Taken over from Fireburn
QC: 3/3 (shrang, Blue Jay, Nayrz)
GP: 2/2 (P Squared, Winry)
DONE!
[OVERVIEW]
Ho-Oh's relatively high Attack stat, strong STAB Brave Bird, and powerful STAB Sacred Fire, which also has a high chance to burn, make it one of the most difficult Pokemon to switch into. Its typing, annoyingly high Special Defense, access to Recover, and fantastic ability in Regenerator give it the staying power to continually apply pressure to the opposing team, as well as the ability to check many threats, including Geomancy Xerneas. Ho-Oh also received a godsend in two new, reliable Magic Bounce users in Mega Diancie and Mega Sableye, which can keep Stealth Rock off the field for it. Latios and Latias also regained their Soul Dew, making them some of the best users of Defog in the game in order to help Ho-Oh with its crippling weakness.
[SET]
name: Tank
move 1: Brave Bird
move 2: Sacred Fire
move 3: Recover
move 4: Thunder Wave / Earthquake
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 248 HP / 196 Atk / 52 SpD / 12 Spe
[SET COMMENTS]
Moves
========
Brave Bird is Ho-Oh's primary move for doing damage. It has 180 Base Power after STAB and few foes resist it, making Ho-Oh very good at breaking down teams with it by applying pressure to important Steel- and Rock-types. Sacred Fire is a decently reliable and powerful STAB attack that allows Ho-Oh to bypass Steel-types that resist Brave Bird and has a very nasty 47.5% chance to burn its target when factoring in Sacred Fire's 95% accuracy; it also helps discourage Tyranitar and Zekrom switch-ins, as a burn heavily cripples them. Recover gives Ho-Oh recovery outside of Regenerator in order to bolster its already annoying longevity and nullify Stealth Rock damage if necessary. Thunder Wave allows Ho-Oh to cripple Choice Scarf and Geomancy Xerneas and paralyze Rock Arceus or Mega Salamence for a teammate. Earthquake 2HKOes Tyranitar and forces Rock Arceus to Recover. It will hardly ever be a safer move than Sacred Fire or Brave Bird, though.
Set Details
========
Even with Ho-Oh's gargantuan special bulk, it still needs near-maximum HP investment along with 52 Special Defense EVs in order to always survive a +2 Thunder from Geomancy Xerneas. Earthquake Ho-Oh runs 12 Speed EVs minimum in order to stay in and Earthquake Diancie before it Mega Evolves. The remaining EVs are used in Attack in order to put as much power behind Brave Bird and Sacred Fire as possible. If Ho-Oh's team already has a very good backbone that checks Geomancy Xerneas, running maximum Attack investment is also an option.
Usage Tips
========
This is Ho-Oh's bread-and-butter set for doing damage, paralyzing Rock Arceus and Xerneas, and overall being a large pain for the opponent when Stealth Rock is out of play. Use Ho-Oh's team to aggressively keep Stealth Rock off the field if Ho-Oh is important to its team's game plan. Most Steel- and Fairy-types allow Ho-Oh to switch in and use very low-cost attacks because of their importance to their team and inability to directly threaten Ho-Oh; use this to your advantage in every way possible. If you need one of Ho-Oh's checks badly poisoned, recklessly using Sacred Fire or Thunder Wave may be a bad idea; use Brave Bird instead. Even when Ho-Oh is low on health, clever uses of Regenerator will keep it in the game.
Team Options
========
Ho-Oh always wants two forms of Stealth Rock prevention on its team. This can come from Defog users such as Latias, Latios, Water Arceus, or Rock Arceus; Magic Bounce users such as Mega Sableye and Mega Diancie; the Tyranitar and Excadrill duo because of Excadrill's ability to Rapid Spin; or Mega Gengar, which traps and removes the Stealth Rock user while also using Taunt if Stealth Rock has not yet been set up. Water Arceus and Focus Blast Mega Gengar help check or remove the Rock-types that plague Ho-Oh. Water Arceus, Latios, and Latias help a Ho-Oh that doesn't carry Earthquake deal with Stone Edge Primal Groudon. Latias, Latios, Power Whip Ferrothorn, and Primal Groudon help keep Primal Kyogre in check, although defensive variants annoy them all. Other Flying-types such as Mega Salamence and Rayquaza benefit from Ho-Oh's powerful Brave Bird and ability to spread burns to their checks with Sacred Fire. Paralyzing a Rock Arceus is a massive boon for both also.
