Houndoom [4F]+

http://www.smogon.com/dp/pokemon/houndoom

Alright, KD24 and I have been working on Houndoom for a while now, and we've finished at last. Everything has been done to the best of our abilities. Here's the list of what KD has done, and what I have done:

KD24

Nasty Plot set
Choice Scarf set
Mixed set
Team Options

Fuzznip

Choice Specs set
Lead set
Counters
Opinion
Other Options
EVs

Changes:
- Rewrote sets
- Added Team Options
- Added "Lead" set
- Removed sections containing OU information, replaced with UU information

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[SET]
name: Nasty Plot Sweeper
move 1: Nasty Plot
move 2: Fire Blast / Flamethrower
move 3: Dark Pulse
move 4: Hidden Power Flying
item: Life Orb / Leftovers
ability: Flash Fire
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]
<p>Houndoom's base 110 Special Attack makes it the most powerful Nasty Plot user in UU, and if you plan on using Houndoom, this set is arguably the most effective. The threat of strong Fire-type attacks combined with Houndoom's Fire and Psychic-type immunities can force switches that allow you to have a free turn to set up Nasty Plot.</p>

<p>To give an example of just how powerful a Nasty Plot Fire Blast is with a Flash Fire boost and Life Orb, it can 2HKO Calm 252 SpD Chansey 100% of the time. If you are unable to achieve the Flash Fire Boost, you can still be looking at a comfortable 3HKO, something that is almost unheard of in UU. If you don't wish to rely on Fire Blast's 85% accuracy, Flamethrower is a much safer option, however, you will lose a significant amount of power with the change. Dark Pulse provides Houndoom with a strong secondary STAB attack that can take out Pokémon resistant to Fire Blast such as Slowbro and has a much safer 100% accuracy as well as a chance to flinch. Most Pokémon that resist the Fire and Dark-type combo are weak to Flying and Psychic attacks. Hidden Power Flying is the better option, though, because Hidden Power Flying is not resisted by any of the Pokémon that resist the Dark and Fire-type combo, while three of them (Crawdaunt, Sharpedo, and Houndoom) are immune to Hidden Power Psychic, making Hidden Power Flying the superior option. Although, Sharpedo and Crawdaunt are hit harder by Flamethrower than Hidden Power Flying.</p>

<p>Houndoom will generally want to max Speed to avoid losing to other Pokemon with base 95 Speed. However, with Houndoom's frailness, it isn't best to rely on winning too many speed ties.</p>

<p>Nasty Plot Houndoom works extremely well with Encore users such as Shuckle and Clefable who can provide Houndoom a free turn of set up. Houndoom also works well with Grass and Bug-types who can lure in Fire-type attacks. Dry Skin Toxicroak is a great Pokemon as well, absorbing Water-type attacks for Houndoom while Houndoom absorbs Fire and Psychic-type attacks thrown at Toxicroak. Both must be wary of Ground-type attacks such as Earthquake though. Houndoom's biggest issue is its Speed stat, which allows it to be easily revenge killed by faster Pokemon. With its frailness and Life Orb, Houndoom will have trouble surviving. However, when using Houndoom, you can take comfort in the fact that after you Nasty Plot, your opponent will not be able to survive much either since most Pokemon attempting to switch-in will be hit for hard damage with Fire Blast or Dark Pulse. Houndoom must to be wary of Mantine as well, it can generally survive all of Houndoom's attacks, however, after Stealth Rock damage and Nasty Plot, Dark Pulse can give Mantine trouble. Now that Dugtrio has entered the UU metagame, it can potentially revenge-kill Houndoom as it can easily switch into Houndoom as it uses Nasty Plot, and can finish Houndoom with Earthquake. Dugtrio also has a chance at survival if you attack instead of setting up, depending on the item you use that is. An unboosted Life Orb Flamethrower will always OHKO Dugtrio, while a Leftovers Dark Pulse will not.</p>

