ORAS OU Sun Fun- Mega Houndoom HO

What underrated mega should I build around next?

  • Glalie

    Votes: 6 60.0%
  • Audino

    Votes: 1 10.0%
  • Banette "Stall"

    Votes: 3 30.0%
  • Steelix

    Votes: 0 0.0%

  • Total voters
    10

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Take care of yourself.
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Hello and welcome to my third RMT- the best named one yet! This time I decided to build a team around Mega Houndoom, because it's one of the most underrated megas in my opinion. This is the team:
mega_houndoom_by_tomycase-d6rx7gf.png

(sorry if the image is too big, this can just be my banner :p)
Houndoom Houndoominite
Ability: Flash Fire-->Solar Power
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Moves:
-Fire Blast
-Dark Pulse
-Solar Beam
-Nasty Plot
This set is my main sweeper - the others on my team are there to check its weaknesses. I chose it because you simply cannot wall it.
In fact, this is a list of anything that can actually survive a hit from this monster after Nasty Plot, and how much damage it takes:
Mega Altaria: Defensive Dragon Dance (~75%), Special Attacker (~80%), Support (~70%)
Blissey: ~90%
Dragonite: Bulky Roost (~45%), offensive variants (~70%)
Goodra: Assault Vest (~55%)
Gyarados: RestTalk (~85%)
Heatran: Specially Defensive (~85%)
Houndoom (how ironic): ~90%
Mega Ampharos: Specially Defensive (~85%)
Zygarde: SubCoil (~85%)
That's it. The only thing that can survive two hits is Dragonite.
Now, Mega Houndoom is by no means perfect. It dies to the following:
-Opposing weather: A mon like Tyranitar could spell disaster for the sweep. Not only does it significantly lower Mega Houndoom's damage output, but it also prevents it from using Solar Beam, meaning Tyranitar itself can force Houndoom out or KO it.
-Faster Pokémon and priority: With a Timid nature, Houndoom caps out at 361 speed, which is pretty good. However, a number of Pokémon can outspeed and KO it. Chief among these is Mega Lopunny, which is both faster post-mega and has priority pre-mega. Other examples include Azumarill, Mega Pinsir, Talonflame, Starmie, and Arcanine.
The two varieties of Pokémon listed above is what the rest of my team is trying to counter, and frankly, they need a little help. Here's the rest of the team:
uxie_artwork_by_xous54.png

(Is this image also too big? How can I make it smaller?)
Uxie @ Heat Rock
Ability: Levitate
EVs: 248 HP / 252 Def / 4 SpD / 4 Spe
Bold Nature
Moves:
-Sunny Day
-Psychic
-Thunder Wave
-MEMEnto (I'm sorry)
Uxie acts as my Mega Houndoom supporter. I usually go with the following: TWave the opponent, use Sunny Day, then use Memento, and use the opportunity to pull off a Nasty Plot. Then sweep. I decided to go with a physically defensive spread because the meta seems to be leaning towards them. 4 Speed to outspeed other base 95. Psychic makes sure enemies can't set up on Uxie, and also because I didn't really have any other options. I used to use Stealth Rock, but I rarely got the opportunity to set it up, and since Houndoom and Uxie are meant to be used late-game, Stealth Rocks usually had little impact on the battle. After that, I used Yawn to phaze the opponent out and paralyze the switch in, but this didn't always work, and often the enemy that came in could KO Houndoom even at -2. So right now, I use Psychic.
477Dusknoir.png

Dusknoir @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
Moves:
-Ice Punch
-Focus Punch
-Sucker Punch
-Substitute

That's right, the SubPunch Dusknoir from my last RMT makes a return! Keep in mind that I didn't just splash Dusknoir on the team- I really needed something to lure and stop Dark-types, especially Tyranitar, as they can pressure Uxie and prevent it from doing its job. Tyranitar also sets up sand, which I really need out of the way. Also, Ice Punch. Remember that Dragonite from before? And the Goodra? How about the specially defensive Heatran? Dusknoir is great at hitting these three hard with its coverage moves. That's why I decided to include it on the team.
691Dragalge.png

Dragalge @ Dragon Fang
Ability: Adaptability
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
Moves:
-Sludge Wave
-Draco Meteor
-Toxic Spikes
-Focus Miss
I needed a good check to fairies, especially Azumarill, that could maintain offensive pressure, and Dragalge seemed to fit the bill quite nicely. Thanks to Adaptability, Dragalge's STAB moves are quite spammable as well. Focus Miss is to miss an enemy Klefki, then complain to your opponent hit Steel-types for moderate damage.
479-h.png

