SM OU Kommo-O Is The Man

Hello everyone. So I decided to take my first swing at creating a team centering around the beloved fighting dragon Kommo-O. This is the finished product of that. So far the team has been pretty fun to use but sometimes gets overwhelmed by offensive threats I struggle to play around. I could use some critique on my team to make it less vulnerable to these various threats.



187704



Kommo-o @ Kommonium Z

Ability: Bulletproof

EVs: 208 HP / 56 Atk / 244 Spe

Hasty Nature

Moves: Clanging Scales l Close Combat l Poison Jab l Stealth Rock

The one and only Kommo-O! Kommo is used mostly used a defensive check to many threatening mons in the tier such as Ash-Greninga, tyranitar, and heatran to name a few, while setting up stealth rocks reliably early game. Kommo-O is also invested more into a bulky ev spread to allow Kommo to more easily switch into those threatening mons through the game while also being able to take a hit before setting up with its z move to. Kommo-O z move , clangorous soulblaze also allows Kommo to be an offensive threat to attempt to sweep late game or wall break early game for my Mega Alakazam to sweep. Speaking of --







Alakazam @ Alakazite


Ability: Magic Guard


EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

Moves: Psychic l Focus Blast l Recover l Grass Knot

I chose Alakazam as my mega because of his offensive synergy with Kommo-o. Alakazam pre mega evolution can consistently switch into toxapex and threaten it out while ignoring status like toxic from it with magic guard. Trace also provides niche but handy utility comes for mega Alakazam by walling threats like heatran with flash fire and dealing with mega swampert with swift swim + grass knot. Alakazam also can sweep late game with its raw power after Kommo-O weakens the walls of the opposing team or can act as a wallbreaker itself for Kommo-O to sweep instead.


187706



Rotom-Wash @ Wiki Berry

Ability: Levitate

EVs: 252 HP / 200 Def / 56 Spe

Bold Nature

IVs: 0 Atk

Moves: Hydro Pump l Volt Switch

I Will-O-Wisp I Defog


Rotom Wash is here mainly for defog because hazards can wear down Kommo-O easily. Rotom also has volt switch to pivot out safely into a teammate, mostly to bring in Alakazam who can't usually switch in safely into most attacks because of his low overall bulk. Rotom also helps deal with powerful ground types such as Landorus t and garchomp and mega swampert who are very threatening to my team, with will-o-wisp. Wiki berry can make rotom wash feel to its opponent like it has two lives because it can taken powerful attacks and get immediately back to good health range which is good for scouting for super effective coverage moves on rotom w.
187707

Heatran @ Leftovers

Ability: Flash Fire

EVs: 252 HP / 180 SpD / 76 Spe

Calm Nature

IVs: 0 Atk

Moves: Magma Storm I Toxic l Protect l Earth Power


Heatran is a reliable check to the fairy and psychic threats throughout the tier who threaten Kommo-O. Tapu lele, barring focus blast, is generally checked by heatran. Mega mawile is also easily switched into by heatran due to its resistance to mawile's stab moves. Heatran also deals with other steel types such as celesteela and magearna. Magma storm is also used to trap in Chaney who walls Alakazam. Earth Power is used to weaken Tyranitar and to contest other Heatrans. Toxic is used to poison opposing water types such as rotom w, gastrodon, and pelipper on the switch.



187708




Jirachi @ Leftovers

Ability: Serene Grace

EVs: 248 HP / 188 SpD / 72 Spe

Careful Nature

Moves: Wish I Protect I Iron Head l U-turn


Jirachi is the healer of the team since heatran, rotom w, and kommo-O can get worn down fast and wish helps them have a form of semi reliable recovery, albeit from another pokemon. Jirachi is also a reliable check to kyurem b. U turn forms a sort of volt turn with rotom w and gives jirachi less passivity. Jirachi helps Heatran tank threats like tapu lele over the course of a battle. Protect allows Jirachi to bait high jump kicks from hawlucha and Medicham.



187709



Tapu Bulu @ Leftovers

Ability: Grassy Surge

EVs: 248 HP / 8 Def / 252 SpD

Careful Nature

Moves: Swords Dance l Horn Leech I Superpower I Synthesis


Tapu bulu's grassy surge ability is so helpful for my team. The recovery provided from grassy terrain is good for everyone on my team except for rotom w (because flying). Grassy terrain also halves the damage of ground type moves which is especially helpful because I have two steel types on my team weak to them. Tapu bulu also checks ash Greninga with its special defense investment. Bulk up also allows bulu to setup safely on celesteela and Pokemon such as clefable and reuniclus. Horn Leech and synthesis provide recovery for bulu so he can survive throughout the battle.


