Typhlosion-Hisui
Type: Fire/Ghost
Abilities: Blaze / Frisk (H)
Base stats: 73 HP / 84 Attack / 78 Defense / 119 Special Attack / 85 Special Defense / 95 Speed
New Move
Infernal Parade
Special, Ghost-type
60 BP
30% chance to Burn, double damage on targets with a status condition (like Hex)
Notable Moves
- Infernal Parade
- Shadow Ball
- Flamethrower
- Lava Plume
- Overheat
- Eruption
- Fire Blast
- Calm Mind
- Flame Charge
- Extrasensory
- Solar Beam
- Fire Spin
- Will-o-Wisp
- Rest
- Tera Blast
Pros
- In a meta without Scald, being able to spread Burn with Infernal Parade, Lava Plume and Will-o-Wisp is a valuable niche
- Base 119 Special Attack hits like a truck even with minimal investment
- Fire / Ghost coverage is pretty good
- Underwhelming bulk makes defensive sets less effective
- An interesting physical movepool is wasted on base 84 Attack
- Less speed than Johtonian Typhlosion hurts
As far as offensive fire-types go, H-Typhlosion is in a bad place. Its Johtonian counterpart is weaker, but swifter, which could make all the difference for Eruption tactics. Also arriving with home is Heatran, Volcanion and Moltres, who offer better defensive utility, and H-Arcanine and Delphox, who are arguably better offensive options.
It's not all bad, though. Fire-Ghost is a potent offensive typing as Skeledirge has demonstrated, and Johto favourite hits harder and faster than its Paldean starter counterpart. Infernal Parade, while the weakest signature move of the Hisui starters, has an interesting niche as a pseudo-Scald that hits key mon like Gholdengo and Hatterene super-effectively.
Overall I can see this fella landing somewhere around NU, but I'll be damned if I'm not going to try and get him to work in OU in whatever niche I can find.
Potential movesets
Incandescent Ruins (Typhlosion-Hisui) @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Water
EVs: 248 HP / 68 SpD / 192 Spe
Timid Nature
IVs: 0 Atk
- Infernal Parade
- Lava Plume
- Fire Spin
- Rest / Calm Mind
This is the set I'm most excited to try. 192 Speed outpaces all Tusk and Gholdengo, while the rest is invested into bulk. This is probably Typh's biggest niche in OU - being able to spread Burn while maintaining decent offensive pressure. Rest is listed as a filler move in the fourth slot to be used with Heal Bell support, but Calm Mind could be used to set up on trapped foes too.
Frisk is chosen for the ability for scouting purposes, since this set is less about dealing damage and more about being annoying.
Mark On You (Typhlosion-Hisui) @ Choice Specs
Ability: Blaze
Tera Type: Electric / Grass / Fairy / Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Overheat
- Eruption
- Shadow Ball
- Tera Blast / Extrasensory
Nothing fancy here. Just press Eruption and watch things faint. Tera types are suggested for maximum coverage, alternatively run Tera Fire for nuking potential, in which case Extrasensory can be used for coverage.
Make You Suffer (Typhlosion-Hisui) @ Life Orb
Ability: Blaze
Tera Type: Grass / Water / Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Shadow Ball
- Tera Blast
This set is similar to the first set, but prioritizes dealing damage over spreading status. Blaze is chosen over Frisk here similarly.
Other options
- Don't use a physical set. Its physical movepool is fun, with plenty of coverage, but its just so much weaker.
- Will-o-Wisp can be used to spread burn more reliably, but this removes Typh's biggest niche over every other fire-type.
- Other Tera-types could be fun to try out.
- Absorb Bulb shenanigans could be funny with Tera, but nah, don't use this.