[SET]
name: Choice Scarf
move 1: Fire Blast / Overheat
move 2: Dark Pulse
move 3: Hidden Power Flying / Hidden Power Grass
move 4: Pursuit / Flamethrower
item: Choice Scarf
nature: Mild / Modest
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
<p>Houndoom's biggest issue is a Speed stat that is only decent at best. On a sweeper like Houndoom, this is a really big setback. Choice Scarf eliminates this "weakness" and can also give Houndoom some surprise kills on faster Pokémon.</p>

<p>Fire Blast is a great option like always, but Overheat may prove very successful as well. Overheat has a better accuracy than Fire Blast and 20 more Base Power. This advantage come with one big disadvantage, a -2 Special Attack drop after one use. The reason it has merit on this set is that this Houndoom is meant to hit and run. However, if you wish to sweep with Houndoom in the lategame, Fire Blast is the better option.</p>

<p>Dark Pulse and Hidden Power Flying are the same as always, covering anything Fire Blast does not. Dark Pulse is even more effective on this set than before as the flinch rate will be a constant threat to your opponent, assuming Houndoom is moving first every turn. The last slot can go to Flamethrower or Pursuit, both of which are viable. Pursuit is great for removing Ghost-types from the game and can be a smart way to wear down obvious switch-ins. Flamethrower provides the 100% accuracy attack and runs off Houndoom's much higher Special Attack.</p>

<p>Houndoom's counters have remained the same in this set, although relying on using faster Pokémon to revenge kill is not as viable anymore. However, with no Life Orb or Choice Specs, Houndoom will have an extremely hard time being able to take down bulky Water-types, such as Milotic, and strong special walls, such as Hariyama and Chansey. To help deal with these threats, strong Grass-types can be very helpful. Honchkrow and Toxicroak are also very good partners for Houndoom, the former can OHKO Chansey and specially defensive Hariyama with Drill Peck while the latter can absorb Water-type attacks and OHKO Chansey as well with Cross Chop. Toxicroak's weakness to Fire can also draw Fire-type attacks in for Houndoom, giving it a Flash Fire boost. Since Houndoom will be constantly switching out and in, Stealth Rock damage will rack up quickly, scraping off 25% health each time Houndoom attempts to switch in. This isn't necessarily a good thing for Houndoom, so it's best to use a Rapid Spinner to blow away the rocks. Claydol is an excellent option, as it resists Houndoom's weakness to Fighting- and Ground-type attacks, and can blow away entry hazards with Rapid Spin while setting up Stealth Rock afterwards. Once Houndoom has finished off one of the opponent's Pokemon, Dugtrio can switch in on Houndoom if it's using a move that Dugtrio isn't threatened with and can easily eliminate it with Earthquake. </p>

[SET]

name: Choice Specs
move 1: Overheat / Fire Blast
move 2: Dark Pulse
move 3: Hidden Power Flying
move 4: Flamethrower
item: Choice Specs
ability: Flash Fire
nature: Timid
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]
<p>Houndoom equipped with Choice Specs makes it an extremely threatening Pokémon, scoring massive amounts of damage with its powerful STAB moves. Choice Specs allow Houndoom to reach a respectable 478 SpA stat coupled with a decent base 95 Speed.</p>

<p>Overheat is your primary choice as it can severely dent (or possibly OHKO) Pokémon that don’t resist it, but the side-effect is that it makes Houndoom switch out a lot, which is not necessarily good due to its Stealth Rock weakness. Although, Fire Blast makes an excellent alternative option as it allows Houndoom to stay in play longer and still do severe damage to Pokémon without losing any power. Dark Pulse is Houndoom’s second strongest option, as it receives the STAB and has the potential to flinch which Houndoom can benefit from greatly. Hidden Power Flying is recommended as it allows Houndoom not to be completely walled by Pokemon that resist Houndoom's STAB moves such as Hariyama and Poliwrath. The last move slot is mainly used as a filler, so Flamethrower is your best option. Flamethrower is used to ensure kills since Fire Blast has a chance at missing which could be very risky considering Houndoom’s frail defenses.</p>

