Kommo-o (QC 0/3)

[OVERVIEW]
  • Kommo-o's access to Swords Dance, Belly Drum, and Dragon Dance for setup combined with powerful STAB attacks in Close Combat and Outrage as well as useful coverage make it a fearsome physical attacker.
  • Kommo's decent Attack stat along with above-average bulk give it the potential to set-up.
  • Kommo-o boasts a decent typing that allows it to set up on many common Pokemon such as Empoleon and Suicune 1v1, or Magneton, especially if it is choice-locked into an Electric-type move or Hidden Power Fire.
  • Kommo-o's ability, Soundproof, allows it to comfortably set up a sub while also beating one of the most common Fairy-types in the tier, Sylveon, due to it being immune to Hyper Voice. It also blocks Roar which further allows it to set-up without as much risk.
  • Kommo-o has difficulty beating Fairy-types because they resist both of Kommo-o's STABs, or other Pokemon such as Doublade, as Kommo-o often sacrifices one coverage move for another.
[SET]
name: Belly Drum
move 1: Substitute
move 2: Belly Drum
move 3: Drain Punch
move 4: Poison Jab / Shadow Claw
item: Salac Berry
ability: Soundproof
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
========
  • Substitute allows Kommo-o to have a buffer to set-up on whatever might come in, as well as being useful to absorb potentially crippling status.
  • Belly Drum maximizes Kommo-o's attack, turning it into an incredibly powerful attacker.
  • Drain Punch is a relatively powerful STAB attack that regains Kommo-o's health and thus making it less vulnerable to priority attacks. It also allows it to set up a Substitute a few more times throughout the match given it recovers enough HP.
  • Poison Jab allows Kommo-o to hit Fairy-types like Mega-Altaria and Primarina for super-effective damage.
  • Shadow Claw covers Doublade, Latias, and Metagross, as well as hitting Chandelure.

Set Details
========
  • Salac Berry boosts Kommo-o's Speed by one stage once it is at 25% or lower of its total HP, making it difficult to revenge kill except for priority or faster Choice Scarf Pokemon.
  • Soundproof incredibly useful on this set, making Kommo-o immune to Pixilate-boosted Hyper Voice from Sylveon and Mega Altaria which would normally ignore substitutes, as well as being immune to being phazed out by Roar. It also makes Kommo-o immune to Perish Song from Sap Sipper Azumaril, all which would threaten sweeps.
  • Maximum Speed and Attack EVs make Kommo-o hit as hard and fast as possible. 4 HP gives Kommo-o an even total HP, ensuring that Salac Berry will activate after Belly Drum and one Substitute.
Usage Tips
========
  • Kommo-o should be used to setup in the mid- to late-game once all checks are appropriately weakened or KO'd.
  • Set up a Substitute on forced switches to avoid taking an unnecessary extra turn of damage when setting up, which would render Kommo-o more vulnerable to priority.
  • While Roar cannot force Kommo-o out, Whirlwind can, and as the main users Hippowdon and Mandibuzz can survive a +6 Drain Punch they should be weakened thoroughly, however this is often difficult to prevent because of their instant recovery in Slack Off and Roost, respectively.
  • Priority, such as Scizor's Bullet Punch or Extreme Speed from Entei, need to be KO'd or Kommo-o needs to have recovered enough HP with Drain Punch to be able to survive a priority attack.
  • Kommo-o can set up on many common Pokemon in the tier, such as Empoleon or a Choice-locked Magneton, letting it get off a Belly Drum or a Substitute to prepare a sweep.
  • Belly Drum should be prioritized over a Substitute as a Substitute can be set up later once HP has been recovered. However, sometimes it is beneficial to set up a Substitute to get the Salac Berry boost even without the attack boost.

Team Options
========
  • Steel-types have great synergy with Kommo-o as they resist all five of Kommo-o's natural weaknesses.
  • Fairy-types such as Klefkei and Sylveon check the Dragon-types that plague Kommo-o.
  • Magneton in particular is a useful partner for its ability to trap and remove Scizor, the tiers best and most common priority.
  • Kommo-o gets worn down easily by hazards, particularly Toxic Spikes, and thus appreciates Poison-types such as Tentacruel or Nihilego to absorb them or defoggers such as Gliscor or Latias to remove them. Poison-types are also able to check many of the Fairy-types that can plague Kommo-o.
  • Pursuit trappers such as Alolan-Muk can Pursuit trap troublesome Ghost and Psychic-types such as Latias or Chandelure and remove an immediate threat to Kommo-o.
  • Pokemon that outspeed Mega Aerodactyl at +1 are useful because they can threaten faster Pokemon that prevent Kommo-o from setting up.

