Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

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
Balanced Hackmons
Defensive Magic Guard194
Offensive Magic Guard220

Strategies

  • en
Formats:

Overview

Ho-Oh's main niche is a check to strong special attackers such as Mega Mewtwo Y, Mega Gengar, Pixilate Mega Diancie, and Gale Wings Mega Rayquaza. It has a good Attack stat that gives Ho-Oh reasonable offensive presence. Its typing is also reasonably good, as offensively, Fire and Flying have good neutral coverage, only missing out on Rock-types and Flash Fire Steel-types. Defensively, two of its weaknesses in Water and Electric are uncommon, and the Fairy-type resistance allows it to check Pixilate Mega Diancie.

However, Ho-Oh's main drawback is its low physical bulk, leaving it very vulnerable to powerful physical attackers such as Kyurem-B, Mega Mewtwo X, Regigigas, and Mega Tyranitar. Furthermore, its 4x Stealth Rock weakness limits Ho-Oh to running Magic Guard sets and thus preventing it from running other, arguably better, abilities. The presence of Diamond Storm + Poison Heal Mega Tyranitar, which is able switch in on Ho-Oh's STAB moves and easily KO back with Diamond Storm, is no help either. Thousand Arrows also leaves Ho-Oh vulnerable to other Ground-type moves.

Defensive Magic Guard

Move 1
Move 2
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 3
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Stealth Rock
    Hurts foes on switch-in. Factors Rock weakness.
    TypeRock
  • Defog
    -1 evasion; clears user and target side's hazards.
    TypeFlying

Moves

Recover keeps Ho-Oh healthy throughout the match and allows it to keep checking special attackers. Flare Blitz is Ho-Oh's main STAB move due to it being highly spammable with Magic Guard negating recoil. Sacred Fire can be used for the high burn chance, allowing Ho-Oh to wear down walls, cripple physical attackers, KO Sturdy Shedinja that lack Lum Berry, and make up for Ho-Oh's weak Defense, but it has significantly lower PP. If hitting Pokemon that resist Fire such as Giratina and Mega Rayquaza is a priority, Brave Bird can be used, but then Ho-Oh will have no way to touch Steel-types. It also makes Ho-Oh more vulnerable to Imposter users, as Ho-Oh takes neutral damage from Flying. Knock Off can be used over Flare Blitz for general utility, removing items such as Eviolite from Chansey, Life Orb, Safety Goggles, and Spooky Plate from Mega Gengar, and Toxic Orb from Poison Heal users. Will-O-Wisp can be used over Knock Off if a more reliable way to spread burns is desired. Ho-Oh's Fire typing makes it immune to burns, thus making it not a problem if opposing Magic Bounce users switch in and end up bouncing back the move. However, you lose out on removing useful items. Whirlwind can stop some setup sweepers such as Tail Glow Mega Rayquaza and Shell Smash Mega Gengar. U-turn works well with Ho-Oh's relatively low Speed, getting most teammates in safely. Stealth Rock allows Ho-Oh to get chip damage on the opponent's team. It meshes well with Ho-Oh's Fire typing due to forcing out many Magic Bounce Steel-types with Flare Blitz. It can backfire, however, if the opponent has bulky Magic Bounce users that aren't Steel-type or if Ho-Oh uses Brave Bird over Flare Blitz, in which case Steel-types can safely switch in. Defog could also be used in the last slot, as Ho-Oh gets many opportunities to switch in and use the move to remove entry hazards.

Set Details

A simple spread of maximum HP and maximum Special Defense gives Ho-Oh the bulk it needs to check most special attackers, including taking a +2 Judgment from Mega Gengar, while a Sassy nature and 0 Speed IVs make Ho-Oh's U-turn as slow as possible, enabling it to easily bring a sweeper in safely. Magic Guard allows Ho-Oh to avoid residual damage from Stealth Rock, Leech Seed, weather, and Curse, as well as recoil damage from Flare Blitz (or Brave Bird, if it is used). Toxic Orb meshes well with Magic Guard, as Ho-Oh being badly poisoned allows it to be immune to status once Toxic Orb activates, letting Ho-Oh switch in on Spore and Dark Void freely, stopping frail sweepers that carry the move as well as Prankster Registeel.

Usage Tips

Getting Ho-Oh in without taking a Knock Off is important, as it won't be immune to status before its Toxic Orb activates. After Toxic Orb activates, Ho-Oh is a good Knock Off absorber due to the lack of need for its item unless you have a cleric on the team. If possible, use Stealth Rock to provide chip damage on the opposing team. Flare Blitz, or Brave Bird if it is used over Flare Blitz, is highly spammable due to Magic Guard negating recoil. The high Base Power of both moves make them good options to use when you don't know what is going to switch in. Use Whirlwind if a Flash Fire Pokemon switches in, such as Aegislash, or if something else, like Mega Rayquaza, is already behind a Substitute. U-turn should be used to get a Pokemon in safely. This helps when a strong physical attacker like Mega Mewtwo X, Kyurem-B, Regigigas, or Mega Rayquaza switches in, as Ho-Oh can U-turn to a check or counter like Registeel, Giratina, or Fur Coat Chansey. Knock Off should be used on predicted switches to remove items from would-be checks like Safety Goggles and Spooky Plate from Mega Gengar and Eviolite from Chansey, as well as Toxic Orbs from Pokemon with Poison Heal, but it must be used as they switch in or else Toxic Orb will activate.