Threatening Pokemon To The Team:




Hidden Power ground + Giga drain

187710

187711

187712

Choice band / Z - Celebrate


That's pretty much the team. So what are some suggestions you guys have to improve my team? ̶A̶l̶s̶o̶ ̶c̶o̶u̶l̶d̶ ̶y̶o̶u̶ ̶g̶u̶y̶s̶ ̶s̶u̶g̶g̶e̶s̶t̶ ̶s̶o̶m̶e̶ ̶g̶o̶o̶d̶ ̶n̶i̶c̶k̶n̶a̶m̶e̶s̶ ̶f̶o̶r̶ ̶k̶o̶m̶m̶o̶-̶o̶












 
I'd replace Grass Knot on Alakazam with Energy Ball. It still OHKOs Mega Swampert, while dealing more damage to other Waters.



252 SpA Alakazam-Mega Grass Knot (100 BP) vs. 0 HP / 0 SpD Swampert-Mega: 504-596 (147.8 - 174.7%) -- guaranteed OHKO

252 SpA Alakazam-Mega Energy Ball vs. 0 HP / 0 SpD Swampert-Mega: 452-536 (132.5 - 157.1%) -- guaranteed OHKO



252 SpA Alakazam-Mega Grass Knot (20 BP) vs. 252 HP / 0 SpD Rotom-Wash: 54-64 (17.7 - 21%) -- possible 7HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 0 SpD Rotom-Wash: 232-274 (76.3 - 90.1%) -- guaranteed 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (20 BP) vs. 0 HP / 4 SpD Manaphy: 56-66 (16.4 - 19.3%) -- possible 6HKO

252 SpA Alakazam-Mega Energy Ball vs. 0 HP / 4 SpD Manaphy: 246-290 (72.1 - 85%) -- guaranteed 2HKO



252 SpA Alakazam-Mega Grass Knot (60 BP) vs. 248 HP / 252+ SpD Gastrodon: 272-320 (64 - 75.2%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 252+ SpD Gastrodon: 404-476 (95 - 112%) -- 68.8% chance to OHKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (40 BP) vs. 248 HP / 40+ SpD Tapu Fini: 78-92 (22.7 - 26.8%) -- possible 5HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 40+ SpD Tapu Fini: 174-206 (50.7 - 60%) -- 85.9% chance to 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (60 BP) vs. 40 HP / 252 SpD Alomomola: 204-242 (42.4 - 50.3%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 40 HP / 252 SpD Alomomola: 306-362 (63.6 - 75.2%) -- guaranteed 2HKO after Leftovers recovery



In true Quagsire fashion, Quagsire doesn't care which move you use. It folds either way.

252 SpA Alakazam-Mega Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 616-728 (156.3 - 184.7%) -- guaranteed OHKO

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 4 SpD Quagsire: 696-820 (176.6 - 208.1%) -- guaranteed OHKO



252 SpA Alakazam-Mega Grass Knot (20 BP) vs. 252 HP / 4 SpD Pyukumuku: 44-54 (14 - 17.1%) -- possible 9HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 4 SpD Pyukumuku: 196-232 (62.4 - 73.8%) -- guaranteed 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (80 BP) vs. 248 HP / 164 SpD Slowbro: 218-258 (55.4 - 65.6%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 164 SpD Slowbro: 246-290 (62.5 - 73.7%) -- guaranteed 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (60 BP) vs. 4 HP / 0 SpD Azumarill: 198-234 (57.8 - 68.4%) -- guaranteed 2HKO

252 SpA Alakazam-Mega Energy Ball vs. 4 HP / 0 SpD Azumarill: 296-350 (86.5 - 102.3%) -- 18.8% chance to OHKO


Suicune and Mega Slowbro are hit harder by Grass Knot, but barely.



252 SpA Alakazam-Mega Grass Knot (100 BP) vs. 252 HP / 40 SpD Suicune: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 40 SpD Suicune: 210-248 (51.9 - 61.3%) -- 95.7% chance to 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (100 BP) vs. 248 HP / 164 SpD Slowbro-Mega: 272-322 (69.2 - 81.9%) -- guaranteed 2HKO

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 164 SpD Slowbro-Mega: 246-290 (62.5 - 73.7%) -- guaranteed 2HKO
 
I'd replace Grass Knot on Alakazam with Energy Ball. It still OHKOs Mega Swampert, while dealing more damage to other Waters.



