice Band set is underprepared for and is able to punch serious holes into the vast majority of teams. Ho-Oh has become such a metagame-defining force that it's often specifically prepared for in teambuilding; Ho-Oh's massive weakness to Rock-type attacks can be easy to exploit, and it must constantly be on the lookout for Knock Off and Toxic users.

Defensive

Move 1
  • Sacred Fire
    50% chance to burn the target. Thaws user.
    TypeFire
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 2
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying
Move 3
Move 4

This is the standard Ho-Oh set. Sacred Fire is a great STAB attack, and it has an impressive 50% burn chance. However, you should be careful about using it, as its PP is low—and even lower against Eternatus switch-ins. Ho-Oh is a great user of Defog, as it is able to repeatedly come into Necrozma-DM. Toxic is a good option to stall out Pokemon that don't particularly mind burns or are immune to them, such as Yveltal and opposing Ho-Oh. Thunder Wave is a great option for Eternatus, which is a very common switch-in that is immune to Toxic and not bothered by burns. Whirlwind is to phaze Xerneas, although it also has its uses for other setup sweepers such as Zygarde-C, Cosmic Power Eternatus, and Calyrex-S. However, you need to watch out for Ingrain Xerneas. Brave Bird is a strong secondary STAB option that hits Fire-resistant Pokemon like Eternatus and Kyogre much harder, and it helps with Sacred Fire's low PP. The given EV spread allows Ho-Oh to always survive a +2 Xerneas's Thunder, with the leftover EVs put into Defense to better deal with physical attackers such as Marshadow. If you run Thunder Wave, a spread of 248 HP / 192 Def / 52 SpD / 16 Spe should be used to let Ho-Oh outspeed Choice Specs Calyrex-S after paralysis.

Smart switching is the key to using this set, both in terms of Regenerator recovery and scouting for status or Rock-type coverage moves. Marshadow, Xerneas, and Calyrex-S are too threatening to leave Ho-Oh as your only check to them. Choice Band Marshadow can 2HKO Ho-Oh with Poltergeist or Spectral Thief, while Xerneas can threaten to KO Ho-Oh with a boosted Thunder if Ho-Oh has taken damage, or use Ingrain to prevent Ho-Oh from phazing it. Choice Specs Calyrex-S will 2HKO Ho-Oh outright. As such, Pokemon such as Yveltal, Necrozma-DM, Zarude, Buzzwole, Lunala, and Tangrowth make good defensive partners. Necrozma-DM can provide a solid defense against Ice-types, offensive Eternatus, and Xerneas, as well as Stealth Rock and status support, while Yveltal will keep Calyrex-S at bay. Lunala, Buzzwole, and Tangrowth also offer good defense against Groudon, Zekrom, and Zygarde-C, while the latter two offer a good pivot against Marshadow. Eternatus and Blissey are excellent teammates for their ability to switch into Kyogre. All of the aforementioned Pokemon appreciate Ho-Oh's ability to serve as a backup check to the tier's biggest sweepers, as well as Defog. Zarude in particular likes Ho-Oh's ability to Defog, as Zarude often replaces Yveltal on teams, and in return, Zarude can role compress a Calyrex-S check and Ground-type check into one. Ho-Oh can consistently switch into entry hazard setters such as Necrozma-DM and Ferrothorn and force them out, even if they hit it with Knock Off. However, if Ho-Oh hard switches into these Pokemon every time, it can become predictable and be taken advantage of by double switches. Ho-Oh must be wary of alternative setters of Stealth Rock, such as Groudon and Tyranitar. Having a secondary Defog user, such as Yveltal, can be useful for providing more security against such Pokemon, as well as against Sticky Web and other offensive playstyles, depending on your team structure. Alternatively, Ho-Oh can be used to free up moveslots on Pokemon such as Yveltal and Necrozma-DM, who now don't need to run Defog or check Xerneas, respectively.

Choice Band

Move 1
  • Sacred Fire
    50% chance to burn the target. Thaws user.
    TypeFire
    CategoryPhysical
    Power100 BP
    Accuracy95%
Move 2
Move 3
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 4
  • Whirlwind
    Forces the target to switch to a random ally.
    TypeNormal
    Priority-6
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Defog
    -1 evasion; ends user and target hazards/terrain.
    TypeFlying

Choice Band Ho-Oh is one of the best wallbreakers in the tier, with most teams having to resort to offensive pressure, soft checks, and status to try to stop it. Brave Bird does massive damage to anything that resists Sacred Fire, and its recoil is minimized thanks to Regenerator. Earthquake rounds out Ho-Oh's coverage and is its strongest option against Eternatus and Zekrom. The last move is flexible. Whirlwind is generally preferred, as it gives Ho-Oh more defensive utility in phazing opposing Ho-Oh and Zygarde-C in a pinch. Flare Blitz does massive damage and is stronger than Sacred Fire; it also makes up for Sacred Fire's low PP. Defog can be used in emergency situations to clear away Stealth Rock. The given EVs allow Ho-Oh to survive a +2 Xerneas Thunder, with the remaining EVs put into Attack to maximize Ho-Oh's power. 16 Attacks EVs can be moved to Speed to make Ho-Oh faster than a paralyzed Calyrex-S. It's not advisable to go much faster than this, though, because Choice Band Ho-Oh functions best as an offensive tank, and it would rather not lose significant breaking power or the ability to check special threats.

