Copyediting BIRD UP! | Offensive Ho-Oh [GP 0/1]


You're watching Brave Bird up the worst set on NDUbers.

[SET]
Offensive (Ho-Oh) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 192 Atk / 56 SpD / 12 Spe OR 176 Atk / 172 Def / 160 Spe
Tera Type: Ground / Fire
Adamant Nature
- Sacred Fire / Flare Blitz
- Brave Bird / Earthquake
- Earthquake / Defog
- Toxic / Flame Charge / Defog / Thunder Wave

[SET COMMENTS]

  • Sacred Fire and Brave Bird act as consistent, powerful STAB moves that are able to put out huge damage VS many threats in the tier like Necrozma Dusk Mane, letting Ho-Oh break down teams over the course of the game with repeated attacks as it pivots in and out of battle.
  • Flare Blitz is an option over Sacred Fire for its higher power, more PP, and a lower chance to accidently burn Eternatus on teams with Paralysis support, or burning Mega Salamence, who may be able to use it to net a deadly boost to its Facade, the recoil can be quite detrimental to Ho-Oh staying in for longer periods of time however.
  • Earthquake is a coverage option that allows Ho-Oh to hit Eternatus for far more damage than just its STABs would allow, having an extremely high roll to 2HKO even max specially defensive variants, while also being able to nail Primal Groudon much harder than any of its other moves. Defog may be considered if the team is still in need of a defogger, it does however give up a powerful means of pressuring the opponent and makes Ho-Oh much more reliant on teammates to break through Eternatus.
  • The fourth moveslot is flexible and it depends on the team's needs, Toxic invalidates many checks such as support Arceus formes, Primal Groudon, Primal Kyogre, and Zygarde.
  • Flame Charge can be used with an alternative spread of 176 Atk / 172 Def / 160 Spe with an adamant nature to avoid being OHKO'd by Zacian Crowned's Wild Charge at +1, and outspeed Marshadow at +1 Speed, as well as Adamant Necrozma Dusk Mane before any Flame Charge boosts.
  • Thunder Wave is also a valid choice to allow Ho-Oh to more immediately slow down targets such as Eternatus, Mega Salamence, Arceus forms, and Palkia-O.
  • The given primary EVs allow Ho-Oh avoid the 2HKO from a +1 Dynamax Cannon from Eternatus, and outspeed paralyzed Zacian-C, and while the rest is allocated in Attack to allow Ho-Oh to hit as hard as possible.
  • Tera Ground is the primary option to allow Ho-Oh to OHKO Meteor Beam Eternatus, and making Earthquake far more threatening into Primal Groudon. Tera Ground also comes with the added benefit of removing Ho-Oh's weakness to Stealth Rock, thus making Ho-Oh far less afraid of losing its boots to Knock Off, which is especially notable when Defog is chosen.
  • Tera Fire is also an option to boost Flare Blitz damage, and is the preferred option with the move, closing important gaps such as 2HKOing max HP support Arceus formes after Stealth Rock, and outright OHKOing offensive Necrozma-DM from full.
  • Don't be afraid to switch Ho-Oh in on targets it's typically able to check like Specially Offensive Giratina-O, and Arceus-Fairy to force them out and start making progress.
    Ho-Oh gains significant advantages from hazard stacking. In fact, although its damage output remains formidable, Brave Bird often fails to achieve certain benchmarks, such as securing a 2HKO against Bulky Calm Mind Primal Kyogre or Support Arceus formes without additional support. Which means it often finds itself on Bulky Offense teams that can consistently get up hazards, and maintain them throughout a game.
  • Offensive Stealth Rock or Spikes variants of Primal Groudon make for great teammates, being able to set up hazards for both itself and Ho-Oh, appreciating the many status Ho-Oh is capable of spreading to ease set up. Primal Kyogre also has great synergy with Ho-Oh offensively, greatly appreciating the heavy damage Ho-Oh is able to get on targets like Specially Defensive Eternatus and Primal Groudon so Primal Kyogre can blow massive holes into the opposing team, and vice versa.
  • Zacian-C is a deadly partner, capable of sweeping entire teams with the prior damage Ho-Oh is able to get on many of its main checks such as Primal Groudon, and Coil Zygarde, while being able to put immense pressure on most variants of Defensive Necrozma-DM.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/neonjolteonwasused.568778/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/entrocefalo.399174/
Grammar checked by:
https://www.smogon.com/forums/members/
 