[SET]
name: Dragon Dance
move 1: Dragon Dance
move 2: Close Combat
move 3: Poison Jab
move 4: Outrage / Ice Punch
item: Fightinium Z / Dragonium Z / Icium Z
ability: Soundproof
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
Moves
========
  • Dragon Dance boosts Kommo-o's Attack and Speed by one stage, turning it into a potent sweeper.
  • Close Combat is a powerful STAB-boosted attack that has the sole drawback of lowering Kommo-o's defensive stats. When used with Fightinium Z, it will turn it into an incredibly powerful attack that allows it to break even the bulkiest of walls when boosted.
  • Poison Jab provides Kommo-o with necessary coverage against Fairy-types such as Mega Altaria and Sylveon.
  • Outrage is a powerful STAB-boosted attack, however it will lock Kommo-o into the move for 2-3 turns. Outrage is able to OHKO Latias and Crobat at +1, while also 2HKOing Amoonguss.
  • Ice Punch is optional coverage to hit Dragon-types without being locked in, as well as hitting defensive Pokemon that resist Fighting, like Gliscor. A +1 Ice Punch will 2HKO Amoonguss, but will only OHKO Latias and Crobat after Stealth Rock damage, but does not have the drawback of getting locked in.
Set Details
========
  • Soundproof is Kommo-o's most useful ability, making it immune to being phazed out by Roar as well as Hyper Voice from Sylveon and some varients of Mega Altaria.
  • Fightinium Z turns Close Combat into a powerful All Out Pummeling that is boosted by STAB, and can be used regardless if Kommo-o opts to run Outrage or Ice Punch. It can also be helpful when Kommo-o does not want to lower its defenses with Close Combat.
  • Dragonium Z, when paired with Outrage, allows Kommo-o to use a powerful Dragon-type Z move that doesn't lock Kommo-o in.
  • Icium Z provides Kommo-o with a stronger Ice-type coverage attack if it opts to use run Ice Punch.
  • Poisinium Z can be run for Sylveon if Kommo-o is running Overcoat to help deal with Breloom or Amoognuss' Spore, but generally is extremely niche.
  • Maximum Attack and Speed investment is used to allow Kommo-o to hit as hard and be as fast as possible.
Usage Tips
========
  • Kommo-o is most effectively used as a late-game setup sweeper once its checks are weakened down, but it can also use its Z move early game to help break down teams.
  • Kommo-o should look to set up at the most opportune time, such as versus a very passive Pokemon or something that cannot damage it significantly, like Sylveon or a Mega Altaria that has already been revealed to be a special variant with Hyper Voice.
  • Kommo-o should mostly want to use Close Combat if there are Fairy- or Steel-types left on the opposing side, as getting locked into a resisted or immune attack can lead to Kommo-o being removed itself or becoming setup fodder.
  • Try to bring in Kommo-o without harm using a pivot or a sack, as the less damage it takes, the more opportunity it will have to set up and break holes in the opponent's team.
Team Options
========
  • Kommo-o appreciates teammates who can handle Fairy-types like Sylveon, Primarina, and Mega Altaria, and therefore appreciate Steel-types such as Empoleon and Scizor or Poison-types such as Tentacruel or Alolan Muk.
  • Pursuit Trappers, including Krookodile and Alolan Muk, can remove Psychic- and Ghost-types which resist or are immune to Close Combat and immediately threaten Kommo-o.
  • Bulky pivots such as Scizor and Gliscor can also be helpful to bring in Kommo-o safely and start setting up.
  • Kommo-o appreciates Stealth Rock support from Pokemon like Hippowdon and Gliscor, as it helps secure some crucial KOs and makes Kommo-o's sweeping job easier.

