National Dex Ubers [NDUbers] Defensive Ho-Oh

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Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
[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]
  • 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:
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Gangsta Spongebob

"Mama I'm a Criminal" - Badass Smoking Caterpillar
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Good work, QC 1/2 when implemented

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[SET]
name: Specially Defensive
move 1: Sacred Fire
move 2: Toxic
move 3: Defog
move 4: Whirlwind
item: Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 252 HP / 208 Def / 52 SpD
tera type: Grass / Ground / Dark

[SET COMMENTS]
In the first bullet point talk about Ho-Oh's main claim to fame: it's a splashable defogger and great defensive piece its good bulk, typing, and Regenerator. In the next point, mention how Sacred Fire makes Ho-Oh adept at spreading burns and thus difficult to switch into, especially by Steel-types that may try to take Toxic. It is somewhat self-explanatory as Ho-Oh's "main STAB", but it has important utility beyond just being a hard-hitting move.
  • Toxic allows Ho-Oh to cripple switch-ins such as Primal Groudon, Primal Kyogre, Giratina-O, opposing Ho-Oh, and support Arceus formes without Refresh.
  • Whirlwind provides a phazing option to handle setup sweepers such as Necrozma-DM, Zygarde, and Xerneas.
  • The given EV spread avoids a OHKO from Xerneas's Thunder after a Geomancy, (Remove Comma) and maximizes physical bulk to more comfortably handle foes such as Zacian-C, Necrozma-DM, Mega Salamence, and physically offensive variants of Arceus formes.
  • Tera Grass gives Ho-Oh the option to consistently phaze Xerneas after a Geomancy indepedently independently of coverage, and easily come into Water-types such as Palkia-O, Primal Kyogre and Arceus-Water. Mention Tera Grass providing a resistance to Electric, which is a huge deal in the Xerneas matchup. A neutrality to Rock also helps against many foes, and Ho-Oh also will also resist Zygarde-C's Thousand Arrows.
  • Tera Ground gives Ho-Oh the option to outplay opponents that try to hit it with super effective Rock- and Electric-type coverage like Marshadow, Xerneas, and Flutter Mane, and eases the matchup against Eternatus, (Remove comma) and Zekrom. Both Groups of Pokemon use either Rock- or Electric-type moves to hit Ho-Oh, so there really isn't that much of a reason to separate them
  • Tera Dark provides Ho-Oh the capability to easily check Mega Mewtwo Y, Ultra Necrozma, Yveltal, and Lunala. Specify which types it helps against With it, Ho-Oh can also ignore Taunt from Grimmsnarl, and remove its screens with Defog. Mention how each Tera type interacts with entry hazards, notably Stealth Rock
  • Ho-Oh is mainly used as an entry hazard control option that can cripple and scout a good portion of the metagame with little risk, fitting well on balance and more defensive team structures, avoid keeping it on targets that can Knock Off its held item or else you're forced to either compromise a good amount of its longevity and purpose, or Terastallize it, thus easing prediction for the opponent afterwards and limiting your options for the rest of the match. You're better off explaining Ho-Oh's general role in the first bullet point. Here you should mostly talk about the team styles it's on. The point about Knock Off is better off its own bullet point
  • Ho-Oh should be preserved at good health if the other team has strong threats it's meant to check such as Xerneas, (Remove Comma) and Ultra Necrozma. When handling setup sweepers, it's more consistent for Ho-Oh to use Whirlwind than to inflict a burn with Sacred Fire. Mention how players must be wary if the opposing setup sweeper is the last mon. Also mention how Ho-Oh has a lot of Pokemon it's tasked with checking, so teammates that can also deal with these Pokemon can ease the burden for Ho-Oh, like having Primal Groudon or Necrozma-DM also check Xerneas.
  • 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, (Add Comma) and Necrozma-DM.
  • Ho-Oh appreciates hazard setters as between Sacred Fire, Toxic, and Whirlwind it can force a lot of switches and thus deal massive amounts of chip damage, and so Pokemon such as Primal Groudon, and Eternatus are considerable great allies on 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/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Last edited:

