Bobsican
NatDex Ubers TL
[SET]
name: Defensive
move 1: Sacred Fire
move 2: Toxic
move 3: Defog
move 4: Whirlwind
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 208 Def / 52 SpD
tera type: Grass / Ground / Dark
[SET COMMENTS]
[CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
https://www.smogon.com/forums/members/weirdhamster.611966/
Grammar checked by:
https://www.smogon.com/forums/members/queez.229690/
name: Defensive
move 1: Sacred Fire
move 2: Toxic
move 3: Defog
move 4: Whirlwind
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 208 Def / 52 SpD
tera type: Grass / Ground / Dark
[SET COMMENTS]
- Ho-Oh shines as an entry hazard control option that can cripple and scout a sizable portion of the metagame with little risk, while also keeping itself healthy with Regenerator. Its innate Fire / Flying typing and solid mixed bulk enables it to come into a variety of foes such as Xerneas, Arceus-Ground, Arceus-Fairy, and Mega Salamence. Its typing specifically grants it an immunity to burns from the likes of Giratina-O and Arceus-Dark, and Toxic Spikes from Eternatus.
- Toxic allows Ho-Oh to cripple switch-ins such as Zygarde, Primal Groudon, Primal Kyogre, Giratina-O, opposing Ho-Oh, and support Arceus formes without Refresh.
- Sacred Fire acts as a solid STAB option that also lets Ho-Oh apply pressure on Steel-types — which are immune to Toxic — like Necrozma-DM and Zacian-C, while also potentially crippling foes with a burn, rendering it difficult to switch into.
- Whirlwind provides a phazing option to disrupt setup sweepers such as Necrozma-DM, Zygarde, and Xerneas.
- The given EV spread avoids an OHKO from Xerneas's Thunder after a Geomancy and maximizes physical bulk to avoid an OHKO from Zacian-C's Wild Charge at +2 Attack, and it also allows Ho-Oh to more comfortably handle foes such as Necrozma-DM, Mega Salamence, and physically offensive Arceus formes.
- Tera Grass gives Ho-Oh the option to consistently phaze Xerneas after a Geomancy independently of coverage by granting it a resistance to Electric-type moves and a neutrality to Rock-type moves for Hidden Power Rock variants. Such typing also helps against foes such as Marshadow, Arceus-Ground, and especially Zygarde, as Zygarde's Thousand Arrows hits the entire metagame for neutral or super effective damage otherwise. Tera Grass also renders it a good check for Water-types such as Palkia-O, Primal Kyogre, and Arceus-Water.
- Tera Ground gives Ho-Oh the option to outplay foes that try to hit it with super effective Rock- and Electric-type coverage like Marshadow, Xerneas, and Flutter Mane, and also eases the matchup against Eternatus and Zekrom.
- Tera Dark provides Ho-Oh with the capability to easily check Psychic-, Dark-, and Ghost-types like Mega Mewtwo Y, Ultra Necrozma, Yveltal, and Lunala. With it, Ho-Oh can also ignore Taunt from Grimmsnarl, allowing it to remove screens with Defog.
- By Terastallizing, Ho-Oh minds Stealth Rock significantly less, which can be crucial if it loses its Heavy-Duty Boots, with Tera Ground in particular giving the most longevity via resisting the Rock-type. However, it also becomes vulnerable to other entry hazards such as Spikes and Toxic Spikes.
- Ho-Oh's utility and defensive traits let it fit well on balance and more defensive team structures that appreciate a hazard control option, pivot, and phazer.
- Avoid keeping it on targets that can use Knock Off to remove its held item. Otherwise, you'll be forced to either compromise its longevity and utility or Terastallize it, thus easing prediction for the opponent afterward and limiting your options for the rest of the match.
- Ho-Oh should be preserved at good health if the other team has strong threats that it's meant to check, such as Xerneas. When handling setup sweepers, it's more consistently reliable for Ho-Oh to use Whirlwind than to inflict a burn with Sacred Fire. However, this strategy shouldn't be relied on too much late-game, as Whirlwind fails when only a single foe remains.
- As it's tasked with answering many different threats, Ho-Oh can get overwhelmed if heavily relied on. Therefore, Pokemon such as Primal Groudon, Arceus-Poison, and Necrozma-DM help Ho-Oh as secondary answers to foes such as Xerneas and Zacian-C.
- Pokemon such as Marshadow, Zacian-C, Eternatus, and Primal Groudon often run super effective coverage that can KO Ho-Oh; as such, it appreciates allies that can come into them, which include Giratina-O, Arceus-Ground, and Necrozma-DM.
- Ho-Oh appreciates hazard setters because Sacred Fire, Toxic, and Whirlwind can force a lot of switches and thus deal massive amounts of chip damage, so Pokemon such as Primal Groudon and Eternatus are great allies in this regard.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
https://www.smogon.com/forums/members/weirdhamster.611966/
Grammar checked by:
https://www.smogon.com/forums/members/queez.229690/
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