Ubers Ho-Oh

ckw

Tired
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[OVERVIEW]

Ho-Oh's great Attack stat alongside its Fire / Flying typing, which leaves its STAB moves resisted only by Rock-types, makes it a massive threat in the tier. It has a great matchup against bulky offense and balance builds, which usually include Steel- and Fairy-types that Ho-Oh can easily handle such as Celesteela, Ferrothorn, Magearna, and Klefki. Since Ho-Oh's STAB moves are able to deal strong neutral damage to most of the tier, it's unffected by four-moveslot syndrome and has space for utility moves and coverage attacks like Toxic and Earthquake. Ho-Oh's access to a great defensive ability in Regenerator and reliable recovery in Recover allows it to take the role of a tank and constantly pressure the opposing team. A sky-high Special Defense stat makes Ho-Oh even better at its role, letting it check threats like Lunala, Xerneas, and most Calm Mind Arceus formes. Unfortunately, Ho-Oh's typing makes it 4x weak to Stealth Rock, necessitating entry hazard-removing Pokemon. Some Pokemon that Ho-Oh usually checks like Xerneas, Mega Lucario, Mega Mewtwo X, Shaymin-S, and Solgaleo take advantage of Ho-Oh's massive weakness to Rock by carrying Rock-type coverage. Finally, the low number of viable entry hazard removers in Ubers forces Ho-Oh to choose between the likes of Arceus formes, Mega Salamence, and Giratina-O for anti-hazard support.

[SET]
name: Defensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Toxic
move 4: Recover
item: Leftovers
ability: Regenerator
nature: Impish
evs: 252 HP / 204 Def / 52 SpD

[SET COMMENTS]
Moves
========

Sacred Fire is Ho-Oh's strongest physical Fire-type STAB move and can blow away Steel-types such as Ferrothorn, Magearna, and Klefki and score a 2HKO on Celesteela and Skarmory. It also has a 50% chance to burn its targets, making Ho-Oh able to cripple physical threats. Brave Bird is Ho-Oh's strongest viable Flying-type STAB move and the most spammable move it gets. Toxic allows Ho-Oh to badly poison switch-ins such as support Arceus formes like Arceus-Ground and Arceus-Water, as well as Lugia and Primal Groudon. Recover is Ho-Oh's main method of reliable recovery. It's chosen over Roost because the latter makes Ho-Oh vulnerable to Precipice Blades from slower variants of Primal Groudon. Whirlwind is an option Ho-Oh can run instead of Toxic to phaze setup sweepers that can be a threat to Ho-Oh after a few boosts, like some Calm Mind + Refresh Arceus formes.

Set Details
========

252 HP EVs give Ho-Oh 416 HP, which is divisible by 16, meaning that Ho-Oh gains 6.25% of its HP from Leftovers after every turn; this makes up for its 50% loss in HP when switching into Stealth Rock as opposed to the 49% loss if 248 EVs were run instead. 204 Defense EVs along with an Impish nature allow Ho-Oh to check physical threats such as Mega Lucario, physical Giratina-O, Life Orb Yveltal, Mega Mewtwo X lacking Stone Edge, Primal Groudon without Rock-type coverage, and Extreme Killer Arceus to an extent by surviving a +2 Extreme Speed and having a 50% chance to burn it with Sacred Fire. The 52 EVs invested in Special Defense allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas while also letting it take special attacks better to check special threats such as Calm Mind Arceus formes, Mega Gengar, and Lunala. Regenerator heals one-third of Ho-Oh's maximum HP whenever it switches out. This helps Ho-Oh make up for its Stealth Rock weakness and makes Toxic less crippling. Leftovers provides Ho-Oh with a form of passive recovery.

Usage Tips
========

Ho-Oh can switch into Steel- and Fairy-types like Ferrothorn, Celesteela, and Magearna and to threaten them with STAB Sacred Fire. Going for Toxic on an expected switch into a Primal Groudon or support Arceus forme can cripple the switch-in a lot by putting it on a timer. Due to Ho-Oh's crippling weakness to Stealth Rock, make sure to use hazard removers like Defog Arceus formes, Giratina, and Giratina-O to keep Stealth Rock off the field before switching Ho-Oh into resisted attacks. Take advantage of Regenerator by switching Ho-Oh out to restore HP when necessary, which allows it to survive longer. Avoid Toxic, as it will prevent Ho-Oh from checking Calm Mind Arceus formes like Arceus-Dark, Arceus-Fairy, and Arceus-Ground. Sacred Fire has only 8 PP, so the number of times it's used should be kept in mind, especially against bulkier teams that can give Ho-Oh a tough time without a Fire-type STAB move. Use Ho-Oh's great neutral coverage to slowly weaken the opposing team. Scout out for Stone Edge from Pokemon like Primal Groudon, Solgaleo, Arceus-Fairy, and Mega Lucario by switching Ho-Oh out to a Pokemon that resists Rock.

Team Options
========

Stealth Rock removal is crucial for Ho-Oh to function properly, making Defog users such as Giratina-O, Giratina, and support Arceus formes like Arceus-Dark, Arceus-Water, and Arceus-Dragon great teammates. Thanks to Magic Bounce, Mega Sableye is also a great partner for keeping Stealth Rock off Ho-Oh's side of the field and appreciates Ho-Oh's ability to check Fairy-types like Xerneas and Magearna. Checks to Primal Kyogre, such as Primal Groudon, Ferrothorn, Arceus-Water, Bissey, and Chansey, make great partners as well. Ferrothorn and Ho-Oh also form a great balance core that's able to take on the majority of special attackers in the tier, and the former can provide entry hazard support for Ho-Oh in the form of Spikes and Stealth Rock. Primal Groudon can provide Stealth Rock support too, and Arceus-Water can run Defog for removing hazards. Ho-Oh struggles against stall teams; Mega Gengar can improve its matchup against such defensive teams thanks to its ability to trap and KO bulkier Pokemon like Lugia and Clefable. Mega Gyarados is another Pokemon that improves Ho-Oh's matchup against stall teams thanks to Mold Breaker enabling it to ignore Lugia's Multiscale, and it also has access to boosting moves like Dragon Dance and utility moves like Taunt. Pokemon like Zygarde-C and Lugia can check strong physical threats such as Mega Salamence, Rayquaza, Swords Dance Arceus formes, and opposing Ho-Oh. The former can even act as a status absorber for Ho-Oh.

[SET]
name: Life Orb Attacker
move 1: Brave Bird
move 2: Sacred Fire
move 3: Recover
move 4: Toxic / Substitute / Hidden Power Ice
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 224 HP / 136 Atk / 72 SpD / 76 Spe

[SET COMMENTS]
Moves
========

Brave Bird is Ho-Oh's strongest viable Flying-type STAB move and can break through many bulky offensive teams with its great neutral coverage. Sacred Fire is run to hit common Steel-types like Celesteela, Ferrothorn, Magearna, and Solgaleo. Recover is used to heal back recoil from Brave Bird and Life Orb. Toxic lets Ho-Oh cripple switch-ins like Arceus-Water, Primal Groudon, and Lugia by putting them on a timer and forces Zygarde to go for Rest earlier, which can be taken advantage of by teammates. Substitute can also be run, as it is rather easy to set up due to the many switches Ho-Oh forces, prevents Ho-Oh from getting inflicted with status, and lets Ho-Oh immensely pressure the opposing team with Brave Bird and Sacred Fire. Hidden Power Ice allows Ho-Oh to OHKO Mega Salamence after Stealth Rock damage. It can also 2HKO Zygarde hit once by Brave Bird. Earthquake can be run to 2HKO Tyranitar and Arceus-Rock as well as 2HKO Primal Groudon without taking recoil from Brave Bird. Ho-Oh can also opt for Flame Charge as its third move, which allows it to gain a Speed boost to potentially sweep the opposing team.

Set Details
========

76 EVs invested in Speed allow Ho-Oh to outrun 0 Speed Xerneas and Yveltal. 224 EVs in HP alongside 72 Special Defense EVs allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas. An Adamant nature with the rest of the EVs dumped into Attack increases Ho-Oh's power output. An EV spread of 252 Atk / 4 Def / 252 Spe can be run instead, especially when Ho-Oh is using Flame Charge as its third move. This Ho-Oh set carries Life Orb for increasing its overall damage output, letting Ho-Oh act as a middle ground between defense and offense, as it can function as a defensive check while also applying offensive pressure. Flyinium Z is another item Ho-Oh can opt for to score a surprise OHKO on Mega Salamence after Stealth Rock damage, as well as 2HKO Zygarde after Spikes damage.

Usage Tips
========

Switch Ho-Oh into Steel- and Fairy-types such as Celesteela and Magearna and proceed to exert immense offensive pressure with its neutral coverage. Ho-Oh should use Substitute when predicting a switch into Arceus formes, which will let it be a nuisance to defensive teams because these Pokemon usually cannot break Ho-Oh's Substitute. Take advantage of Regenerator by switching out to a bulkier Pokemon when Ho-Oh is hurt. Since Sacred Fire has only 8 PP, it must be used carefully, especially against bulkier teams that usually don't care much about Brave Bird and Toxic. Ho-Oh is very weak to Stealth Rock and thus requires solid anti-hazard support. Scout for the common Stone Edge as coverage on some Pokemon such as Primal Groudon, Mega Lucario, Mega Mewtwo X, and Solgaleo.

Team Options
========

Hazard removal from Arceus formes like Arceus-Water and Arceus-Dark as well as Giratina-O and Mega Salamence is greatly appreciated by Ho-Oh. Ferrothorn and Primal Groudon can pair up together to form a strong hazard-stacking core that can assist Ho-Oh in pressuring the opposing team even more. They also form a very strong backbone for balance teams, as they are able to check major threats such as Extreme Killer Arceus, Xerneas, and Primal Kyogre. Dialga can provide Stealth Rock support for Ho-Oh and is able to check Mega Salamence. Double Dance Primal Groudon is a great teammate for Ho-Oh, as it's able to sweep late-game after Ho-Oh has severely weakened the checks they share such as Arceus formes, Zygarde-C, and Mega Salamence. Mega Salamence is also a great offensive partner for Ho-Oh, as it appreciates Ho-Oh weakening Arceus-Groudon, Arceus-Water, Arceus-Rock, Lugia, and Zygarde-C. Zygarde-C's ability to switch into strong physical threats such as Extreme Killer Arceus, Primal Groudon, and Mega Salamence is greatly appreciated by Ho-Oh, which can check Pokemon that Zygarde-C usually struggles against like Xerneas, Ferrothorn, and Celesteela. Calm Mind + Refresh Arceus-Dark pairs well with Ho-Oh because it's able to check bulky Pokemon such as Lugia, Zygarde-C, and Giratina, while Ho-Oh can deal with checks to Arceus-Dark such as Arceus-Fairy, Xerneas, and Magearna.

[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Toxic / Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Choice Band-boosted Brave Bird can hit threats with tremendous power and 2HKO almost the entire metagame. Sacred Fire is used to deal heavy damage to Steel-types, OHKOing threats such as Celesteela, Ferrothorn, Magearna, Solgaleo, and Arceus-Steel. Earthquake is run to 2HKO Rock-type switch-ins to Ho-Oh such as Tyranitar and Arceus-Rock. Toxic can be run in Ho-Oh's last moveslot to cripple switch-ins like Arceus-Water, Lugia, and Zygarde-C, making them easier to deal with. Since Ho-Oh functions well enough with any three out of the four previously mentioned moves, it can run Sleep Talk, which allows it to deal with the uncommon Hypnosis from users such as Lunala, Darkrai, and Xurkitree.

Set Details
========

252 EVs are invested in Attack to make sure Ho-Oh can hit as hard as possible. 252 EVs in Speed allow Ho-Oh to outspeed Adamant Excadrill, standard Geomancy Xerneas, and Smeargle while also letting it Speed tie with other fully invested base 90 Speed Pokemon. A Jolly nature can be run over an Adamant one, which allows Ho-Oh to outspeed everything up to Jolly Excadrill but causes a loss in power. A slower but bulkier EV spread of 248 HP / 208 Atk / 52 SpD can be used to take a +2 Thunder from Geomancy Xerneas. Choice Band Ho-Oh is more suited for teams that function with other strong Pokemon that can also apply offensive pressure.

Usage Tips
========

This Ho-Oh set may be less bulky than the previous two, but thanks to its Choice Band, it does a better job at weakening defensive threats. Switch Ho-Oh into Steel- and Fairy-types early-game and proceed to apply immense pressure with Brave Bird or Sacred Fire. Use Earthquake to weaken the likes of Primal Groudon without receiving Brave Bird recoil and surprise the likes of Tyranitar and Arceus-Rock. Take advantage of Regenerator by switching Ho-Oh out after it has taken a few hits or incurred Brave Bird recoil to heal back up. Use Pokemon that can remove or prevent entry hazards to keep Stealth Rock off the field so that Ho-Oh can switch in freely. When going for Sacred Fire, keep in mind that it only has 8 PP and that locking Ho-Oh into it might end horribly. Mega Salamence and Primal Kyogre are big threats to Ho-Oh, as a Sacred Fire burn powers up the former's Facade and Ho-Oh will get easily stopped by the latter's Primordial Sea, losing a ton of momentum since it is Choice-locked. Switch Ho-Oh into predicted status moves like Will-O-Wisp and Hypnosis, since it's immune to burns and Sleep Talk lets it deal heavy damage while asleep.

