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Trying for effective Mega Houndoom without full sun team...

#1GreatJallopiPosted 10/20/2013 10:11:24 AM
I'm really just experimenting, but I was wondering if using this strategy would be a good idea at all:

Main players
Goodra
- Sunny Day
- Power Whip
- Thunder
- Dragon Pulse

Mega Houndoom
- Sludge Bomb
- Crunch
- Solarbeam
- Fire Blast

Explanation of strategy
Singles - In a singles battle, I would obviously use Goodra before Houndoom. With it's defense capabilities, it could stand to give setup while also getting attacks in before death. I'd open with Thunder for a decent chance of paralysis. Then, if I foresaw Goodra going down, use Sunny Day (obviously not using Thunder after that point for accuracy issues). Mega Houndoom then comes in, with two viable stab options in Fire Blast and Solarbeam.

Doubles - Team Goodra and Houndoom up and immediately use Sunny Day with Goodra, so that Mega Houndoom gets the buffs next turn. Maybe have Goodra and someone else teamed up for Houndoom to switch into.

Bottom Line
I'll admit I've never been super competitive in Pokemon, and I'll also admit that I'm dubious to the viability of this strategy, especially given that I also have a Vaporeon whose Surf would be super nerfed by sunlight. Is this setup a decent idea at all, or should I just ditch it? And on that note, if I don't use a Sunny Day setup for Mega Houndoom, am I just better off with a different held item?
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#2Night_Shade115Posted 10/20/2013 10:15:00 AM
I haven't played competetive since gen 4, but from what I remember, Houndoom is most useful with Nasty plot + Dark Pulse + Fire blast/flamethrower
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PSN ID: Night_Shade115
#3GreatJallopi(Topic Creator)Posted 10/20/2013 10:17:15 AM
Night_Shade115 posted...
I haven't played competetive since gen 4, but from what I remember, Houndoom is most useful with Nasty plot + Dark Pulse + Fire blast/flamethrower
I've got a problem with Nasty Plot setups though, because Houndoom's low HP and mediocre defenses give it a short lifespan if it doesn't kill. I also use Crunch over Dark Pulse because ghosts and psychics usually have lower defense than special defense.
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Excuse my language; English isn't my second, or even third language.
#4SpeedlotPosted 10/20/2013 10:17:18 AM
Crunch is phys. Drop it for dark pulse and ur set. Hidden power electric over sludge bomb.
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#5SpeedlotPosted 10/20/2013 10:19:06 AM
Do not use crunch. Base 90 Attk vs 140 Spe Attk. Not to mention you'll have ur IVS into Spec Attk and Speed.
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#6Flame552Posted 10/20/2013 10:19:21 AM
Speedlot posted...
Crunch is phys. Drop it for dark pulse and ur set. Hidden power electric over sludge bomb.


Hidden power electric hits everything solarbeam does.

Sludge bomb hits fairies, which he needs.
#7IceDragon77Posted 10/20/2013 10:21:37 AM
Flame552 posted...
Speedlot posted...
Crunch is phys. Drop it for dark pulse and ur set. Hidden power electric over sludge bomb.


Hidden power electric hits everything solarbeam does.

Sludge bomb hits fairies, which he needs.


Meh. Houndoom only takes neutral damage from fairies.
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#8GreatJallopi(Topic Creator)Posted 10/20/2013 10:25:17 AM
Based on what I've been told here, I'm assuming my Houndoom is okay if I switch to Dark Pulse.

Should I even bother with this sunlight strategy though? And if I don't, should I even bother with Houndoom's Mega form?
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Excuse my language; English isn't my second, or even third language.
#9GreatJallopi(Topic Creator)Posted 10/20/2013 10:31:33 AM
Bump
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#10GreatJallopi(Topic Creator)Posted 10/20/2013 10:43:34 AM
Final bump attempt. -_-
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Excuse my language; English isn't my second, or even third language.