Last edited:

Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Trial QC, don't QC 1/2 until a proper QC member corroborates

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[SET]
Offensive (Ho-Oh) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Tera Type: Ground / Fire
Adamant Nature
- Sacred Fire / Flare Blitz
- Brave Bird / Earthquake
- Earthquake / Defog
- Whirlwind / Toxic / Thunder Wave

[SET COMMENTS]

  • Sacred Fire and Brave Bird act as a consistent, powerful STABs moves that are able to put out huge damage VS large swathes of the tier, letting Ho-Oh break down teams over the course of the game with repeated attacks as it pivots in and out of battle. Flare Blitz is an option for its higher power, far more PP, and far lower chance to accidently burn Eternatus on teams with Paralysis paralysis support, or burning Mega Salamence, add comma who may be able to use it to net a deadly boost to its Facade. Reword this whole section into two separate bullet points, one for Sacred Fire and Flare Blitz and a comparison between the benefits of each option, including which KOs are reached by Flare Blitz that Sacred Fire doesn't reach, then merge the rest to the next current bullet point for a comparison between Brave Bird and Earthquake, namely on what threats Ho-Oh is walled by if it picks one over the other, and possible downsides of each option, remember, Brave Bird isn't competing for a moveslot with either Sacred Fire or Flare Blitz, but Earthquake.
  • Earthquake is a coverage option that allows Ho-Oh to hit Eternatus for far more damage than just its STABs moves would allow, having an extremely high roll to 2HKO even Max specially defensive HP variants This is more pertinent information than the HP investment, while also being able to nail other more niche options that may be able to withstand Ho-Oh in Mega Diancie, and Arceus Rock far too niche, plus both just outspeed and OHKO Ho-Oh anyways, I'd suggest to mention more meta-relevant examples, but there aren't really any besides those that aren't weak to Fire STAB anyways, besides Tera Poison Arceus-Ground, which is 3HKO'd anyways . Defog may be considered if the team is still in need of a defogger Defogger, it does however give up a powerful means of pressuring the opponent, add comma and makes Ho-Oh much more reliant on teammates to break through Eternatus.
  • Whirlwind is used in the final slot to still maintain Ho-Oh's utility as a check to Xerneas, while Toxic and Thunder Wave function as other options if Xerneas is already covered by other teammates. Toxic punishing punishes foes such as Support support Arceus forms formes without Refresh and Giratina Origin Giratina-O to make them more exploitable for teammates, while Thunder Wave makes Ho-Oh more self sufficient in 1v1ing specially defensive Eternatus and what else? Mention some more foes Ho-Oh can come into and use Thunder Wave on.
  • The given EVs allow Ho-Oh to live a +2 Thunder from Geomancy Xerneas before Terastallizing to either the Electric- or Stellar-type, outspeed Jolly fully invested Calyrex Ice Rider Calyrex-I, and dump the rest is in Attack to allow Ho-Oh to hit as hard as possible.
  • Tera Ground is the primary option to allow Ho-Oh to get the drop on variants of Eternatus that may attempt to surprise it with Meteor Beam Meteor Beam Eternatus, while making granting it an Electric-type immunity which helps in what matchups?, and making Earthquake far more threatening against what? What OHKOs or 2HKOs are reached with it?. Tera Fire is also an option to supercharge enhance Sacred Fire or Flare Blitz enabling which 2HKOs/OHKOs?, while still being able to Terastallize itself to live any reasonable attack from even a Terrastallized L added Xerneas after Geomancy.
Add a bullet point regarding how Terastallizing helps Ho-Oh mitigate its weakness to Stealth Rock if it loses its held item, especially if tasked as a Defogger, with Tera Ground in particular being the best choice for that
  • Don't be afraid to switch Ho-Oh in early on targets it's typically able to check like Choiced Scarf Xerneas, Chi-Yu, very niche mon, use more meta relevant examples and Arceus-Fairy hyphen added to force them out and start making progress. Ho-Oh benefits a lot from hazard stacking, as while its damage output is still nothing to sneeze at, it does fall short of certain ranges like 2HKOing Bulky defensive Calm Mind Primal Kyogre with what move?, or 2HKOing Support support Arceus Forms formes with what move? without them. Which means it often finds itself on Bulky Offense bulky offense teams that can consistently get set up hazards, and maintain them throughout a game.
  • Offensive Stealth Rock or Spikes variants of Primal Groudon make for great teammates, being able to set up hazards for both itself and Ho-Oh to take advantage of, while appreciating the many status Ho-Oh is capable of spreading to ease set up, or wallbreaking. Primal Kyogre also has great synergy with Ho-Oh offensively, greatly appreciating the heavy damage Ho-Oh is able to get on targets like specially defensive Eternatus or and Primal Groudon so Primal Kyogre can blow massive holes into the opposing team, and vice versa.
  • Zacian Crowned Zacian-C is a deadly partner, capable of sweeping entire teams with the prior damage Ho-Oh is able to get on many of its main checks, add comma such as Primal Groudon mention some more Zacian-C checks here that Ho-Oh abuses, while being able to put immense pressure on most variants of Defensive Necrozma Dusk Mane defensive Necrozma-DM.
  • If Whirlwind is foregone, alternative Xerneas checks such as Necrozma Dusk Mane Necrozma-DM, Ferrothorn, and Magearna Ferro and Mag not only are niche, they do little against Xerneas, mention more meta relevant and effective checks also lend themselves to being helpful teammates, especially as all of them have the capability to also assist in setting up hazards probably will have to reword this given the above to let Ho-Oh reach many KO ranges it otherwise could not.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/neonjolteonwasused.568778/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/
Grammar checked by:
https://www.smogon.com/forums/members/
 