252 SpA Alakazam-Mega Grass Knot (100 BP) vs. 0 HP / 0 SpD Swampert-Mega: 504-596 (147.8 - 174.7%) -- guaranteed OHKO

252 SpA Alakazam-Mega Energy Ball vs. 0 HP / 0 SpD Swampert-Mega: 452-536 (132.5 - 157.1%) -- guaranteed OHKO



252 SpA Alakazam-Mega Grass Knot (20 BP) vs. 252 HP / 0 SpD Rotom-Wash: 54-64 (17.7 - 21%) -- possible 7HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 0 SpD Rotom-Wash: 232-274 (76.3 - 90.1%) -- guaranteed 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (20 BP) vs. 0 HP / 4 SpD Manaphy: 56-66 (16.4 - 19.3%) -- possible 6HKO

252 SpA Alakazam-Mega Energy Ball vs. 0 HP / 4 SpD Manaphy: 246-290 (72.1 - 85%) -- guaranteed 2HKO



252 SpA Alakazam-Mega Grass Knot (60 BP) vs. 248 HP / 252+ SpD Gastrodon: 272-320 (64 - 75.2%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 252+ SpD Gastrodon: 404-476 (95 - 112%) -- 68.8% chance to OHKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (40 BP) vs. 248 HP / 40+ SpD Tapu Fini: 78-92 (22.7 - 26.8%) -- possible 5HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 40+ SpD Tapu Fini: 174-206 (50.7 - 60%) -- 85.9% chance to 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (60 BP) vs. 40 HP / 252 SpD Alomomola: 204-242 (42.4 - 50.3%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 40 HP / 252 SpD Alomomola: 306-362 (63.6 - 75.2%) -- guaranteed 2HKO after Leftovers recovery



In true Quagsire fashion, Quagsire doesn't care which move you use. It folds either way.

252 SpA Alakazam-Mega Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 616-728 (156.3 - 184.7%) -- guaranteed OHKO

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 4 SpD Quagsire: 696-820 (176.6 - 208.1%) -- guaranteed OHKO



252 SpA Alakazam-Mega Grass Knot (20 BP) vs. 252 HP / 4 SpD Pyukumuku: 44-54 (14 - 17.1%) -- possible 9HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 4 SpD Pyukumuku: 196-232 (62.4 - 73.8%) -- guaranteed 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (80 BP) vs. 248 HP / 164 SpD Slowbro: 218-258 (55.4 - 65.6%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 164 SpD Slowbro: 246-290 (62.5 - 73.7%) -- guaranteed 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (60 BP) vs. 4 HP / 0 SpD Azumarill: 198-234 (57.8 - 68.4%) -- guaranteed 2HKO

252 SpA Alakazam-Mega Energy Ball vs. 4 HP / 0 SpD Azumarill: 296-350 (86.5 - 102.3%) -- 18.8% chance to OHKO


Suicune and Mega Slowbro are hit harder by Grass Knot, but barely.



252 SpA Alakazam-Mega Grass Knot (100 BP) vs. 252 HP / 40 SpD Suicune: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 40 SpD Suicune: 210-248 (51.9 - 61.3%) -- 95.7% chance to 2HKO after Leftovers recovery



252 SpA Alakazam-Mega Grass Knot (100 BP) vs. 248 HP / 164 SpD Slowbro-Mega: 272-322 (69.2 - 81.9%) -- guaranteed 2HKO

252 SpA Alakazam-Mega Energy Ball vs. 248 HP / 164 SpD Slowbro-Mega: 246-290 (62.5 - 73.7%) -- guaranteed 2HKO

Energy ball seems like a more reliable way to hit multiple threats so I'm definitely going to use it over grass knot. Do you know of any situations where grass knot is better because of things like weight?
 
Energy ball seems like a more reliable way to hit multiple threats so I'm definitely going to use it over grass knot. Do you know of any situations where grass knot is better because of things like weight?
In addition to the aforementioned Suicune and Mega Slowbro, Grass Knot also hits Hippowdon harder.

252 SpA Alakazam-Mega Grass Knot (120 BP) vs. 252 HP / 144 SpD Hippowdon: 358-422 (85.2 - 100.4%) -- 6.3% chance to OHKO after Leftovers recovery

252 SpA Alakazam-Mega Energy Ball vs. 252 HP / 144 SpD Hippowdon: 270-318 (64.2 - 75.7%) -- guaranteed 2HKO after Leftovers recovery

Everything else on the OU viability ranking is hit harder by either Psychic or Focus Blast.
 
Just a quick question ( I may have skipped over the answer to it if found in the team description): What is your response to Mega Sableye? With Magic Bounce it may be hard to maneuver it to get any status moves like Toxic and Will-O-Wisp onto it, and you don’t seem to have any fairy moves to deal significant damage to it. While that happens, Sableye gains a huge advantage facing your team because it can diminish Alakazam and Jirachi + safe switch into taking the fighting type moves that Kommo-o and Tapu Bulu use to deal damage. I know that Mega Sableye isn’t in OU, but I’ve seen it be used often enough in OU for me to bring it up.
 