<p>Flash Fire is the best ability for this set as it makes your STAB Fire-type moves even scarier. If Houndoom is able to get in a Flash Fire boost, Fire Blast is powerful enough to have a 35% chance at 2HKOing max SpD Chansey, meaning anything that is defensively weaker then Chansey and doesn't resist Fire Blast will definitely have a hard time combatting Houndoom.</p>

<p>As always, being locked into a move allows many counters to come in and absorb the predicted hit. Milotic, Slowbro, and Poliwrath absorb Houndoom’s Fire moves with ease, so it’s best to take them out as soon as possible. Roserade is an excellent choice at scaring them off, as it resists their STAB Water-attacks. Chansey can wreak havoc for Houndoom if it's unable to achieve a Flash Fire boost, not to mention the low PP Fire Blast has. Removing Chansey from the field is recommended since it can switch in on any of Houndoom's attacks and cripple or stall it from there. Strong Fighting-types can eliminate Chansey with ease, threatening it with their powerful attacks. Hariyama is a fine choice, having access to Guts, making Chansey think twice before crippling it, and having a reasonably powerful Force Palm which can destroy Chansey. Once again, Stealth Rock becomes Houndoom's worst enemy. Scraping off 25% of Houndoom's health every switch in, it can be very brutal. Packing a Rapid Spinner is definitely recommended, and this is when Claydol fits the perfect bill. Being resistant to Houndoom's Fighting- and Ground-type weaknesses and having decent bulk, Claydol is capable of blowing away Stealth Rock with Rapid Spin and attempt to set up its own Stealth Rock which Houndoom can benefit from. Once again, Dugtrio becomes a pretty big threat once it switches in safely. It can easily use Earthquake without any worry and easily destroy Houndoom. There's nothing you can really do about this, you just have to try to remove Dugtrio from the playing field before switching Houndoom out.</p>

[SET]
name: Lead
move 1: Fire Blast
move 2: Dark Pulse / Sucker Punch
move 3: Counter
move 4: Taunt / Protect
item: Focus Sash
ability: Early Bird
nature: Hasty
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]
<p>With Houndoom’s decent Speed and great Special Attack stat, it can serve as a very effective lead. It can stop many opposing leads from setting up and threaten them with high powered STAB moves.</p>

<p>The combination of Fire Blast and Dark Pulse allow Houndoom to hit everything for neutral or super effective damage, only resisted by Poliwrath, Blaziken, Hariyama, and opposing Houndoom in UU. Fire Blast is a great option for Houndoom as it can dent many holes in others because of the STAB and high power. STAB Dark Pulse can also do serious damage, and the chance to flinch is always a plus. With Focus Sash and Counter, Houndoom can score surprise OHKOs on Pokemon that it has trouble harming, such as Hitmontop with Mach Punch. Taunt is used to stop the opponent from trying to set up which is always helpful, but Protect allows you to block Fake Out damage which would otherwise cripple your Focus Sash, and it acts as a decent scouting move. Will-O-Wisp can also be used if you want to cripple opposing physical sweepers if needed. If you want Houndoom to revenge-kill more often and beat Focus Sash leads, Sucker Punch is your best bet to do so and is not to be underlooked.</p>

<p>With this set, both of Houndoom’s abilities can be used. Early Bird is the primary choice as it allows Houndoom to wake up 50% faster than usual, which would help against opposing sleepers such as Roserade. Flash Fire is used if you want to use Houndoom later in the game to absorb the Fire-type attacks to increase Fire Blast’s power, making it a deadlier move.</p>