[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 248 HP / 196 Atk / 52 SpD / 12 Spe
[SET COMMENTS]
Moves
========
Choice Band-boosted Brave Bird is Ho-Oh's primary move for huge damage while pressuring Steel-types and Rock-types alike for its partners. Sacred Fire not only has a ridiculous burn rate but also does enough damage to be used liberally with a Choice Band. Sacred Fire's burn chance also heavily cripples most of Ho-Oh's would-be checks 47.5% of the time, making it extremely hard to switch into. Earthquake 2HKOes Tyranitar, forces Rock Arceus to Recover, and 2HKOes maximum HP Primal Groudon. Sleep Talk gives Ho-Oh the ability to punish Darkrai, something other Ho-Oh sets lack. Sleep Talk's randomness also makes a sleeping Ho-Oh even harder to switch into.
Set Details
========
Near-maximum HP investment along with 52 Special Defense EVs is used to always survive a +2 Thunder from Geomancy Xerneas. 12 Speed EVs are used in order to outrun Diancie before it Mega Evolves. The remaining EVs are used in Attack in order to put as much power behind Brave Bird, Earthquake, and Sacred Fire as possible. If Ho-Oh's team already has a very good backbone that checks Geomancy Xerneas, running maximum Attack and Speed investment with an Adamant or Jolly nature works also in order to allow Ho-Oh not to be scared out Kyogre and other base 90 Speed Pokemon such as Primal Groudon. This is especially usable because offensive Primal Kyogre variants are OHKOed by a Choice Band-boosted Brave Bird after any chip damage.
Usage Tips
========
When using Choice Band Ho-Oh instead of Life Orb Ho-Oh, keep in mind that it trades the ability to switch moves, paralyze Xerneas, and use Recover for the ability to absorb Dark Void from Darkrai, hit harder, and take less recoil per hit. This means it does more for its offensive partners but has slightly less defensive utility, which is made up for by its ability to take Dark Void. When deciding whether to use Sacred Fire or Brave Bird, there are several factors to take into consideration, as both are very low-risk moves that do a bunch of damage and possibly burn their targets. Primal Kyogre should be the first Pokemon you look for, because heavy rain makes it immune to Sacred Fire; therefore using Brave Bird or switching is a better play if it is on your opponent's team unless you wish to force it in. Mega Salamence is the second Pokemon you should look for, as Refresh variants can set up on a Ho-Oh locked into Sacred Fire; Brave Bird forces Refresh Salamence to Roost stall Ho-Oh, therefore keeping it at bay. If Tyranitar or Rock Arceus is present, scoring a Sacred Fire burn can be very beneficial for both Ho-Oh and its Flying-type teammates, as Ho-Oh can now do a monstrous load of damage to burned Rock Arceus in particular with Earthquake. Clever use of Regenerator and Ho-Oh's entry hazard control teammates can result in Ho-Oh doing damage throughout the entire game. Use Ho-Oh's team to keep Stealth Rock off its side of the field at all costs.
Team Options
========
A stronger Xerneas backbone consisting of Pokemon such as Primal Groudon, Klefki, Excadrill with Tyranitar, Aegislash, Extreme Killer Arceus, and Lugia should be considered when using Choice Band Ho-Oh, as while Ho-Oh will deal a very large amount of damage to Geomancy Xerneas, it will never OHKO it from full HP. Two forms of Stealth Rock prevention are required when using Choice Band Ho-Oh. Latias, Latios, and Water Arceus all use Defog for Ho-Oh and pair well with Magic Bounce users as an added bonus. The viable Magic Bounce users to choose from are Mega Sableye and Mega Diancie, while Rapid Spin can come from Excadrill with Tyranitar. Mega Gengar can trap and KO Stealth Rock users and can also KO Tyranitar and Rock Arceus with Focus Blast or Destiny Bond depending on the situation; Tyranitar is almost always the Stealth Rock user on its team anyhow. Primal Groudon, Latios, and Latias all switch into Primal Kyogre should Ho-Oh need to lock itself into Sacred Fire or Earthquake while Primal Kyogre is still in play. Klefki and Ferrothorn also help handle the Rock-types Ho-Oh cannot get past. Other Flying-types and physical attackers that pair well with Ho-Oh are required, as otherwise you are better off using Life Orb Ho-Oh. Rayquaza, offensive Yveltal, and Extreme Killer Arceus are all very good examples of these.