Team Options

Steel-type walls such as Registeel and Aegislash are almost mandatory due to their ability to check Mega Rayquaza and Kyurem-B. Physical walls such as Giratina, Mega Slowbro, and Fur Coat Mega Audino that can switch in on physical attackers such as Mega Mewtwo X and Regigigas are helpful due to Ho-Oh's lack of physical bulk. Pokemon that appreciate the extra damage from Stealth Rock to secure KOs, such as Kyurem-B, Mega Mewtwo X and Y, and Mega Rayquaza, make good teammates.

Offensive Magic Guard

Move 1
  • Flare Blitz
    Has 33% recoil. 10% chance to burn. Thaws user.
    TypeFire
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
Move 3
  • High Jump Kick
    User is hurt by 50% of its max HP if it misses.
    TypeFighting
    CategoryPhysical
    Power130 BP
    Accuracy90%
Move 4
  • Shift Gear
    Raises the user's Speed by 2 and Attack by 1.
    TypeSteel
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%

Moves

Flare Blitz and Brave Bird are powerful and highly spammable due to recoil being ignored by Magic Guard. Sacred Fire can be used over Flare Blitz; though it is weaker and has less PP, the higher burn rate can potentially allow Ho-Oh to beat Sturdy Shedinja that carry Safety Goggles. High Jump Kick allows Ho-Oh to OHKO Mega Tyranitar and 2HKO Regirock, both of which can switch in on everything else and potentially OHKO Ho-Oh with Diamond Storm. Crash damage is ignored due to Magic Guard, making High Jump Kick a strong and very spammable coverage move. Shift Gear boosts Ho-Oh's Attack and Speed, giving Ho-Oh the power and speed it needs to clean up late-game. U-turn can be used to gain momentum upon predicting a switch or to bring in a teammate safely in order to deal with strong physical attackers. It is very difficult to fit on this set, though, due to a loss of a reliable way to clean late-game.

Set Details

Maximum Attack EVs and an Adamant nature allow Ho-Oh to hit as hard as possible, while 16 Speed EVs enable Ho-Oh to outrun everything up to positive-natured base 150 Speed Pokemon such as Timid Mega Sceptile and Jolly Mega Aerodactyl after a Shift Gear. The rest of the EVs go into HP, which allows Ho-Oh to narrowly avoid the 2HKO from Spooky Plate Mega Gengar Judgment or avoid the OHKO if Mega Gengar is already at +2. Magic Guard makes Ho-Oh immune to indirect damage, such as recoil damage from Flare Blitz and Brave Bird, as well as crash damage from High Jump Kick. Due to this, Ho-Oh can afford to run Life Orb for a free power boost, but it can also run Toxic Orb if the immunity to status is preferred. However, if it runs Toxic Orb, Ho-Oh will be significantly weaker.

Usage Tips

It is best to save setting up for late-game, when all of Ho-Oh's counters have been removed. Flare Blitz and Brave Bird are highly spammable due to Magic Guard nullifying recoil. High Jump Kick should be used to OHKO Mega Tyranitar and 2HKO Regirock. This Ho-Oh variant can also be used as a wallbreaker, dealing high damage and then switching out. It can still switch into special attackers like Mega Gengar, but it will take significantly more damage than if it is brought in via a slow U-turn from RegenVest Regirock or another slow pivot.

Team Options

A check to your own Ho-Oh is required if this set gets copied by an Imposter Chansey if it is already boosted. Some good checks are Unaware or Fur Coat Giratina and Mega Slowbro. Because this variant of Ho-Oh has less bulk and no recovery, it is mandatory to have checks to physical attackers. As such, Giratina, especially with Fur Coat, as well as Fur Coat Chansey are vital to check Mega Mewtwo X and Regigigas. Steel-types like Registeel and Aegislash can check -ate variants of Mega Rayquaza and Kyurem-B. Entry hazard support from Pokemon such as Mold Breaker Giratina can easily secure KOs such as High Jump Kick on Regirock. As a bonus, Giratina can eliminate Sturdy Shedinja with Pursuit, giving Ho-Oh more room to set up and sweep. Walls like Regirock and Registeel can provide a slow U-turn to bring Ho-Oh in safely.