[SET]
name: Swords Dance Stealth Rock
move 1: Stealth Rock
move 2: Swords Dance
move 3: Close Combat
move 4: Outrage
item: Dragonium Z
ability: Soundproof
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
  • Stealth Rock is a move mandatory for all competitively viable teams, and Kommo-o can set it up with reliability because of its ability to force switches.
  • Swords Dance boosts Kommo-o's already impressive attack to even higher levels.
  • Close Combat is a powerful STAB fighting type attack that hits Steel-types that resist Kommo-o's Dragon-type STAB attack.
  • Outrage is a powerful Dragon-type attack with the drawback of getting locked in for 2-3 turns.
Set Details
========
  • Dragonium Z turns Outrage into a powerful 190-BP move with no drawbacks of getting locked in.
  • Soundproof is Kommo-o's most useful ability, making it immune to Pixilate-boosted Hyper Voice from Sylveon and Mega Altaria, as well as being immune to being phazed out by Roar. It also makes Kommo-o immune to Perish Song from Sap Sipper Azumaril.
  • Maximum Attack and Speed EVs with a Jolly nature make Kommo-o as fast as possible while maximizing damage output.
Usage Tips
========

  • Kommo-o is able to compress roles well with this set, being able to set up Stealth Rock due to the amount of switches it forces, while also being a powerful breaker after a Swords Dance boost.
  • Due to the locking nature of Outrage, all Fairy-types need to be eliminated and Steel-types need to be thoroughly weakened before Kommo-o can safely use it without its Z-move.
  • Kommo-o's mediocre speed leaves it vulnerable to faster threats such as Mega Aerodactyl and Latias, so it should not set-up unless facing a move bulky team or the faster threats have been removed.
  • Kommo-o hates getting burned and should not risk switching into potential Scalds or Will-o-Wisps.
Team Options
========

  • Steel-types, such as Empoleon or Mega Aggron, resist all five of Kommo-o's natural weaknesses, particularly Fairy-types, and has great synergy with Kommo-o.
  • Poison-types such as Tentacruel, Nidoking, and Amoonguss are also able to check the Fairy-types that plague Kommo-o while absorbing Toxic Spikes that cripple it.
  • Pursuit trappers such as Alolan-Muk can Pursuit trap Psychic types such as Latias and remove what would be a threat to Kommo-o.

[STRATEGY COMMENTS]
Other Options
=============
  • Bulletproof can be used as an ability to allow Kommo-o to check Stakataka, as Gyro Ball is a ballistic move, and Stone Edge will only do minimal damage. The drawback of this is that it is not immune to Sylveon's Hyper Voice or the phazing effects of Roar.
  • A set consisting of Dragon Dance and three attacks is a possible set, however it is generally outclassed by Haxorus and Mega-Altaria for a Dragon Dance sweeper.
  • Kommo-o has a generous special movepool and a decent Special Attack, including Clanging Scales, Focus Blast, and Flash Cannon to hit Fairy-types.

Checks and Counters
===================

**Fairy-types**: Kommo-o is 4x weak to Fairy, meaning that most moves will KO it easily. Kommo-o also has no good option to hit Fairies if it is running Fire Punch or Earthquake instead of Poison Jab. Mega Altaria is particularly dangerous as it completely walls the non-Substitute variants of Kommo-o.

**Priority**: Scizor's Bullet Punch and a banded Entei's Extreme Speed can Revenge kill Kommo-o while it is at low health and prevent it from sweeping.

**Doublade**: If Kommo-o is not running Fire Punch or Earthquake, it will have no options to hit Doublade, who takes minimal damage from Devastating Drake.

**Bulky Pokemon**: Physically Bulky Pokemon such as Hippowdon can survive a +6 Drain Punch and phaze Kommo-o out with Whirlwind, and while Gliscor does not beat Kommo-o 1v1 it can be able to throw off a crippling toxic on Kommo-o.
 
