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Houdoom Moveset

dver

#%$Unknown$#%
  • 82
    Posts
    20
    Years
    I have a houndoom pleaz help with moveset

    Houndoom 100 @ Leftovers


    Crunch
    Flametrowher
    Hyper Beam
    Take Down
     
    Generally, Houndoom only functions as a Special sweeper. You could stick with Crunch and Flamethrower if you want, but it's considered poor form to split your attack EVs (have both Physical- and Special-damaging attacks). That means Hyper Beam and Take Down should go.

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    Houndoom
    Nature: SpA+ / PhA-
    EVs: PhA-252 / Spd-252 / HP-6
    Ability: Flash Fire
    Held Item: Salac Berry

    - Crunch/Bite
    - Flamethrower
    - Solar Beam
    - Sunny Day

    This is standard, but it works fairly well. Use Bite if you would like to cause flinching, however, your monster must be faster than the opposing moster for it to work. Houndoom has a base stat of 50 in its Physical Defence. That, coupled with its small list of available moves, makes it pretty well only good for sweeping. I like to put Salac Berries on sweepers so you can get a speed boost when your HP is low. This could allow you get a good hit in before Houndoom falls. If you're feeling a bit more adventurous, you could try the next move-set.

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    Houndoom
    Nature: SpA+ / PhA-
    EVs: PhA-252 / Spd-252 / HP-6
    Ability: Early Bird
    Held Item: Leftovers

    - Flamethrower/Bite
    - Will-O-Wisp
    - Attract
    - Rest

    Theortically, this move-set looks okay, but it could fail miserably, as well. Will-O-Wisp would decrease the opponent's Physical Attack power each turn (I believe), thus making you a bit less vulnerable to Physical Attacks. Attract will make the opponent fail to attack (if Attract was used on the opposite gender) about 50% of the time. This makes it easier for you to attack with Flamethrower or use Rest. The Early Bird Ability should make the Rest take only one turn, as opposed to two -- correct me if I'm wrong. Again, use Bite if you think you'll be faster than the opposition.
     
    Bite isn't really worth it on any Pokemon that can also learn Crunch. Extra damage > Flinching. And it's a shame to waste that high Special Attack on a lower grade move. Just shoot to kill at all times, and don't set up Sunny Day until you're sure there's no Cross Chop/Earthquakers around.
     
    I prefer stronger moves over flinching ones. However, if you have an ?ber-speedy monster, then you may want to go with the flinching move. It wouldn't work that well on Houndoom, though. I think its max speed is around 282.
     
    bite is worthless... you're risking too much for a Pokemon that cannot take any hits at all, unless you're going for the all time one use only counterdoom.

    And no one said pursuit to chase down those running psychic types who are trying to run to Blissey to hide behind? O.o? Pursuit on a switch is a free crunch before that psychic type flees.

    Actually Houndoom can manage to mix sweep a little with either the counterdoom, or sub/reversal combo. Sub can act as a way to save yourself from status effects, and also, something to hit blissey with once you used 4 subs and blissey broke them all with seismic. *random thought that's not tested out yet*

    Houndoom is also quite a recommanded member on a Sunny Day team.
     
    Houndoom does well to Pursuit Alakazam and ?tor, you might wan to consider that if it wasn?t been mentioned. *lazy*
     
    *points to his above post*
    Never knew you're "that" lazy... =p

    Either way, that's pretty much all there is to houndoom... I doubt that Houndoom can really physical sweep too well... there is Sludgebomb and Shadowball though, and really it isn't all too bad with base 90 attack power. Perhaps... mix sweep? O.o;
     
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