Super Pokémon Team Builder

Choose six Pokémon. See your score. Find your next teammate.

Level 24To Houndoom

HoundoomLast stage shown

#0229 · GENERATION 2

Houndoom Build Guide

DarkFire

Special setup attacker with Fire immunity

Build a Houndoom team ↓

Hover or tap the cards.
Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYFlash Fire
NATURETimid
1
Flamethrower
2
Dark Pulse
3
Sludge Bomb
4
Nasty Plot

How to play

A predicted Fire attack can activate Flash Fire, providing Fire immunity and strengthening its Fire attacks. Use a safe Nasty Plot turn before attacking a favorable target.

Watch out for

Key risk. Water, Fighting, Ground and Rock attacks are super effective. Boots do not reduce direct damage and coverage does not guarantee a safe matchup. Ability-ignoring effects can bypass Flash Fire.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

A predicted Fire attack can activate Flash Fire, providing Fire immunity and strengthening its Fire attacks. Use a safe Nasty Plot turn before attacking a favorable target.

A Fire attack is aimed at you

Absorb it and the next Flamethrower hits harder — but Water, Fighting, Ground and Rock each deal 2× to a Dark and Fire type, and none of those are the ability’s problem to solve. Heavy-Duty Boots stop hazards, not those four types.

A Fairy type switches in

Dark deals 0.5× and Fire deals 1× to Fairy, so the two STAB moves are blunted exactly when the setup is finished. Sludge Bomb hits Fairy for 2×, which is why the coverage slot is not decoration.

You want the Nasty Plot turn

The raise is on the special side, so a physical hit arrives at full strength on the turn you boosted, and Flash Fire only protects against the one move it reads. A predicted Fire is a free turn; a predicted anything else is a coin flip on the whole game plan.

What does a safe pivot mean?

A teammate uses a switching move to bring Houndoom in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Flash Fire turns a predicted Fire attack into both an immunity and a boost to Houndoom’s own Fire damage, which is the one turn the set wins without spending a move. Nasty Plot raises Special Attack by two stages, and a boost that has to be set up is a boost the bulk cannot buy back.

Watch the tradeoff. Water, Fighting, Ground and Rock attacks are super effective. Boots do not reduce direct damage and coverage does not guarantee a safe matchup. Ability-ignoring effects can bypass Flash Fire.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Houndoom or Chandelure?

Chandelure offers Ghost typing and a different Flash Fire special attacking role.

Base stats · standard forms in the local Generation 9 dataset
StatHoundoomChandelure
HP7560
Attack9055
Defense5090
Sp. Attack110145
Sp. Defense8090
Speed9580

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Flying teammate covers Ground and can resist Fighting. A Water partner helps against Water and Rock attackers.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Chandelure

Chandelure offers Ghost typing and a different Flash Fire special attacking role.

Read Chandelure guide →

Try Chandelure →

Type matchups

Weak to

Water2×Fighting2×Ground2×Rock2×
Resistances and immunities
Fire0.5×Grass0.5×Ice0.5×Psychic0×Ghost0.5×Dark0.5×Steel0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP75
Attack90
Defense50
Sp. Attack110
Sp. Defense80
Speed95

Evolution chain

  1. Houndour#228
  2. Level 24

    Houndoom#229

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Houndoom team

Start with Houndoom. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 52 of 100/ 100Fair
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#229

Houndoom

DarkFire
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense88
Defense66
Coverage33
Synergy8

Types & base stats only · Not a win probability.

Loading team workspace…

Saved teams · 0

Keep up to 20 teams in this browser. Clearing browser data removes saved teams.

No saved teams yet.

    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +26 pts

    Tapu Bulu

    GrassFairy

    Team score 52 → 78

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Fighting resistance or immunity
    • Adds Ground resistance or immunity
    +25 pts

    Iron Leaves

    GrassPsychic

    Team score 52 → 77

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Fighting resistance or immunity
    • Adds Ground resistance or immunity
    +23 pts

    Whimsicott

    GrassFairy

    Team score 52 → 75

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Fighting resistance or immunity
    • Adds Ground resistance or immunity
    +23 pts

    Kartana

    GrassSteel

    Team score 52 → 75

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Water, Ground, Rock and more
    +23 pts

    Runerigus

    GroundGhost

    Team score 52 → 75

    Why this Pokémon?
    • Adds Fighting resistance or immunity
    • Adds Rock resistance or immunity
    • Adds super-effective coverage against Fire, Electric, Poison and more
    +22 pts

    Celebi

    PsychicGrass

    Team score 52 → 74

    Why this Pokémon?
    • Adds Water resistance or immunity
    • Adds Fighting resistance or immunity
    • Adds Ground resistance or immunity

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Fighting attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Ground attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 6 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackHoundoomWeakResist
    Normal1×00
    Fire½×01
    Water2×10
    Electric1×00
    Grass½×01
    Ice½×01
    Fighting2×10
    Poison1×00
    Ground2×10
    Flying1×00
    Psychic0×01
    Bug1×00
    Rock2×10
    Ghost½×01
    Dragon1×00
    Dark½×01
    Steel½×01
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    WaterNeutral
    ElectricNeutral
    Grass✓ Super effective
    Ice✓ Super effective
    FightingNeutral
    PoisonNeutral
    GroundNeutral
    FlyingNeutral
    Psychic✓ Super effective
    Bug✓ Super effective
    RockNeutral
    Ghost✓ Super effective
    DragonNeutral
    DarkNeutral
    Steel✓ Super effective
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.