Last edited:

autumn

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C&C Leader
amcheck, feel free to wait for qc input before implementing anything

one thing I would say it check for the times that you've said Kommo instead of Kommo-o

[OVERVIEW]
  • Kommo-o's well-rounded stats and a diverse movepool make it a diverse threat in the UnderUsed metagame. (I would cut the movepool bit because it doesn't really add anything, and you mention its movepool already. Instead, reword this point to talk about its good Attack as well as defenses, which allow it to be a decent setup sweeper)
  • Access to Swords Dance, Belly Drum, and Dragon Dance for setup combined with powerful STAB attacks in Close Combat and Outrage as well as useful coverage make it a fearsome physical attacker. (Dragon Dance is in OO so I wouldn't mention it here)
  • Kommo-o also has Focus Blast, a signature move in Clanging Scales, and Flash Cannon to hit Fairy-types give it the option to be a special attacker as well, however less powerful than the physical set in general. (Its special movepool isn't on either of the sets so move this to OO)
  • Kommo-o boasts a decent typing that allows it to set up on many common Pokemon such as Empoleon, Suicune, or Magneton given the correct circumstances. (Expand on what you mean by correct circumstances. I also wouldnt include Suicune here beause it can Scald burn or just set up Calm Mind in return)
  • add a point on how it's outclassed as a Dragon-type by stuff like Altaria, Latias, Hydreigon etc
  • Kommo-o's ability, Soundproof, allows it to comfortably set up a sub while also beating one of the most common Fairy-types in the tier, Sylveon (and Mega Altaria), due to it being immune to Hyper Voice. It also blocks Roar (from Swampert and Empoleon) which further allows it to set-up without as much risk.
  • Kommo-o has difficulty beating Fairy-types because they resist both of Kommo's STABs, or other Pokemon such as Doublade, as Kommo often sacrifices one coverage move for another. (Give examples of this, so say something like it has severe 4mss and so loses out on hitting common Pokemon, such as Fairy-types if lacking Poison Jab, Scizor if lacking Fire Punch, and Doublade/Chandelure if lacking Earthquake.)
[SET]
name: Belly Drum
move 1: Substitute
move 2: Belly Drum
move 3: Drain Punch
move 4: Poison Jab / Fire Punch / Earthquake
item: Salac Berry
ability: Soundproof
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
========
  • Substitute allows Kommo-o to have a buffer to set-up on whatever might come in, as well as being useful to absorb potentially crippling status.
  • Belly Drum maximizes Kommo-o's attack, turning it into an incredibly powerful attacker. (mention something about how it loses HP for this making it reliant on drain punch)
  • Drain Punch is a relatively powerful STAB attack (say relatively powerful when boosted because unboosted it leaves a lot to be desired 252 Atk Kommo-o Drain Punch vs. 0 HP / 0 Def Cobalion: 176-210 (54.4 - 65%) -- guaranteed 2HKO) that regains Kommo's health and thus making it less vulnerable to priority attacks. (mainly ice shard/espeed/bullet punch)
  • Poison Jab allows Kommo to hit Fairy-types like Mega-Altaria and Primarina for super-effective damage.
  • Fire Punch lets Kommo hit bulky steel types that aren't weak to Drain Punch, particularly Doublade. (Scizor is the main one here because its S rank and 4x weak, doublade gets hit harder by Earthquake)
  • Earthquake can be used to hit Doublade and Metagross for more damage but will not hit Scizor as hard as Fire Punch.
Set Details
========
  • Salac Berry boosts Kommo's Speed by one stage once it is at 25% or lower of its total HP, making it difficult to revenge kill except for priority or faster Choice Scarf Pokemon. (such as Hydreigon, Latias, Infernape)
  • Soundproof incredibly useful on this set, making Kommo immune to Pixilate-boosted Hyper Voice from Sylveon and Mega Altaria which would normally ignore substitutes, as well as being immune to being phazed out by Roar. It also makes Kommo immune to Perish Song from Sap Sipper Azumaril, all which would threaten sweeps.
  • Maximum Speed and Attack EVs make Kommo-o hit as hard and fast as possible. 4 HP gives Kommo-o an even total HP, ensuring that Salac Berry will activate after Belly Drum and one Substitute.
Usage Tips
========
  • Kommo-o should be used to setup in the mid- to late-game once all checks are appropriately weakened or KO'd. (give examples of checks and say that they can be set dependent, eq if youre sub/bd/drain punch/poison jab you're hard walled by doublade but if earthquake not so much +6 252 Atk Kommo-o Earthquake vs. 252 HP / 0 Def Eviolite Doublade: 362-428 (112.4 - 132.9%) -- guaranteed OHKO but you're walled by fairies then)
  • mention to set up a sub on forced switches so you can belly drum the next turn instead of taking 2 turns of damage and being vulnerable to priority at 25% with your sub gone
  • add a point about setting up sub as soon as possible against defensive teams to avoid toxic, and mention something about quagsire here.
  • While Roar cannot force Kommo out, Whirlwind can, and as the main users Hippowdon and Mandibuzz can survive a +6 Drain Punch they should be weakened thoroughly, however this is often difficult to prevent because of their instant recovery in Slack Off and Roost, respectively.
  • Priority, such as Scizor's Bullet Punch or Extreme Speed from Entei, need to be KO'd or Kommo needs to have recovered enough HP with Drain Punch to be able to survive a priority attack. (say something about avoiding setting up if strong priority users haven't been weakened, or merge that with the first point about checks)
  • Kommo-o can set up on many common Pokemon in the tier, such as Empoleon or a Choice-locked Magneton, letting it get off a Belly Drum or a Substitute to prepare a sweep.
  • add a point about how if need be, bd without sub is prioritised over sub without bd