[STRATEGY COMMENTS]
Other Options
=============
A defensive Ho-Oh with an Impish nature, an EV spread of 248 HP / 208 Def / 52 SpD, and a moveset of Recover, Sacred Fire, Brave Bird, and Whirlwind can be used, but it doesn't really do much in a metagame where Stalltwo doesn't perform well at all and Extreme Killer Arceus carry Stone Edge commonly. It has to compete with Lugia and specially defensive Primal Groudon cores as well. Toxic can be used to ruin Lugia's and Rock Arceus's staying power for other Ho-Oh and its teammates. Tailwind can be used on the Life Orb set to double Ho-Oh's team's Speed for three turns after use. Flame Charge will give a longer-lasting Speed boost, but it costs a Life Orb hit and cannot be utilized by Ho-Oh's teammates.
Checks and Counters
=================
**Stealth Rock**: Stealth Rock might be very difficult to set up, but it takes away any defensive utility Ho-Oh provides. Ho-Oh cannot effectively abuse switching or Regenerator and is therefore crippled heavily while Stealth Rock is up.
**Rock-types**: Rock Arceus is the best Ho-Oh switch-in the game has. Sacred Fire burns and Earthquake can wear it down pretty easily and Thunder Wave is problematic for it, so Rock Arceus needs to be careful around Ho-Oh despite being the closest thing to a counter Ho-Oh has. Tyranitar hates Sacred Fire burns and Earthquake but can set up Stealth Rock on Ho-Oh in most cases, forcing it out into a Defog, Magic Bounce, or Rapid Spin user. Tyranitar can OHKO Ho-Oh with Rock Slide if it is not burned or can attempt to paraflinch Ho-Oh with Thunder Wave and Rock Slide if Ho-Oh lacks Earthquake or is locked into another move. Mega Diancie outspeeds and OHKOes Ho-Oh with Diamond Storm. It can also 2HKO Ho-Oh with Diamond Storm while burned, but it must watch out for Earthquake if it cannot KO Ho-Oh in one turn.
**Stone Edge users**: Primal Groudon can take any one hit from Ho-Oh and easily OHKO with Stone Edge. Ground Arceus, Extreme Killer Arceus, and Fairy Arceus all outspeed and OHKO Ho-Oh with Stone Edge, but it is less common on Fairy Arceus and is only common on Extreme Killer; Ground Arceus will always have Stone Edge.
**Water-types**: Primal Kyogre will either outspeed or take any one hit from Ho-Oh, and it can then KO Ho-Oh with its Water-type STAB. Water Arceus with Judgment beats Ho-Oh a very good amount of the time if Thunder Wave doesn't score too many turns of full paralysis.
**Refresh Mega Salamence**: Bulky Mega Salamence with Refresh can set up on Ho-Oh locked into Sacred Fire pretty easily due to Refresh nullifying Sacred Fire's high burn rate. It forces Life Orb Ho-Oh out with the combination of Roost stalling for Life Orb and Brave Bird recoil and attacking when Ho-Oh attempts to Recover.
**Zekrom**: Zekrom hates Sacred Fire burns and Earthquake, but it resists both of Ho-Oh's STAB attacks and can OHKO it with Bolt Strike.
**Lugia**: Lugia hates Sacred Fire burns, but it can Roost stall most Ho-Oh out of Sacred Fire PP if it is locked into the move, or with Life Orb and Brave Bird recoil until it is safe to use Toxic on Ho-Oh's Recover. Lugia will likely be paired with a cleric of some kind, so a burn won't be hindering it for very long.
**Toxic**: Toxic causing extra damage alongside Brave Bird and Life Orb recoil cuts into Ho-Oh's staying time significantly, despite it having Regenerator. Life Orb Ho-Oh in particular is a recoil machine and should be kept away from Toxic at all costs if you want it to do anything significant.

