Level 0- Leer
Level 0- Ember
Level 4- Howl
Level 9- Smog
Level 14- Roar
Level 17- Bite
Level 22- Odor Sleuth
Level 27- Beat Up
Level 30- Fire Fang
Level 35- Faint Attack
Level 40- Embargo
Level 43- Flamethrower
Level 48- Crunch
Level 53- Nasty Plot
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A good moveset would have to be:
-Dark Pulse
-Flamethrower/Fire Blast(I would recommed Flamethrower because of accuracy.)
-Nasty Plot
-Solar Beam/Will-O-Wisp
If you have a special attacker Houndoom, a good nature would be modest. also if you choose to have solar beam, then give Houndoom a power herb so it can be used the first turn.
If It's attack is higher than it's special attack, then double team, crunch, fire fang, and a move of your choice that's an attack move. Also, make sure it has intimidate and a muscle band.
If it has a higher sp. attack, then Fire blast, double team, solar beam, and sunny day. also, make sure it has flash fire and a meadow plate.
Mixed AttackerLife OrbFlash FireHastyMovesetEVs~ Pursuit~ Sucker Punch
~ Fire Blast / Overheat
~ Crunch / Hidden Power Grass
252 Atk / 4 SpA / 252 Spe
With so many dangerous Psychic-types terrorizing UU, mixed Houndoom is a fantastic anti-metagame Pokemon. The combination of Pursuit and Sucker Punch forces Azelf, Victini, and Chandelure into a mindgame where mispredicting is fatal; Sucker Punch will OHKO if they try to attack, and Pursuit will do the same if they attempt to flee. Of course, prediction is a two-way street, and a Houndoom user with poor instincts will end up accomplishing very little; however, with intelligent play, Houndoom can drag any opponent that relies on Psychic- and Ghost-types down into a dark, fiery hell.
While the main draw of this set is the deadly Pursuit + Sucker Punch combination, the other two moves are also quite important. Fire Blast puts Houndoom's excellent base 110 Special Attack stat to good use by roasting Bug- and Steel-types such as Heracross and Cobalion for OHKOs. Overheat is a fine alternative, as it has more initial power and accuracy, and Houndoom will rarely be using special attacks more than once before switching out anyway; the only drawback is that Houndoom loses the ability to reliably 2HKO Registeel, which can force Houndoom out with the threat of Earthquake or Thunder Wave. In the final slot, Crunch may seem like a strange choice alongside two other physical Dark-type attacks, but Pursuit and Sucker Punch are both situational moves while Crunch is a consistent, spammable STAB attack. If you find Crunch unnecessary and wish to improve Houndoom's coverage instead, Hidden Power Grass is also a solid option to hit Rhyperior, Quagsire, and other Pokemon with 4x Grass-type weaknesses extremely hard.
Dark Pulse can go in the last slot to 2HKO physically defensive Psychic- and Ghost-types, such as Slowbro, Deoxys-D, and Dusclops, all of which can survive two hits from Crunch. Thunder Fang hits Water- and Flying-types super effectively, but it's only approximately 8% more powerful than a neutral Crunch, and Crunch has much greater general utility.
The listed EV spread is straightforward: 252 Attack EVs power up Pursuit and Sucker Punch, while 252 Speed EVs and a Hasty nature maximize Houndoom's Speed without reducing its Special Attack. Houndoom has an unfortunate weakness to Stealth Rock, so it partners well with Rapid Spin users, especially Hitmontop. Ghost-types will often try to block Rapid Spin and burn Hitmontop with Will-O-Wisp; Houndoom can switch in on Will-O-Wisp for a free Flash Fire boost and eliminate the spinblocker with Pursuit. Entry hazards of your own help ensure Sucker Punch OHKOes Victini and Mew. Stealth Rock is sufficient for Victini, but offensive Mew requires either three layers of Spikes or a combination of Stealth Rock and at least one layer of Spikes. Deoxys-D is perhaps the most reliable Spikes-stacker in UU due to its tremendous defenses and acceptable Speed. Roserade is also very effective at laying Spikes and can scare away bulky Water-types that threaten Houndoom. Aside from bulky Water-types, Arcanine is Houndoom's most dangerous counter, as it resists Fire Blast, can brush off Sucker Punch thanks to Intimidate, and easily OHKOes Houndoom with Close Combat. Slowbro can easily take on Arcanine and nearly any other physical attacker that threatens Houndoom. Although Houndoom destroys offensive variants of Mew, it can still use Baton Pass to escape, so your team should not rely on Houndoom to stop it from passing boosts; instead, carry at least one Pokemon with Taunt, Haze, Perish Song, or another phazing move that prevents a Baton Pass chain from getting out of hand.
Houdour is a dog like Pokémon which is dark type. It is capable of learning various moves such as nasty plot.
i not really sure but i think it's 40 and up!
Houndour evolves into Houndoom at level 24
No.
normally medicham learn normal pchychic and fighting moves
houndoom is way better