While this set is immensely strong, the major flaw is its vulnerability to Stealth Rock. Because of this, Choice Band Ho-Oh is usually a Pokemon that teams specifically build around. At least two Defog users are recommended: Yveltal, Lunala, Xerneas, Giratina, and Corviknight are good possible partners. Xatu is notable for having Magic Bounce and being able to switch into Stealth Rock setters such as Necrozma-DM repeatedly. Additionally, teammates that can lure and break through defensive Zygarde-C are appreciated. Groudon is a good partner for this, and it can also provide sun to make Ho-Oh even stronger and to lower Thunder's accuracy. Teammates that like Eternatus being gone, such as Marshadow, synergize well, as this set often breaks through Eternatus.

Offensive

Move 1
  • Sacred Fire
    50% chance to burn the target. Thaws user.
    TypeFire
    CategoryPhysical
    Power100 BP
    Accuracy95%
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
Move 3
Move 4

This set combines Ho-Oh's great wallbreaking power with the unique support options it provides. Very few Pokemon are able to withstand Ho-Oh's STAB attacks, with Zygarde and Zekrom being notable exceptions. Sacred Fire's burn chance cripples the aforementioned foes, while Flare Blitz offers greater power and PP at the cost of recoil damage and a much lower burn chance. Notably, Flare Blitz lowers the chance of accidentally burning Eternatus, Ho-Oh's most common switch-in; instead, Ho-Oh can paralyze Eternatus with Thunder Wave, crippling it for the rest of the game. Brave Bird has a good chance to 2HKO Eternatus and is Ho-Oh's best option against opposing Ho-Oh. The last slot is flexible. Defog is extremely useful against Necrozma-DM and Ferrothorn, and can prevent Shuckle from setting Sticky Web in combination with Defog Yveltal. Meanwhile, Whirlwind lets Ho-Oh phaze out Xerneas, Cosmic Power Eternatus, SubSeed Calyrex-S, and Zygarde in a pinch. Substitute can be used to further pressure Eternatus by blocking its Toxic. The given EV spread outspeeds paralyzed Calyrex-S and lives a +2 Thunder from Xerneas, with the rest dumped into Attack to increase the chance of 2HKOing Eternatus. An alternative spread of 80 HP / 160 Atk / 252 Def / 16 Spe allows Ho-Oh to live +2 Jolly Weavile's Triple Axel and tank Marshadow's attacks better.

Ho-Oh is great at crippling Eternatus and thus works well with partners who want Eternatus gone. While Kyogre may seem counterproductive due to Drizzle, it loves Eternatus being paralyzed. Kyogre can take on Zygarde and, in turn, Ho-Oh can prevent Ferrothorn from setting Spikes. Marshadow is another fantastic teammate, as paralysis allows Marshadow to more comfortably run an Adamant nature and 2HKO Eternatus on the switch. Defensive Zygarde works well in combination with Ho-Oh to scout out Marshadow's moves, and Eternatus being paralyzed allows Coil sets to break through it. Zygarde can additionally take on Groudon and appreciates Ho-Oh stopping Weavile. Groudon is an amazing partner for its sun and Stealth Rock support, and it can provide a defensive backbone against Zekrom and opposing Groudon. Haban Berry Eternatus, Ferrothorn, Xerneas, and Zarude also help keep Zekrom at bay.

Other Options

Curse sets are an option, but they generally just get statused or phazed. They are also easy to revenge kill due to their lowered Speed. Roost provides a more consistent source of recovery, although it is generally not needed thanks to Heavy-Duty Boots and Regenerator. Pressure is an option in combination with Roost to PP stall opposing Pokemon, but the opportunity cost of not having Regenerator is a severe detriment. Life Orb sets can be used similarly to how the Choice Band set is used, with the freedom to choose moves. Do note that, even with Regenerator, Life Orb and Brave Bird recoil can add up quickly.

Checks and Counters

Rock-type Moves: Rock-type moves are often thrown on sets for the sole purpose of taking out Ho-Oh. Meteor Beam Eternatus, Rock Tomb Marshadow, Power Gem Dialga, and Stone Edge Necrozma-DM are a few examples of Pokemon you need to keep in mind when using Ho-Oh.

Eternatus: Eternatus doesn't mind burns and can stall out defensive sets. Physically defensive sets can typically stomach Choice Band Ho-Oh, but specially defensive sets have to be extremely careful around it.

Zygarde-C: Defensive Zygarde-C with Rest will take anything Ho-Oh throws at it and status it in return. However, offensive Zygarde-C sets must be wary of status or a Choice Band Brave Bird on the switch.

Kyogre: Kyogre can come in on Sacred Fire or Defog and then proceed to use its strong attacks.

Zekrom: Zekrom hates status from Ho-Oh, but it is resistant to Ho-Oh's STAB attacks and can threaten it with a powerful Bolt Strike.

Knock Off + Stealth Rock: Ho-Oh is limited if Stealth Rock has been set up, as it then needs to be wary of Knock Off from Pokemon like Yveltal, Necrozma-DM, Ferrothorn, and Tangrowth. Certain Stealth Rock setters, such as Groudon and Tyranitar, do not mind Ho-Oh switching in. Stealth Rock heavily limits Choice Band Ho-Oh.

Toxic: While the threat of Toxic is lowered thanks to Regenerator, its damage can add up, especially in late-game scenarios. The residual damage can prevent Ho-Oh from checking threats it otherwise could. Eternatus, Yveltal, Necrozma-DM, and opposing Ho-Oh all can badly poison Ho-Oh.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
130
Accuracy
100%
PP
5
User's Fire type becomes typeless; must be Fire.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
20
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
10
Heals the user and its allies by 1/4 their max HP.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
75
Accuracy
100%
PP
10
100% chance to lower the target's Sp. Atk by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
100
Accuracy
95%
PP
5
50% chance to burn the target. Thaws user.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
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
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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