What is a good moveset for Ho-Oh?
If you have a good competitive moveset for Ho-Oh,post an answer below and upvote the best ones.
Be sure to includefull set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated.Access the full list of guidelines here.
Ho-Oh Pokédex and learnsetfor reference.
Pleaselog inorregisterto add a comment.
Heavy Duty boots help this guy a LOT.Ho-Oh @ Heavy-Duty BootsAbility: RegeneratorEVs: 252 HP / 4 Atk / 252 SpDCareful Nature- Defog- Roost- Sacred Fire- Thunder Wave
With Heavy-Duty Boots, he doesn’t have his crippling Stealth Rocks weakness. Defog lets him get rid of hazards. Roost is recovery. Sacred Fire is STAB with a nice burn chance. Roost is reliable recovery. Thunder Wave is annoying and crippling.
My last Ho-Oh set was pretty bad (I hid it. It was that bad) so I’m making a new one because I personally think Ho-Oh is the best Pokémon in Doubles Ubers right now. :P
Offensive Tailwind setter and also a great Dynamax mon. Tailwind provides your team with valuable speed control, doubling their speed for 4 turns. This allows your ally Pokémon to outspeed stuff they usually can’t, such as 16 speed Groudon, which can now outspeed Calyrex-S. Sacred Fire and Flare Blitz are Fire STAB options. Flare Blitz hits harder than Sacred Fire does, also having a better chance to OHKO Yveltal when used as Max Flare in sun. Sacred Fire, while less powerful, has the benefit of not causing recoil damage and also has that 50% chance to burn, but can also miss. Brave Bird is Flying STAB, which also boosts your team’s speed further when used as Max Airstream, helping your team a lot if the opponent’s team also has Tailwind up. Protect is near mandatory in Doubles (how many times have I said something like this in my moveset answers?? Actually don’t answer that-). It allows you to scout for attacks while blocking all damage for a turn. Your ally can still act while Ho-Oh Protects. This can also stall out Dynamax / Tailwind / Trick Room turns and, against certain Dynamaxed mons, allow Ho-Oh’s Weakness Policy to be more safely activated. With it’s Weakness Policy activated, Ho-Oh can be a terrifying Dynamax attacker, capable of snowballing through teams.
Some good partners:(I’m not great at this sort of stuff)Groudon provides automatic sun support for Ho-Oh, which allows Ho-Oh to pick up KOs that it wouldn’t have otherwise. The sun also weakens Kyogre’s attacks, allowing Ho-Oh to take them like their nothing. Groudon also appreciates Tailwind support from Ho-Oh, allowing it to outspeed Calyrex-S (and Zacian-C) with just 16 speed EVs.
252 SpA Mystic Water Kyogre Water Spout (150 BP) vs. 208 HP / 0 SpD Ho-Oh in Sun: 168-198 (41.4 - 48.8%) – guaranteed 3HKO (lol)
and / or
These 2 mons can support Ho-Oh really well. Starting with Blastoise, Blastoise has access to Fake Out and Follow me, both of which help Ho-Oh set Tailwind up more easily and just keep Ho-Oh safer. It also has Aqua Jet and Flip turn, which activate Ho-Oh’s Weakness Policy dealing little damage, and can break Focus Sashes (it also gets Yawn which stops opposing Dynamaxed mons in their tracks). Zamazanta-C can spam Coaching on Ho-Oh, making it much stronger and physically bulky with every use. It also blocks all spread moves with Wide Guard.
Ho-Oh @ Choice BandAbility: RegeneratorEVs: 240 HP / 252 Atk / 16 SpDAdamant Nature- Flame Charge- Sacred Fire- Brave Bird- Earthquake
Simple set. Flame Charge is used to boost Ho-Oh’s twiddling Speed, as well as having huge power. Sacred Fire is used when you really need that burn, like when you are facing Zekrom. Brave Bird is more powerful STAB, and Earthquake gets good coverage. The HP EVs were altered so that he could switch into Stealth Rock twice.
Ho-Oh @ LeftoversAbility: Regenerator / PressureEVs: 252 HP / 252 Def / 6 SpDBold Nature- Calm Mind- Flamethrower- Recover / Roost- Toxic
Calm Mind makes him a special sponge. Flamethrower is for STAB. Recover is awesome healing paired with Regenerator, but it may be worth noting that giving him Pressure and Roost is great for eliminating some of his weaknesses. Toxic is for stalling.