QC: 3/3 (shrang, Blue Jay, Nayrz)
GP: 2/2 (P Squared, Winry)
DONE!
[OVERVIEW]
Ho-Oh's relatively high Attack stat, strong STAB Brave Bird, and powerful STAB Sacred Fire, which also has a high chance to burn, make it one of the most difficult Pokemon to switch into. Its typing, annoyingly high Special Defense, access to Recover, and fantastic ability in Regenerator give it the staying power to continually apply pressure to the opposing team, as well as the ability to check many threats, including Geomancy Xerneas. Ho-Oh also received a godsend in two new, reliable Magic Bounce users in Mega Diancie and Mega Sableye, which can keep Stealth Rock off the field for it. Latios and Latias also regained their Soul Dew, making them some of the best users of Defog in the game in order to help Ho-Oh with its crippling weakness.
[SET]
name: Tank
move 1: Brave Bird
move 2: Sacred Fire
move 3: Recover
move 4: Thunder Wave / Earthquake
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 248 HP / 196 Atk / 52 SpD / 12 Spe
[SET COMMENTS]
Moves
========
Brave Bird is Ho-Oh's primary move for doing damage. It has 180 Base Power after STAB and few foes resist it, making Ho-Oh very good at breaking down teams with it by applying pressure to important Steel- and Rock-types. Sacred Fire is a decently reliable and powerful STAB attack that allows Ho-Oh to bypass Steel-types that resist Brave Bird and has a very nasty 47.5% chance to burn its target when factoring in Sacred Fire's 95% accuracy; it also helps discourage Tyranitar and Zekrom switch-ins, as a burn heavily cripples them. Recover gives Ho-Oh recovery outside of Regenerator in order to bolster its already annoying longevity and nullify Stealth Rock damage if necessary. Thunder Wave allows Ho-Oh to cripple Choice Scarf and Geomancy Xerneas and paralyze Rock Arceus or Mega Salamence for a teammate. Earthquake 2HKOes Tyranitar and forces Rock Arceus to Recover. It will hardly ever be a safer move than Sacred Fire or Brave Bird, though.
Set Details
========
Even with Ho-Oh's gargantuan special bulk, it still needs near-maximum HP investment along with 52 Special Defense EVs in order to always survive a +2 Thunder from Geomancy Xerneas. Earthquake Ho-Oh runs 12 Speed EVs minimum in order to stay in and Earthquake Diancie before it Mega Evolves. The remaining EVs are used in Attack in order to put as much power behind Brave Bird and Sacred Fire as possible. If Ho-Oh's team already has a very good backbone that checks Geomancy Xerneas, running maximum Attack investment is also an option.
Usage Tips
========
This is Ho-Oh's bread-and-butter set for doing damage, paralyzing Rock Arceus and Xerneas, and overall being a large pain for the opponent when Stealth Rock is out of play. Use Ho-Oh's team to aggressively keep Stealth Rock off the field if Ho-Oh is important to its team's game plan. Most Steel- and Fairy-types allow Ho-Oh to switch in and use very low-cost attacks because of their importance to their team and inability to directly threaten Ho-Oh; use this to your advantage in every way possible. If you need one of Ho-Oh's checks badly poisoned, recklessly using Sacred Fire or Thunder Wave may be a bad idea; use Brave Bird instead. Even when Ho-Oh is low on health, clever uses of Regenerator will keep it in the game.
Team Options
========
Ho-Oh always wants two forms of Stealth Rock prevention on its team. This can come from Defog users such as Latias, Latios, Water Arceus, or Rock Arceus; Magic Bounce users such as Mega Sableye and Mega Diancie; the Tyranitar and Excadrill duo because of Excadrill's ability to Rapid Spin; or Mega Gengar, which traps and removes the Stealth Rock user while also using Taunt if Stealth Rock has not yet been set up. Water Arceus and Focus Blast Mega Gengar help check or remove the Rock-types that plague Ho-Oh. Water Arceus, Latios, and Latias help a Ho-Oh that doesn't carry Earthquake deal with Stone Edge Primal Groudon. Latias, Latios, Power Whip Ferrothorn, and Primal Groudon help keep Primal Kyogre in check, although defensive variants annoy them all. Other Flying-types such as Mega Salamence and Rayquaza benefit from Ho-Oh's powerful Brave Bird and ability to spread burns to their checks with Sacred Fire. Paralyzing a Rock Arceus is a massive boon for both also.