<p>As mentioned above, this Houndoom has a lot of trouble dealing with other Houndoom, Poliwrath, Blaziken, and Hariyama. Milotic or Blastoise are both great options against opposing Houndoom and Blaziken because of their overall bulk and access to STAB Surf. Grass-type pokemon such as Roserade are excellent switch-ins on Poliwrath, with resistances to both of Poliwrath’s STAB moves and access to powerful super effective Grass-type moves. On the other hand, Hariyama can be threatened by switching in Pokemon like Weezing or Spiritomb, both of whom resist Hariyama’s STAB moves and have access to Will-O-Wisp and Pain Split. Since Milotic or Blastoise are good switch-ins for opposing Houndoom, this Houndoom will also have trouble dealing with these Pokemon. As mentioned, powerful Grass-types like Roserade does great against Milotic as it resist Milotic’s STAB moves and resists the common Toxic, while threatening Milotic with its own STAB moves.</p>

[SET]
name: Mixed
move 1: Overheat
move 2: Crunch / Sucker Punch
move 3: Pursuit
move 4: Thunder Fang
item: Life Orb
nature: Naughty
evs: 252 Atk / 180 Spe / 76 SpA

[SET COMMENTS]
<p>Houndoom also has a respectable base 90 attack, along with one attack Arcanine does not have: Pursuit. With Pursuit, Houndoom can actually use a mixed attacking set to some extent, especially helpful for teams who need a way to eliminate Ghost-types for their Rapid Spinners.</p>

<p>Overheat is still extremely strong and should be used as this set is geared more for the physical side. If you plan on using your Fire-type attack for multiple turns, you may just want to use a special attacking set and use Fire Blast. Crunch is a great move that can lower Defense and help defeat Slowbro, as well as other Fire-types. However, Sucker Punch gives Houndoom much needed priority, and it has the same base power as Dark Pulse. Sucker Punch does require more prediction though and if you do use it, you may be interested in using Taunt over Thunder Fang in the last slot. Pursuit is the real reason to use this set, being able to knock switching Ghost-types such as Mismagius and Rotom into oblivion. Thunder Fang is for bulky Water-types and also has a nasty flinch and paralysis chance.</p>

<p>180 Speed EVs allow Houndoom to outspeed Adamant Toxicroak and attempt to OHKO with Overheat, which is a decent amount of Speed for this set to function properly.</p>

<p>This Houndoom should only be used on teams looking for a huge surprise element as well as a decent mixed attacker. This set can beat Chansey however, assuming Crunch eventually gets a Defense drop. Houndoom's luck is that its main physical STAB Dark-type attacks are mostly walled by Steel-types which is what its other STAB, Overheat, eliminates. This set really enjoys help from Stealth Rock and Spikes support, as well as Rapid Spinners, who can eliminate Stealth Rock after Houndoom eliminates the Ghost-types. Also, this set doesn't necessarily have to worry about Dugtrio putting an end to it. Sucker Punch will always OHKO Dugtrio assuming it's not running any Defense or HP EVs, which can give Houndoom and your whole team in general a much easier time.</p>

[Other Options]
<p>Houndoom can go for a defensive set with Will-O-Wisp, Roar, and Taunt in its moveset. However, Houndoom is so frail that physical attacks will still most likely finish it even after a Will-O-Wisp. If you need a great way to eliminate Ghost-types who can block your Rapid Spin, Choice Band Houndoom could work, being able to fire off STAB Pursuit and Sucker Punch to take out Ghost-types. However, Houndoom’s Attack is much lower than his Special Attack, therefore it should be avoided.</p>

<p>Houndoom also has access to the popular Endure + Reversal combo, and it can become quite surprising. Psych Up acts as a decent way to copy stat changes from your opponent, although with Houndoom's frailty, it's much harder to successfully achieve this. Houndoom can become quite threatening by using Sunny Day and Solarbeam, as it now has a chance to definitely hurt bulky Water-types like Milotic. Heat Wave is not a bad choice in double battles, being able to hit two targets instead of one. Beat Up and Iron Tail can also be used with Houndoom's workable base 90 Attack stat, as Beat Up becomes a strong multiple hit move and Iron Tail a reasonably answer to Rock-types.</p>