Team Options
========

Due to Choice Band Ho-Oh being used on more offensively inclined teams, lead entry hazard setters that can also provide Rapid Spin support such as Excadrill and Cloyster make great teammates. Offensive threats that can also provide hazard removal such as Giratina-O, Excadrill, and Pheromosa are greatly appreciated. Checks to Xerneas such as Bronzong, Solgaleo, and Magearna are greatly appreciated, since this Ho-Oh set isn't able to take a +2 Thunder. When this Ho-Oh set is used on bulkier teams, entry hazard setters such as Ferrothorn and Primal Groudon make great teammates and can act as a backup check to Xerneas. Offensive threats such as Mega Salamence, Yveltal, Rayquaza, Extreme Killer Arceus, Mega Lucario, Double Dance Primal Groudon, Swords Dance Arceus-Ground, and Geomancy Xerneas are all great teammates that can clean late-game after Ho-Oh has weakened the opposing team.

[STRATEGY COMMENTS]
Other Options
=============

A Calm Mind set with Fire Blast, Thunder, and Hidden Power Ice allows Ho-Oh to beat most of its usual checks but gets completely checked by Primal Groudon. Tailwind gives Ho-Oh doubled Speed for 3 turns, letting it outspeed and KO most of its offensive checks. Ho-Oh can run Thunder Wave to paralyze Arceus formes and Lugia but is better off going for Toxic, which can gradually weaken them. Z-Celebrate gives Ho-Oh a +1 boost to every stat, which can let it sweep late-game. However, this set will force Ho-Oh to drop Regenerator due to incompatibility, making it difficult to execute properly.

Checks and Counters
===================

**Stealth Rock**: Ho-Oh's crippling weakness to Stealth Rock, which is often carried Primal Groudon, support Arceus formes, and Deoxys-S, ruins its ability to switch into attacks.

**Zygarde-C**: Zygarde-C is able to take hits from Ho-Oh with ease thanks to its great physical bulk and can proceed to paralyze Ho-Oh with Glare or KO it with Thousand Arrows.

**Rock-types**: Rock-types such as Arceus-Rock and Tyranitar can OHKO Ho-Oh with their Rock-type STAB moves. However, Arceus-Rock could get crippled by Toxic, and Tyranitar heavily dislikes getting burned by Sacred Fire.

**Mega Salamence**: Bulky variants of Mega Salamence can stall out Brave Bird with Roost to the point where Ho-Oh KOs itself due to recoil. It can also absorb Sacred Fire with no fear of getting burned thanks to Refresh and Facade.

**Water-types**: Primal Kyogre can outspeed some variants of Ho-Oh and proceed to deal heavy damage to if not OHKO it with a Water-type STAB move; however, faster variants of Ho-Oh can OHKO it after it takes damage from Stealth Rock. It must also be noted that defensive variants of Primal Kyogre can take a Brave Bird and deal heavy damage back with Scald. Arceus-Water is bulky enough to take a Brave Bird from Ho-Oh and proceed to stall it out with Toxic or 2HKO it with Judgment; however, Ho-Oh can go for Toxic on the switch into Arceus-Water, setting it on a timer. Mega Slowbro can comfortably wall Ho-Oh but faces the same issue as Arceus-Water in that it can get crippled by Toxic.

**Primal Groudon**: Primal Groudon is resistant to Sacred Fire and immune to burns, and its high Defense stat allows it to tank a hit and proceed to OHKO back with Stone Edge. However, Primal Groudon has no form of reliable recovery and gets crippled by Toxic, which sets it on a timer.

**Zekrom**: Zekrom resists both of Ho-Oh's STAB moves and can OHKO it with Bolt Strike. However, Zekrom wants to avoid getting burned by Sacred Fire, so it usually does not switch in directly.

**Stone Edge Users**: Ho-Oh's typing makes it very vulnerable to Rock-type attacks, which are usually run by Mega Mewtwo X, Solgaleo, and Arceus-Ground and occasionally by Arceus-Fairy and Mega Lucario.

**Lugia**: Lugia can easily Toxic stall Ho-Oh but finds it difficult to switch into, since many popular Ho-Oh sets carry Toxic, which Lugia must avoid in order to preserve its Multiscale.

**Toxic**: Toxic users such as Lugia, Primal Groudon, and support Arceus formes can go for Toxic on Ho-Oh, which forces it out frequently since the damage can easily rack up; however, Regenerator can mitigate Toxic's effect.
 
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ckw

Tired
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Sorry for the long wait, this is finally ready for QC.
I had questions regarding the Speed for the Life Orb and I attempted a fair bit to get an answer from Ubers Discord but found no reliable response. Thus, I'm gonna assume QC isn't 100% sure either [ Or u guys are busy :p]
Since we aren't allowed to speed creep in analysis, the current speed for LO Ho-Oh is enough to outspeed 0 Speed Xerneas and Yveltal and the HP + SpDef is for tanking +2 Thunder from Xern. The speed does come in cost of a few attack points so I'm not sure either. However, I don't think LO should run 0 Speed at all.
I'll leave the rest to you guys :)
 

Minority

Numquam Vincar
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Introduction

Unfortunately, Ho-Oh's typing makes it X4 weak to Stealth Rock, making anti-hazard support Pokemon a necessity.
You can add to that most physical Rock-type moves will OHKO it, or come close. Many Pokemon run these exclusively for Ho-Oh.

Even though Zygarde-C was introduced as a very strong Ho-Oh switch-in, this mon is still pretty hard to come into due to Sacred Fire + Brave Bird + Toxic.

Loss of Lati as Defoggers and Mega Diancie as bounce mean fewer options for anti-hazard support.


Set Details
Regenerator heals back one-third of Ho-Oh's maximum health whenever it switches out.
This is common knowledge, explain why is it significant.


Usage Tips

There needs to be a mention about conserving Sacred Fire PP. 8 is nothing, especially when facing a defensive team that has a mon that you can't Toxic / Brave Bird and need to SF to KO. This applies to all sets.


Team Options
Checks to Primal Kyogre such as Primal Groudon, Ferrothorn, Dialga, and Palkia make great partners as well.
Dialga and Palkia? I've built with these mons probably more than most people and I've never used a defensive Ho-Oh with them. For Ogre checks you're pretty much limited to Arceus-Water, P Don, Ferro, and Blissey / Chan.


Life Orb

Is there a particular reason Toxic cannot be used on this set?

The switches Ho-Oh forces can be taken advantage of by going for Substitute, letting Ho-Oh apply pressure on checks like Arceus-Ground
Ho-Oh checks Arceus-Ground, not the other way around. SD set usually isn't going to risk switching into SF and getting burned. Special sets aren't switching in because they can't do anything with Ice Beam + Judgement. None of them want to be hit by Toxic either.

This description for Sub just doesn't cut it for me. As justification you mention things that are factually incorrect, or highly situational. Toxic is first slash. Followed by Sub assuming you can justify it well enough in the description. Then make Flame Charge a moves mention.


Choice Band

Toxic is an option over Sleep Talk that allows Ho-Oh to badly poison switches like Arceus-Water, Arceus-Ground, and Lugia, setting them on a timer.
Is there a particular reason Toxic can't be run over Earthquake? I can think of scenarios where a squad might want ST and Toxic. Toxic also hits the main EQ targets that aren't destroyed by SF.

Since Ho-Oh functions well enough with the previous three moves, this makes it a great candidate for running Sleep Talk that allows Ho-Oh to deal with the uncommon Hypnosis users such as Xurkitree, Lunala, Darkrai, and Bronzong.
No decent Bronzong set runs Hypnosis. That mon is strained to run everything it needs as is, and relies on Toxic for status. Most common Hypno users in order are Lunala, Darkrai, Xurkitree.


Other Options

Top thing I'd mention in here is a CM set. HP Ice and Thunder allow you to bypass several conventional Ho-Oh checks, while Fire Blast can still do the whole Steel-type punish. I'd use this way before every touching Z Celebrate.



Implement these and I'll stamp.
 

ckw

Tired
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Introduction

You can add to that most physical Rock-type moves will OHKO it, or come close. Many Pokemon run these exclusively for Ho-Oh.

Even though Zygarde-C was introduced as a very strong Ho-Oh switch-in, this mon is still pretty hard to come into due to Sacred Fire + Brave Bird + Toxic.

Loss of Lati as Defoggers and Mega Diancie as bounce mean fewer options for anti-hazard support.


Set Details
This is common knowledge, explain why is it significant.


Usage Tips

There needs to be a mention about conserving Sacred Fire PP. 8 is nothing, especially when facing a defensive team that has a mon that you can't Toxic / Brave Bird and need to SF to KO. This applies to all sets.


Team Options
Dialga and Palkia? I've built with these mons probably more than most people and I've never used a defensive Ho-Oh with them. For Ogre checks you're pretty much limited to Arceus-Water, P Don, Ferro, and Blissey / Chan.


Life Orb

Is there a particular reason Toxic cannot be used on this set?

Ho-Oh checks Arceus-Ground, not the other way around. SD set usually isn't going to risk switching into SF and getting burned. Special sets aren't switching in because they can't do anything with Ice Beam + Judgement. None of them want to be hit by Toxic either.

This description for Sub just doesn't cut it for me. As justification you mention things that are factually incorrect, or highly situational. Toxic is first slash. Followed by Sub assuming you can justify it well enough in the description. Then make Flame Charge a moves mention.


Choice Band

Is there a particular reason Toxic can't be run over Earthquake? I can think of scenarios where a squad might want ST and Toxic. Toxic also hits the main EQ targets that aren't destroyed by SF.

No decent Bronzong set runs Hypnosis. That mon is strained to run everything it needs as is, and relies on Toxic for status. Most common Hypno users in order are Lunala, Darkrai, Xurkitree.


Other Options

Top thing I'd mention in here is a CM set. HP Ice and Thunder allow you to bypass several conventional Ho-Oh checks, while Fire Blast can still do the whole Steel-type punish. I'd use this way before every touching Z Celebrate.



Implement these and I'll stamp.
Implemented the changes. I tried rewording the Substitute part, hope its up to ur standards
 
  • Ho-Oh's great Attack stat alongside a great combination of STAB moves in Flying and Fire, make it a major offensive threat in the metagame.
note that fire/flying is only resisted by one type

  • Ho-Oh's great offensive typing grants it a great matchup against bulky offense and balance builds that usually consists of Steel- and Fairy-types such as Celesteela, Ferrothorn, Magearna, and Klefki. Ho-Oh's typing gives it, a great neutrally offensive typing which means, that it never suffers from four move-slot syndrome.
this doesn't make sense. almost every mon suffers from 4mss, although some do more than others. you could also explain what is meant by "great neturally offensive typing", or just condense it into "largely unresisted typing"

flyinium z should be mentioned in set details for the lo set

  • Switch Ho-Oh in against Steel-types and Fairy-types like Celesteela and Magearna and spam Sacred Fire, attempting to inflict burn onto switchins for residual damage. However, be careful when spamming Sacred Fire since you might want to Toxic certain switches like Arceus-Ground and Arceus-Rock instead.
you don't want to be spamming a move that only has 8 pp

  • Switch in Ho-Oh on to absorb expected Toxic since it does not care much about getting poisoned thanks to Regenerator.
getting poisoned is still very detrimental for ho-oh, and makes it impossible to effectively check calm mind arceus formes and mega gengar. often teams with defensive ho-oh will have other status absorbers that care less about being poisoned. you even have toxic listed in c&c so i'm not sure what makes ho-oh a toxic absorber.

defensive ho-oh is pretty deadweight vs stall so teammates to deal with it should be mentioned.

as a general rule of thumb list the most important moves first under moves for the lo set. the order should be the same as they are listed in the set.

hidden power ice doesn't even come close to ohkoing mega salamence. either reword that bullet or give an alternate spread that does.

  • Offensive threats that can also provide anti-hazard support such as Pheramosa, Tapu Koko, and Giratina-O, are greatly appreciated.
why is tapu koko listed as anti hazard support?
 
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Minority

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Toxic lets Ho-Oh cripple switchins like Arceus-Water, Primal Groudon, Lugia, and Zygarde-C by putting them on a timer.
Not as much true for Zygarde-C because this mon should almost always be running rest. At best Toxic will force it to use Rest earlier than it might otherwise. Change the language as appropriate.

Other QC please give input on Toxic slash on CB set and how the final move of LO should be slashed.


QC: 2/3
 
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ckw

Tired
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Fixed Zygarde mention. This should be written up by today.
Edit: Done after a week, sorry ;_;
 
Last edited:
LO Move 4 = Toxic / Earthquake / Substitute (maybe Sub 2nd but not bothered either way)

CB should probably have Toxic slashed with Sleep Talk and be the first slash, there aint enough sleep users in the meta to warrant dropping Toxic.

