PokéBase - Pokémon Q&A
9 votes
285,323 views

If you have a good competitive moveset for Houndoom, post an answer below and upvote the best ones. Movesets for its pre-evolutions, if any, can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Houndoom Pokédex and learnset for reference.

Sprite

by
retagged

11 Answers

5 votes

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

enter image description here
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- 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.

by
edited by
1 vote

This is what I use
Houndoom @ Choice Scarf
Ability: Flash fire
EVs: 252 Atk / 236 SpA / 20 Spe
Lonely Nature
- Dark Pulse
- Overheat
- Solar Beam
- 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.

by
edited 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.
1 vote

Gen 7 NU

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Flamethrower / Fire Blast
- Sludge Bomb
- Nasty Plot

You should send Houndoom out to take a predicted fire move so you can boost your fire STAB with Flash Fire. Dark Pulse is STAB. Flamethrower is also STAB and can get boosted by Flash Fire. Fire Blast can be used if you want more power, but has less accuracy than Flamethrower. Sludge Bomb allows you to hit fairy types. Nasty Plot boosts your Special Attack.

by
1 vote

Gen 9 NU Nasty Plot

Houndoom @ Heavy-Duty Boots
Ability: Flash Fire
Tera Type: Ghost / Grass / Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Dark Pulse
- Flamethrower / Fire Blast
- Taunt / Sludge Bomb

While slower than Pyroar, Houndoom has a niche as an offensive Fire-type that can also switch into a Psychic move or Ghost move thanks to it also being a Dark-type. With Nasty Plot, Houndoom can boost its Special Attack to make it a scary breaker. Dark Pulse is Houndoom's only good special Dark STAB that is useful against Pokemon such as Bruxish, Rotom, and Mesprit that hasn't used its Tera. Flamethrower is used for a consistent Fire STAB, while Fire Blast is for a more stronger Fire STAB at the cost of lower accuracy. Houndoom's STAB combination is only resisted by opposing Houndoom and Carbink. Taunt can be used in the last slot to stop defensive Pokemon from trying to cripple its sweep and using their utility moves to wear down Houndoom. Sludge Bomb can be used instead for a coverage move to deal a lot of damage to an Appletun that hasn't used its Tera. Heavy-Duty Boots is used to prevent Houndoom from being chipped by Stealth Rock.

Houndoom has a few Tera Types it can use. Tera Ghost allows Houndoom to turn its Fighting weakness into an immunity. If you use Taunt as the last move and Tera Ghost, you can pretty much shut down Blissey that aren't using Shadow Ball. Tera Grass allows Houndoom to resist Ground moves, allowing it to setup with Nasty Plot vs Sandaconda not using Glare. Tera Poison is an option to gain the STAB boost on Sludge Bomb, allowing Houndoom to OHKO Appletun after a Nasty Plot boost. Tera Poison also lets Houndoom resist Fighting and Poison moves, allowing it to resist Toxicroak's and Hisuian Sneasel's STAB moves.

by
0 votes

Houndoom
Lead of Doom!
Houndoom @ Focus Sash
Ability: Flash Fire
EVs: 6 HP / 252 SpA / 252 Spe
Timid Nature
- 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.

by
edited 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.

by
edited 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.

by
0 votes

Limited move pool for this Pokemon, but let's get into the battle moves!

Houndoom @ Houndoominite
Ability: Unnerve
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Dark Pulse
- Flamethrower
- Shadow Ball / Hidden Power [Grass] / Hidden Power [Psychic]

Solar Power (Mega Evolution Ability, not best ability choice by GameFreak, as it is very situational) I use Unnerve (It's Hidden Ability)

The moves:
-Sludge Bomb, 30% Poison chance, for type coverage, as Fairy Types do neutral damage because of its Fire typing.
-Dark Pulse, as it can Flinch others.
-Flamethrower, as it is a Fire type move.
-The last move is debatable, As You could use Shadow Ball, But I suggest using a Hidden Power type Such as Grass or Psychic, as to counter it's weaknesses.

by
edited by
0 votes

Koray (Houndoom) @ Houndoominite
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Flamethrower / Fire Blast
- Solar Beam
- Sludge Bomb

This set won't work unless there is sun, I can list a few who would setup and compliment Mega Houndoom, believe it or not: Torkoal

by
edited by
0 votes

Suicide Lead
Gen 7 NU

Houndoom @ Focus Sash
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Flame Charge
- Destiny Bond
- Super Fang / Pursuit

Suicide Lead set. Taunt stops other leads from using moves like Spikes, Stealth Rock, etc. Flame Charge is to boost your speed. Destiny Bond is to take out a Pokemon. Super Fang can be used to chip opposing Pokémon's HP switching in to avoid a Pokemon being taken out by Destiny Bond. Pursuit can be used instead to punish Pokémon switching out.

by
edited by
Props for creativity and effort, but I don't know how effective this will be in the end. I have a feeling it might be trying to do too many things.

And, if we prefer a suicide lead, personally I like to mess with Physical leads and run Counter with a Sash. Not saying it's the best idea but imo it's the most fun one. :D
0 votes

Gen 8 BDSP RU

Houndoom @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Flamethrower
- Dark Pulse
- Sludge Bomb

Choice Specs Houndoom set for BDSP RU. Overheat provides a powerful Fire STAB that has 90% accuracy. Flamethrower is used for an accurate Fire STAB which is useful late game. Dark Pulse is for Dark STAB which is useful for dealing super effective damage to Pokemon such as Mesprit and Claydol. Sludge Bomb lets you deal super effective damage to Granbull and cripple defensive some defensive Pokemon switching in such as Mantine and Vaporeon with the 30% poison chance.

by