Ho-Oh @ Fire GemAbility: RegeneratorEVs: 4 HP / 252 SpA / 252 SpDMild Nature- Flamethrower- Thunderbolt- Toxic- Sacred Fire
God, I love Ho-Oh now. I swept 2 Ubers on PO with him.
Role: Special Tank
Ho-Oh @ LeftoversAbility: RegeneratorEVe: 252 HP / 252 SpDAdamant Nature- Sacred Fire- Brave Bird- Earthquake- Reflect
Sacred Fire: Obvious reasons. STAB, power, burn, complements his high AttackBrave Bird: STAB, power, accuracy, Goes nicely with Regenerator and LeftoversEarthquake: Power, accuracy, coverageReflect: Helps the side that he is not as strong on. Rock Moves usually come as physical, so this could save this beast’s life.
Ho-Ih is a GOD among most Ubers in my opinion, burn really dampens down Zekrom who can be a major threat considering his lower Defense. I’m not actually sure about the EVs on Special Defense over physical, but as of right now it is ideal. One thing about Ho-Oh however: WATCH. OUT. FOR. ROCKS.
STRONG BIRB!!
Gen 7 AG
Ho-Oh @ Choice BandAbility: RegeneratorEVs: 248 HP / 208 Atk / 52 SpDAdamant Nature- Brave Bird- Sacred Fire / Flare Blitz- Earthquake / Defog- Sleep Talk / Toxic
Choice Band Ho-Oh is a fantastic wallbreaker in the tier, thanks to its wide coverage in Sacred Fire and Earthquake that can easily break any Pokemon that can sponge its Brave Bird which is the most spammable move you’re using. Toxic can annoy and allow Ho-Oh to 1v1 any non-Refresh Arceus-forme with the exception ofWaterCeus and RockCeus. However, they must be wary of Toxic wearing them and Earthquake dealing a solid chunk to the latter.
Sleep Talk is niche, but allows it to deal with anyuncommon Smeargle or Darkraithough it’s rarer to find them and it’s potentially useless outside of that. Because Ho-Oh can hit two common hazard setters in Dusk Mane Necro and Ferrothorn super-effectively, it generally forces them to switch which is why Defog is a good option. Earthquake hits Primal Groudon and any other Rock-types that resist Brave Bird + Sacred Fire combo.
52 SpD with the 248 HP allow you to live a+2 Thunder from Xerneaswhich means you retain some of your defensive capabilities. Flare Blitz is an option over Sacred Fire for the higher power and PP, but losing the 50% burn means you’re giving stuff like DD Zygarde-C more free turns to give in. Regenerator offsets Brave Bird recoil, thereby maintaining your longevity.
Black and White 2 Ho-oh
Special Sweeper
Ho-Oh @ Life OrbAbility: RegeneratorEVs: 4 HP / 252 SpA / 252 SpDModest Nature- Flamethrower- Earthquake- Psychic- Giga Drain
Flamethower for STAB and a chance to burn, Earthquake for coverage,Psychic because its a good move, and Giga Drain for the Life Orb and for Kyogre.
Ho-Oh @ Heavy-Duty BootsAbility: RegeneratorEVs: 248 HP / 8 Atk / 252 SpDCareful Nature- Toxic- Sacred Fire- Roost / Recover- Brave Bird
Been a while since I posted an answer, I may be a little rustyToxic is chosen over Thunder Wave to deal as much damage as possible. Sacred fire has a 50% burn chance, which halves the attack stat of heavy attackers such as Zacian-C, Marshadow, Non Weakness Policy NDM and Calyrex-Ice. Roost is a recovery move to stabilise Brave Bird, used because of the STAB’s recoil damage.And Zacian-C with Wild Charge would likely switch out if Ho-Oh isn’t below 60% HP so Sacred Fire only works when Zacian-C is the last PokémonThreats
I’ve hoped I’ve helped!
Ho-Oh @ Weakness PolicyAbility: RegeneratorEVs: 252 Atk / 252 SpD / 4 SpeAdamant nature- Sacred Fire- Thunder- Earthquake- Defog
Sacred Fire - Fire STAB and a 50% Burn chance.Thunder - Paralysis and coverageEarthquake - Nice damage outputDefog - Entry hazards
First Pokemon sent outSpam Thunder in the wild area to raise accuracy