(responding to Minority's question)
 
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discord discussion summary:

- removed some mons noted as "rock coverage threats" that aren't like kyurem-w
- changed some defog arceus notes to more relevant defog types (changed ground to dark basically)
- removal of specific plays into more generalized play ("switch to status absorber vs toxic" > "keep ho-oh away from status")
- changed how gengar is worded as a teammate (from "beats sr users" to "ho-oh sets up gar for hex fun")
- "stallbreakers" were changed around a bit
- changed LO Ho-Oh slashing to Toxic / Substitute / Hidden Power Ice (EQ to moves)
- clarified in set details when to use what variant of Ho-Oh (for each set)
- small c&c edits (zekrom fears burn, stone edge mmy is heat (removed), defensive ogre was noted in waters)
- fixed overall format spacing

QC 3/3
 
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frenzyplant

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1/2 CKW :)

add remove (comments)

[OVERVIEW]

Ho-Oh's great Attack stat alongside its Fire / Flying typing the combination of STAB moves in Flying and Fire, (remove comma) leaves its STAB moves resisted only by Rock-types, thus making it a massive threat in the tier. It has a great matchup against bulky offense and balance builds, (comma) which that usually consist of include ("consist of" implies they are composed completely of the following) Steel- and Fairy-types such as Celesteela, Ferrothorn, Magearna, and Klefki, (remove comma) that Ho-Oh can easily handle. Since Ho-Oh's STAB moves are able to deal strong neutral damage to most of the tier, it's least unaffected by 4 Moveslot-Syndrome four-moveslot syndrome (no caps, hyphen between four and moveslot) and opens up has space for carrying utility moves and various coverage attacks like Toxic and Earthquake. Ho-Oh's access to a great defensive ability in Regenerator, as well as Recover for reliable recovery, allows it to take the role of a tank and constantly pressure the opposing team. A sky-high Special Defense stat makes Ho-Oh even better at its role, letting it check threats like Lunala, Xerneas, and most Calm Mind Arceus formes. Unfortunately, Ho-Oh's typing also makes it X4 4x weak to Stealth Rock, making anti-entry hazard support Pokemon a necessity. Some Pokemon like Xerneas, Mega Lucario, Mega Mewtwo X, Shaymin-S, and Solgaleo that Ho-Oh usually checks are usually checked by Ho-Oh take advantage of this massive weakness and carry Rock-type coverage specifically for hitting Ho-Oh to deal heavy damage. (use either "for dealing heavy damage to Ho-Oh" or "for hitting Ho-Oh") Finally, the lack low number of sufficient viable entry hazard removers (remove hyphen) in Ubers (is this what you mean? based on your following examples, there do exist hazard removers in the tier) causes Ho-Oh to rely on only the likes of Arceus formes, Mega Salamence, and or Giratina-O for anti-hazard support.

[SET]
name: Defensive Wall (this is redundant, since walls are defensive by definition. is there a specific reason "Wall" is included here?)
move 1: Sacred Fire
move 2: Brave Bird
move 3: Toxic
move 4: Recover
item: Leftovers
ability: Regenerator
nature: Impish
evs: 252 HP / 204 Def / 52 SpD

[SET COMMENTS]
Moves
========

Sacred Fire is Ho-Oh's strongest physical Fire-type STAB move that and can blow back Steel-types such as Ferrothorn, Magearna, and Klefki while also scoring a 2HKO on Celesteela and Skarmory. It also has a 50% chance to burn its foes, targets, thus being making Ho-Oh able to cripple physical threats. Brave Bird is Ho-Oh's strongest viable Flying-type STAB move (Sky Attack is technically stronger) and the most spammable move it gets. Toxic allows Ho-Oh to badly poison switchins switch-ins (hyphen) such as support Arceus formes such as Arceus-Ground, (remove comma) and Arceus-Water, as well as Lugia and Primal Groudon. Recover is Ho-Oh's main method of reliable recovery. It's chosen over Roost since because the latter makes Ho-Oh weak to Precipice Blades from slower variants of Primal Groudon. Whirlwind is an option Ho-Oh can run (instead of what?) to phaze setup sweepers that can be a threat to Ho-Oh after a few boosts, (comma) like some Calm Mind + Refresh Arceus formes.

Set Details
========

252 HP EVs gives give Ho-Oh 416 maximum HP, (comma) at maximum health which is divisible by 16, meaning that Ho-Oh gains 6.25% health from Leftovers after every turn, (remove comma) and making up for its 50% loss in HP when switching into Stealth Rock as opposed to the 49% loss if 248 EVs were run instead. 204 Defense EVs along with an Impish nature, allows allow Ho-Oh to check physical threats such as Mega Lucario, physical Giratina-O, Life Orb Yveltal, Mega Mewtwo X lacking Stone Edge, Primal Groudon without Rock-type coverage, (comma) and also checks Extreme Killer Arceus to some extent by living surviving a +2 Extreme Speed and having a 50% chance to burn it with Sacred Fire. The 52 EVs invested in Special Defense allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas while also letting it absorb take special attacks better, thus checking and check special threats such as Calm Mind Arceus formes, Mega Gengar, and Lunala. Regenerator heals Ho-Oh for one-third of Ho-Oh's full health its maximum HP whenever it switches out. This helps Ho-Oh with its Stealth Rock weakness and also making makes Toxic less crippling when inflicted. Leftovers provides Ho-Oh with a form of passive recovery.

Usage Tips
========

Ho-Oh can switch into Steel-types and Fairy-types like Ferrothorn, Celesteela, and Magearna, (remove comma) and proceed to threaten them with STAB Sacred Fire. Going for Toxic on an expected switch into Primal Groudon or a support Arceus forme can cripple the switch-in a lot by setting them putting it on a timer. Due to Ho-Oh's crippling weakness to Stealth Rock, make sure to use anti-entry hazard support Pokemon like Defog Arceus formes, Giratina, and Giratina-O to keep Stealth Rock off the field before switching Ho-Oh into resisted attacks. Take advantage of Regenerator and switch out Ho-Oh for it to regain health when necessary, allowing it to survive longer and makes it harder to KO. (basically saying the same thing as "allowing it to survive longer") Avoid Toxic, Ho-Oh from getting badly poisoned as that will prevent it Ho-Oh from checking Calm Mind Arceus formes like Arceus-Dark, Arceus-Fairy, and Arceus-Ground. Sacred Fire has only 8 PP, (comma) so the number of times its it's used should be kept in mind, especially against bulkier teams that can give Ho-Oh a tough time without a Fire-type STAB move. Use the combination of Ho-Oh's great STAB neutral coverage to slowly weaken the opposing team. Scout out for Stone Edge from Pokemon like Primal Groudon, Solgaleo, Arceus-Fairy, and Mega Lucario by switching out Ho-Oh into a Pokemon that resists Rock. Rock-type resist.

Team Options
========

Hazard control Stealth Rock removal (it doesn't care about any other entry hazards) is crucial for Ho-Oh to function properly, making Defog users such as Giratina-O, Giratina, and support Arceus formes like Arceus-Dark, Arceus-Water, and Arceus-Dragon, make great teammates for Ho-Oh as it really appreciates the removal of entry hazards such as Stealth Rock. (you already say this) Thanks to Magic Bounce, Mega Sableye is also a great partner that can also keep Stealth Rock off of this Ho-Oh's side of the field and also appreciates Ho-Oh's ability to check Fairy-types like Xerneas and Magearna. Checks to Primal Kyogre, (comma) such as Primal Groudon, Ferrothorn, Arceus-Water, Bissey, and Chansey, make great partners as well. Ferrothorn and Ho-Oh can form a great balance core that's able to take on the majority of special attackers in the tier, while and the former can also provide entry hazard support for Ho-Oh in the form of Spikes and Stealth Rock. Primal Groudon can provide Stealth Rock support, (comma) and Arceus-Water can run Defog for removing hazards. Since Ho-Oh struggles against stall teams, Mega Gengar can improve its matchup against such defensive teams thanks to its ability to trap and KO it bulkier Pokemon like Lugia and Clefable. Mega Gyarados is also another Pokemon that improves Ho-Oh's matchup against stall teams thanks to Mold Breaker being able to break through Lugia's Multiscale, as well as having and Mega Gyarados also has access to boosting moves like Dragon Dance and utility moves like Taunt. Pokemon like Zygarde-C and Lugia can check strong physical threats such as Mega Salamence, Rayquaza, SD Swords Dance Arceus formes, and opposing Ho-Oh. The former can even act as a status absorber for Ho-Oh.

[SET]
name: Life Orb Attacker
move 1: Brave Bird
move 2: Sacred Fire
move 3: Recover
move 4: Toxic / Substitute / Hidden Power Ice
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 224 HP / 136 Atk / 72 SpD / 76 Spe

[SET COMMENTS]
Moves
========

Brave Bird is Ho-Oh's strongest viable Flying-type STAB move that and can break through many bulky offensive teams with its great neutral coverage. Sacred Fire is run to hit common Steel-types like Celesteela, Ferrothorn, Magearna, and Solgaleo. Recover is used to heal back recoil from Brave Bird and Life Orb. Toxic lets Ho-Oh cripple switchins switch-ins like Arceus-Water, Primal Groudon, and Lugia, (remove comma) by putting them on a timer, (remove comma) while also forcing Zygarde(-C?) to go for Rest earlier, (comma) which that can be taken advantage of by teammates. Substitute can also be run, (comma) as it's rather easy to setup set up due to the many switches Ho-Oh forces, preventing prevents it from getting inflicted by with status, while also immensely pressuring and lets it immensely pressure the opposing team with Brave Bird and Sacred Fire. Hidden Power Ice allows Ho-Oh to OHKO Mega Salamence after Stealth Rock damage. It can also 2HKO Zygarde(-C?) when used in conjunction with Brave Bird. (do you mean it can KO Zygarde after Ho-Oh has already used Brave Bird?) Earthquake could be run to 2HKO Tyranitar and Arceus-Rock, as well as 2HKO Primal Groudon without taking recoil from Brave Bird. Ho-Oh can also opt for Flame Charge as its 3rd third move, (comma) which allows it to gain +1 Speed and potentially sweep the opposing team.

Set Details
========

76 EVs invested in Speed allows Ho-Oh to outrun 0 Speed Xerneas and Yveltal. 224 EVs in HP alongside 72 Special Defense EVs allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas. An Adamant nature with the rest of the 136 EVs dumped into Attack increases Ho-Oh's power output. An different EV spread of 252 Atk / 4 Def / 252 Spe can be run as well, (semicolon to comma) especially when Ho-Oh is using Flame Charge as its last move. (last move or third move? you say the former here and the latter in Moves) Flyinium Z is another optional set item Ho-Oh can opt for that can score a surprise OHKO on Mega Salamence by after Stealth Rock damage, as well as 2HKO Zygarde after Spikes damage, when used in conjunction with Brave Bird. This set of Ho-Oh acts as a middle ground between defense and offense, (or something like this) as it can function as a defensive check while also being able to apply offensive pressure.

Usage Tips
========

Switch Ho-Oh into Steel-types and Fairy-types such as Celesteela and Magearna and proceed to exert immense offensive pressure with its neutral coverage. Ho-Oh should use Substitute when predicting a switch into Arceus formes, which will let it be a nuisance to defensive teams since because these Pokemon usually cannot break Ho-Oh's Substitute. Take advantage of Regenerator and switch out to a bulkier Pokemon when Ho-Oh is hurt so that it can heal up the damage taken from Brave Bird and Life Orb recoil. Since Sacred Fire has only 8 PP, it must be used carefully, (comma) especially against bulkier teams that usually don't care much about Brave Bird and Toxic. Ho-Oh is very weak to Stealth Rock, thus requiring and thus requires solid anti-entry hazard support from Pokemon like Arceus-Dark, Arceus-Water, and Giratina-O to keep hazards off the field. (should this go in Team Options?) Scout for the common Stone Edge that some Pokemon could potentially run, such as Primal Groudon, Mega Lucario, Mega Mewtwo X, and Solgaleo.

Team Options
========

Anti-entry hazard support from Arceus formes like Arceus-Water and Arceus-Dark as well as Giratina-O and Mega Salamence are is greatly appreciated by Ho-Oh. Ferrothorn and Primal Groudon can pair up together to form a strong hazard stacking hazard-stacking core that can assist Ho-Oh to pressurize pressure the opposing team even more. They also form a very strong backbone for balance teams, (comma) as they are able to check major threats such as Extreme Killer Arceus, Xerneas, and Primal Kyogre. Dialga can provide Stealth Rock support for Ho-Oh while also being able to check Mega Salamence. Dual Double Dance Primal Groudon is a great teammate for Ho-Oh, (comma) as it's able to sweep late-game sweep after Ho-Oh has severely weakened the common checks they share such as Arceus formes, Zygarde-C, and Mega Salamence. Mega Salamence is also a great offensive partner for Ho-Oh, (comma) as it appreciates Ho-Oh weakening Arceus-Groudon, Arceus-Water, Arceus-Rock, Lugia, and Zygarde-C. Zygarde-C's ability to switch into strong physical threats such as Extreme Killer Arceus, Primal Groudon, and Mega Salamence is greatly appreciated by Ho-Oh, which can check Pokemon like Xerneas, Ferrothorn, and Celesteela, (remove comma) that Zygarde-C usually struggles against. Calm Mind Refresh Arceus-Dark pairs well with Ho-Oh as its because it's able to check bulky Pokemon such as Lugia, Zygarde-C, and Giratina, while Ho-Oh, on the other hand, can deal with checks such as to Arceus-Dark such as Arceus-Fairy, Xerneas, and Magearna.

[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Toxic / Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Choice Banded Band-boosted Brave Bird can hit threats with tremendous power and can 2HKO almost the entire metagame. Sacred Fire is used to deal heavy damage to Steel-types, OHKOing threats such as Celesteela, Ferrothorn, Magearna, Solgaleo, and Arceus-Steel. Earthquake is run to hit Rock-type switch-ins (hyphen) to Ho-Oh such as Tyranitar and Arceus-Rock for super effective damage, allowing Ho-Oh to 2HKO them. Toxic can be run in Ho-Oh's last moveslot over its last move to cripple switch-ins (hyphen) like Arceus-Water, Lugia, and Zygarde-C, making them easier to deal with. Since Ho-Oh functions well enough with any three out of the four previously mentioned moves, it can run this creates space for running Sleep Talk, (comma) which that allows Ho-Oh to deal with the uncommon Hypnosis from users such as Lunala, Darkrai, and Xurkitree.