Just a quick question ( I may have skipped over the answer to it if found in the team description): What is your response to Mega Sableye? With Magic Bounce it may be hard to maneuver it to get any status moves like Toxic and Will-O-Wisp onto it, and you don’t seem to have any fairy moves to deal significant damage to it. While that happens, Sableye gains a huge advantage facing your team because it can diminish Alakazam and Jirachi + safe switch into taking the fighting type moves that Kommo-o and Tapu Bulu use to deal damage. I know that Mega Sableye isn’t in OU, but I’ve seen it be used often enough in OU for me to bring it up.
Yeah Sableye definitely counters a majority of my team. I was testing runnning wish clefable over jirachi to try to deal with this weakness but jirachi was better for dealing with kyruem b. Other wise my only work around mega Sableye is switching in bulu to attempt to swords dance past the burn and force it out. Also kommo-o's z move can be used to pick off a weakened sableye. Pretty shaky ways to deal with Sableye regardless which makes me want to reconsider clefable again over jirachi considering how clef can easily deal with sableye.
 

737373elj

Banned deucer.
Actually a lot of your Pokemon counter Kyu-B. If Kommo-O outspeeds Kyu-B, Superpower potentially OHKOes. Mega Zam’s Focus Blast OHKOes. Iron Head from Rachi potentially 2HKOes and Superpower from Bulu OHKOes after a Swrods Dance boost. Calm Mind Clefable also potentially OHKOes after a Calm Mind.
 
Yeah Sableye definitely counters a majority of my team. I was testing runnning wish clefable over jirachi to try to deal with this weakness but jirachi was better for dealing with kyruem b. Other wise my only work around mega Sableye is switching in bulu to attempt to swords dance past the burn and force it out. Also kommo-o's z move can be used to pick off a weakened sableye. Pretty shaky ways to deal with Sableye regardless which makes me want to reconsider clefable again over jirachi considering how clef can easily deal with sableye.
Yeah, I'd reconsider the switch from Jirachi to Clefable; seeing that you have a lot of Fighting type moves to potentially 1-2HKO Kyurem Black, Clefable would be more useful than Jirachi because you really lack any sort of defense/tableturning offense against Sableye/Sableye-Mega.
 

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion
Yo Pipplop,

I like the core of Kommo-o and Mega Alakazam, and your take on it is actually pretty decent. However, the team still has potential to be improved, and I'm going to suggest some changes to your team that, I believe, would make it better.

Major Changes
>
:
The first flaw I've noticed in your team is the lack of a Ground-type. I consider Ground-types mandatory on every team because they can prevent mindless Volt Switch spam from being too big problem. The second flaw is the lack of a speed control. While Mega Alakazam is very fast, I still prefer having a Choice Scarf user alongside it so I won't overrely on Mega Alakazam in fast matchups. In order to patch up these two shortcomings, I suggest to put Landorus-T instead of Jirachi. I understand that Jirachi helps against Tapu Lele and the likes a lot but here Jirachi simply doesn't fit, in my opinion. It just gives up all your momentum by requiring a turn to heal someone with Wish and being pretty passive. Landorus-T, on the other hand, can generate and keep your momentum going as well as take off some pressure from Mega Alakazam in fast matchups thanks to running a Choice Scarf set. Speaking of set, I opted for a Hidden Power Fire on it because Kartana seems really hard to deal with. Hidden Power Fire also can surprise Mega Scizor.

