★ Upcoming Pokemon: Armarouge | Darkrai | Psyduck
★ Ho-Oh Guide & Builds
★ Version 1.16.1.2 Patch Note Updates
★ Current Seasons: Battle Pass S26 | Ranked S22
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The best guide on how to play Ho-oh in Pokemon UNITE for Nintendo Switch and Mobile. Check here for the best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, matchups, and more!
Ho-Oh Pages | |
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Get FREE Ho-Oh License: Divine Forest Challenge Guide (Expired) |
List of Contents
Ho-Oh Changes (September 5) | |
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![]() Regenerator |
• HP recovery every 2 seconds decreased from 0.4% of max HP to 0.3%. • Out of combat HP recovery every 2 seconds decreased from 4% of max HP to 3%. |
![]() Tailwind |
• Damage reduced by 20%. |
![]() Fire Spin |
• Cooldown increased from 8s to 8.5s. |
![]() Sky Attack |
• Cooldown increased from 7s to 8.5s. |
![]() Fly |
• Cooldown increased from 7s to 8.5s. |
![]() Rekindling Flame |
• Allied Pokémon will now leave a feather mark after learning the move. |
1.16.1.2 | HP recovery every 2 seconds decreased from 0.4% of max HP to 0.3%. Out of combat HP recovery every 2 seconds decreased from 4% of max HP to 3%. |
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1.16.1.2 | Damage reduced by 20%. |
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1.16.1.2 | Cooldown increased from 8s to 8.5s. |
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1.16.1.2 | Cooldown increased from 7s to 8.5s. |
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1.16.1.2 | Cooldown increased from 7s to 8s. |
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1.15.1.3 | Radius where feathers fall when allies are KO'd increased from 25m to 35m from Ho-Oh. HP when allies are revive increased from 50% of max HP to 60% of max HP. Adjusted required Aeos Energy for reviving allies. Required Unite Move gauge increased by 11%. |
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1.16.1.2 | Allied Pokémon will now leave a feather mark after learning the move. |
Ho-oh | ||
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Role: Defender Attack Type: Ranged Damage Type: Physical Difficulty: Novice |
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"Soar the skies, set the battlefield ablaze, and save fallen allies with this legendary phoenix!" |
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Tips & Strategies for Every Lane
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As of August 11, 2024, Ho-Oh is now purchasable for 15,000 Aeos Coins or 840 Aeos Gems! This comes about three weeks after Ho-Oh was first released and was only obtainable through the Divine Forest Challenge event.
Strengths | Weaknesses |
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✔︎ High durability and survivability ✔︎ Versatile ✔︎ Can revive fallen allies ✔︎ Strong DPS and burst damage |
✖︎ Unite move consumes Aeos energy |
Ho-Oh Builds | |
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Fly-Flamethrower Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +42 Defense: +30 Sp. Def: +30 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Movement Speed • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build revolves around using Fly to give Ho-Oh unobstructed pathing and increased damage, and burning down targets with Flamethrower. The key to this build is moving around during Fly while burning targets with Flamethrower.
Items (Level 30) |
Flamethrower (Damage) (@ Lvl 15) Flamethrower (Burn) (@ Lvl 15) |
Fly (Landing) (@ Lvl 15) |
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Curse Bangle + Attack Weight (6 stacks) + Focus Band |
310 118 |
843 |
Since the build is centered on Fly and Flamethrower, equipping items that will maximize their damage is the ideal item combination. Focus Band is a staple item for the build, leaving only two items slots for consideration.
Out of all the item combination, Curse Bangle, Attack Weight, and Focus Band will be the best for the build. Although the item combination did not generate the highest results, equipping Curse Bangle instead of Weakness Policy works better for the build due to its synergy with Fly's attacks. Moreover, Curse Bangle gives a flat damage boost whereas Weakness Policy requires Ho-Oh to get hit first to gain its full bonuses.
These damage tests are conducted using the Training Dummy in Practice Mode.
Note: The numbers in bold are the highest result for a specific test. |
Items (Level 30) | Flamethrower (Damage) (@ Lvl 15) Flamethrower (Burn) (@ Lvl 15) | Fly (Landing) (@ Lvl 15) |
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Muscle Band + Curse Bangle + Focus Band | 276 103 | 755 |
Muscle Band + Weakness Policy (4 stacks) + Focus Band | 294 111 | 789 |
Muscle Band + Attack Weight (6 stacks) + Focus Band | 306 117 | 833 |
Curse Bangle + Weakness Policy (4 stacks) + Focus Band | 299 113 | 800 |
Curse Bangle + Attack Weight (6 stacks) + Focus Band | 310 118 | 843 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Focus Band | 332 128 | 885 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Sky-Spin Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +33 Defense: +30 Sp. Def: +30 HP: +210 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Movement Speed • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build is centered on dealing area damage using Sky Attack and Fire Spin. The key to this build is using Sky Attack first to set up for Fire Spin.