Team Options
========
only checks and counters aren't in bullets, so this should be

it fits best on offensive/ho teams so some common staples of those work

Steel-types: Steel-types have great synergy with Kommo-o as they resist all five of Kommo's natural weaknesses.

Magneton: Magneton in particular is a useful partner for its ability to trap and remove Scizor, the tiers best and most common priority. (merge with the steels point, and also say how magneton can threaten fairies like mega altaria, also say how cb scizor can pursuit trap stuff like latias/doublade)

Poison-types and Hazard Removal: Kommo-o gets worn down easily by hazards, particularly Toxic Spikes, and thus appreciates Poison-types such as Tentacruel or Nihilego to absorb them or defoggers such as Gliscor or Latias to remove them. Poison-types are also able to check many of the Fairy-types that can plague Kommo-o. (separate these two and put defog first, I would also mention defoggers like empoleon over these examples to avoid stacking weaknesses)

Pursuit users such as Alolan-Muk can Pursuit trap troublesome Ghost and Psychic-types such as Latias or Chandelure and remove an immediate threat to Kommo-o.

add a point about fairies here because scarf lati or hydra can revenge kill kommo-o if the sub is broken so something that can eliminate/weaken them is good

add a point about entry hazard support, stealth rock and spikes allow kommo-o to pressure teams even more and can wear switches down quickly

add a point about a choice scarf user that can help deal with faster threats that can stop kommo-o from setting up, something like chandelure also threatens doublade and scizor

add a point about aurorus+sandslash it’s super niche but this thing is a monster under veil


[SET]
name: Swords Dance Stealth Rock
move 1: Stealth Rock
move 2: Swords Dance
move 3: Close Combat
move 4: Outrage
item: Dragonium Z
ability: Soundproof
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
  • Stealth Rock is a move mandatory for all competitively viable teams, and Kommo-o can set it up with reliability because of its ability to force switches.
  • Swords Dance boosts Kommo's already impressive attack to even higher levels.
  • Close Combat is a powerful STAB fighting type attack that hits Steel-types that resist Kommo's Dragon-type STAB attack.
  • Outrage is a powerful Dragon-type attack with the drawback of getting locked in for 2-3 turns.
Set Details
========
  • Dragonium Z turns Outrage into a powerful 190-BP move with no drawbacks of getting locked in.
  • Soundproof is Kommo's most useful ability, making it immune to Pixilate-boosted Hyper Voice from Sylveon and Mega Altaria, as well as being immune to being phazed out by Roar. It also makes Kommo immune to Perish Song from Sap Sipper Azumaril.
  • Maximum Attack and Speed EVs with a Jolly nature make Kommo as fast as possible while maximizing damage output.

Usage Tips
========
  • leading with it vs defensive teams is good because people may expect the sub bd set, and it forces switches against stuff like blissey
  • setting up rocks as soon as possible is also good to pressure teams more due to forced switches, allowing more kos to happen (+2 252 Atk Kommo-o Devastating Drake (190 BP) vs. 40 HP / 252+ Def Alomomola: 459-540 (95.4 - 112.2%) -- guaranteed OHKO after Stealth Rock)
  • Kommo-o is able to compress roles well with this set, being able to set up Stealth Rock due to the amount of switches it forces, while also being a powerful breaker after a Swords Dance boost. (mention threats it can break due to its typing, such as empoleon, cobalion etc)
  • mention that close combat is the move that you want to be using most of the time to threaten steels like mega aggron and neutral stuff like alolan muk at +2
  • use the z-move to break fighting resists like gliscor or to threaten bulkier pokemon like alomomola and suicune (also avoiding scalf burns from them)
  • Due to the locking nature of Outrage, all Fairy-types need to be eliminated and Steel-types need to be thoroughly weakened before Kommo can safely use it without its Z-move.
  • Kommo-o's mediocre speed leaves it vulnerable to faster threats such as Mega Aerodactyl and Latias, so it should not set-up unless facing a move bulky team or the faster threats have been removed.
  • add a point about trying to avoid status particularly burn/paralysis because it doesn't have sub to avoid and burn renders it ineffective and paralysis leaves it outsped by almost everything