[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant
evs: 248 HP / 196 Atk / 52 SpD / 12 Spe
[SET COMMENTS]
Moves
========
Choice Band-boosted Brave Bird is Ho-Oh's primary move for huge damage while pressuring Steel-types and Rock-types alike for its partners. Sacred Fire not only has a ridiculous burn rate but also does enough damage to be used liberally with a Choice Band. Sacred Fire's burn chance also heavily cripples most of Ho-Oh's would-be checks 47.5% of the time, making it extremely hard to switch into. Earthquake 2HKOes Tyranitar, forces Rock Arceus to Recover, and 2HKOes maximum HP Primal Groudon. Sleep Talk gives Ho-Oh the ability to punish Darkrai, something other Ho-Oh sets lack. Sleep Talk's randomness also makes a sleeping Ho-Oh even harder to switch into.
Set Details
========
Near-maximum HP investment along with 52 Special Defense EVs is used to always survive a +2 Thunder from Geomancy Xerneas. 12 Speed EVs are used in order to outrun Diancie before it Mega Evolves. The remaining EVs are used in Attack in order to put as much power behind Brave Bird, Earthquake, and Sacred Fire as possible. If Ho-Oh's team already has a very good backbone that checks Geomancy Xerneas, running maximum Attack and Speed investment with an Adamant or Jolly nature works also in order to allow Ho-Oh not to be scared out Kyogre and other base 90 Speed Pokemon such as Primal Groudon. This is especially usable because offensive Primal Kyogre variants are OHKOed by a Choice Band-boosted Brave Bird after any chip damage.
Usage Tips
========
When using Choice Band Ho-Oh instead of Life Orb Ho-Oh, keep in mind that it trades the ability to switch moves, paralyze Xerneas, and use Recover for the ability to absorb Dark Void from Darkrai, hit harder, and take less recoil per hit. This means it does more for its offensive partners but has slightly less defensive utility, which is made up for by its ability to take Dark Void. When deciding whether to use Sacred Fire or Brave Bird, there are several factors to take into consideration, as both are very low-risk moves that do a bunch of damage and possibly burn their targets. Primal Kyogre should be the first Pokemon you look for, because heavy rain makes it immune to Sacred Fire; therefore using Brave Bird or switching is a better play if it is on your opponent's team unless you wish to force it in. Mega Salamence is the second Pokemon you should look for, as Refresh variants can set up on a Ho-Oh locked into Sacred Fire; Brave Bird forces Refresh Salamence to Roost stall Ho-Oh, therefore keeping it at bay. If Tyranitar or Rock Arceus is present, scoring a Sacred Fire burn can be very beneficial for both Ho-Oh and its Flying-type teammates, as Ho-Oh can now do a monstrous load of damage to burned Rock Arceus in particular with Earthquake. Clever use of Regenerator and Ho-Oh's entry hazard control teammates can result in Ho-Oh doing damage throughout the entire game. Use Ho-Oh's team to keep Stealth Rock off its side of the field at all costs.
Team Options
========
A stronger Xerneas backbone consisting of Pokemon such as Primal Groudon, Klefki, Excadrill with Tyranitar, Aegislash, Extreme Killer Arceus, and Lugia should be considered when using Choice Band Ho-Oh, as while Ho-Oh will deal a very large amount of damage to Geomancy Xerneas, it will never OHKO it from full HP. Two forms of Stealth Rock prevention are required when using Choice Band Ho-Oh. Latias, Latios, and Water Arceus all use Defog for Ho-Oh and pair well with Magic Bounce users as an added bonus. The viable Magic Bounce users to choose from are Mega Sableye and Mega Diancie, while Rapid Spin can come from Excadrill with Tyranitar. Mega Gengar can trap and KO Stealth Rock users and can also KO Tyranitar and Rock Arceus with Focus Blast or Destiny Bond depending on the situation; Tyranitar is almost always the Stealth Rock user on its team anyhow. Primal Groudon, Latios, and Latias all switch into Primal Kyogre should Ho-Oh need to lock itself into Sacred Fire or Earthquake while Primal Kyogre is still in play. Klefki and Ferrothorn also help handle the Rock-types Ho-Oh cannot get past. Other Flying-types and physical attackers that pair well with Ho-Oh are required, as otherwise you are better off using Life Orb Ho-Oh. Rayquaza, offensive Yveltal, and Extreme Killer Arceus are all very good examples of these.