[EVs]
<p>Houndoom should usually stick to maxing out Speed and Special Attack to tie with other Pokemon such as Arcanine and Jynx.</p>

<p>40 HP / 252 SpA / 216 Spe allows Houdoom to survive three Seismic Tosses which can help when taking on Chansey.</p>

<p>80 Atk / 252 SpA / 176 Spe with a Mild nature for the Choice Scarf set allows Houndoom to outspeed Choice Scarf Pokemon with a base speed of 85, such as Pinsir.</p>

[Team Options]
<p>Since Stealth Rock damage is harsh towards Houndoom, it would definitely need a reliable Rapid Spinner to blow away the brutal entry hazard. Claydol is by far the best Rapid Spinner to pair up with Houndoom, since it resists Houndoom's weakness to Fighting- and Ground-type attacks, while having decent bulk to set up Stealth Rock afterwards.</p>

<p>Houndoom should always be paired with a strong Grass-type, usually Roserade or Sceptile. Not only do these Grass-types lure in Fire-type attacks to activate Flash Fire, but they also eliminate the bulky Water-types that Houndoom cannot deal with, like Milotic. Roserade or Sceptile can also wear down Chansey down a lot with Substitute and Leech Seed. Strong Fighting-types such as Toxicroak and Hariyama are also great choices, being able to take down Chansey with ease, meaning that Chansey can no longer sponge Houndoom's attacks. Honchkrow also works well, knocking out Hariyama, Poliwrath, and Chansey, relatively easily and also has an immunity to Ground-type attacks.</p>

[Opinion]
<p>Although Houndoom does have two immunities that help it switch in, its weakness to Stealth Rock can wear it down rather quickly. Don’t let this fool you though as Houndoom can live long enough to completely terrorize the metagame. Houndoom’s speed will be its downfall in many cases, however, keeping Houndoom in reserve until the opponent’s speed demons are gone will give you a clear chance to sweep.</p>

<p>Houndoom should generally stay away from OU play when other options such as Infernape are more viable.</p>

[Counters]
<p>When it comes to countering Houndoom, Hariyama is by far the best choice. With Thick Fat, Hariyama is resistant to both of Houndoom’s STAB attacks. Its overall bulk and access to super effective STAB moves allow it to fend off Houndoom with ease, but it does take hard damage from the unexpected Hidden Power Flying. Specially defensive Hitmontop can switch in on Houndom and KO it with Mach Punch.</p>

<p>Chansey will generally beat Houndoom all the time, shrugging off unboosted Fire Blasts and 3HKOing Houndoom with Seismic Toss. Altaria also resists Fire Blast, giving it a great opportunity to set up Dragon Dance and OHKO with Earthquake.</p>

<p>Poliwrath’s unique typing also allows it to resist both of Houndoom’s STAB attacks, but it fears Hidden Power Flying. Specially Defensive variants have a shot at survival assuming Houndoom doesn't have Nasty Plot under its belt, which allows Poliwrath to score an OHKO with Waterfall. Other bulky Water-types such as Mantine and Milotic can defeat Houndoom as well. Milotic in particular is a fine choice to deal with Houndoom. Being able to put it to sleep with Hypnosis, outstalling it with Toxic and Recover, or just outright OHKOing it with Surf. Kabutops and Azumarill can easily switch in on Fire Blast and threaten to revenge-kill Houndoom with Aqua Jet.</p>

<p>Regirock also has to the bulk to also withstand a boosted Dark Pulse and can come back with an easy OHKO with Stone Edge, while Shuckle can Encore Nasty Plots which allows you to get in a free switch-in, or you can use Toxic to cripple Houndom and finish it off faster. Dugtrio, although not necessarily a counter, can easily switch in against Houndoom once it has killed one of Dugtrio's teammates and can easily destroy it with Earthquake.</p>
 
probably should have mentioned this when sending my stuff to you but yeah


mixed set should be the last set i feel and scarf should be above specs. if this mixed set i did isnt good and i missed obvious options (in the field i just used crunch / overheat / pursuit / tfang and it worked decently but i may have missed better stuff when going over dooms moveset).

i might end up correcting my own mistakes later fuzznip, sorry if the spelling isnt great i have been extremely rushed the last few days trying to do everything (post my story, host tourney, 5 school projects, and do this for you).
 
