Ho-Oh @ Leftovers  
Ability: Regenerator  
EVs: 252 HP / 204 Def / 52 SpD  
Bold / Impish Nature  
- Lava Plume / Sacred Fire  
- Toxic  
- Recover  
- Defog
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Optional Move(s):
- Beak Blast
- Whirlwind  
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Ho-Oh @ Life Orb / Flyinium Z
Ability: Regenerator
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire / Fire Lash
- Brave Bird
- Recover
- Toxic / Curse
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Optional Move(s):
- V-Create
- Defog
Optional EV/IV(s):
- 248 HP / 252 Atk / 8 SpD Adamant Nature
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Ho-Oh @ Choice Scarf  
Ability: Regenerator  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- V-create  
- Dragon Ascent  
- Toxic  
- Sacred Fire / Defog / Earthquake  
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Ho-Oh @ Choice Band  
Ability: Regenerator  
EVs: 4 HP / 252 Atk / 252 Spe  
Adamant Nature  
- V-create  
- Dragon Ascent  
- Toxic  
- Sacred Fire / Defog / Earthquake
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Overview:
Ho-oh provides strong utility both offensive and defensive that makes it a great choice on many team, notably Balance team. Defensively, its great bulk, moreso on special side, Regenerator and resistance to Fire, Fairy, Steel and an immunity to Ground lets it check Primal Groudon, Necrozma-Dusk-Mane, Mega Altaria and Kartana. It is also rather hard to take down without Stealth Rock support and most setter would have to content with Ho-oh itself when keeping the hazard up if its running Defog. Offensively, a great STAB combination and access to Toxic can be quite difficult to switch into without getting crippled by status move. Despite its access to Defog and a great advantage against some Stealth Rock setter such as Primal Groudon and Necrozma-Dusk-Mane, Ho-oh is still required a secondary hazard removal to keep it away from taking a lot of damage from hazard.