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Official artwork of Houndoom

#0229

Houndoom

Gen II

Dark Pokémon

DarkFire

Pokédex entry · Gold

If you are burned by the flames it shoots from its mouth, the pain will never go away.

Height
1.4 m
Weight
35 kg
Base EXP
175
Growth
Slow
Catch rate

45/255Medium

Friendship

35/255

Base stats

HP75Attack90Defense50Speed95Sp. Def80Sp. Atk110
HP
75
Attack
90
Defense
50
Speed
95
Sp. Def
80
Sp. Atk★
110

Total 500

High

EV yield +2 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP135182
Attack85156
Defense49112
Speed90161
Sp. Def76145
Sp. Atk103178
Total538934

About Houndoom

Second and final stage of a two-stage line: Houndour reaches level 24 and turns into this. A 1.4-metre, 35-kilogram black quadruped with horns curving backwards, an arrowhead-tipped tail and a bone collar across its chest. The starting point is a Dobermann; everything else comes from the classic hellhound.

Pokédex entries talk more about the noise than the fire. Long ago, people believed its horrifying howls came from death incarnate, and another entry remembers it as an emissary of the underworld, feared more for what was heard before it did anything. When it attacks, what it exhales is not clean fire either: the flames it breathes when angry contain toxins, and if they cause a burn, it will hurt for life.

The animal's most concrete trait lies in its pack life. Leadership is decided by the shape of the horns — the one with the more strongly curved horns takes charge — and the position is contested in duels between the contenders. Once the prey is brought down, it is divided equally among the rest of the group. A predator with a hierarchy and rules, which the Pokédex sums up as a Dark-type Pokémon.

Combat analysis

×2

Weakness

WaterFightingGroundRock
×½

Resistance

FireGrassIceGhostDarkSteel
×0

Immunity

Psychic

Houndoom in depth

A hound with two mythologies piled on top

The English name is a direct combination: hound, and doom. The Japanese name, ヘルガー (Hellgar), starts from hell and allows several readings for the second half — gar as an onomatopoeia for barking, 牙 (ga, fang) for «hell's fang», or the Japanese pronunciation of guardian, giving «guardian of hell». All three point to the same creature.

The design starts with a Dobermann and piles on the classic hellhound repertoire: horns, a bone collar, an arrowhead-tipped tail. WikiDex points to the Greek Cerberus as a background reference, although there are no three heads here and nothing to guard. Females can be told apart by their shorter horns.

What changed along the way

It was born in Generation II, when the Dark type was new and the damage category was determined by the move's type, not by the move itself. Dark and Fire were both special, so Bite and Crunch ran off its 110 Special Attack and its 90 Attack was irrelevant. Generation IV split physical and special damage and broke half its toolkit: Bite and Crunch moved to the physical side, while Dark Pulse appeared in their place, the move that still supports its current spread.

Generation VI affected it twice. First, it removed Steel's resistance to Dark, meaning its less useful attacking type became effective against half the metal-filled Pokédex. Then it gave it a Mega Evolution: with Houndoominite, its ability changes to Solar Power, which boosts its Special Attack in sunlight at the cost of HP each turn, and its body becomes covered in bone while its tail splits into two points — a bident of Hades, according to WikiDex's reading. Mega Evolutions do not exist in Scarlet and Violet, so that form is relegated to Smogon's National Dex.

Thirty levels without a good Fire move

Its level-up list has a gap that is hard to justify. Incinerate comes at 20 with 60 base power, and you have to make do with that until Flamethrower appears at 50: thirty long levels without a special Fire move that lives up to the job, on a Pokémon whose only good stat is precisely its Special Attack. The TM plugs the gap as soon as you get it, but the natural learnset works against its numbers. On the Dark side, the opposite is true, and that is what saves the run: Nasty Plot from level 1, Bite at 16 and Beat Up at 26, with Foul Play and its 95 base power waiting at the end.

Against Arcanine, the other great Fire dog, the comparison is textbook. Arcanine hits from Attack and can take a hit; Houndoom hits from Special Attack and cannot take anything, but it brings a second offensive type the other one lacks and a way to boost its damage without using an item. Against Psychic- and Ghost-types, where Arcanine has no answer, Houndoom arrives with a double advantage.

Thunder Fang from level 1 is the oddity in its learnset, an Electric move on a Fire dog that helps against Water-types that would otherwise sweep it. With 90 Attack, though, it is not exactly doing much.

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