Items (Level 30) |
Flamethrower (Damage) (@ Lvl 15) Flamethrower (Burn) (@ Lvl 15) |
Fly (Landing) (@ Lvl 15) |
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Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Focus Band |
1580 138 |
399 1999 |
Since the build is centered on Sky Attack and Fire Spin, equipping items that will maximize their damage is the ideal item combination. Focus Band is a staple item for the build, leaving only two items slots for consideration.
As the results show, Attack Weight, Weakness Policy, and Focus Band will generate the best results for the build.
As for alternatives, replacing Focus Band with Aeos Cookie would be the ideal choice. Since there's already Attack Weight in the build, having Aeos Cookie also equipped allows Ho-Oh to simultaneously increase its HP and Attack stats whenever it scores. Moreover, since Ho-Oh is a Defender, having more HP suits the Pokemon's role perfectly.
These damage tests are conducted using the Training Dummy in Practice Mode.
Note: The numbers in bold are the highest result for a specific test. |
Items (Level 30) | Sky Attack (Damage) (@ Lvl 15) Sky Attack (Burn) (@ Lvl 15) | Fire Spin (Damage) (@ Lvl 15) Fire Spin (Explosion) (@ Lvl 15) |
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Muscle Band + Curse Bangle + Focus Band | 1394 113 | 325 1627 |
Muscle Band + Weakness Policy (4 stacks) + Focus Band | 1454 121 | 349 1747 |
Muscle Band + Attack Weight (6 stacks) + Focus Band | 1493 127 | 365 1825 |
Curse Bangle + Weakness Policy (4 stacks) + Focus Band | 1469 123 | 355 1777 |
Curse Bangle + Attack Weight (6 stacks) + Focus Band | 1507 128 | 370 1852 |
Attack Weight (6 stacks) + Weakness Policy (4 stacks) + Focus Band | 1580 138 | 399 1999 |
The tests above does not use any Emblems yet so it will scale higher if equipped.
Tank-Support Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Defense: +30 Sp. Def: +30 Movement Speed: +150 HP: +690 HP Recovery: +18 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Movement Speed • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build utilizes Ho-Oh's innate high durability and support potential via items. By default, Sky Attack and Fire Spin will be its moveset since the Pokemon will focus on tanking hits in the frontlines. However, any move combination will do for the build.
Item | Explanation |
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Exp. Share is a great item for Ho-Oh if it takes more of a support role. It gives a decent amount of HP and movement speed, and makes leveling up in the early game faster. |
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Attack Weight provides Ho-Oh with a large Attack stat boost, increasing its overall damage output. |
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Aeos Cookie gives Ho-Oh a large amount of HP, allowing it to tank more damage. |
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Focus Band improves Ho-Oh's durability and survivability via increased defenses and a passive healing mechanic. |
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Muscle Band works well with Ho-Oh's attacks, especially during Fly. |
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Weakness Policy has great synergy with Ho-Oh's moves and high durability, increasing its Attack stat as it takes damage. It also gives a nice amount of HP. |
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Curse Bangle gives Ho-Oh a decent amount of Attack stat, and its effect works well with the Pokemon's DPS moves. |
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Resonant Guard suits Ho-Oh's gameplay, allowing the Pokemon to generate shields for itself and its allies whenever it deals damage. |
Item | Explanation |
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Eject Button gives Ho-Oh a repositioning tool, especially to set up Fire Spin. |
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Potion gives Ho-Oh a consistent source of healing during fights, allowing it to stay alive longer. |
Move | Explanation |
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Fly gives Ho-Oh unobstructed pathing, increased movement speed and Attack. It's also an extermely versatile move. |
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Flamethrower gives Ho-Oh a strong DPS move that's great for knocking out opponents and farming wild Pokemon. |
This moveset equips Ho-Oh with a well-balanced and versatile kit. Fly's effects and mechanics gives Ho-Oh various options during fights. It can used offensively and defensively depending on the situation. Flamethrower gives Ho-Oh a strong DPS move that can be used in tandem with Fly.
Let us know why in the comments!
Ho-Oh has a strong initial moveset. Utilize it to dominate a lane in the early game.
Safeguard gives Ho-Oh a shield that reduces the damage of the next incoming attack. When the shield mitigates damage, it also increases Ho-Oh's movement speed for a short time. Use the move to minimize the damage Ho-Oh takes or to escape.