Set Details
========

252 EVs are invested in Attack to make sure Ho-Oh can hit as hard as possible. 252 EVs in Speed allows allow Ho-Oh to outspeed Adamant Excadrill, standard Geomancy Xerneas, and Smeargle, while also letting it Speed-tie Speed tie with other 252 Speed base 90s. A Jolly nature can be run over an Adamant one, (comma) to which will allows Ho-Oh to outspeed everything up to Jolly Excadrill but experiences causes a loss in power as a result. A slower but bulkier EV spread of Ho-Oh of 248 HP / 208 Atk / 52 SpD can be used to sacrifice Speed for more bulk that lets it take a +2 Thunder from Geomancy Xerneas. The Choice Band set of Ho-Oh is more suited for teams that function with the help of strong Pokemon that can also apply offensive pressure.

Usage Tips
========

This set of Ho-Oh's may be less bulky than the previous two, but thanks to its Choice Band, it does a better job at weakening defensive threats. Switch in Ho-Oh on into Steel-types and Fairy-types early-game (hyphen) and proceed to apply immense pressure with Brave Bird or Sacred Fire. Use Earthquake to weaken the likes of Primal Groudon without receiving Brave Bird recoil and surprise the likes of Tyranitar and Arceus-Rock. Take advantage of Regenerator and switch out Ho-Oh after it has taken a few hits or incurs Brave Bird recoil to heal back up. Use Pokemon that can remove entry hazards with anti-hazard support to keep Stealth Rock off the field so that Ho-Oh can switch in freely. When going for Sacred Fire, keep in mind that it only has 8 PPs PP and locking Ho-Oh into it might end horribly. Mega Salamence and Primal Kyogre are big threats to Ho-Oh, (or similar, there's no verb in this sentence) as a potential Sacred Fire burn powers up the former's Facade and Ho-Oh will get easily stopped due to the latter's Primordial Sea, losing a ton of momentum since it is Choice-locked. (period) or in the case of Mega Salamence, might activate the extra power of Facade due to a potential burn. Switch in Ho-Oh when predicting into predicted status moves like Will-O-Wisp, (remove comma) and Hypnosis, since, (remove comma) it's immune to burns from getting Burn and Sleep Talk lets it deal heavy damage while asleep. though Sleep.

Team Options
========

Due to Choice Band Ho-Oh prefer being used in on more offensively inclined teams, lead entry hazard setters such as Excadrill and Cloyster that can also provide Rapid Spin support make great teammates. Offensive threats that can also provide anti-hazard support such as Giratina-O, Excadrill, and Pheromosa are greatly appreciated. Checks to Xerneas such as Bronzong, Solgaleo, and Magearna are greatly appreciated, (comma) since this version of Ho-Oh set isn't able to take a +2 Thunder. When this Ho-Oh set is used in on bulkier teams, entry hazard setters such as Ferrothron Ferrothorn and Primal Groudon make great teammates and can also act as a backup check to Xerneas. Offensive threats such as Mega Salamence, Yveltal, Rayquaza, Extreme Killer Arceus, Mega Lucario, Dual Double Dance Primal Groudon, SD Swords Dance Arceus-Ground, and Geomancy Xerneas are all great teammates that can clean late-game after Ho-Oh has weakened the opposing team.

[STRATEGY COMMENTS]
Other Options
=============

A Calm Mind set with Fire Blast, Thunder, and Hidden Power Ice allows Ho-Oh to beat most of its usual checks but gets completely checked by Primal Groudon. Tailwind can give Ho-Oh +2 Speed for 3 turns, letting it outspeed and KO most of its offensive checks. Ho-Oh can possibly run Thunder Wave to paralyze Arceus formes and Lugia but is better off going for Toxic, (comma) which that can gradually weaken them. Z-Celebrate gives Ho-Oh a +1 boost to every stat, which that can let it sweep late-game. However, this set will force Ho-Oh to drop Regenerator due to move incompatibility, (I'm assuming this is the case?) making it difficult to execute properly.

Checks and Counters
===================

**Stealth Rock**: Ho-Oh's crippling weakness to Stealth Rock makes cripples ruins its ability to switch into attacks. (maybe list common Stealth Rock users?)

**Zygarde-C**: Zygarde-C is able to take hits from Ho-Oh for days, (remove comma) thanks to its great physical bulk and can proceed to Glare paralyze Ho-Oh with Glare or KO it with Thousand Arrows.

**Rock-types**: Rock-types such as Arceus-Rock and Tyranitar can OHKO Ho-Oh with their respective Rock-type STAB moves. However, Arceus-Rock could get crippled by Toxic and Tyranitar heavily dislikes getting burned by Sacred Fire. (change comma to period)

**Mega Salamence**: Bulky variants of Mega Salamence can Roost stall out Brave Bird with Roost (just for clarity) to the point where Ho-Oh KOs itself due to recoil. It can also absorb Sacred Fire freely with no care for fear of getting burned thanks to Refresh and Facade.

**Water-types**: Primal Kyogre can outspeed some variants of Ho-Oh and proceed to deal heavy damage to if not OHKO it with a Water-type STAB move; however, (change period to comma) faster variants of Ho-Oh can OHKO it after taking it takes damage from Stealth Rock. It must be noted that defensive variants of Primal Kyogre can take a Brave Bird and deal heavy damage back with Scald. Arceus-Water is bulky enough to take a Brave Bird from Ho-Oh and proceed to stall it out with Toxic or 2HKO it with Judgment; however, Ho-Oh can go for Toxic on the switch into Arceus-Water, setting it on a timer. Mega Slowbro can comfortably wall Ho-Oh but also faces the same issue as Arceus-Water in that, (remove comma) it can get crippled by Toxic as well.

**Primal Groudon**: Primal Groudon takes resisted damage from Sacred Fire and is also immune to burn, and its high Defense stat allows it to tank a hit and proceed to OHKO back with Stone Edge. However, Primal Groudon has no form of reliable recovery and gets crippled by Toxic, setting which sets it on a timer, that will cause Primal Groudon to get weakened gradually. (this is redundant with the previous clause)

**Zekrom**: Zekrom resists both of Ho-Oh's STAB moves and proceeds to can OHKO it with Bolt Strike. However, Zekrom wants to avoid getting Burn-ed burned (status afflictions aren't capitalized, except Toxic because that's the name of a move) by Sacred Fire, (comma) so they are not expected to it usually does not switch in directly most of the time.

**Stone Edge Users**: Ho-Oh's typing makes it very weak vulnerable to Rock-type attacks, (comma) that are usually run by Mega Mewtwo X, Solgaleo, and Arceus-Ground, (remove comma) and occasionally, (remove comma) by Arceus-Fairy and Mega Lucario.

**Lugia**: Lugia can easily Toxic stall Ho-Oh but finds it difficult to switch into, since many popular Ho-Oh sets carry the popular set of Ho-Oh carries Toxic, which as well that Lugia must avoid in order to preserve its Multiscale.

**Toxic**: Toxic forces Ho-Oh to switch out frequently, (comma) since damage from Toxic can easily rack up; (change comma to semicolon) however, Regenerator can soften its effect. (again, maybe list common Toxic users that could threaten Ho-Oh)
 
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[OVERVIEW]

Ho-Oh's great Attack stat alongside its Fire / Flying typing the combination of STAB moves in Flying and Fire, (remove comma) leaves its STAB moves resisted only by Rock-types, thus making it a massive threat in the tier. It has a great matchup against bulky offense and balance builds, (comma) which that usually consist of include ("consist of" implies they are composed completely of the following) Steel- and Fairy-types such as Celesteela, Ferrothorn, Magearna, and Klefki, (remove comma) that Ho-Oh can easily handle. Since Ho-Oh's STAB moves are able to deal strong neutral damage to most of the tier, it's least unaffected by 4 Moveslot-Syndrome four-moveslot syndrome (no caps, hyphen between four and moveslot) and opens up has space for carrying utility moves and various coverage attacks like Toxic and Earthquake. Ho-Oh's access to a great defensive ability in Regenerator, as well as Recover for reliable recovery, allows it to take the role of a tank and constantly pressure the opposing team. A sky-high Special Defense stat makes Ho-Oh even better at its role, letting it check threats like Lunala, Xerneas, and most Calm Mind Arceus formes. Unfortunately, Ho-Oh's typing also makes it X4 4x weak to Stealth Rock, making anti-entry hazard support Pokemon a necessity. Some Pokemon like Xerneas, Mega Lucario, Mega Mewtwo X, Shaymin-S, and Solgaleo that Ho-Oh usually checks are usually checked by Ho-Oh take advantage of this massive weakness and carry Rock-type coverage specifically for hitting Ho-Oh to deal heavy damage. (use either "for dealing heavy damage to Ho-Oh" or "for hitting Ho-Oh") Finally, the lack low number of sufficient viable entry hazard removers (remove hyphen) in Ubers (is this what you mean? based on your following examples, there do exist hazard removers in the tier) causes Ho-Oh to rely on only the likes of Arceus formes, Mega Salamence, and or Giratina-O for anti-hazard support.

[SET]
name: Defensive Wall (this is redundant, since walls are defensive by definition. is there a specific reason "Wall" is included here?)
move 1: Sacred Fire
move 2: Brave Bird
move 3: Toxic
move 4: Recover
item: Leftovers
ability: Regenerator
nature: Impish
evs: 252 HP / 204 Def / 52 SpD

[SET COMMENTS]
Moves
========

Sacred Fire is Ho-Oh's strongest physical Fire-type STAB move that and can blow back Steel-types such as Ferrothorn, Magearna, and Klefki while also scoring a 2HKO on Celesteela and Skarmory. It also has a 50% chance to burn its foes, targets, thus being making Ho-Oh able to cripple physical threats. Brave Bird is Ho-Oh's strongest viable Flying-type STAB move (Sky Attack is technically stronger) and the most spammable move it gets. Toxic allows Ho-Oh to badly poison switchins switch-ins (hyphen) such as support Arceus formes such as Arceus-Ground, (remove comma) and Arceus-Water, as well as Lugia and Primal Groudon. Recover is Ho-Oh's main method of reliable recovery. It's chosen over Roost since because the latter makes Ho-Oh weak to Precipice Blades from slower variants of Primal Groudon. Whirlwind is an option Ho-Oh can run (instead of what?) to phaze setup sweepers that can be a threat to Ho-Oh after a few boosts, (comma) like some Calm Mind + Refresh Arceus formes.

Set Details
========

252 HP EVs gives give Ho-Oh 416 maximum HP, (comma) at maximum health which is divisible by 16, meaning that Ho-Oh gains 6.25% health from Leftovers after every turn, (remove comma) and making up for its 50% loss in HP when switching into Stealth Rock as opposed to the 49% loss if 248 EVs were run instead. 204 Defense EVs along with an Impish nature, allows allow Ho-Oh to check physical threats such as Mega Lucario, physical Giratina-O, Life Orb Yveltal, Mega Mewtwo X lacking Stone Edge, Primal Groudon without Rock-type coverage, (comma) and also checks Extreme Killer Arceus to some extent by living surviving a +2 Extreme Speed and having a 50% chance to burn it with Sacred Fire. The 52 EVs invested in Special Defense allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas while also letting it absorb take special attacks better, thus checking and check special threats such as Calm Mind Arceus formes, Mega Gengar, and Lunala. Regenerator heals Ho-Oh for one-third of Ho-Oh's full health its maximum HP whenever it switches out. This helps Ho-Oh with its Stealth Rock weakness and also making makes Toxic less crippling when inflicted. Leftovers provides Ho-Oh with a form of passive recovery.

Usage Tips
========

Ho-Oh can switch into Steel-types and Fairy-types like Ferrothorn, Celesteela, and Magearna, (remove comma) and proceed to threaten them with STAB Sacred Fire. Going for Toxic on an expected switch into Primal Groudon or a support Arceus forme can cripple the switch-in a lot by setting them putting it on a timer. Due to Ho-Oh's crippling weakness to Stealth Rock, make sure to use anti-entry hazard support Pokemon like Defog Arceus formes, Giratina, and Giratina-O to keep Stealth Rock off the field before switching Ho-Oh into resisted attacks. Take advantage of Regenerator and switch out Ho-Oh for it to regain health when necessary, allowing it to survive longer and makes it harder to KO. (basically saying the same thing as "allowing it to survive longer") Avoid Toxic, Ho-Oh from getting badly poisoned as that will prevent it Ho-Oh from checking Calm Mind Arceus formes like Arceus-Dark, Arceus-Fairy, and Arceus-Ground. Sacred Fire has only 8 PP, (comma) so the number of times its it's used should be kept in mind, especially against bulkier teams that can give Ho-Oh a tough time without a Fire-type STAB move. Use the combination of Ho-Oh's great STAB neutral coverage to slowly weaken the opposing team. Scout out for Stone Edge from Pokemon like Primal Groudon, Solgaleo, Arceus-Fairy, and Mega Lucario by switching out Ho-Oh into a Pokemon that resists Rock. Rock-type resist.