Minor Changes
>
:
In order to give your team more firepower while trying to keep your matchup versus Ash-Greninja as good as possible, my first minor suggestion is giving your Tapu Bulu a Choice Band. This turns Tapu Bulu into an ultimate wallbreaker which can help Kommo-o and Mega Alakazam a lot while maintaining the ability to somewhat pivot on pre-Ash Greninja. You can play with Tapu Bulu's EV spread if you want to make it handle Ash-Greninja a bit better but make sure to keep the Attack EVs.
: Since Tapu Bulu can't handle Ash-Greninja that well anymore, it would be great making Rotom-W more specially defensive. I suggest the EV spread of 252 HP / 136 Def / 120 SpD and a Calm nature. The spread enables Rotom-W to survive two Dark Pulses from pre-Ash Greninja. You can give it even more Special Defense EVs if you wish.
: Grass Knot is terrible on Mega Alakazam, put Shadow Ball over it because Shadow Ball is a lot more useful coverage move.
(optional): Lastly, if you want to improve your stall matchup further, you can consider replacing Earth Power with Taunt on Heatran. While I'm not a big fan of Earth Power-less Heatran, it can be justified sometimes. Taunt combined with Heatran's other three moves makes it a dangerous balance- and stallbreaker, improving your matchup vs fat teams even more. The trade-off between Taunt and Earth Power could be huge against teams featuring Heatran, however.

~~~

Ok, this is my rate! I tried to maximize your team's offensive capabilities while minimizing defensive backbone's losses. I enjoyed rating your team, and I hope you like the updated version of it! Good day! Below you will find an importable - just click the sprites.
 
Last edited:

737373elj

Banned deucer.
Yo Pipplop,

I like the core of Kommo-o and Mega Alakazam, and your take on it is actually pretty decent. However, the team still has potential to be improved, and I'm going to suggest some changes to your team that, I believe, would make it better.

Major Changes
>
:
The first flaw I've noticed in your team is the lack of a Ground-type. I consider Ground-types mandatory on every team because they can prevent mindless Volt Switch spam from being too big problem. The second flaw is the lack of a speed control. While Mega Alakazam is very fast, I still prefer having a Choice Scarf user alongside it so I won't overrely on Mega Alakazam in fast matchups. In order to patch up these two shortcomings, I suggest to put Landorus-T instead of Jirachi. I understand that Jirachi helps against Tapu Lele and the likes a lot but here Jirachi simply doesn't fit, in my opinion. It just gives up all your momentum by requiring a turn to heal someone with Wish and being pretty passive. Landorus-T, on the other hand, can generate and keep your momentum going as well as take off some pressure from Mega Alakazam in fast matchups thanks to running a Choice Scarf set. Speaking of set, I opted for a Hidden Power Fire on it because Kartana seems really hard to deal with. Hidden Power Fire also can surprise Mega Scizor.

Minor Changes
>
:
In order to give your team more firepower while trying to keep your matchup versus Ash-Greninja as good as possible, my first minor suggestion is giving your Tapu Bulu a Choice Band. This turns Tapu Bulu into an ultimate wallbreaker which can help Kommo-o and Mega Alakazam a lot while maintaining the ability to somewhat pivot on pre-Ash Greninja. You can play with Tapu Bulu's EV spread if you want to make it handle Ash-Greninja a bit better but make sure to keep the Attack EVs.
: Since Tapu Bulu can't handle Ash-Greninja that well anymore, it would be great making Rotom-W more specially defensive. I suggest the EV spread of 252 HP / 136 Def / 120 SpD and a Calm nature. The spread enables Rotom-W to survive two Dark Pulses from pre-Ash Greninja. You can give it even more Special Defense EVs if you wish.
: Grass Knot is terrible on Mega Alakazam, put Shadow Ball over it because Shadow Ball is a lot more useful coverage move.
(optional): Lastly, if you want to improve your stall matchup further, you can consider replacing Earth Power in favor of Taunt on Heatran. While I'm not a big fan of Earth Power-less Heatran, it can be justified sometimes. Taunt combined with Heatran's other three moves makes it a dangerous balance- and stallbreaker, improving your matchup vs fat teams even more. The trade-off between Taunt and Earth Power could be huge against team featuring Heatran, however.

~~~

Ok, this is my rate! I tried to maximize your team's offensive capabilities while minimizing defensive backbone's losses. I enjoyed rating your team, and I hope you like the updated version of it! Good day! Below you will find an importable - just click the sprites.
Do you have any opinion on how to handle Mega Sableye with this team? I’m interested.
 
Actually a lot of your Pokemon counter Kyu-B. If Kommo-O outspeeds Kyu-B, Superpower potentially OHKOes. Mega Zam’s Focus Blast OHKOes. Iron Head from Rachi potentially 2HKOes and Superpower from Bulu OHKOes after a Swrods Dance boost. Calm Mind Clefable also potentially OHKOes after a Calm Mind.
Huh wow Kyrem b actually gets shredded by my team. Jirachi was mostly used as a defensive option against kyu but I'm starting to see jirachi's lack of usefulness on the team considering all these ways I can hit kyu b without it
 
Yo Pipplop,

I like the core of Kommo-o and Mega Alakazam, and your take on it is actually pretty decent. However, the team still has potential to be improved, and I'm going to suggest some changes to your team that, I believe, would make it better.

Major Changes
>
:
The first flaw I've noticed in your team is the lack of a Ground-type. I consider Ground-types mandatory on every team because they can prevent mindless Volt Switch spam from being too big problem. The second flaw is the lack of a speed control. While Mega Alakazam is very fast, I still prefer having a Choice Scarf user alongside it so I won't overrely on Mega Alakazam in fast matchups. In order to patch up these two shortcomings, I suggest to put Landorus-T instead of Jirachi. I understand that Jirachi helps against Tapu Lele and the likes a lot but here Jirachi simply doesn't fit, in my opinion. It just gives up all your momentum by requiring a turn to heal someone with Wish and being pretty passive. Landorus-T, on the other hand, can generate and keep your momentum going as well as take off some pressure from Mega Alakazam in fast matchups thanks to running a Choice Scarf set. Speaking of set, I opted for a Hidden Power Fire on it because Kartana seems really hard to deal with. Hidden Power Fire also can surprise Mega Scizor.