I'm just wondering why Pursuit is an option on 2 of the sets yet you say that physical Houndoom "should be avoided". Pursuit is only used on 8% of Houndooms, and without any Atk EVs its not like it will be doing much.
 
oh, we meant to remove that line in other options since i added a mixed set and we were using pursuit. tbh, pursuit is a great last move on scarf for me and i never tested specs with it, but if fuzznip did im sure.

pursuit is actually kind of helpful and even though houndoom currently doesnt it use it much (and you can contribute that to the NP houndoom being the main pokemon of choice pretty much), it can at least have some use on choiced and mixed sets.
 
That Pursuit (Specs) doesn't even OHKO Gengar on the switch; what use could it possibly be in UU? Also, Fuzznip, could you please link to the analysis in the OP?

(Even with a neutral nature, it only barely does it after SR... It's not exactly very powerful.)

(I'll get to work grammaring once set aspects are resolved, such as jrrr's/my point and Lemmiwinks's.)
 
Is HP Grass really the best option for NP Houndoom in UU? It only seems truly beneficial against Poliwrath and Gastrodon, the latter being NU. Quagsire / Omastar etc are already KO'd by Dark Pulse after a Nasty Plot, whereas other Waters are hit nearly as hard by Dark Pulse anyway. If we're going by the most commonly used moves, then HP Fighting should be the main option, and that is even more perplexing to me. Good for what, other Houndoom that you now lose the speed tie with? It offers the best neutral coverage obviously, but the coverage move should be for super-effective hits on the Pokemon that resist your STAB attacks, in which case HP Psychic seems like the best option to me, hitting Hariyama, Blaziken and Poliwrath.

Either way, HP Grass is neither the most common nor the most optimal choice IMO, so why is it the main option on the set? Does anybody else think this part needs reconsidering?
 
i considered hp psychic for hariyama but decided on not using it but with your points, i think it is a good idea, thanks lemmiwinks. fuzznip will add it later.


i have no idea if pursuit works on specs set or not but if not (and this goes for scarf set as well), what should replace it? just have flamethrower as the last option or is there anything else in mind?
 
probably should have mentioned this when sending my stuff to you but yeah


mixed set should be the last set i feel and scarf should be above specs. if this mixed set i did isnt good and i missed obvious options (in the field i just used crunch / overheat / pursuit / tfang and it worked decently but i may have missed better stuff when going over dooms moveset).

i might end up correcting my own mistakes later fuzznip, sorry if the spelling isnt great i have been extremely rushed the last few days trying to do everything (post my story, host tourney, 5 school projects, and do this for you).

Ok, I rearranged the sets, and it's alright. We're all busy.

That Pursuit (Specs) doesn't even OHKO Gengar on the switch; what use could it possibly be in UU? Also, Fuzznip, could you please link to the analysis in the OP?

(Even with a neutral nature, it only barely does it after SR... It's not exactly very powerful.)

(I'll get to work grammaring once set aspects are resolved, such as jrrr's/my point and Lemmiwinks's.)