Team Options
========

Hazard control Stealth Rock removal (it doesn't care about any other entry hazards) is crucial for Ho-Oh to function properly, making Defog users such as Giratina-O, Giratina, and support Arceus formes like Arceus-Dark, Arceus-Water, and Arceus-Dragon, make great teammates for Ho-Oh as it really appreciates the removal of entry hazards such as Stealth Rock. (you already say this) Thanks to Magic Bounce, Mega Sableye is also a great partner that can also keep Stealth Rock off of this Ho-Oh's side of the field and also appreciates Ho-Oh's ability to check Fairy-types like Xerneas and Magearna. Checks to Primal Kyogre, (comma) such as Primal Groudon, Ferrothorn, Arceus-Water, Bissey, and Chansey, make great partners as well. Ferrothorn and Ho-Oh can form a great balance core that's able to take on the majority of special attackers in the tier, while and the former can also provide entry hazard support for Ho-Oh in the form of Spikes and Stealth Rock. Primal Groudon can provide Stealth Rock support, (comma) and Arceus-Water can run Defog for removing hazards. Since Ho-Oh struggles against stall teams, Mega Gengar can improve its matchup against such defensive teams thanks to its ability to trap and KO it bulkier Pokemon like Lugia and Clefable. Mega Gyarados is also another Pokemon that improves Ho-Oh's matchup against stall teams thanks to Mold Breaker being able to break through Lugia's Multiscale, as well as having and Mega Gyarados also has access to boosting moves like Dragon Dance and utility moves like Taunt. Pokemon like Zygarde-C and Lugia can check strong physical threats such as Mega Salamence, Rayquaza, SD Swords Dance Arceus formes, and opposing Ho-Oh. The former can even act as a status absorber for Ho-Oh.

[SET]
name: Life Orb Attacker
move 1: Brave Bird
move 2: Sacred Fire
move 3: Recover
move 4: Toxic / Substitute / Hidden Power Ice
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 224 HP / 136 Atk / 72 SpD / 76 Spe

[SET COMMENTS]
Moves
========

Brave Bird is Ho-Oh's strongest viable Flying-type STAB move that and can break through many bulky offensive teams with its great neutral coverage. Sacred Fire is run to hit common Steel-types like Celesteela, Ferrothorn, Magearna, and Solgaleo. Recover is used to heal back recoil from Brave Bird and Life Orb. Toxic lets Ho-Oh cripple switchins switch-ins like Arceus-Water, Primal Groudon, and Lugia, (remove comma) by putting them on a timer, (remove comma) while also forcing Zygarde(-C?) to go for Rest earlier, (comma) which that can be taken advantage of by teammates. Substitute can also be run, (comma) as it's rather easy to setup set up due to the many switches Ho-Oh forces, preventing prevents it from getting inflicted by with status, while also immensely pressuring and lets it immensely pressure the opposing team with Brave Bird and Sacred Fire. Hidden Power Ice allows Ho-Oh to OHKO Mega Salamence after Stealth Rock damage. It can also 2HKO Zygarde(-C?) when used in conjunction with Brave Bird. (do you mean it can KO Zygarde after Ho-Oh has already used Brave Bird?) Earthquake could be run to 2HKO Tyranitar and Arceus-Rock, as well as 2HKO Primal Groudon without taking recoil from Brave Bird. Ho-Oh can also opt for Flame Charge as its 3rd third move, (comma) which allows it to gain +1 Speed and potentially sweep the opposing team.

Set Details
========

76 EVs invested in Speed allows Ho-Oh to outrun 0 Speed Xerneas and Yveltal. 224 EVs in HP alongside 72 Special Defense EVs allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas. An Adamant nature with the rest of the 136 EVs dumped into Attack increases Ho-Oh's power output. An different EV spread of 252 Atk / 4 Def / 252 Spe can be run as well, (semicolon to comma) especially when Ho-Oh is using Flame Charge as its last move. (last move or third move? you say the former here and the latter in Moves) Flyinium Z is another optional set item Ho-Oh can opt for that can score a surprise OHKO on Mega Salamence by after Stealth Rock damage, as well as 2HKO Zygarde after Spikes damage, when used in conjunction with Brave Bird. This set of Ho-Oh acts as a middle ground between defense and offense, (or something like this) as it can function as a defensive check while also being able to apply offensive pressure.

Usage Tips
========

Switch Ho-Oh into Steel-types and Fairy-types such as Celesteela and Magearna and proceed to exert immense offensive pressure with its neutral coverage. Ho-Oh should use Substitute when predicting a switch into Arceus formes, which will let it be a nuisance to defensive teams since because these Pokemon usually cannot break Ho-Oh's Substitute. Take advantage of Regenerator and switch out to a bulkier Pokemon when Ho-Oh is hurt so that it can heal up the damage taken from Brave Bird and Life Orb recoil. Since Sacred Fire has only 8 PP, it must be used carefully, (comma) especially against bulkier teams that usually don't care much about Brave Bird and Toxic. Ho-Oh is very weak to Stealth Rock, thus requiring and thus requires solid anti-entry hazard support from Pokemon like Arceus-Dark, Arceus-Water, and Giratina-O to keep hazards off the field. (should this go in Team Options?) Scout for the common Stone Edge that some Pokemon could potentially run, such as Primal Groudon, Mega Lucario, Mega Mewtwo X, and Solgaleo.

Team Options
========

Anti-entry hazard support from Arceus formes like Arceus-Water and Arceus-Dark as well as Giratina-O and Mega Salamence are is greatly appreciated by Ho-Oh. Ferrothorn and Primal Groudon can pair up together to form a strong hazard stacking hazard-stacking core that can assist Ho-Oh to pressurize pressure the opposing team even more. They also form a very strong backbone for balance teams, (comma) as they are able to check major threats such as Extreme Killer Arceus, Xerneas, and Primal Kyogre. Dialga can provide Stealth Rock support for Ho-Oh while also being able to check Mega Salamence. Dual Double Dance Primal Groudon is a great teammate for Ho-Oh, (comma) as it's able to sweep late-game sweep after Ho-Oh has severely weakened the common checks they share such as Arceus formes, Zygarde-C, and Mega Salamence. Mega Salamence is also a great offensive partner for Ho-Oh, (comma) as it appreciates Ho-Oh weakening Arceus-Groudon, Arceus-Water, Arceus-Rock, Lugia, and Zygarde-C. Zygarde-C's ability to switch into strong physical threats such as Extreme Killer Arceus, Primal Groudon, and Mega Salamence is greatly appreciated by Ho-Oh, which can check Pokemon like Xerneas, Ferrothorn, and Celesteela, (remove comma) that Zygarde-C usually struggles against. Calm Mind Refresh Arceus-Dark pairs well with Ho-Oh as its because it's able to check bulky Pokemon such as Lugia, Zygarde-C, and Giratina, while Ho-Oh, on the other hand, can deal with checks such as to Arceus-Dark such as Arceus-Fairy, Xerneas, and Magearna.

[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Toxic / Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Choice Banded Band-boosted Brave Bird can hit threats with tremendous power and can 2HKO almost the entire metagame. Sacred Fire is used to deal heavy damage to Steel-types, OHKOing threats such as Celesteela, Ferrothorn, Magearna, Solgaleo, and Arceus-Steel. Earthquake is run to hit Rock-type switch-ins (hyphen) to Ho-Oh such as Tyranitar and Arceus-Rock for super effective damage, allowing Ho-Oh to 2HKO them. Toxic can be run in Ho-Oh's last moveslot over its last move to cripple switch-ins (hyphen) like Arceus-Water, Lugia, and Zygarde-C, making them easier to deal with. Since Ho-Oh functions well enough with any three out of the four previously mentioned moves, it can run this creates space for running Sleep Talk, (comma) which that allows Ho-Oh to deal with the uncommon Hypnosis from users such as Lunala, Darkrai, and Xurkitree.

Set Details
========

252 EVs are invested in Attack to make sure Ho-Oh can hit as hard as possible. 252 EVs in Speed allows allow Ho-Oh to outspeed Adamant Excadrill, standard Geomancy Xerneas, and Smeargle, while also letting it Speed-tie Speed tie with other 252 Speed base 90s. A Jolly nature can be run over an Adamant one, (comma) to which will allows Ho-Oh to outspeed everything up to Jolly Excadrill but experiences causes a loss in power as a result. A slower but bulkier EV spread of Ho-Oh of 248 HP / 208 Atk / 52 SpD can be used to sacrifice Speed for more bulk that lets it take a +2 Thunder from Geomancy Xerneas. The Choice Band set of Ho-Oh is more suited for teams that function with the help of strong Pokemon that can also apply offensive pressure.

Usage Tips
========

This set of Ho-Oh's may be less bulky than the previous two, but thanks to its Choice Band, it does a better job at weakening defensive threats. Switch in Ho-Oh on into Steel-types and Fairy-types early-game (hyphen) and proceed to apply immense pressure with Brave Bird or Sacred Fire. Use Earthquake to weaken the likes of Primal Groudon without receiving Brave Bird recoil and surprise the likes of Tyranitar and Arceus-Rock. Take advantage of Regenerator and switch out Ho-Oh after it has taken a few hits or incurs Brave Bird recoil to heal back up. Use Pokemon that can remove entry hazards with anti-hazard support to keep Stealth Rock off the field so that Ho-Oh can switch in freely. When going for Sacred Fire, keep in mind that it only has 8 PPs PP and locking Ho-Oh into it might end horribly. Mega Salamence and Primal Kyogre are big threats to Ho-Oh, (or similar, there's no verb in this sentence) as a potential Sacred Fire burn powers up the former's Facade and Ho-Oh will get easily stopped due to the latter's Primordial Sea, losing a ton of momentum since it is Choice-locked. (period) or in the case of Mega Salamence, might activate the extra power of Facade due to a potential burn. Switch in Ho-Oh when predicting into predicted status moves like Will-O-Wisp, (remove comma) and Hypnosis, since, (remove comma) it's immune to burns from getting Burn and Sleep Talk lets it deal heavy damage while asleep. though Sleep.

Team Options
========

Due to Choice Band Ho-Oh prefer being used in on more offensively inclined teams, lead entry hazard setters such as Excadrill and Cloyster that can also provide Rapid Spin support make great teammates. Offensive threats that can also provide anti-hazard support such as Giratina-O, Excadrill, and Pheromosa are greatly appreciated. Checks to Xerneas such as Bronzong, Solgaleo, and Magearna are greatly appreciated, (comma) since this version of Ho-Oh set isn't able to take a +2 Thunder. When this Ho-Oh set is used in on bulkier teams, entry hazard setters such as Ferrothron Ferrothorn and Primal Groudon make great teammates and can also act as a backup check to Xerneas. Offensive threats such as Mega Salamence, Yveltal, Rayquaza, Extreme Killer Arceus, Mega Lucario, Dual Double Dance Primal Groudon, SD Swords Dance Arceus-Ground, and Geomancy Xerneas are all great teammates that can clean late-game after Ho-Oh has weakened the opposing team.

[STRATEGY COMMENTS]
Other Options
=============

A Calm Mind set with Fire Blast, Thunder, and Hidden Power Ice allows Ho-Oh to beat most of its usual checks but gets completely checked by Primal Groudon. Tailwind can give Ho-Oh +2 Speed for 3 turns, letting it outspeed and KO most of its offensive checks. Ho-Oh can possibly run Thunder Wave to paralyze Arceus formes and Lugia but is better off going for Toxic, (comma) which that can gradually weaken them. Z-Celebrate gives Ho-Oh a +1 boost to every stat, which that can let it sweep late-game. However, this set will force Ho-Oh to drop Regenerator due to move incompatibility, (I'm assuming this is the case?) making it difficult to execute properly.

Checks and Counters
===================

**Stealth Rock**: Ho-Oh's crippling weakness to Stealth Rock makes cripples ruins its ability to switch into attacks. (maybe list common Stealth Rock users?)

**Zygarde-C**: Zygarde-C is able to take hits from Ho-Oh for days, (remove comma) thanks to its great physical bulk and can proceed to Glare paralyze Ho-Oh with Glare or KO it with Thousand Arrows.

**Rock-types**: Rock-types such as Arceus-Rock and Tyranitar can OHKO Ho-Oh with their respective Rock-type STAB moves. However, Arceus-Rock could get crippled by Toxic and Tyranitar heavily dislikes getting burned by Sacred Fire. (change comma to period)

**Mega Salamence**: Bulky variants of Mega Salamence can Roost stall out Brave Bird with Roost (just for clarity) to the point where Ho-Oh KOs itself due to recoil. It can also absorb Sacred Fire freely with no care for fear of getting burned thanks to Refresh and Facade.

**Water-types**: Primal Kyogre can outspeed some variants of Ho-Oh and proceed to deal heavy damage to if not OHKO it with a Water-type STAB move; however, (change period to comma) faster variants of Ho-Oh can OHKO it after taking it takes damage from Stealth Rock. It must be noted that defensive variants of Primal Kyogre can take a Brave Bird and deal heavy damage back with Scald. Arceus-Water is bulky enough to take a Brave Bird from Ho-Oh and proceed to stall it out with Toxic or 2HKO it with Judgment; however, Ho-Oh can go for Toxic on the switch into Arceus-Water, setting it on a timer. Mega Slowbro can comfortably wall Ho-Oh but also faces the same issue as Arceus-Water in that, (remove comma) it can get crippled by Toxic as well.

**Primal Groudon**: Primal Groudon takes resisted damage from Sacred Fire and is also immune to burn, and its high Defense stat allows it to tank a hit and proceed to OHKO back with Stone Edge. However, Primal Groudon has no form of reliable recovery and gets crippled by Toxic, setting which sets it on a timer, that will cause Primal Groudon to get weakened gradually. (this is redundant with the previous clause)

**Zekrom**: Zekrom resists both of Ho-Oh's STAB moves and proceeds to can OHKO it with Bolt Strike. However, Zekrom wants to avoid getting Burn-ed burned (status afflictions aren't capitalized, except Toxic because that's the name of a move) by Sacred Fire, (comma) so they are not expected to it usually does not switch in directly most of the time.