Minor Changes
>
:
In order to give your team more firepower while trying to keep your matchup versus Ash-Greninja as good as possible, my first minor suggestion is giving your Tapu Bulu a Choice Band. This turns Tapu Bulu into an ultimate wallbreaker which can help Kommo-o and Mega Alakazam a lot while maintaining the ability to somewhat pivot on pre-Ash Greninja. You can play with Tapu Bulu's EV spread if you want to make it handle Ash-Greninja a bit better but make sure to keep the Attack EVs.
: Since Tapu Bulu can't handle Ash-Greninja that well anymore, it would be great making Rotom-W more specially defensive. I suggest the EV spread of 252 HP / 136 Def / 120 SpD and a Calm nature. The spread enables Rotom-W to survive two Dark Pulses from pre-Ash Greninja. You can give it even more Special Defense EVs if you wish.
: Grass Knot is terrible on Mega Alakazam, put Shadow Ball over it because Shadow Ball is a lot more useful coverage move.
(optional): Lastly, if you want to improve your stall matchup further, you can consider replacing Earth Power in favor of Taunt on Heatran. While I'm not a big fan of Earth Power-less Heatran, it can be justified sometimes. Taunt combined with Heatran's other three moves makes it a dangerous balance- and stallbreaker, improving your matchup vs fat teams even more. The trade-off between Taunt and Earth Power could be huge against team featuring Heatran, however.

~~~

Ok, this is my rate! I tried to maximize your team's offensive capabilities while minimizing defensive backbone's losses. I enjoyed rating your team, and I hope you like the updated version of it! Good day! Below you will find an importable - just click the sprites.
Wow your take on my team is crazy cool I want to try to give a response to each of your individual changes:

  • Firstly, Alakazam with shadow ball is definitely a better coverage moves. While I was playing this team on showdown I realized how I couldn't 1v1 mega Medicham without it. I mostly used grass knot because rain teams are scary and I wanted another guaranteed way to take out swampert. I now think that rotom + landorus and banded bulu are actually headaches to deal with for opposing swamperts so I'm not worrying as much about dealing with it.

  • Using Rotom W with your ev spread of 252 / 136 / 120 gives me a better defensive pivot out of ash greninga. I'm probs going to keep the defensive evs for switching in rotom w into general physical attackers but rotom will mostly function as an ash greninga check for now.

  • Earth power over taunt seems like a pretty good switch since there's not much I was trying to hit with earth power on Heatran anyway and I've been worrying about how my team would deal with a stall team for a while now so this is definitely a change for the better.

  • Landorus T > Jirachi is definetly better for my team since my team used to be generally passive and Landorus brings an offensive element. Volt turn team are always a struggle to play against for me so landorus will at least deal with volt switch. After seeing all the feedback on jirachi and how it functions on my team it is sorta useless. Landorus t is an all purpose pokemon that just brings a lot of teams together so I'm definitely adding him on my team. I love adding niche move options like hp fire on lando that catch an opponent off guard so thanks for that. C:
  • Banded Bulu usually can put in some real work against MSableye stalls. If you're very worried about MSableye stalls w/ Tangrowth, you can run Megahorn on Bulu.
  • Taking this into consideration I'm going to run mega horn on my banded bulu over most likely stone edge. Going from spdef bulu to banded gives my team way more offensive potiential. Considering how rotom is now my primary ash greninga check and how I can stall break with heatran swords dance is not needed on bulu and the immediate power bulu has with choice band is enough anyway.
Overall the team looks much more well rounded now and way less passive which is great since generally like to play offensively. (Though I do want more perspectives on the team from others and how they feel about it)
Thanks for the team rate dude :psysly:
 
Hello everyone. So I decided to take my first swing at creating a team centering around the beloved fighting dragon Kommo-O. This is the finished product of that. So far the team has been pretty fun to use but sometimes gets overwhelmed by offensive threats I struggle to play around. I could use some critique on my team to make it less vulnerable to these various threats.



View attachment 187704


Kommo-o @ Kommonium Z

Ability: Bulletproof

EVs: 208 HP / 56 Atk / 244 Spe

Hasty Nature

Moves: Clanging Scales l Close Combat l Poison Jab l Stealth Rock