Last edited:

Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Okay, as I'm a proper QC member now, I can self-stamp the previous QC check, please update the title to QC 1/2 when done applying it.
 

Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
While waiting for someone else to do the next QC check, I'd want to mention that the QC team has agreed on the following new spreads out of Xerneas being removed from the metagame:

248 HP / 204 Atk / 56 SpD (Adamant), for sets with Tera Ground, this spread ensures a 2HKO on defensive Primal Groudon with Tera Ground Earthquake, and leaves exactly the amount of EVs required to avoid a 2HKO from +1 Eternatus's Dynamax Cannon on SpD

236 HP / 252 Atk / 20 Def (Adamant), for sets with Tera Fire, the spread avoids a 2HKO from Silk Scarf Extreme Speed from Arceus, while also always OHKOing Calyrex-I with Tera Fire Flare Blitz

Besides updating with the above and rewriting stuff accordingly, there'd also be the matter of adding the following in the set credits section:

 

entrocefalo

is a Top Tiering Contributor
NatDex Slam Winner
Add Remove Comment
[SET]
Offensive (Ho-Oh) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 192 Atk / 56 SpD / 12 Spe OR 176 Atk / 172 Def / 160 Spe
Tera Type: Ground / Fire
Adamant Nature
- Sacred Fire / Flare Blitz
- Brave Bird / Earthquake
- Earthquake / Defog
- Toxic / Flame Charge / Defog
can we still add twave as an option? for opposing hooh, arc formes and eternatus
In the folowing Arceus Forms should be changed with Arceus formes


[SET COMMENTS]