**Stone Edge Users**: Ho-Oh's typing makes it very weak vulnerable to Rock-type attacks, (comma) that are usually run by Mega Mewtwo X, Solgaleo, and Arceus-Ground, (remove comma) and occasionally, (remove comma) by Arceus-Fairy and Mega Lucario.

**Lugia**: Lugia can easily Toxic stall Ho-Oh but finds it difficult to switch into, since many popular Ho-Oh sets carry the popular set of Ho-Oh carries Toxic, which as well that Lugia must avoid in order to preserve its Multiscale.

**Toxic**: Toxic forces Ho-Oh to switch out frequently, (comma) since damage from Toxic can easily rack up; (change comma to semicolon) however, Regenerator can soften its effect. (again, maybe list common Toxic users that could threaten Ho-Oh)
Implemented! Removed the Pokemon mentions from Usage Tips. They were meant to go into TO. Also those facts about Zygarde is prior to transforming, so I didn't add "-C".
 
[OVERVIEW]

Ho-Oh's great Attack stat alongside its Fire / Flying typing, (AC) which leaves its STAB moves resisted only by Rock-types, (stats cannot give Pokemon better coverage) making make it a massive threat in the tier. It has a great matchup against bulky offense and balance builds, which usually include Steel- and Fairy-types such as Celesteela, Ferrothorn, Magearna, and Klefki that Ho-Oh can easily handle. Since Ho-Oh's STAB moves are able to deal strong neutral damage to most of the tier, it's affected by four-moveslot syndrome and has space for utility moves and various coverage attacks like Toxic and Earthquake. Ho-Oh's access to a great defensive ability in Regenerator, as well as Recover for reliable recovery, allows it to take the role of a tank and constantly pressure the opposing team. A sky-high Special Defense stat makes Ho-Oh even better at its role, letting it check threats like Lunala, Xerneas, and most Calm Mind Arceus formes. Unfortunately, Ho-Oh's typing also makes it 4x weak to Stealth Rock, making anti-entry hazard Pokemon a necessity. Some Pokemon like Xerneas, Mega Lucario, Mega Mewtwo X, Shaymin-S, and Solgaleo that Ho-Oh usually checks take advantage of this massive weakness and carry Rock-type coverage specifically for dealing heavy damage. Finally, the low number of viable entry hazard removers in Ubers causes Ho-Oh to rely on only the likes of Arceus formes, Mega Salamence, or Giratina-O for anti-hazard support.

[SET]
name: Defensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Toxic
move 4: Recover
item: Leftovers
ability: Regenerator
nature: Impish
evs: 252 HP / 204 Def / 52 SpD

[SET COMMENTS]
Moves
========

Sacred Fire is Ho-Oh's strongest physical Fire-type STAB move and can blow back Steel-types such as Ferrothorn, Magearna, and Klefki while also scoring a 2HKO on Celesteela and Skarmory. It also has a 50% chance to burn its targets, making Ho-Oh able to cripple physical threats. Brave Bird is Ho-Oh's strongest viable Flying-type STAB move and the most spammable move it gets. Toxic allows Ho-Oh to badly poison switch-ins such as support Arceus formes such as Arceus-Ground and Arceus-Water, as well as Lugia and Primal Groudon. Recover is Ho-Oh's main method of reliable recovery. It's chosen over Roost because the latter makes Ho-Oh weak to Precipice Blades from slower variants of Primal Groudon. Whirlwind is an option Ho-Oh can run instead of Toxic to phaze setup sweepers that can be a threat to Ho-Oh after a few boosts, like some Calm Mind + Refresh Arceus formes.

Set Details
========

252 HP EVs give Ho-Oh 416 maximum HP, which is divisible by 16, meaning that Ho-Oh gains 6.25% health from Leftovers after every turn and makinges up for its 50% loss in HP when switching into Stealth Rock as opposed to the 49% loss if 248 EVs were run instead. 204 Defense EVs along with an Impish nature allow Ho-Oh to check physical threats such as Mega Lucario physical Giratina-O, Life Orb Yveltal, Mega Mewtwo X lacking Stone Edge, Primal Groudon without Rock-type coverage, and Extreme Killer Arceus to some extent by surviving a +2 Extreme Speed and having a 50% chance to burn it with Sacred Fire. The 52 EVs invested in Special Defense allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas while also letting it take special attacks better and check special threats such as Calm Mind Arceus formes, Mega Gengar, and Lunala. Regenerator heals Ho-Oh for one-third of its maximum HP whenever it switches out. This helps Ho-Oh with its Stealth Rock weakness and also makes Toxic less crippling. Leftovers provides Ho-Oh with a form of passive recovery.

Usage Tips
========

Ho-Oh can switch into Steel-types and Fairy-types like Ferrothorn, Celesteela, and Magearna and proceed to threaten them with STAB Sacred Fire. Going for Toxic on an expected switch into Primal Groudon or a support Arceus forme can cripple the switch-in a lot by putting it on a timer. Due to Ho-Oh's crippling weakness to Stealth Rock, make sure to use anti-entry hazard support Pokemon like Defog Arceus formes, Giratina, and Giratina-O to keep Stealth Rock off the field before switching Ho-Oh into resisted attacks. Take advantage of Regenerator and switch out Ho-Oh for it to regain health when necessary, allowing it to survive longer. Avoid Toxic, as that will prevent Ho-Oh from checking Calm Mind Arceus formes like Arceus-Dark, Arceus-Fairy, and Arceus-Ground. Sacred Fire has only 8 PP, so the number of times it's used should be kept in mind, especially against bulkier teams that can give Ho-Oh a tough time without a Fire-type STAB move. Use the combination of Ho-Oh's great STAB neutral coverage to slowly weaken the opposing team. Scout out for Stone Edge from Pokemon like Primal Groudon, Solgaleo, Arceus-Fairy, and Mega Lucario by switching out Ho-Oh into a Pokemon that resists Rock.

Team Options
========

Stealth Rock removal is crucial for Ho-Oh to function properly, making Defog users such as Giratina-O, Giratina, and support Arceus formes like Arceus-Dark, Arceus-Water, and Arceus-Dragon great teammates for Ho-Oh. Thanks to Magic Bounce, Mega Sableye is also a great partner that can keep Stealth Rock off Ho-Oh's side of the field and also appreciates Ho-Oh's ability to check Fairy-types like Xerneas and Magearna. Checks to Primal Kyogre, such as Primal Groudon, Ferrothorn, Arceus-Water, Bissey, and Chansey, make great partners as well. Ferrothorn and Ho-Oh can form a great balance core that's able to take on the majority of special attackers in the tier, and the former can also provide entry hazard support for Ho-Oh in the form of Spikes and Stealth Rock. Primal Groudon can provide Stealth Rock support, and Arceus-Water can run Defog for removing hazards. Since Ho-Oh struggles against stall teams, Mega Gengar can improve its matchup against such defensive teams thanks to its ability to trap and KO bulkier Pokemon like Lugia and Clefable. Mega Gyarados is also another Pokemon that improves Ho-Oh's matchup against stall teams thanks to Mold Breaker being able to break through Lugia's Multiscale, and Mega Gyarados also has access to boosting moves like Dragon Dance and utility moves like Taunt. Pokemon like Zygarde-C and Lugia can check strong physical threats such as Mega Salamence, Rayquaza, Swords Dance Arceus formes, and opposing Ho-Oh. The former can even act as a status absorber for Ho-Oh.

[SET]
name: Life Orb Attacker
move 1: Brave Bird
move 2: Sacred Fire
move 3: Recover
move 4: Toxic / Substitute / Hidden Power Ice
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 224 HP / 136 Atk / 72 SpD / 76 Spe

[SET COMMENTS]
Moves
========

Brave Bird is Ho-Oh's strongest viable Flying-type STAB move and can break through many bulky offensive teams with its great neutral coverage. Sacred Fire is run to hit common Steel-types like Celesteela, Ferrothorn, Magearna, and Solgaleo. Recover is used to heal back recoil from Brave Bird and Life Orb. Toxic lets Ho-Oh cripple switch-ins like Arceus-Water, Primal Groudon, and Lugia by putting them on a timer while also forcing Zygarde to go for Rest earlier, which can be taken advantage of by teammates. Substitute can also be run, as it's rather easy to set up due to the many switches Ho-Oh forces, prevents it from getting inflicted with status, and lets it immensely pressure the opposing team with Brave Bird and Sacred Fire. Hidden Power Ice allows Ho-Oh to OHKO Mega Salamence after Stealth Rock damage. It can also 2HKO Zygarde after taking damage from Brave Bird. Earthquake could be run to 2HKO Tyranitar and Arceus-Rock, as well as 2HKO Primal Groudon without taking recoil from Brave Bird. Ho-Oh can also opt for Flame Charge as its third move, which allows it to gain +1 Speed and potentially sweep the opposing team.

Set Details
========

76 EVs invested in Speed allows Ho-Oh to outrun 0 Speed Xerneas and Yveltal. 224 EVs in HP alongside 72 Special Defense EVs allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas. An Adamant nature with the rest of the EVs dumped into Attack increases Ho-Oh's power output. An EV spread of 252 Atk / 4 Def / 252 Spe can be run as well; (RSC), (AC) especially when Ho-Oh is using Flame Charge as its third move. Flyinium Z is another item Ho-Oh can opt for that can score a surprise OHKO on Mega Salamence after Stealth Rock damage, as well as 2HKO Zygarde after Spikes damage, when used in conjunction with Brave Bird. This set of Ho-Oh acts as a middle ground between defense and offense, as it can function as a defensive check while also applying offensive pressure.

Usage Tips
========

Switch Ho-Oh into Steel-types and Fairy-types such as Celesteela and Magearna and proceed to exert immense offensive pressure with its neutral coverage. Ho-Oh should use Substitute when predicting a switch into Arceus formes, which will let it be a nuisance to defensive teams because these Pokemon usually cannot break Ho-Oh's Substitute. Take advantage of Regenerator and switch out to a bulkier Pokemon when Ho-Oh is hurt so that it can heal up the damage taken from Brave Bird and Life Orb recoil. Since Sacred Fire has only 8 PP, it must be used carefully, especially against bulkier teams that usually don't care much about Brave Bird and Toxic. Ho-Oh is very weak to Stealth Rock and thus requires solid anti-entry hazard support to keep hazards off the field. Scout for the common Stone Edge that some Pokemon could run, such as Primal Groudon, Mega Lucario, Mega Mewtwo X, and Solgaleo.

Team Options
========

Anti-entry hazard support from Arceus formes like Arceus-Water and Arceus-Dark as well as Giratina-O and Mega Salamence is greatly appreciated by Ho-Oh. Ferrothorn and Primal Groudon can pair up together to form a strong hazard-stacking core that can assist Ho-Oh to pressure the opposing team even more. They also form a very strong backbone for balance teams, as they are able to check major threats such as Extreme Killer Arceus, Xerneas, and Primal Kyogre. Dialga can provide Stealth Rock support for Ho-Oh while also being able to check Mega Salamence. Double Dance Primal Groudon is a great teammate for Ho-Oh, as it's able to sweep late-game after Ho-Oh has severely weakened the checks they share such as Arceus formes, Zygarde-C, and Mega Salamence. Mega Salamence is also a great offensive partner for Ho-Oh, as it appreciates Ho-Oh weakening Arceus-Groudon, Arceus-Water, Arceus-Rock, Lugia, and Zygarde-C. Zygarde-C's ability to switch into strong physical threats such as Extreme Killer Arceus, Primal Groudon, and Mega Salamence is greatly appreciated by Ho-Oh, which can check Pokemon like Xerneas, Ferrothorn, and Celesteela that Zygarde-C usually struggles against. Calm Mind Refresh Arceus-Dark pairs well with Ho-Oh because it's able to check bulky Pokemon such as Lugia, Zygarde-C, and Giratina, while Ho-Oh can deal with checks to Arceus-Dark such as Arceus-Fairy, Xerneas, and Magearna.

[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Toxic / Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Choice Band-boosted Brave Bird can hit threats with tremendous power and can 2HKO almost the entire metagame. Sacred Fire is used to deal heavy damage to Steel-types, OHKOing threats such as Celesteela, Ferrothorn, Magearna, Solgaleo, and Arceus-Steel. Earthquake is run to hit Rock-type switch-ins to Ho-Oh such as Tyranitar and Arceus-Rock for super effective damage, allowing Ho-Oh to 2HKO them. Toxic can be run in Ho-Oh's last moveslot to cripple switch-ins like Arceus-Water, Lugia, and Zygarde-C, making them easier to deal with. Since Ho-Oh functions well enough with any three out of the four previously mentioned moves, it can run Sleep Talk, which allows Ho-Oh to deal with the uncommon Hypnosis from users such as Lunala, Darkrai, and Xurkitree.

Set Details
========

252 EVs are invested in Attack to make sure Ho-Oh can hit as hard as possible. 252 EVs in Speed allow Ho-Oh to outspeed Adamant Excadrill, standard Geomancy Xerneas, and Smeargle, while also letting it Speed tie with other 252 Speed base 90s. A Jolly nature can be run over an Adamant one, which allows Ho-Oh to outspeed everything up to Jolly Excadrill but causes a loss in power as a result. A slower but bulkier EV spread of 248 HP / 208 Atk / 52 SpD can be used to sacrifice Speed for more bulk that lets it take a +2 Thunder from Geomancy Xerneas. The Choice Band set of Ho-Oh is more suited for teams that function with the help of strong Pokemon that can also apply offensive pressure.