Tailwind deals a ton of damage in a line, and leaves a whirlwind behind that increases the movement speed of any ally that moves in the same direction as the whirlwind and slows opponents that moves against it. Use this to harass opponents in the lane, secure wild Pokemon, or make an escape.
Related Pages | |
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Ho-Oh's ability, Regenerator, allows it to gradually recover HP when it doesn't take damage from opponents for a set amount of time. Instead of teleporting back to base, just stay away from opponents until the healing effect triggers, especially in the early game.
Regenerator: Ho-Oh Passive Effect and Cooldown
Ho-Oh's Boosted Attacks has the Pokemon breathe fire in an arc in front of it, dealing increased damage to enemies within that arc and healing Ho-Oh. When multiple enemies are hit by the Boosted Attack, the healing increases. Use the effects of Ho-Oh's Boosted Attacks to punish opponents while also keeping Ho-Oh alive during fights.
Fly's effects and mechanics allow it to be used for various purposes during fights. It can be used as a mobility tool, such as escaping, traversing the map faster, or repositioning. It can also be used offensively thanks to the increased Attack effect. Read the situation and decide the best way to use Fly.
Fly: Ho-Oh Move Effect and Cooldown
When using Flamethrower and Fly, it's best to Flamethower while Fly is active since Fly gives Ho-Oh increased movement speed and Attack, and unobstructed pathing. Moreover, Ho-Oh can move around while using Flamethrower, which when combined with Fly's unobstructed pathing allows the Pokemon to freely circle around targets.
Flamethrower: Ho-Oh Move Effect and Cooldown
Sky Attack has Ho-Oh charge forward, then return to its initial position, dealing damage to enemies in its path and leaving a trail of flames on the ground that slows and burns them. Use Sky Attack to dive into fights and disrupt it, forcing opponents to scatter and break their formation.
The move can also be used to zone out opponents from areas, especially near objectives.
Sky Attack: Ho-Oh Move Effect and Cooldown
Fire Spin deals damage around Ho-Oh. However, the Pokemon's movement speed is severely reduced, making it hard to stay close to targets. It's best to get a good position first, preferably at melee range of targets, before using Fire Spin.
Using Fly, Sky Attack, or Eject Button to get into position is a great way to set up Fire Spin.
Fire Spin: Ho-Oh Move Effect and Cooldown
A portion of the damage that allies take while they're inside Fire Spin's area will be redirected towards Ho-Oh instead. Utilize this mechanic to mitigate the damage that allies take.
Rekindling Flame is a unique and extremely powerful support move. It can potentially revive Ho-Oh's entire team, giving them essentially two lives during fights. However, it's best to prioritize reviving the team's strongest Pokemon when they get knocked out since they will be key to winning teamfights. You don't have to wait for all allied Pokemon to get knocked out before using Rekindling Flame. Once a key ally falls, don't hesitate to use the move.
Moreover, remember that only allies that are within the move's area of effect will be revived, so keep this in mind when planning to revive allies.
Rekindling Flame: Ho-Oh Move Effect and Cooldown
Pokemon Revived | Aeos Energy |
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1 | 0-8 |
2 | 9-16 |
3 | 17-24 |
4 | 25-50 |
It's important to note that all of Ho-Oh's aeos energy will be consumed when Rekindling Flame is used. The number of allies that can be revived depends on how much aeos energy Ho-Oh currently has. Ideally, it's best for Ho-Oh to have max aeos energy just to ensure that all allies have a chance to be revived when they get knocked out.
Sky Scorcher Combo | |
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This is a simple combo. Just use Fly first, then burn targets down using Flamethrower. Make sure to land near your targets when Fly ends. You can also utilize the three boosted attacks from Fly before landing for more damage. |
Phoenix Dive Combo | |
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Start the combo by using Sky Attack. Upon reaching the target's position, use Fire Spin immediately to cancel Sky Attack. |
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Matchup Notes | ||
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1. The chart is based on our own experience playing Ho-oh. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
The only way to directly counter Ho-Oh is to constantly disable it during fights, preventing it from using its moves and attacks properly.
