Ho-Oh Great, Ultra & Master League PvP Guide

See where Ho-Oh shines in GO Battle League. Compare its Great, Ultra and Master League rankings, find the ideal IV spread and moveset, and learn which opponents it can beat—or should avoid.

Defensive Type Chart

Ho-Oh takes increased damage from:Ho-Oh takes increased damage from:
+156.0%
  • RockRock
+60.0%
  • ElectricElectric
  • WaterWater
Ho-Oh takes reduced damage from:Ho-Oh takes reduced damage from:
-37.5%
  • FairyFairy
  • FightingFighting
  • FireFire
  • GroundGround
  • SteelSteel
-60.9%
  • BugBug
  • GrassGrass

Ho-Oh in Great League

Great League League icon

Ho-Oh is ranked 763 out of 1143 Pokémon eligible for the Great League. Ho-Oh's best Great League moves are Incinerate, Brave Bird, and Sacred Fire. Ho-Oh's best IVs for the Great League are 0/13/15, available at level 14.5 and 1499 CP.

Best IVs

  • 0ATK
  • 13DEF
  • 15STA
Level 14.5

CP

1499 CP

ATK

121 ATK

DEF

130 DEF

HP

116 HP

Best Moveset

Fast MoveFireIncinerate Multipurpose
Charged Move 1FlyingBrave Bird NukeSelf-Debuff
Special effectsSpecial

Brave Bird has a 100.0% chance to:

  • Decrease User's Defense by 42.9%
Charged Move 2FireSacred Fire *NukeDebuff
Special effectsSpecial

Sacred Fire has a 50.0% chance to:

  • Decrease Target's Attack by 20.0%

Compare All Ho-Oh PvP Move Combinations

Move set
Charge cycle info
Fast move
Charge move
Charge Time
DMG per cycle
SteelSteel Wing Heavy DamageGroundEarthquake *Nuke13s (13)155
SteelSteel Wing Heavy DamageFireFire Blast Nuke16s (16)203
SteelSteel Wing Heavy DamageGrassSolar Beam Nuke16s (16)191
SteelSteel Wing Heavy DamageFlyingBrave Bird NukeSelf-Debuff
Special effectsSpecial

Brave Bird has a 100.0% chance to:

  • Decrease User's Defense by 42.9%
11s (11)167
SteelSteel Wing Heavy DamageFireSacred Fire *NukeDebuff
Special effectsSpecial

Sacred Fire has a 50.0% chance to:

  • Decrease Target's Attack by 20.0%
13s (13)178
PsychicExtrasensory GeneralGroundEarthquake *Nuke11s (7)122
PsychicExtrasensory GeneralFireFire Blast Nuke12s (8)164
PsychicExtrasensory GeneralGrassSolar Beam Nuke12s (8)152
PsychicExtrasensory GeneralFlyingBrave Bird NukeSelf-Debuff
Special effectsSpecial

Brave Bird has a 100.0% chance to:

  • Decrease User's Defense by 42.9%
9s (6)140
PsychicExtrasensory GeneralFireSacred Fire *NukeDebuff
Special effectsSpecial

Sacred Fire has a 50.0% chance to:

  • Decrease Target's Attack by 20.0%
11s (7)146
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Ho-Oh PvP Fast Moves

Name
DPT
EPT
PWR
ENG
CD
SteelSteel Wing Heavy Damage3.502.50751s
PsychicExtrasensory General2.673.338102s
NormalHidden Power Low quality3.002.67982s
FireIncinerate Multipurpose4.004.0020203s

Fast attacks create energy when used, which can later be used to fire off a Charge move. Unlike Charge attacks, Fast attacks don't have special status effects.

Ideally, for fast attacks you're looking for a move that has both high EPT and high DPT, for example Dragon Breath which has 4 DPT and 3 EPT. It's widely considered that 3 DPT and 3 EPT is the rough baseline for fast attacks in PvP.

InfoFast Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • CD - How long does it take to perform this move
  • DPTDamage per turn
  • EPTEnergy per turn

Ho-Oh PvP Charged Moves

Name
DPE 🔽
PWR
ENG
FlyingBrave Bird NukeSelf-Debuff
Special effectsSpecial

Brave Bird has a 100.0% chance to:

  • Decrease User's Defense by 42.9%
2.3613055
FireSacred Fire *NukeDebuff
Special effectsSpecial

Sacred Fire has a 50.0% chance to:

  • Decrease Target's Attack by 20.0%
2.0013065
GrassSolar Beam Nuke1.8815080
GroundEarthquake *Nuke1.8512065
FireFire Blast Nuke1.7514080

Charge attacks cost energy to use, deal a large amount of damage, and some of them even have Special Effects that can change your or your Opponents stats.

Similar to Fast Attacks, some Charge attacks are strictly better than others. The main metric for comparing charge attacks is DPE (Damage per Energy), which describes how much damage you output per Energy point spent.

InfoCharge Attack stats explained
  • PWR - Power, how much damage the move does
  • ENG - Energy, how much energy the move generates per use
  • DPEDamage per Energy

Ho-Oh PvP IVs Explained

The best IVs for PvP are IVs which grant you the maximum amount of Defense and Stamina, and the least amount of Attack. Attack contributes to CP the most, which makes it not ideal for Trainer Battles, while high Stamina and Defense can get you through a lot more battles.

For Leagues with lower CP limits, such as the Great League, usually the best IVs you can have are 0 / 15 / 15, or something similar to that. The reasoning behind this is that we want to pack as much stats as possible in under 1500 CP, and low Attack IV allows us to do that.

For Ultra League, the situation is a bit different, as the CP cap is higher. Pokémon which top over 2500 CP will still prefer 0 / 15 / 15 and similar IVs, but Pokémon whose Max CP doesn't reach 2500 will prefer 15 / 15 / 15. Examples like Watchog whose Max CP is 2056 CP, should have 15 / 15 / 15 for Ultra League, while Scizor (3393 CP) should have 0 / 15 / 15 IVs which will result in 2499 CP, just under the cutoff point.

For Master League, where there is no CP cap, you want perfect Pokémon IVs - 15 / 15 / 15 - regardless of which Pokémon we are talking about.

In general, it is usually Pokémon with IVs you wouldn't use for Raids that are good for Trainer Battles. Also be aware that PvP IVs are important, but not as important as having correct moves and team composition.

For more guides on Pokémon GO Trainer Battles, check out our main website.

Ho-Oh PvP Guide: Great, Ultra & Master League | Pokémon GO