Usage Tips
========

This set of Ho-Oh's may be less bulky than the previous two, but thanks to its Choice Band, it does a better job at weakening defensive threats. Switch Ho-Oh into Steel-types and Fairy-types early-game and proceed to apply immense pressure with Brave Bird or Sacred Fire. Use Earthquake to weaken the likes of Primal Groudon without receiving Brave Bird recoil and surprise the Pokemon like likes of (you just used that) Tyranitar and Arceus-Rock. Take advantage of Regenerator and switch out Ho-Oh after it has taken a few hits or incurs Brave Bird recoil to heal back up. Use Pokemon that can remove entry hazards to keep Stealth Rock off the field so that Ho-Oh can switch in freely. When going for Sacred Fire, keep in mind that it only has 8 PP and locking Ho-Oh into it might end horribly. Mega Salamence and Primal Kyogre are big threats to Ho-Oh, as a potential Sacred Fire burn powers up the former's Facade and Ho-Oh will get easily stopped due to the latter's Primordial Sea, losing a ton of momentum since because (adding a comma makes it sound weird) it is Choice-locked. Switch Ho-Oh into predicted status moves like Will-O-Wisp and Hypnosis, since it's immune to burns and Sleep Talk lets it deal heavy damage while asleep.

Team Options
========

Due to Choice Band Ho-Oh being used on more offensively inclined teams, lead entry hazard setters such as Excadrill and Cloyster that can also provide Rapid Spin support make great teammates. Offensive threats that can also provide anti-hazard support such as Giratina-O, Excadrill, and Pheromosa are greatly appreciated. Checks to Xerneas such as Bronzong, Solgaleo, and Magearna are greatly appreciated, since this Ho-Oh set isn't able to take a +2 Thunder. When this Ho-Oh set is used on bulkier teams, entry hazard setters such as Ferrothorn and Primal Groudon make great teammates and can also act as a backup check to Xerneas. Offensive threats such as Mega Salamence, Yveltal, Rayquaza, Extreme Killer Arceus, Mega Lucario, Double Dance Primal Groudon, Swords Dance Arceus-Ground, and Geomancy Xerneas are all great teammates that can clean late-game after Ho-Oh has weakened the opposing team.

[STRATEGY COMMENTS]
Other Options
=============

A Calm Mind set with Fire Blast, Thunder, and Hidden Power Ice allows Ho-Oh to beat most of its usual checks but gets completely checked by Primal Groudon. Tailwind can give Ho-Oh +2 Speed for 3 turns, letting it outspeed and KO most of its offensive checks. Ho-Oh can run Thunder Wave to paralyze Arceus formes and Lugia but is better off going for Toxic, which can gradually weaken them. Z-Celebrate gives Ho-Oh a +1 boost to every stat, which can let it sweep late-game. However, this set will force Ho-Oh to drop Regenerator due to move incompatibility, making it difficult to execute properly.

Checks and Counters
===================

**Stealth Rock**: Ho-Oh's crippling weakness to Stealth Rock often carried Primal Groudon, support Arceus formes, and Deoxys-S, ruin its ability to switch into attacks.

**Zygarde-C**: Zygarde-C is able to take hits from Ho-Oh for days thanks to its great physical bulk and can proceed to paralyze Ho-Oh with Glare or KO it with Thousand Arrows.

**Rock-types**: Rock-types such as Arceus-Rock and Tyranitar can OHKO Ho-Oh with their Rock-type STAB moves. However, Arceus-Rock could get crippled by Toxic and Tyranitar heavily dislikes getting burned by Sacred Fire.

**Mega Salamence**: Bulky variants of Mega Salamence can stall out Brave Bird with Roost to the point where Ho-Oh KOs itself due to recoil. It can also absorb Sacred Fire with no fear of getting burned thanks to Refresh and Facade.

**Water-types**: Primal Kyogre can outspeed some variants of Ho-Oh and proceed to deal heavy damage to if not OHKO it with a Water-type STAB move; however, faster variants of Ho-Oh can OHKO it after it takes damage from Stealth Rock. It must be noted that defensive variants of Primal Kyogre can take a Brave Bird and deal heavy damage back with Scald. Arceus-Water is bulky enough to take a Brave Bird from Ho-Oh and proceed to stall it out with Toxic or 2HKO it with Judgment; however, Ho-Oh can go for Toxic on the switch into Arceus-Water, setting it on a timer. Mega Slowbro can comfortably wall Ho-Oh but faces the same issue as Arceus-Water in that it can get crippled by Toxic as well.

**Primal Groudon**: Primal Groudon takes resisted damage from Sacred Fire and is also immune to burn, and its high Defense stat allows it to tank a hit and proceed to OHKO back with Stone Edge. However, Primal Groudon has no form of reliable recovery and gets crippled by Toxic, which sets it on a timer.

**Zekrom**: Zekrom resists both of Ho-Oh's STAB moves and can OHKO it with Bolt Strike. However, Zekrom wants to avoid getting burned by Sacred Fire, so it usually does not switch in directly most of the time.

**Stone Edge Users**: Ho-Oh's typing makes it very vulnerable to Rock-type attacks, usually run by Mega Mewtwo X, Solgaleo, and Arceus-Ground, (AC) and occasionally by Arceus-Fairy and Mega Lucario.

**Lugia**: Lugia can easily Toxic stall Ho-Oh but finds it difficult to switch into, since many popular Ho-Oh sets carry Toxic, which Lugia must avoid in order to preserve its Multiscale.

**Toxic**: Toxic- users such as Lugia, Primal Groudon, and support Arceus formes can go for Toxic on Ho-Oh, which forces it out frequently, since the damage can easily rack up; however, Regenerator can soften its effect.
 

GP 2/2
remove add comments

[OVERVIEW]

Ho-Oh's great Attack stat alongside its Fire / Flying typing, (comma) which leaves its STAB moves resisted only by Rock-types, making makes it a massive threat in the tier. It has a great matchup against bulky offense and balance builds, which usually include Steel- and Fairy-types that Ho-Oh can easily handle such as Celesteela, Ferrothorn, Magearna, and Klefki that Ho-Oh can easily handle. Since Ho-Oh's STAB moves are able to deal strong neutral damage to most of the tier, it's affected by four-moveslot syndrome (uh, 4mss usually means it doesn't have space) and has space for utility moves and various coverage attacks like Toxic and Earthquake. Ho-Oh's access to a great defensive ability in Regenerator, (comma) as well as Recover for and reliable recovery, (comma) in Recover allows it to take the role of a tank and constantly pressure the opposing team. A sky-high Special Defense stat makes Ho-Oh even better at its role, letting it check threats like Lunala, Xerneas, and most Calm Mind Arceus formes. Unfortunately, Ho-Oh's typing also makes it 4x weak to Stealth Rock, making anti-entry hazard Pokemon a necessity necessitating entry hazard-removing Pokemon. Some Pokemon that Ho-Oh usually checks like Xerneas, Mega Lucario, Mega Mewtwo X, Shaymin-S, and Solgaleo that Ho-Oh usually checks take advantage of this Ho-Oh's massive weakness and to Rock by carrying Rock-type coverage specifically for dealing heavy damage. Finally, the low number of viable entry hazard removers in Ubers causes forces Ho-Oh to rely on only choose between the likes of Arceus formes, Mega Salamence, or and Giratina-O for anti-hazard support.

[SET]
name: Defensive
move 1: Sacred Fire
move 2: Brave Bird
move 3: Toxic
move 4: Recover
item: Leftovers
ability: Regenerator
nature: Impish
evs: 252 HP / 204 Def / 52 SpD

[SET COMMENTS]
Moves
========

Sacred Fire is Ho-Oh's strongest physical Fire-type STAB move and can blow back away Steel-types such as Ferrothorn, Magearna, and Klefki while also scoring and score a 2HKO on Celesteela and Skarmory. It also has a 50% chance to burn its targets, making Ho-Oh able to cripple physical threats. Brave Bird is Ho-Oh's strongest viable Flying-type STAB move and the most spammable move it gets. Toxic allows Ho-Oh to badly poison switch-ins such as support Arceus formes such as like Arceus-Ground and Arceus-Water, (comma) as well as Lugia and Primal Groudon. Recover is Ho-Oh's main method of reliable recovery. It's chosen over Roost because the latter makes Ho-Oh weak vulnerable to Precipice Blades from slower variants of Primal Groudon. Whirlwind is an option Ho-Oh can run instead of Toxic to phaze setup sweepers that can be a threat to Ho-Oh after a few boosts, like some Calm Mind + Refresh Arceus formes.

Set Details
========

252 HP EVs give Ho-Oh 416 maximum HP, which is divisible by 16, meaning that Ho-Oh gains 6.25% health of its HP from Leftovers after every turn; (semi) this makes and making up for its 50% loss in HP when switching into Stealth Rock as opposed to the 49% loss if 248 EVs were run instead. 204 Defense EVs along with an Impish nature allow Ho-Oh to check physical threats such as Mega Lucario, (comma) physical Giratina-O, Life Orb Yveltal, Mega Mewtwo X lacking Stone Edge, Primal Groudon without Rock-type coverage, and Extreme Killer Arceus to some an extent by surviving a +2 Extreme Speed and having a 50% chance to burn it with Sacred Fire. The 52 EVs invested in Special Defense allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas while also letting it take special attacks better and to check special threats such as Calm Mind Arceus formes, Mega Gengar, and Lunala. Regenerator heals Ho-Oh for one-third of its Ho-Oh's maximum HP whenever it switches out. This helps Ho-Oh with make up for its Stealth Rock weakness and also makes Toxic less crippling. Leftovers provides Ho-Oh with a form of passive recovery.

Usage Tips
========

Ho-Oh can switch into Steel-types and Fairy-types like Ferrothorn, Celesteela, and Magearna and proceed to threaten them with STAB Sacred Fire. Going for Toxic on an expected switch into a Primal Groudon or a support Arceus forme can cripple the switch-in a lot by putting it on a timer. Due to Ho-Oh's crippling weakness to Stealth Rock, make sure to use anti-entry hazard support Pokemon hazard removers like Defog Arceus formes, Giratina, and Giratina-O to keep Stealth Rock off the field before switching Ho-Oh into resisted attacks. Take advantage of Regenerator and switch out by switching Ho-Oh for it to regain health out to restore HP when necessary, allowing which allows it to survive longer. Avoid Toxic, as that it will prevent Ho-Oh from checking Calm Mind Arceus formes like Arceus-Dark, Arceus-Fairy, and Arceus-Ground. Sacred Fire has only 8 PP, so the number of times it's used should be kept in mind, especially against bulkier teams that can give Ho-Oh a tough time without a Fire-type STAB move. Use the combination of Ho-Oh's great STAB neutral coverage to slowly weaken the opposing team. Scout out for Stone Edge from Pokemon like Primal Groudon, Solgaleo, Arceus-Fairy, and Mega Lucario by switching out Ho-Oh out into a Pokemon that resists Rock.

Team Options
========

Stealth Rock removal is crucial for Ho-Oh to function properly, making Defog users such as Giratina-O, Giratina, and support Arceus formes like Arceus-Dark, Arceus-Water, and Arceus-Dragon great teammates for Ho-Oh. Thanks to Magic Bounce, Mega Sableye is also a great partner that can keep for keeping Stealth Rock off Ho-Oh's side of the field and also appreciates Ho-Oh's ability to check Fairy-types like Xerneas and Magearna. Checks to Primal Kyogre, such as Primal Groudon, Ferrothorn, Arceus-Water, Bissey, and Chansey, make great partners as well. Ferrothorn and Ho-Oh can also form a great balance core that's able to take on the majority of special attackers in the tier, and the former can also provide entry hazard support for Ho-Oh in the form of Spikes and Stealth Rock. Primal Groudon can provide Stealth Rock support too, and Arceus-Water can run Defog for removing hazards. Since Ho-Oh struggles against stall teams,; (semi) Mega Gengar can improve its matchup against such defensive teams thanks to its ability to trap and KO bulkier Pokemon like Lugia and Clefable. Mega Gyarados is also another Pokemon that improves Ho-Oh's matchup against stall teams thanks to Mold Breaker being able enabling it to break through ignore Lugia's Multiscale, and Mega Gyarados it also has access to boosting moves like Dragon Dance and utility moves like Taunt. Pokemon like Zygarde-C and Lugia can check strong physical threats such as Mega Salamence, Rayquaza, Swords Dance Arceus formes, and opposing Ho-Oh. The former can even act as a status absorber for Ho-Oh.