Well, I thought Pursuit could be used if you are about to score a kill but then they switch. Even if it doesn't do that much damage, it's still helpful for getting a hard kill, especially with Stealth Rock, it will at least do a decent 30-50%ish depending on the pokemon (including SR). So when they switch back in, you can finish them off. It's basically just a filler option as well, as there isn't much else left. I can remove it if needed.

i considered hp psychic for hariyama but decided on not using it but with your points, i think it is a good idea, thanks lemmiwinks. fuzznip will add it later.


i have no idea if pursuit works on specs set or not but if not (and this goes for scarf set as well), what should replace it? just have flamethrower as the last option or is there anything else in mind?

HP Psychic does seem like a decent option, especially for Hariyama. I'll slash it in and talk about in set comments. If we were to remove Pursuit, I don't know if Sucker Punch can be used. Just so it can deal a decent amount of damage on faster enemies if it's about to die.

Should I just add HP Psychic to the Sweeper set, or to all of them? I'm not sure if it should be added to the Scarf/Specs set, because it will only help against Hariyama and Blaziken, while HP Grass covers a lot more.
 
yea use a dragon noobs

As for this pursuit business...I am EXTREMELY doubtful of its utility on Specs.

Some logs maybe?
 
Even though Houndoom's respectable base Speed is 95, it still enables it to outspeed and destroy other Pokemon such as Roserade and Rotom

that line's a bit strange. either you meant to say that it can't outspeed them, or you meant to say that his speed isn't that respectable. neither are actualy in print there
 
I think you mean Hidden Power Psychic.

I hate it when those kind of things happen... Thanks for pointing that out.. -_-


yea use a dragon noobs

As for this pursuit business...I am EXTREMELY doubtful of its utility on Specs.

Some logs maybe?

I'm not all that for Pursuit either, but I'll get some logs and further test it to make sure if it's viable enough.
 
that line's a bit strange. either you meant to say that it can't outspeed them, or you meant to say that his speed isn't that respectable. neither are actualy in print there
I was planning on pointing that out when I edited it. I don't think it actually is relevant; it makes no sense at all, either.
 
that line's a bit strange. either you meant to say that it can't outspeed them, or you meant to say that his speed isn't that respectable. neither are actualy in print there

Yeah, you're right. I'll remove it.

Also, I need some feedback on the Lead set. I've tested it intensely and it does pretty well on the top 20 UU leads. But, I'm not too sure if it's good enough for a set.


Ok, I tested the Specs set more with Pursuit, but I noticed that it is too risky for Houndoom. If you mispredict, Houndoom is pretty much screwed over. I'm not sure if I should mention it in Set Comments along with a Naive nature, but I don't think it should be mentioned because of the riskyness.
 
Houndoom’s speed will be its downfall in many cases, however, keeping Houndoom in reserve until the opponent’s speed demons are gone will give you a clear chance to sweep
In the opinion
And maybe mention sucker punch on the lead. Also, Fire Blast/thrower should be the second move on the first set
 
Although the threat of strong Fire-type attacks coming from Houndoom can force switches that allow you to have a free turn to set up Nasty Plot, Houndoom's Fire and Psychic-type immunities give Houndoom plenty more opportunities to set up as well.

"Although ...." indicates a tone of the opposite nature is ahead. For example "although jirachi sucks it can do okay with this set" or "although infernape uses nasty plot most of the time it can surprise teams with SD". Change the wording.

To give an example of just how powerful a Nasty Plot Fire Blast is with a Flash Fire boost, it can 2HKO Calm 252 SpD Chansey 100% of the time. If you are unable to achieve the Flash Fire Boost, you can still be looking at a comfortable 3HKO, something that is almost unheard of in UU.

Don't explicitly say "to give an example", you don't need to state that it's what you're doing. Also, 3HKOing Chansey after a boost isn't really unheard of, see Shaymin.

Since you have Dark Pulse as 100% accurate secondary STAB should Flamethrower even be an option?

Hidden Power Grass is a great move in the last slot for taking out all Water-types after a Nasty Plot, especially Quagsire and Gastrodon. But, Hidden Power Psychic can eliminate Blaziken and Hariyama which would otherwise give you a lot of trouble.