Other Options

Ho-Oh can run Dark Void if Knock Off isn't being used. However, it has lower accuracy than Spore and only really fits on the defensive set due to that running Toxic Orb anyway. Both sets can run Spore to put counters and Imposter Chansey to sleep. It is best used with Knock Off to remove Safety Goggles so more foes will switch out against Ho-Oh, making Stealth Rock optimal for chip damage. However, Spore is not easy to fit on the offensive set and makes Ho-Oh weaker because it needs to run Toxic Orb for the sleep immunity in case it encounters a Magic Bounce user. On the defensive set, Ho-Oh can run High Jump Kick to function as a Mega Tyranitar lure. Will-O-Wisp and Leech Seed also fit on the defensive set because if they are bounced, they do nothing to Ho-Oh because of its Fire typing and Magic Guard, respectively. Will-O-Wisp in conjunction with Knock Off and Leech Seed also helps in beating Sturdy Shedinja. Non-Magic Guard sets are usually very bad due to having a 4x weakness to Stealth Rock, but Water Absorb or Desolate Land can be used to beat Water-types such as Kyogre and Mega Slowbro. Ho-Oh can also run a decent Unburden set to lure in Imposter Chansey after using Belly Drum and OHKOing with Diamond Storm. However, Ho-Oh will have an enormous Stealth Rock weakness and the Unburden set will need a lot of support. Psycho Shift can, in theory, spread poison around the opponent's team. In practice, it's pretty bad, since Psycho Shift removes Ho-Oh's poison, which means Ho-Oh is no longer a good Knock Off absorber, and this tactic can potentially poison a Pokemon with Poison Heal.

Checks and Counters

Physical Attackers and Psystrike Users: Physical attackers such as Mega Rayquaza and Kyurem-B can easily take down Ho-Oh with Fake Out + Extreme Speed. Mega Mewtwo X and Regigigas can leave Ho-Oh severely weakened with their strong physical moves. Mega Latios and Mega Mewtwo Y can easily take down Ho-Oh with STAB Psystrike, which hits Ho-Oh's weaker Defense.

Extremely Strong Special Attackers: Though Ho-Oh has very high special bulk, extremely strong special attacks like Mega Rayquaza's Aerilate Boomburst can 2HKO it.

Rock-type Pokemon and Moves: Rock-types such as Regirock and Mega Tyranitar can switch in on nearly any move from Ho-Oh and OHKO it with Diamond Storm. The former will be left heavily weakened if Ho-Oh is already at +1 though, and the latter must be wary of High Jump Kick, as it will be OHKOed. Pokemon that Ho-Oh can check sometimes carry Rock-type moves just to beat it as well. A notable example is Diamond Storm Mega Diancie.

Flash Fire Steel-types: If a Steel-type with Flash Fire, such as Aegislash or Registeel, can get in on Ho-Oh, it can force out Ho-Oh with Entrainment, making it take damage from Toxic Orb or Life Orb on the defensive and offensive set, respectively. The offensive set also will take large amounts of recoil from Flare Blitz, Brave Bird, and High Jump Kick missing or being blocked by Spiky Shield or King's Shield.

Imposter Chansey: Imposter Chansey can beat the offensive set even if Ho-Oh has already set up, as it can counter sweep a team that lacks a counter to its own Ho-Oh set.

Physical Walls: Ho-Oh cannot break through Giratina, Mega Slowbro, and Fur Coat Chansey due to their reliable recovery. Giratina can also block damage and wear down Ho-Oh with Spiky Shield, and all three can weaken Ho-Oh severely with King's Shield due to all of Ho-Oh's common attacking moves making contact. Mega Slowbro can even force Ho-Oh to switch out with Perish Song or weaken it with Parting Shot.

Poison Heal Pokemon: Physical attackers with Poison Heal, such as Mega Garchomp, Mega Gyarados, and Mega Tyranitar, are all capable of switching in on most of Ho-Oh's moves and dealing heavy damage, leaving Ho-Oh severely weakened and unable to check what it needs to. On the other hand, Poison Heal physical walls, such as Giratina or Mega Audino, can easily take hits from Ho-Oh and damage it with Spiky Shield or weaken it with King's Shield due to Ho-Oh's attacking moves making contact.

Water-types: Although the only two relevant Water-types are Kyogre and Mega Slowbro, they can easily take down Ho-Oh with Scald or Steam Eruption. They lose if Ho-Oh runs Water Absorb or Desolate Land, though.

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
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
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
15
-1 evasion; clears user and target side's hazards.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
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
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
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
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
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
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
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
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
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
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
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
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
100%
PP
20
Max 102 power at maximum Happiness.
 
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
20
Effect varies with terrain. (30% paralysis chance)
 
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
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
60
Accuracy
100%
PP
10
User and foe fly up turn 1. Damages on turn 2.
 
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
90%
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
100%
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
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
Loading...