  • Sacred Fire and Brave Bird act as consistent, powerful STAB moves that are able to put out huge damage VS large swathes of many threats in the tier maybe add one or two examples?, letting Ho-Oh break down teams over the course of the game with repeated attacks as it pivots in and out of battle.
  • Flare Blitz is an option over Sacred Fire for its higher power, far more PP, and far a lower chance to accidently burn Eternatus on teams with Paralysis support, or burning Mega Salamence, who may be able to use it to net a deadly boost to its Facade.mention recoil
  • Earthquake is a coverage option that allows Ho-Oh to hit Eternatus for far more damage than just its STABs would allow, having an extremely high roll to 2HKO even max specially defensive variants no need to specify with "even" the max spedf part, since it doesnt matter for eq. damage, while also being able to nail Primal Groudon much harder than any of its other moves. Defog may be considered if the team is still in need of a defogger, it does however give up a powerful means of pressuring the opponent and makes Ho-Oh much more reliant on teammates to break through Eternatus.
  • The fourth moveslot is a toss up depending flexible and it depends on the team's needs, Toxic crippling invalidates many checks such as support Arceus formes, Primal Groudon, Primal Kyogre, and Zygarde.
  • Flame Charge can be used with an alternative spread of 176 Atk / 172 Def / 160 Spe with an adamant nature to avoid being OHKO'd by Zacian Crowned's Wild Charge at +1, and outspeed Marshadow at +1 Speed, as well as Adamant Necrozma Dusk Mane before any Flame Charge boosts.
  • Defog is the final option in the fourth slot if it is absolutely necessary the team has it as the Defogger when the team needs a Defogger. However, this does overall hamper Ho-Oh's offensive effectivenessas a result however. you have already mentioned defog, I would remove the previous one and include just this bullet point,
  • The given EVs allow Ho-Oh avoid the 2HKO from a +1 Dynamax Cannon fronm Eternatus, and outspeed fully invested Calyrex-I, and while the rest is allocated in Attack to allow Ho-Oh to hit as hard as possible. Max speed calyi is not in any analysis and is not used iirc, I would just remove this part, you can mention speed to outspeed paralyzed Zacian.
  • Tera Ground is the primary option to allow Ho-Oh to get the drop on OHKO Meteor Beam Eternatus, and making Earthquake far more threatening. comment add an example, maybe a calc on pdon after rocks or spikes. Tera Ground also comes with the added benefit of removing Ho-Oh's weakness to Stealth Rock, thus making Ho-Oh far less afraid of losing its boots to Knock Off, which is especially notable when Defog is chosen.
  • Tera Fire is also an option to bolster boost Flare Blitz damage, and is the preferred option with the move, closing important gaps such as 2HKOing max HP support Arceus formes after Stealth Rock, and outright OHKOing offensive Necrozma-DM from full.
  • Don't be afraid to switch Ho-Oh in early on targets it's typically able to check like Specially Offensive Giratina-O, and Arceus-Fairy to force them out and start making progress.
    Ho-Oh benefits a lot from hazard stacking, as while its damage output is still nothing to sneeze at, Brave Bird does fall short of certain ranges like 2HKOing Bulky Calm Mind Primal Kyogre, or 2HKOing Support Arceus formes without them. I tried re-wording this part->Ho-Oh gains significant advantages from hazard stacking. In fact, although its damage output remains formidable, Brave Bird often fails to achieve certain benchmarks, such as securing a 2HKO against Bulky Calm Mind Primal Kyogre or Support Arceus formes without additional support. Which means it often finds itself on Bulky Offense teams that can consistently get up hazards, and maintain them throughout a game.
  • Offensive Stealth Rock or Spikes variants of Primal Groudon make for great teammates, being able to set up hazards for both itself and Ho-Oh to take advantage of, in return they appreciate appreciating the many status Ho-Oh is capable of spreading to ease set up. Primal Kyogre also has great synergy with offensive Ho-Oh offensively, greatly appreciating the heavy damage Ho-Oh is able to get on targets like Specially Defensive Eternatus and Primal Groudon so Primal Kyogre can blow massive holes into the opposing team, and vice versa.
  • Zacian-C is a deadly partner, capable of sweeping entire teams with the prior damage Ho-Oh is able to get on many of its main checks,, remove comma such as Primal Groudon, and Coil Zygarde, while being able to put immense pressure on most variants of Defensive Necrozma-DM.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/neonjolteonwasused.568778/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/entrocefalo.399174/
Grammar checked by:
https://www.smogon.com/forums/members/
QC 2/2
 
Last edited:

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