(Finally a smaller image)
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 Spe
Modest Nature
Moves:
-Thunder Wave
-Overheat
-Volt Switch
-Pain Split
This was originally part of a Latios+Rotom-H core created by p2 (I probably got the nature wrong though, lol) but I needed Dragalge, as I mentioned, to counter Fairies, so I didn't really have a spot for Latios. As it is, Rotom-H works pretty well, serving as my main counter to Mega Lopunny. A paralyzed Lopunny is really easy to deal with in general. However, I feel that there could be something better here.
latest

Breloom w/ Toxic Orb
Ability: Technician, duh Poison Heal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
Moves:
-Swords Dance
-Spore
-Rock Tomb
-Focus Punch?
Breloom is my main Azumarill counter. However, I feel like it would counter Azumarill (and Lopunny) a lot better if I used Technician instead but kept the Toxic Orb, I want to bluff Poison Heal and added Bullet Seed and Mach Punch. As it is, the only thing this set does ATM is lure Talonflame. That's why I'd say that Breloom is the weakest member of the team right now.
Please let me know how this team is! I know it has a few problems, like:
-No Stealth Rocks
-No hazard control
-Team is more susceptible to sand after removing Air Balloon Metagross
-No cleric
-Images are too big (seriously, let me know if the images bother you, I can replace them, just on mobile right now)
Thank you for reading this! I hope you found a way to fix/improve my team, or at least enjoyed reading it!
 
Hey there.

Overview:
After playing a few battles on the ladder with this team, I feel that your team is a bit out of place, and some Pokemon are outclassed by others that can take advantage of sun. However, I also feel that sun isn't a very good strategy, especially if you're manually getting it up. Most sun teams run Mega Charizard Y because of its Drought ability, meaning that you don't have to set it up yourself. Mega-Houndoom is run on non-sun teams most of the times, because Charizard Y can do a much better job in sun.

Changes {major}:

Houndoom-Mega:
I mentioned this earlier on, and I personally think Mega Charizard Y is a better choice. I know you wanted to build it around Houndoom because it's underrated and whatnot, but it's hard to pull of a successful sun team if you're having to manually set it up every time it goes away. It also fits well on this Hyper Offence team as it can easily take out Pokemon that don't resist its attacks. Whenever it switches in, Drought activates, and this can greatly benefit your team.

Breloom: On a Sun team, you want a Grass-type Pokemon that will benefit from the sun. Sadly, Breloom does not. Sure, it may be strong, and have access to Spore and all that, but it doesn't fit in with this concept of a Sun team. This is why I suggest using Venusaur, as it can abuse the sun, thanks to Chlorophyll, turning it into a fast attacker. Its vast movepool allows it to attack a range of Pokemon, and it is able to outspeed any non-scarfed Pokemon. An ideal set would be Hidden Power Fire, Solar Beam / Giga Drain or Energy Ball / Sludge Bomb.

Changes {minor}:

Rotom-Heat
: Now, this is optional, but I think you should try Rotom-Wash or even Lanturn to absorb Water-type attacks aimed at Charizard.
Dragalge: Dragon Fang is fine, but I would personally try Black Sludge as Dragon Fang only boosts Dragon-type attacks, limiting its capabilities. You might even want to try Choice Specs, allowing Dragalge to dent defensive Mega-Venusaur.
252+ SpA Choice Specs Adaptability Dragalge Sludge Wave vs. 252 HP / 0 SpD Mega Venusaur: 238-282 (65.3 - 77.4%) -- guaranteed 2HKO
If you do use it though, you'll have to take out Toxic Spikes, which, in my opinion, doesn't really help on a HO team like this.

There were other things I wanted to address, but I didn't want to change your whole team, so I'll quickly mention them below.
Dusknoir: Not too sure what it's supposed to do; a bulky wall would be nice here, such as Cresselia or Trevenant.
Uxie: Now that you have Charizard for Drought, you don't need Uxie. However, if you still want a sun setter just in case Charizard gets taken out, I suggest using Klefki because Prankster gives it priority, something that Uxie does not have
tl;dr -
charizard-mega-y.png
>
houndoom-mega.png

venusaur.png
>
breloom.png

rotom-frost.png
lanturn.png
>
rotom-heat.png

dragalge.png
-
blacksludge.png
or
choicespecs.png

klefki.png
>
uxie.png

I hope I've helped you with your team. My apologies if I've changed too much! Pulling off a decent sun team without Charizard Y is a bit hard, so don't feel bad if you think I've revamped your entire team. My last suggestion would be to just check out this article about the viability of sun teams in OU :toast:
 
Last edited:
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