[SET]
name: Life Orb Attacker
move 1: Brave Bird
move 2: Sacred Fire
move 3: Recover
move 4: Toxic / Substitute / Hidden Power Ice
item: Life Orb
ability: Regenerator
nature: Adamant
evs: 224 HP / 136 Atk / 72 SpD / 76 Spe

[SET COMMENTS]
Moves
========

Brave Bird is Ho-Oh's strongest viable Flying-type STAB move and can break through many bulky offensive teams with its great neutral coverage. Sacred Fire is run to hit common Steel-types like Celesteela, Ferrothorn, Magearna, and Solgaleo. Recover is used to heal back recoil from Brave Bird and Life Orb. Toxic lets Ho-Oh cripple switch-ins like Arceus-Water, Primal Groudon, and Lugia by putting them on a timer while also forcing and forces Zygarde to go for Rest earlier, which can be taken advantage of by teammates. Substitute can also be run, as it's it is rather easy to set up due to the many switches Ho-Oh forces, prevents it Ho-Oh from getting inflicted with status, and lets it Ho-Oh immensely pressure the opposing team with Brave Bird and Sacred Fire. Hidden Power Ice allows Ho-Oh to OHKO Mega Salamence after Stealth Rock damage. It can also 2HKO Zygarde after taking damage from hit once by Brave Bird. Earthquake could can be run to 2HKO Tyranitar and Arceus-Rock, (comma) as well as 2HKO Primal Groudon without taking recoil from Brave Bird. Ho-Oh can also opt for Flame Charge as its third move, which allows it to gain +1 a Speed and boost to potentially sweep the opposing team.

Set Details
========

76 EVs invested in Speed allows Ho-Oh to outrun 0 Speed Xerneas and Yveltal. 224 EVs in HP alongside 72 Special Defense EVs allow Ho-Oh to survive a +2 Thunder from Geomancy Xerneas. An Adamant nature with the rest of the EVs dumped into Attack increases Ho-Oh's power output. An EV spread of 252 Atk / 4 Def / 252 Spe can be run as well; instead, especially when Ho-Oh is using Flame Charge as its third move. (put something about Life Orb here) Flyinium Z is another item Ho-Oh can opt for that can to score a surprise OHKO on Mega Salamence after Stealth Rock damage, (comma) as well as 2HKO Zygarde after Spikes damage, when used in conjunction with Brave Bird. This set of Ho-Oh set acts as a middle ground between defense and offense, as it can function as a defensive check while also applying offensive pressure.

Usage Tips
========

Switch Ho-Oh into Steel-types and Fairy-types such as Celesteela and Magearna and proceed to exert immense offensive pressure with its neutral coverage. Ho-Oh should use Substitute when predicting a switch into Arceus formes, which will let it be a nuisance to defensive teams because these Pokemon usually cannot break Ho-Oh's Substitute. Take advantage of Regenerator and switch by switching out to a bulkier Pokemon when Ho-Oh is hurt so that it can heal up the damage taken from Brave Bird and Life Orb recoil. Since Sacred Fire has only 8 PP, it must be used carefully, especially against bulkier teams that usually don't care much about Brave Bird and Toxic. Ho-Oh is very weak to Stealth Rock and thus requires solid anti-entry hazard anti-hazard support to keep hazards off the field. Scout for the common Stone Edge that as coverage on some Pokemon could run, such as Primal Groudon, Mega Lucario, Mega Mewtwo X, and Solgaleo.

Team Options
========

Anti-entry hazard support Hazard removal from Arceus formes like Arceus-Water and Arceus-Dark as well as Giratina-O and Mega Salamence is greatly appreciated by Ho-Oh. Ferrothorn and Primal Groudon can pair up together to form a strong hazard-stacking core that can assist Ho-Oh to pressure in pressuring the opposing team even more. They also form a very strong backbone for balance teams, as they are able to check major threats such as Extreme Killer Arceus, Xerneas, and Primal Kyogre. Dialga can provide Stealth Rock support for Ho-Oh while also being and is able to check Mega Salamence. Double Dance Primal Groudon is a great teammate for Ho-Oh, as it's able to sweep late-game after Ho-Oh has severely weakened the checks they share such as Arceus formes, Zygarde-C, and Mega Salamence. Mega Salamence is also a great offensive partner for Ho-Oh, as it appreciates Ho-Oh weakening Arceus-Groudon, Arceus-Water, Arceus-Rock, Lugia, and Zygarde-C. Zygarde-C's ability to switch into strong physical threats such as Extreme Killer Arceus, Primal Groudon, and Mega Salamence is greatly appreciated by Ho-Oh, which can check Pokemon that Zygarde-C usually struggles against like Xerneas, Ferrothorn, and Celesteela that Zygarde-C usually struggles against. Calm Mind + Refresh Arceus-Dark pairs well with Ho-Oh because it's able to check bulky Pokemon such as Lugia, Zygarde-C, and Giratina, while Ho-Oh can deal with checks to Arceus-Dark such as Arceus-Fairy, Xerneas, and Magearna.

[SET]
name: Choice Band
move 1: Brave Bird
move 2: Sacred Fire
move 3: Earthquake
move 4: Toxic / Sleep Talk
item: Choice Band
ability: Regenerator
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Choice Band-boosted Brave Bird can hit threats with tremendous power and can 2HKO almost the entire metagame. Sacred Fire is used to deal heavy damage to Steel-types, OHKOing threats such as Celesteela, Ferrothorn, Magearna, Solgaleo, and Arceus-Steel. Earthquake is run to hit 2HKO Rock-type switch-ins to Ho-Oh such as Tyranitar and Arceus-Rock for super effective damage, allowing Ho-Oh to 2HKO them. Toxic can be run in Ho-Oh's last moveslot to cripple switch-ins like Arceus-Water, Lugia, and Zygarde-C, making them easier to deal with. Since Ho-Oh functions well enough with any three out of the four previously mentioned moves, it can run Sleep Talk, which allows Ho-Oh it to deal with the uncommon Hypnosis from users such as Lunala, Darkrai, and Xurkitree.

Set Details
========

252 EVs are invested in Attack to make sure Ho-Oh can hit as hard as possible. 252 EVs in Speed allow Ho-Oh to outspeed Adamant Excadrill, standard Geomancy Xerneas, and Smeargle, (comma) while also letting it Speed tie with other 252 Speed fully invested base 90s Speed Pokemon. A Jolly nature can be run over an Adamant one, which allows Ho-Oh to outspeed everything up to Jolly Excadrill but causes a loss in power as a result. A slower but bulkier EV spread of 248 HP / 208 Atk / 52 SpD can be used to sacrifice Speed for more bulk that lets it take a +2 Thunder from Geomancy Xerneas. The Choice Band set of Ho-Oh is more suited for teams that function with the help of other strong Pokemon that can also apply offensive pressure.

Usage Tips
========

This Ho-Oh set of Ho-Oh's may be less bulky than the previous two, but thanks to its Choice Band, it does a better job at weakening defensive threats. Switch Ho-Oh into Steel-types and Fairy-types early-game and proceed to apply immense pressure with Brave Bird or Sacred Fire. Use Earthquake to weaken the likes of Primal Groudon without receiving Brave Bird recoil and surprise the likes of Tyranitar and Arceus-Rock. Take advantage of Regenerator and switch out by switching Ho-Oh out after it has taken a few hits or incurs incurred Brave Bird recoil to heal back up. Use Pokemon that can remove or prevent entry hazards to keep Stealth Rock off the field so that Ho-Oh can switch in freely. When going for Sacred Fire, keep in mind that it only has 8 PP and that locking Ho-Oh into it might end horribly. Mega Salamence and Primal Kyogre are big threats to Ho-Oh, as a potential Sacred Fire burn powers up the former's Facade and Ho-Oh will get easily stopped due to by the latter's Primordial Sea, losing a ton of momentum since it is Choice-locked. Switch Ho-Oh into predicted status moves like Will-O-Wisp and Hypnosis, since it's immune to burns and Sleep Talk lets it deal heavy damage while asleep.

Team Options
========

Due to Choice Band Ho-Oh being used on more offensively inclined teams, lead entry hazard setters such as Excadrill and Cloyster that can also provide Rapid Spin support such as Excadrill and Cloyster make great teammates. Offensive threats that can also provide anti-hazard support hazard removal such as Giratina-O, Excadrill, and Pheromosa are greatly appreciated. Checks to Xerneas such as Bronzong, Solgaleo, and Magearna are greatly appreciated, since this Ho-Oh set isn't able to take a +2 Thunder. When this Ho-Oh set is used on bulkier teams, entry hazard setters such as Ferrothorn and Primal Groudon make great teammates and can also act as a backup check to Xerneas. Offensive threats such as Mega Salamence, Yveltal, Rayquaza, Extreme Killer Arceus, Mega Lucario, Double Dance Primal Groudon, Swords Dance Arceus-Ground, and Geomancy Xerneas are all great teammates that can clean late-game after Ho-Oh has weakened the opposing team.

[STRATEGY COMMENTS]
Other Options
=============

A Calm Mind set with Fire Blast, Thunder, and Hidden Power Ice allows Ho-Oh to beat most of its usual checks but gets completely checked by Primal Groudon. Tailwind can gives Ho-Oh +2 doubled Speed for 3 turns, letting it outspeed and KO most of its offensive checks. Ho-Oh can run Thunder Wave to paralyze Arceus formes and Lugia but is better off going for Toxic, which can gradually weaken them. Z-Celebrate gives Ho-Oh a +1 boost to every stat, which can let it sweep late-game. However, this set will force Ho-Oh to drop Regenerator due to move incompatibility, making it difficult to execute properly.

Checks and Counters
===================

**Stealth Rock**: Ho-Oh's crippling weakness to Stealth Rock, (comma) which is often carried Primal Groudon, support Arceus formes, and Deoxys-S, ruins its ability to switch into attacks.

**Zygarde-C**: Zygarde-C is able to take hits from Ho-Oh for days with ease thanks to its great physical bulk and can proceed to paralyze Ho-Oh with Glare or KO it with Thousand Arrows.

**Rock-types**: Rock-types such as Arceus-Rock and Tyranitar can OHKO Ho-Oh with their Rock-type STAB moves. However, Arceus-Rock could get crippled by Toxic, (comma) and Tyranitar heavily dislikes getting burned by Sacred Fire.

**Mega Salamence**: Bulky variants of Mega Salamence can stall out Brave Bird with Roost to the point where Ho-Oh KOs itself due to recoil. It can also absorb Sacred Fire with no fear of getting burned thanks to Refresh and Facade.

**Water-types**: Primal Kyogre can outspeed some variants of Ho-Oh and proceed to deal heavy damage to if not OHKO it with a Water-type STAB move; however, faster variants of Ho-Oh can OHKO it after it takes damage from Stealth Rock. It must also be noted that defensive variants of Primal Kyogre can take a Brave Bird and deal heavy damage back with Scald. Arceus-Water is bulky enough to take a Brave Bird from Ho-Oh and proceed to stall it out with Toxic or 2HKO it with Judgment; however, Ho-Oh can go for Toxic on the switch into Arceus-Water, setting it on a timer. Mega Slowbro can comfortably wall Ho-Oh but faces the same issue as Arceus-Water in that it can get crippled by Toxic as well.

**Primal Groudon**: Primal Groudon takes resisted damage from Sacred Fire and is also is resistant to Sacred Fire and immune to burns, and its high Defense stat allows it to tank a hit and proceed to OHKO back with Stone Edge. However, Primal Groudon has no form of reliable recovery and gets crippled by Toxic, which sets it on a timer.

**Zekrom**: Zekrom resists both of Ho-Oh's STAB moves and can OHKO it with Bolt Strike. However, Zekrom wants to avoid getting burned by Sacred Fire, so it usually does not switch in directly most of the time.

**Stone Edge Users**: Ho-Oh's typing makes it very vulnerable to Rock-type attacks, which are usually run by Mega Mewtwo X, Solgaleo, and Arceus-Ground and occasionally by Arceus-Fairy and Mega Lucario.

**Lugia**: Lugia can easily Toxic stall Ho-Oh but finds it difficult to switch into, since many popular Ho-Oh sets carry Toxic, which Lugia must avoid in order to preserve its Multiscale.

**Toxic**: Toxic-(hyphen)users such as Lugia, Primal Groudon, and support Arceus formes can go for Toxic on Ho-Oh, which forces it out frequently, (comma) since the damage can easily rack up; however, Regenerator can soften its mitigate Toxic's effect.

Zrp200, your changes are generally well-reasoned and inoffensive; your check simply suffers from failing to pick up on subtler things like flaws in clarity and concision. Take a look at my check to see what I mean. If you have any questions about my changes, contact me through PM or Discord.

Here are some explanations for errors in your check:
Ho-Oh's great Attack stat alongside its Fire / Flying typing, (AC) which leaves its STAB moves resisted only by Rock-types, (stats cannot give Pokemon better coverage) making make it a massive threat in the tier.
It should be "makes," not "make." The use of the phrase "alongside" places emphasis on "Ho-Oh's great Attack stat," making Ho-Oh's Attack the sole subject of the sentence. Some other words, like "with," also cause this emphasis.
Mega Salamence and Primal Kyogre are big threats to Ho-Oh, as a potential Sacred Fire burn powers up the former's Facade and Ho-Oh will get easily stopped due to the latter's Primordial Sea, losing a ton of momentum since because (adding a comma makes it sound weird) it is Choice-locked.
Putting a comma before "since" is actually not a firm rule; you only really need to bother doing so if the sentence is less clear without such a comma. As Smogon analyses tend to use a bunch of commas in most of their sentences already, my policy is to avoid introducing more whenever possible.
**Stone Edge Users**: Ho-Oh's typing makes it very vulnerable to Rock-type attacks, usually run by Mega Mewtwo X, Solgaleo, and Arceus-Ground, (AC) and occasionally by Arceus-Fairy and Mega Lucario.
This actually creates a parallelism problem; you've set the sentence up as if all the Pokemon listed usually run Rock-type attacks, but the "occasionally by" condition is still there and ruins it. Having two "and"s in quick succession is awkward-looking, sure, but it's necessary for keeping it clear that Arceus-Fairy and Mega Lucario run Rock-type moves occasionally, not usually.
 
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