Pokemon | Explanation |
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Rating: ★★★★★ • Can constantly disable Ho-Oh using Wood Hammer and/or Horn Leech. • Can reflect Ho-Oh's damage back to it with Pain Split and has enough durability to withstand the Pokemon's damage. • Can make Ho-Oh more vulnerable to attacks using Phantom Forest. |
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Rating: ★★★★ • Can constantly disable Ho-Oh using any of its moves. • Can prevent Ho-Oh's Regenerator from triggering by tethering to it with Power Swap. |
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Rating: ★★★ • Can freeze Ho-Oh and deal considerable damage using Blizzard and Avalanche. |
Taking advantage of Ho-Oh's high durability and move mechanics will help it get the upper hand against these Pokemon.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Ho-Oh. However, they are fragile and can get knocked out by Ho-Oh fast. • Quickly close the gap with Fly or Sky Attack, then follow up with Flamethrower or Fire Spin and attacks to bring them down. |
All-Rounders |
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How to Beat |
• These Pokemon excel in close combat and rely mostly on their attacks or combos to deal damage. They are also durable enough to tank Ho-Oh's damage. Winning against them is a matter of taking advantage of Ho-Oh's move effects and mechanics, and its high durability. • Use Fly to circle around them while burning them with Flamethrower. • Use Fire Spin when they get close to punish them. • Use Sky Attack to burn an area and force them to reposition. |
High-mobility Pokemon with Burst Damage |
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How to Beat |
• These Pokemon are incredibly agile and deal high burst damage. However, Ho-Oh's high durability allows it to simply tank their damage and retaliate. • Use Fire Spin or Flamethrower and/or Sky Attack when they dive in to punish them. • Use Fly to dodge their attacks and recover HP. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Ho-Oh, their support capabilities makes them valuable during fights. • Use Sky Attack and/or Fire Spin to force them to scatter. • Use Fly's effects and mechanics to bombard them with attacks. |
Highly Durable Pokemon |
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How to Beat |
• Much like Ho-Oh, these Pokemon are extremely durable, making it hard for the Pokemon to take them out alone. With that, it's best to group up with allies to bring them down with the help of Ho-Oh. • Use Sky Attack and/or Fire Spin to slow them and burn them. • Use Fly to circle around them while burning them with Flamethrower. |
These Pokemon can easily fall to any of Ho-Oh's moves.
Ranged, Fragile Pokemon with High Damage |
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How to Beat |
• These Pokemon prefer to keep their distance from opponents when fighting. They also have high damage potential that can be dangerous for Ho-Oh. However, they are fragile and can get knocked out by Ho-Oh fast. • Quickly close the gap with Fly or Sky Attack, then follow up with Flamethrower or Fire Spin and attacks to bring them down. |
Supporters |
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How to Beat |
• These Pokemon usually stick with their allies and rarely venture alone. Although they themselves pose no threat to Ho-Oh, their support capabilities makes them valuable during fights. • It's best to take them out first using any combination of moves and attacks. |
Pokemon | Explanation |
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Damage Dealers |
Pokemon that can deal a lot of damage can benefit from Ho-Oh's presence during fights. Ho-Oh can tank damage for them while they dish out damage. Moreover, they are the ideal Pokemon to revive during fights using Rekindling Flame. | |
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Strong Disablers |
Pokemon with strong disabling moves make it easier for Ho-Oh to set up and hit its moves. | |
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Healers |
Healing moves like Soft-Boiled and Moonlight can prolong Ho-Oh's life during fights even more. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
![]() (Lv. 1 or 3) |
Move Type: Ranged Damage Type: Physical Cooldown: 6s Starting Damage: 587 Final Damage: 622 |
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Has the user whip up a whirlwind in the designated direction, dealing damage to the opposing Pokemon it hits. The whirlwind then remains on the field for a short time. Ally Pokemon moving in the same direction as the whirlwind have their movement speed increased, while opposing Pokemon moving against the whirlwind have their movement speed decreased. | |
![]() (Lv. 5) Upgrade Lv. 13 |
Move Type: Ranged Damage Type: Physical Cooldown: 6s Starting Damage: 3204 Damage per instance: 159, Burn damage: 60 Final Damage: 6236 Damage per instance: 259, Burn damage: 96 |
Has the user blow flames in the designated direction, dealing damage to opposing Pokemon it hits. This move's cooldown increases the longer the user blows flames. If the user hits Pokemon from the opposing team with this move, the user recovers HP. If the user continues to hit opposing Pokemon with this move, the Pokemon are burned, decreasing their movement speed. When the burned Pokemon moves, it will leave behind scorched ground will also be burned, decreasing their movement speed.
Upgrade: Increases the length of time the user can continue to blow flames and reduces this move's cooldown. |
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![]() (Lv. 5) Upgrade Lv. 13 |
Move Type: Dash Damage Type: Physical Cooldown: 8.5s Starting Damage: 882 Collision damage: 882, Burn damage: 70 Final Damage: 1336 Collision damage: 1336, Burn damage: 106 |
Has the user spread its wings and charge, then return to its original position, dealing damage to opposing Pokemon it hits and burning the ground along its flight path for a short time. Burning ground deals damage to opposing Pokemon and applies a slowing effect. When this move is used again, or if another move is used mid-charge, the user stops in place.
