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A good Moveset for Houndoom?

8 votes

I just got a houndoom from a friend. It has already been trained for EVs in special attack and speed. It knows these moves:

Nasty Plot

Dark Pulse

Flamethrower

hidden power (grass type)

Do you think it is good? or should I make changes?

Houndoom Learnset

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retagged
Houndoom (M) @ Life Orb
Trait: Flash Fire
EVs: 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power [Fighting]

10 Answers

8 votes

Try this offensive moveset for Houndoom.

Flamethrower: Best fire type move Houndoom can learn.

Dark Pulse: Bedcause of Houndoom's higher Sp. Attack.

Sunny Day: Raises the power of Flamethrower and charges up Solarbeam.

Solarbeam: High power, good accuracy, charged by Sunny Day combo. Also can defeat all of Fire-types weaknesses (Water, Rock, Ground) leaving only Fighting types for Houndoom, which can be easily taken out by your power increased flamethrower.

Try teaching the Flamethrower, Sunny Day, Solarbeam combo to all Fire types that can learn it.

answered by
Thanks, this is what I was planning on doing. I'll give it a few tests in battle and see if I like it.
It might take an extra turn but I find it's worth it.
This works for Mega Houndoom too.
Don't forget to give Houndoom the Heat Rock to extend the Sunny Day.
3 votes

Mega Houndoom
Houndoom @ Houndoomnite (or whatever its called)
enter image description here

I just realised that there is no Mega-Houndoom move set on here, so I figured I should change that.

Trait: Flash Fire --> Solar Power
EV's: 4HP/252 SAtt/ 252 Spd
Nature: Timid (+Spd, -Att)
Moves:
- Nasty Plot
- Fire Blast
- Dark Pulse
- Solar Beam

This should be used on a sun team (obviously). Houndoom is only really any good on sun team because of his new ability, Solar Power. Even then, he is usually not considered because of Mega-Charizard Y, who can set up his own sun. However, Houndoom is still very good. With base 140 Special Attack, even before the Solar Power boost, he can wreck havoc on most teams. If he manages to get a Nasty Plot boost as well, then even resisted hits will do considerable damage. Fire Blast is really the move that will destroy everything on this set, with the sun boost, as well as STAB, Solar Power, and Houndoom's base Special Attack, it wrecks everything.

For example: On a damage calculator I got this result:
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Tentacruel in Sun: 365-429 (100.2 - 117.8%) -- guaranteed OHKO

So even a Specially bulky Pokemon that resists it is defeated by 1 Fire Blast, after a Nasty Plot.

Also, its base ability, Flash Fire, allows it to switch into a predicted Fire attack to get a boost to Fire Blast. Of course, it loses this after it mega evolves, but it is still nice for the first switch in.

answered by
2 votes

Physical Houndoom

Item: Choice Band/Life Orb

Nature-Adamant

Sucker Punch-STAB; priority.

Pursuit-Great for tons of pokemon that try to switch out.

Fire Fang-STAB.

Thunder Fang-Covers Water weakness.

His attack stat is pretty good, and a physical set can catch a lot of people off guard.

answered by
edited by
Inferno (for burn dmg and can turn into z-move)
Punishment (can turn into z-move and is good against pokemon w/ boosted stats)
Solar Beam (power and versatility)
Destiny Bond (faints opponent as well as you unless you faint from dmg over time, or if doom desire/future sight are used)

I don't actually play pokemon, but I think this would be a good moveset.
1 vote

This is what I use
Houndoom@Choice Scarf
Ability:Flash fire
Evs:252Atk/236Spd/20Spd
Nature:Lonely
-Dark Pulse
-Overheat
-Solarbeam
-Reversal

As you can tell by the Evs, I prefered more power over speed. With a choice scarf and those speed investments, it can outspeed many non scarfed pokemon. Revearsal is to revenge kill when its Hp is low, pokemon such as blissey and tyranitar. Solarbeam is to kill a rock/water/ground switch in.

answered by
how solarbeam without sunny day ?
Yea, as I said above I will only use solarbeam for slower rock/water/ground type pokemon switch ins.  Since all of their stabs are super effective to Houndoom, this gives good coverage. And how would I use it? Like say for EX. we are in a battle and its a Houndoom vs a weavile. Since weavile is weak to fire blast he probably will switch into a water or rock or maybe even a ground type pokemon to switch and try to kill Houndoom. So I predict that and use solarbeam. Weavile switches and sends out lets say swampert. I recharge for the solar beam first. Then I get to attack again and blast solarbeam since Houndoom is faster than Swampert. Get it? A pretty risky and highly situational plan but there isnt any other special moves to teach him anyway. And dont say hidden power because my Houndooms hidden power is a bad type and isnt guaranteed that its base power is 70 which is still pretty low.
0 votes

Gen V

Houndoom (M) @ Choice Scarf

Trait: Flash Fire

EVs: 4 Atk / 252 SAtk / 252 Spd

Mild Nature (+SAtk, -Def)

  • Dark Pulse
  • Flamethrower
  • Sucker Punch
  • Hidden Power [Fighting]
answered by
0 votes

Lead of Doom!
Item: Focus-sash
Ability: Flash-fire
Nature: Timid
EVs: 252 S.Attack, 252 Speed, 6 Hp


Taunt
Magic-coat
Flamethrower
Dark-pulse


Taunt stops other leads from setting up. Magic-coat can reflect entry hazards. Flamethrower is STAB and covers many leads. Dark-pulse is STAB. Also a note, Fire+Dark is pretty good neutral coverage with only 18(not including abilities) Pokemon resistant.

answered by
edited by
0 votes

My choice:

Houdoom Level 50:

Items:
Focus Sash (To allow set up)
WiseGlasses (Power up Sp. Atk)
Heat Rock (Extends Sunny Day to 8 turn duration)

Nature: Timid

Ev's: 252 Sp. Atk and 252 Speed

Moveset 1: High Power Sp. Sweeper

Overheat (Strongest Fire STAB)
Dark Pulse (Strongest Dark STAB)
Sludge Bomb (Strength of Sp. Atk, coverage for team-mates, another move to cover grass types, so you don't need another Overheat)
Nasty Plot (Sp. Atk doubled with a single use, cancels out drop in Sp. Atk from OverHeat)

Moveset 2: Balanced Sp. Sweeper

Flamethrower (High Power STAB)
Dark Pulse (Decent power STAB)
Solarbeam (High Powered Coverage)
Sunny Day (Power up fire, negate one turn of charging for Solarbeam)

answered by
0 votes

No one has posted a Gen III set. Here's mine:

Houndoom @ Focus Band
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature (-Atk, +Spe)
- Flamethrower
- Crunch
- Solar Beam
- Sunny Day

Hope you get lucky with the Focus Band to set up Sunny Day since there's no Focus Sash in Gen III. Crunch is a special attack in this gen. Set up a Sunny Day for a sun-boosted Flamethrower, a 1-turn Solarbeam to cover all weaknesses, and Crunch to maybe lower SpDef.

answered by
edited by
0 votes

Houndoom @ Life Orb
Ability: Flash Fire
Nature: Timid(+Speed, -Attack)
EVs: 252 Special Attack / 252 Speed / 4 HP
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power(Grass)

answered by
0 votes

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse / Sucker Punch
- Fire Blast
- Substitute
- Nasty Plot

Dark Pulse and Fire Blast are perfect moves while Substitute is still in action. If you start with Substitute, then use Nasty Plot, if Substitute is not destroyed, you can start using Dark Pulse / Sucker Punch and Fire Blast which both have increased power from STAB.

answered by