But can't start sentences like that. "Gastrodon, but".

Houndoom has to be weary of Mantine and Hariyama as well. Hariyama's Thick Fat and Fighting-type attacks will allow him to beat Houndoom easily, so Pokemon like Weezing can scare it off with Will-O-Wisp. Mantine can generally survive all of Houndoom's attacks, however Stealth Rock and Nasty Plot Dark Pulse can be trouble.

The Team Options section is not supposed to be a "Counters" section. Only mention counters that you tell people how to set up pokemon to beat. Don't just go "oh this is a problem but deal with it", that's what the Counters section is for. Tell them HOW.

More later.
 
I think the counters section needs to be expanded upon...

Milotic can take most anything off the Nasty Plot set and return for an OHKO with Surf. The standard Regirock can take Dark Pulse as well, and KO with Stone Edge or Rock Slide. 252 HP Omastar and Kabutops (and increasing amount of those are popping up as leads) also like to come in. Specially defensive Hitmontop (like the Bulk Up ones) can take you down with Mach Punch. Altaria can kill with EQ. Azumarill can come in and Aqua Jet. Lanturn has little to fear as well.

Basically anything that can resist Fire Blast, and not die to Dark Pulse is a counter.

There's a lot more than what you have there.


You should also mention the ridiculous amounts of revenge killers that this guy has...
 
Honestly, I don't like HP Grass or HP Psychic as the Hidden Power options on the NP set.

I feel that HP Flying is Houndoom's best option there, especially in UU.

Let's look at the UU pokemon that resist Dark/Fire:

Blaziken
Sharpedo
Crawdaunt
Hariyama
Houndoom
Monferno
Poliwrath

HP Flying

- hits 4/7 on the list super effectively
- resisted by 0/7

HP Grass

- hits 3/7 super effectively
- resisted by 3/7

HP Psychic

- hits 4/7 super effectively
- immunity from 3/7

For HP Flying, after a NP, even the ones that aren't hit super effectively will be taking a massive amount of damage if they switch in, while this is certainly not the case with the other Hidden Powers. I've tested HP Flying, and this can come in very handy.

With this, Hidden Power Flying is clearly the superior Hidden Power on the Nasty Plot set.
 
The reason I originally suggested Psychic instead of Flying was because I made the rash assumption that Psychic would allow a 31 speed IV whereas Flying wouldn't. However, I've checked again to find that infact the opposite is true. 31 speed + 30 everything else gives Flying, whereas no combination with 31 speed gives Psychic.

So yes, Flying is the superior option as in addition to Bologo's remarks the speed tie with base 95s is not necessarily sacrificed. Thanks for that Bologo, and I apologize for my fleeting ignorance there, it won't happen again.
 
fuzznip will remove hp psychic for hp flying now i suppose and i dont know what he will do with hp grass.


im thinking set should now be

nasty plot
fire blast / flamethrower
dark pulse
hp flying

with mention of hp grass in set comments?
 
Hmm, now that you said it, HP Flying does seem to be a good option. HP Grass is basically only good for Milotic, so I don't think it should deserve a mention.

Ok, edited them in. Also, Sucker Punch doesn't do so well on the Lead set. Dark Pulse has won me more battles than Sucker Punch, and it isn't that strong without any Attack EVs invested. It's not worth it to take out Spe/SpA EVs to do a tad more damage.
 
Did you test it first? I'm not too sure if Houndoom is capable of doing this, so I'll test it myself to make sure. But right now, Sunny Day AND Nasty Plot is a no-go, Dark Pulse would be better.

I'd like to see some more opinions on this first.
 
On Hidden Power Flying, you should mention it hits Hariyama which is probably your worst counter you could encounter. Handles both STAB attacks nicely. Nasty Plot + HP Flying will OHKO Hariyama
 
Alright, I fixed everything up now. hhjj, if you're testing the Sunny Day set, let me know what you find. I haven't found the time to test it myself.
 
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