Upgrade: Also gradually restores the user's HP while the user is on burning ground. |
![]() (Lv. 1 or 3) |
Move Type: Buff Damage Type: Physical Cooldown: 5s Starting Damage: N/A Final Damage: N/A |
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Has the user create a protective field that reduces damage taken from the next attack. When this field reduces damage from an attack, the user's movement speed is increased for a short time. | |
![]() (Lv. 7) Upgrade Lv. 11 |
Move Type: Buff Damage Type: Physical Cooldown: 8s Starting Damage: 438 Standard Attack damage: 295, Boosted Attack damage: 442, Landing damage: 438, Duration: 8s Final Damage: 710 Standard Attack damage: 494, Attack damage: 741, Landing damage: 710, Duration: 12s |
Has the user fly higher, allowing it to move freely over walls, and increasing its movement speed and Attack. After using this move, the user's next three basic attacks become boosted attacks. When this move is used again, the user lands on the ground forcefully, dealing damage to nearby opposing Pokemon.
Upgrade: Increases the length of time the user can fly. |
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![]() (Lv. 7) Upgrade Lv. 11 |
Move Type: Buff Damage Type: Physical Cooldown: 8.5s Starting Damage: 2223 Damage per instance: 202, Explosion damage: 1011 Final Damage: 3322 Damage per instance: 302, Explosion damage: 1510 |
Has the user generate a blazing vortex around itself, dealing damage and applying a slowing effect to opposing Pokemon it hits. The user redirects a portion of damage taken by ally Pokemon inside the vortex to itself. At the start of this move, the user receives a shield effect. This move ends if the user loses this shield. While the user is still shielded, if a set amount of time passes or if this move is used again, the user releases a heat wave around itself that deals damage to oppsing Pokemon. The more damage the user takes while the shield effect is active, the more damage this heat wave deals.
Upgrade: Automatically release a heat wave when the user's shield is lost. |
![]() (Lv. 9) |
Move Type: Buff Damage Type: Physical Cooldown: Starting Damage: N/A Final Damage: N/A |
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When a nearby ally Pokemon is knocked out, a feather is left in its place for a short time. This move has the user spread its wings wide and consume all of the Aeos energy it has to revive knocked-out ally Pokemon, returning them to battle at their respective feathers. The more Aeos energy that's consumed, the move ally Pokemon are revived. |
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Becomes a boosted attack with every third attack, shooting out a sweeping flame that deals increased damage and restores the user's HP. When the user hits multiple Pokemon with a boosted attack, the amount of HP restored is increased. |
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![]() If the Pokemon doesn't take damage from Pokemon on the opposing team for a set amount of time, it will gradually recover HP. |
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![]() This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
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1 | 3400 | 90 | 70 | 170 |
2 | 3631 | 104 | 81 | 177 |
3 | 3886 | 119 | 93 | 185 |
4 | 4166 | 136 | 107 | 194 |
5 | 4473 | 154 | 122 | 204 |
6 | 4812 | 174 | 138 | 215 |
7 | 5184 | 196 | 156 | 227 |
8 | 5594 | 221 | 176 | 240 |
9 | 6046 | 248 | 198 | 255 |
10 | 6544 | 278 | 222 | 271 |
11 | 7093 | 311 | 249 | 289 |
12 | 7697 | 347 | 278 | 309 |
13 | 8362 | 387 | 310 | 330 |
14 | 9094 | 431 | 346 | 354 |
15 | 9900 | 480 | 385 | 380 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
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Holowear | |
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Zirco Trading:
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EX Pokemon Roster | |||
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EX Pokemon Meaning: List and Mechanics
Upcoming Pokemon | ||
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All data is based on Season 19 Master Rank Top 100. Last Updated: June 4, 2024 |
Pokemon | Tier | Most Played % | Average Win % |
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15% | 74.33% |
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8.3% | 66.80% |
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8.3% | 74.60% |
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8.3% | 76.40% |
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6.7% | 78.75% |
Attacker | All- Rounder |
Supporter | Defender | Speedster |
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Master Rank: Top Ranked Win Rates
All Pokemon Roles | |||||
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Attack Type | |
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Stat Rankings | |
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Ho-oh Guide: Best Builds and Moveset
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Evite comprar ho-ho se não tiver umas 30000 moedas aeos pois ele é muito forte é provavelmente sera nerfado em pouco tempo