[STRATEGY COMMENTS]
Other Options
=============
A defensive Ho-Oh with an Impish nature, an EV spread of 248 HP / 208 Def / 52 SpD, and a moveset of Recover, Sacred Fire, Brave Bird, and Whirlwind can be used, but it doesn't really do much in a metagame where Stalltwo doesn't perform well at all and Extreme Killer Arceus carry Stone Edge commonly. It has to compete with Lugia and specially defensive Primal Groudon cores as well. Toxic can be used to ruin Lugia's and Rock Arceus's staying power for other Ho-Oh and its teammates. Tailwind can be used on the Life Orb set to double Ho-Oh's team's Speed for three turns after use. Flame Charge will give a longer-lasting Speed boost, but it costs a Life Orb hit and cannot be utilized by Ho-Oh's teammates.
Checks and Counters
=================
**Stealth Rock**: Stealth Rock might be very difficult to set up, but it takes away any defensive utility Ho-Oh provides. Ho-Oh cannot effectively abuse switching or Regenerator and is therefore crippled heavily while Stealth Rock is up.
**Rock-types**: Rock Arceus is the best Ho-Oh switch-in the game has. Sacred Fire burns and Earthquake can wear it down pretty easily and Thunder Wave is problematic for it, so Rock Arceus needs to be careful around Ho-Oh despite being the closest thing to a counter Ho-Oh has. Tyranitar hates Sacred Fire burns and Earthquake but can set up Stealth Rock on Ho-Oh in most cases, forcing it out into a Defog, Magic Bounce, or Rapid Spin user. Tyranitar can OHKO Ho-Oh with Rock Slide if it is not burned or can attempt to paraflinch Ho-Oh with Thunder Wave and Rock Slide if Ho-Oh lacks Earthquake or is locked into another move. Mega Diancie outspeeds and OHKOes Ho-Oh with Diamond Storm. It can also 2HKO Ho-Oh with Diamond Storm while burned, but it must watch out for Earthquake if it cannot KO Ho-Oh in one turn.
**Stone Edge users**: Primal Groudon can take any one hit from Ho-Oh and easily OHKO with Stone Edge. Ground Arceus, Extreme Killer Arceus, and Fairy Arceus all outspeed and OHKO Ho-Oh with Stone Edge, but it is less common on Fairy Arceus and is only common on Extreme Killer; Ground Arceus will always have Stone Edge.
**Water-types**: Primal Kyogre will either outspeed or take any one hit from Ho-Oh, and it can then KO Ho-Oh with its Water-type STAB. Water Arceus with Judgment beats Ho-Oh a very good amount of the time if Thunder Wave doesn't score too many turns of full paralysis.
**Refresh Mega Salamence**: Bulky Mega Salamence with Refresh can set up on Ho-Oh locked into Sacred Fire pretty easily due to Refresh nullifying Sacred Fire's high burn rate. It forces Life Orb Ho-Oh out with the combination of Roost stalling for Life Orb and Brave Bird recoil and attacking when Ho-Oh attempts to Recover.
**Zekrom**: Zekrom hates Sacred Fire burns and Earthquake, but it resists both of Ho-Oh's STAB attacks and can OHKO it with Bolt Strike.
**Lugia**: Lugia hates Sacred Fire burns, but it can Roost stall most Ho-Oh out of Sacred Fire PP if it is locked into the move, or with Life Orb and Brave Bird recoil until it is safe to use Toxic on Ho-Oh's Recover. Lugia will likely be paired with a cleric of some kind, so a burn won't be hindering it for very long.
**Toxic**: Toxic causing extra damage alongside Brave Bird and Life Orb recoil cuts into Ho-Oh's staying time significantly, despite it having Regenerator. Life Orb Ho-Oh in particular is a recoil machine and should be kept away from Toxic at all costs if you want it to do anything significant.
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