Weirdhamster

Banned deucer.
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[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: 252 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 good 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 Rayquaza, Mega Lucario and Chi-Yu, Very random examples, I would rather mention Arceus-Ground, Xerneas, and other A/S rank Pokemon and grants it an immunity to burns from Giratina-O and Toxic Spikes from Eternatus even if it loses its held item. Some Arceus fromes such as Dark or Fairy also sometimes run wisp which can be highlighted.
  • 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 that 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 handle setup sweepers such as Necrozma-DM, Zygarde, and Xerneas.
  • The given EV spread avoids a OHKO from Xerneas's Thunder after a Geomancy and maximizes physical bulk to more comfortably handle foes such as Zacian-C, Necrozma-DM, Mega Salamence, and physically offensive Arceus formes. I would mention it living +2 wild charge from Zacian-C here.
  • Tera Grass gives Ho-Oh the option to consistently phaze Xerneas after a Geomancy independently of coverage, out of gaining a resistance to the Electric-type and a neutrality to the Rock-type for Hidden Power Rock variants, and so such typing helps as well against foes such as Marshadow, Arceus-Ground and Zygarde, the last one being of note as Zygarde's Thousand Arrows hits at least neutrally the entire metagame 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 opponents that try to hit it with super effective Rock- and Electric-type coverage like Marshadow, Xerneas, and Flutter Mane, and eases the matchup against Eternatus and Zekrom.
  • Tera Dark provides Ho-Oh 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, and remove its screens with Defog.
  • By Terastallizing, Ho-Oh minds Stealth Rock significantly less, which can be crucial when it loses its Heavy-Duty Boots, with Tera Ground in particular giving the most longevity out of resisting the Rock-type, but by Terastallizing 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 Knock Off its held item or else you're forced to either compromise a good amount of its longevity and purpose, or Terastallize it, thus easing prediction for the opponent afterwards 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 it's meant to check such as Xerneas and Ultra Necrozma. When handling setup sweepers, it's more consistent for Ho-Oh to use Whirlwind than to inflict a burn with Sacred Fire, but shouldn't be relied on too much late-game as Whirlwind fails when there's only a single foe left it'd want to phaze in the other team.
  • As it's heavily tasked to answer stuff, 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 as between Sacred Fire, Toxic, and Whirlwind it can force a lot of switches and thus deal massive amounts of chip damage, and so Pokemon such as Primal Groudon, and Eternatus are great allies on 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/user4.104/
Should be QC 2/2
 

Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Oh sorry, I just wanted to try avoiding redundancy, but then again, strong stuff necessarily has to be mentioned multiple times, done, now the article is into GP stage.

Ahem.

GP Team
 

queez

wandering and wondering
is a Battle Simulator Moderator Alumnus
additions
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comments


[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]
  • Ho-Oh shines as an entry hazard control option that can cripple and scout a good 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,(add comma) and Mega Salamence,.(comma -> period) and Its typing specifically grants it an immunity to burns from the likes of Giratina-O and Arceus-Dark, and Toxic Spikes from Eternatus even if it loses its held item (this feels unnecessary but I also don't feel super strongly about this removal, if you feel it is beneficial to keep it then go for it).
  • 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(add em dash)which that are immune to Toxic (add em dash)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 handle disrupt setup sweepers such as Necrozma-DM, Zygarde, and Xerneas.
  • The given EV spread avoids a an OHKO from Xerneas's Thunder after a Geomancy and maximizes physical bulk to avoid a 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,(remove comma) out of by gaining granting it a resistance to the Electric-type moves and a neutrality to the Rock-type moves for Hidden Power Rock variants,.(comma -> period) and so S(capitalize)uch typing also helps as well against foes such as Marshadow, Arceus-Ground,(add comma) and especially Zygarde, the last one being of note as Zygarde's Thousand Arrows hits at least neutrally 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,(add comma) and Arceus-Water.
  • Tera Ground gives Ho-Oh the option to outplay opponents 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-,(add comma) and Ghost-types like Mega Mewtwo Y, Ultra Necrozma, Yveltal, and Lunala. With it, Ho-Oh can also ignore Taunt from Grimmsnarl, and allowing it to remove its screens with Defog.
  • By Terastallizing, Ho-Oh minds Stealth Rock significantly less, which can be crucial when (would "if" rather than "when" be better here? or can you pretty much count on always losing heavy duty boots? I'll leave it up to you) it loses its Heavy-Duty Boots, with Tera Ground in particular giving the most longevity out of via resisting the Rock-type,.(comma -> period) but by Terastallizing However, it also becomes vulnerable to other entry hazards such as Spikes and Toxic Spikes.
  • Ho-Oh's utility,(remove comma) and defensive traits let it fit well on balance and more defensive team structures that appreciate a hazard control option, pivot,(add comma) and phazer.
  • Avoid keeping it on targets that can use Knock Off to remove its held item.(add period) Otherwise, you'll be or else you're forced to either compromise a good amount of its longevity and purpose utility,(remove comma) or Terastallize it, thus easing prediction for the opponent afterwards 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,(add comma) 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,.(comma -> period) but However, this strategy shouldn't be relied on too much late-game,(add comma) as Whirlwind fails when there's only a single foe remains left it'd want to phaze in the other team (unsure what you're trying to say w/ this last part).
  • As it's heavily tasked to answer stuff with answering many different threats, Ho-Oh can get overwhelmed if heavily relied on. Therefore,(add comma) Pokemon such as Primal Groudon, Arceus-Poison, and Necrozma-DM help Ho-Oh as secondary answers to foes such as Xerneas,(remove comma) and Zacian-C.
  • Pokemon such as Marshadow, Zacian-C, Eternatus, and Primal Groudon often run super effective coverage that can KO Ho-Oh,;(comma -> semicolon) as such,(add comma) it appreciates allies that can come into them, which include Giratina-O, Arceus-Ground, and Necrozma-DM.
  • Ho-Oh appreciates hazard setters as between because Sacred Fire, Toxic, and Whirlwind it can force a lot of switches and thus deal massive amounts of chip damage, and so Pokemon such as Primal Groudon,(remove comma) and Eternatus are great allies on 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/
gp 1/1 :)
done gp team
 
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