The one and only Kommo-O! Kommo is used mostly used a defensive check to many threatening mons in the tier such as Ash-Greninga, tyranitar, and heatran to name a few, while setting up stealth rocks reliably early game. Kommo-O is also invested more into a bulky ev spread to allow Kommo to more easily switch into those threatening mons through the game while also being able to take a hit before setting up with its z move to. Kommo-O z move , clangorous soulblaze also allows Kommo to be an offensive threat to attempt to sweep late game or wall break early game for my Mega Alakazam to sweep. Speaking of --







Alakazam @ Alakazite


Ability: Magic Guard


EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

Moves: Psychic l Focus Blast l Recover l Grass Knot

I chose Alakazam as my mega because of his offensive synergy with Kommo-o. Alakazam pre mega evolution can consistently switch into toxapex and threaten it out while ignoring status like toxic from it with magic guard. Trace also provides niche but handy utility comes for mega Alakazam by walling threats like heatran with flash fire and dealing with mega swampert with swift swim + grass knot. Alakazam also can sweep late game with its raw power after Kommo-O weakens the walls of the opposing team or can act as a wallbreaker itself for Kommo-O to sweep instead.


View attachment 187706


Rotom-Wash @ Wiki Berry

Ability: Levitate

EVs: 252 HP / 200 Def / 56 Spe

Bold Nature

IVs: 0 Atk

Moves: Hydro Pump l Volt Switch

I Will-O-Wisp I Defog


Rotom Wash is here mainly for defog because hazards can wear down Kommo-O easily. Rotom also has volt switch to pivot out safely into a teammate, mostly to bring in Alakazam who can't usually switch in safely into most attacks because of his low overall bulk. Rotom also helps deal with powerful ground types such as Landorus t and garchomp and mega swampert who are very threatening to my team, with will-o-wisp. Wiki berry can make rotom wash feel to its opponent like it has two lives because it can taken powerful attacks and get immediately back to good health range which is good for scouting for super effective coverage moves on rotom w.
View attachment 187707
Heatran @ Leftovers

Ability: Flash Fire

EVs: 252 HP / 180 SpD / 76 Spe

Calm Nature

IVs: 0 Atk

Moves: Magma Storm I Toxic l Protect l Earth Power


Heatran is a reliable check to the fairy and psychic threats throughout the tier who threaten Kommo-O. Tapu lele, barring focus blast, is generally checked by heatran. Mega mawile is also easily switched into by heatran due to its resistance to mawile's stab moves. Heatran also deals with other steel types such as celesteela and magearna. Magma storm is also used to trap in Chaney who walls Alakazam. Earth Power is used to weaken Tyranitar and to contest other Heatrans. Toxic is used to poison opposing water types such as rotom w, gastrodon, and pelipper on the switch.



View attachment 187708



Jirachi @ Leftovers

Ability: Serene Grace

EVs: 248 HP / 188 SpD / 72 Spe

Careful Nature

Moves: Wish I Protect I Iron Head l U-turn


Jirachi is the healer of the team since heatran, rotom w, and kommo-O can get worn down fast and wish helps them have a form of semi reliable recovery, albeit from another pokemon. Jirachi is also a reliable check to kyurem b. U turn forms a sort of volt turn with rotom w and gives jirachi less passivity. Jirachi helps Heatran tank threats like tapu lele over the course of a battle. Protect allows Jirachi to bait high jump kicks from hawlucha and Medicham.



View attachment 187709


Tapu Bulu @ Leftovers

Ability: Grassy Surge

EVs: 248 HP / 8 Def / 252 SpD

Careful Nature

Moves: Swords Dance l Horn Leech I Superpower I Synthesis


Tapu bulu's grassy surge ability is so helpful for my team. The recovery provided from grassy terrain is good for everyone on my team except for rotom w (because flying). Grassy terrain also halves the damage of ground type moves which is especially helpful because I have two steel types on my team weak to them. Tapu bulu also checks ash Greninga with its special defense investment. Bulk up also allows bulu to setup safely on celesteela and Pokemon such as clefable and reuniclus. Horn Leech and synthesis provide recovery for bulu so he can survive throughout the battle.


Threatening Pokemon To The Team:




Hidden Power ground + Giga drain

View attachment 187710
View attachment 187711
View attachment 187712
Choice band / Z - Celebrate


That's pretty much the team. So what are some suggestions you guys have to improve my team? ̶A̶l̶s̶o̶ ̶c̶o̶u̶l̶d̶ ̶y̶o̶u̶ ̶g̶u̶y̶s̶ ̶s̶u̶g̶g̶e̶s̶t̶ ̶s̶o̶m̶e̶ ̶g̶o̶o̶d̶ ̶n̶i̶c̶k̶n̶a̶m̶e̶s̶ ̶f̶o̶r̶ ̶k̶o̶m̶m̶o̶-̶o̶












good.your team with the arrangements that I mention egor looks great and I do not think you should worry about mega sableye since its use is very low and bulu band can be a problem for the
 
Hello everyone. So I decided to take my first swing at creating a team centering around the beloved fighting dragon Kommo-O. This is the finished product of that. So far the team has been pretty fun to use but sometimes gets overwhelmed by offensive threats I struggle to play around. I could use some critique on my team to make it less vulnerable to these various threats.



View attachment 187704


Kommo-o @ Kommonium Z

Ability: Bulletproof

EVs: 208 HP / 56 Atk / 244 Spe

Hasty Nature

Moves: Clanging Scales l Close Combat l Poison Jab l Stealth Rock

The one and only Kommo-O! Kommo is used mostly used a defensive check to many threatening mons in the tier such as Ash-Greninga, tyranitar, and heatran to name a few, while setting up stealth rocks reliably early game. Kommo-O is also invested more into a bulky ev spread to allow Kommo to more easily switch into those threatening mons through the game while also being able to take a hit before setting up with its z move to. Kommo-O z move , clangorous soulblaze also allows Kommo to be an offensive threat to attempt to sweep late game or wall break early game for my Mega Alakazam to sweep. Speaking of --







Alakazam @ Alakazite


Ability: Magic Guard


EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

Moves: Psychic l Focus Blast l Recover l Grass Knot

I chose Alakazam as my mega because of his offensive synergy with Kommo-o. Alakazam pre mega evolution can consistently switch into toxapex and threaten it out while ignoring status like toxic from it with magic guard. Trace also provides niche but handy utility comes for mega Alakazam by walling threats like heatran with flash fire and dealing with mega swampert with swift swim + grass knot. Alakazam also can sweep late game with its raw power after Kommo-O weakens the walls of the opposing team or can act as a wallbreaker itself for Kommo-O to sweep instead.


View attachment 187706


Rotom-Wash @ Wiki Berry

Ability: Levitate

EVs: 252 HP / 200 Def / 56 Spe

Bold Nature

IVs: 0 Atk

Moves: Hydro Pump l Volt Switch

I Will-O-Wisp I Defog


Rotom Wash is here mainly for defog because hazards can wear down Kommo-O easily. Rotom also has volt switch to pivot out safely into a teammate, mostly to bring in Alakazam who can't usually switch in safely into most attacks because of his low overall bulk. Rotom also helps deal with powerful ground types such as Landorus t and garchomp and mega swampert who are very threatening to my team, with will-o-wisp. Wiki berry can make rotom wash feel to its opponent like it has two lives because it can taken powerful attacks and get immediately back to good health range which is good for scouting for super effective coverage moves on rotom w.
View attachment 187707
Heatran @ Leftovers

Ability: Flash Fire

EVs: 252 HP / 180 SpD / 76 Spe

Calm Nature

IVs: 0 Atk

Moves: Magma Storm I Toxic l Protect l Earth Power


Heatran is a reliable check to the fairy and psychic threats throughout the tier who threaten Kommo-O. Tapu lele, barring focus blast, is generally checked by heatran. Mega mawile is also easily switched into by heatran due to its resistance to mawile's stab moves. Heatran also deals with other steel types such as celesteela and magearna. Magma storm is also used to trap in Chaney who walls Alakazam. Earth Power is used to weaken Tyranitar and to contest other Heatrans. Toxic is used to poison opposing water types such as rotom w, gastrodon, and pelipper on the switch.



View attachment 187708



Jirachi @ Leftovers

Ability: Serene Grace

EVs: 248 HP / 188 SpD / 72 Spe

Careful Nature

Moves: Wish I Protect I Iron Head l U-turn


Jirachi is the healer of the team since heatran, rotom w, and kommo-O can get worn down fast and wish helps them have a form of semi reliable recovery, albeit from another pokemon. Jirachi is also a reliable check to kyurem b. U turn forms a sort of volt turn with rotom w and gives jirachi less passivity. Jirachi helps Heatran tank threats like tapu lele over the course of a battle. Protect allows Jirachi to bait high jump kicks from hawlucha and Medicham.



View attachment 187709


Tapu Bulu @ Leftovers

Ability: Grassy Surge

EVs: 248 HP / 8 Def / 252 SpD

Careful Nature

Moves: Swords Dance l Horn Leech I Superpower I Synthesis


Tapu bulu's grassy surge ability is so helpful for my team. The recovery provided from grassy terrain is good for everyone on my team except for rotom w (because flying). Grassy terrain also halves the damage of ground type moves which is especially helpful because I have two steel types on my team weak to them. Tapu bulu also checks ash Greninga with its special defense investment. Bulk up also allows bulu to setup safely on celesteela and Pokemon such as clefable and reuniclus. Horn Leech and synthesis provide recovery for bulu so he can survive throughout the battle.


Threatening Pokemon To The Team:




Hidden Power ground + Giga drain

View attachment 187710
View attachment 187711
View attachment 187712
Choice band / Z - Celebrate


That's pretty much the team. So what are some suggestions you guys have to improve my team? ̶A̶l̶s̶o̶ ̶c̶o̶u̶l̶d̶ ̶y̶o̶u̶ ̶g̶u̶y̶s̶ ̶s̶u̶g̶g̶e̶s̶t̶ ̶s̶o̶m̶e̶ ̶g̶o̶o̶d̶ ̶n̶i̶c̶k̶n̶a̶m̶e̶s̶ ̶f̶o̶r̶ ̶k̶o̶m̶m̶o̶-̶o̶












https://replay.pokemonshowdown.com/gen7ou-987638311
I love you
(yes its egors updated version but still)
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top