Team Options
========
same as before with bullets

fits on offensive or bulky offense teams so list some common staples, below examples like alolan muk work fine if moved up

Steel-types: Steel-types, such as Empoleon or Mega Aggron, resist all five of Kommo's natural weaknesses, particularly Fairy-types, and has great synergy with Kommo-o. (say that this is useful because this set has nothing for fairies at all, and also mention magneton because this set is weaker to scizor due to lack of potential fire punch/no +6 drain punch)

Poison-types such as Tentacruel, Nidoking, and Amoonguss are also able to check the Fairy-types that plague Kommo-o while absorbing Toxic Spikes that cripple it. (tentacruel can also set them+spin)

Pursuit trappers such as Alolan-Muk can Pursuit trap Psychic types such as Latias and remove what would be a threat to Kommo-o. (and ghost types because you can't reliably spam cc)

hazard support allows it to ko stuff like alomomola with the zmove after rocks
hazard removal increases longevity due to lack of reliable recovery
faster pokemon/choice scarf users
other sweepers that can appreciate kommo-o breaking physical walls, such as serperior, np salazzle np togekiss etc


[STRATEGY COMMENTS]
Other Options
=============
  • Bulletproof can be used as an ability to allow Kommo-o to check Stakataka, as Gyro Ball is a ballistic move, and Stone Edge will only do minimal damage. The drawback of this is that it is not immune to Sylveon's Hyper Voice or the phazing effects of Roar.
  • A set consisting of Dragon Dance and three attacks is a possible set, however it is generally outclassed by Haxorus and Mega-Altaria for a Dragon Dance sweeper. (due to their superior speed and/or typing)
  • choice specs with what you said in overview

Checks and Counters
===================

**Fairy-types**: Kommo-o is 4x weak to Fairy, meaning that most moves will KO it easily. Kommo-o also has no good option to hit Fairies if it is running Fire Punch or Earthquake instead of Poison Jab. (mention key fairies like mega altaria and say that they must be wary of poison jab)

**Priority**: Scizor's Bullet Punch and a banded Entei's Extreme Speed can Revenge kill Kommo while it is at low health and prevent it from sweeping. (also mamoswine's ice shard)

**Doublade**: If Kommo-o is not running Fire Punch or Earthquake, it will have no options to hit Doublade, who takes minimal damage from Devastating Drake.

**Especially Bulky Pokemon (remove the especially and change to physically, could be confused with specially)**: Bulky Pokemon such as Hippowdon can survive a +6 Drain Punch and phaze Kommo-o out with Whirlwind, and while Gliscor does not beat Kommo-o 1v1 it can be able to throw off a crippling toxic on Kommo-o.

add a section for faster threats that can revenge kill
 
Last edited:

Eyan

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For the record, there are many ways to respond to an am check, whether you disagree with the points or not. This, however, was handled really poorly. It made the writer sound condescending, which is really unwarranted and reflects badly, especially when at a glance it seems as though they don't have that much more knowledge about things or what is and isn't necessary when writing an analysis than the am checker. As far as the content itself goes, both DurzaOffTopic and marthaa had their own share of good and iffy points, so let me know if anything is up.

I'm not going to do what you guys did and quote + add comments. I'll just address each thing individually and hope the point gets through.

Overview
  • Kommo-o's movepool is "diverse", but two issues with that. Most of the moves aren't even OO worthy, so it's not really valid. Secondly, the next line already talks about its movepool, making this pretty much redundant. Yes, Kommo-o's Attack isn't that great, so I'd agree there, but the Defense is definitely noteworthy, Close Combat or not. Just because you run a move that lowers its Defense does not mean that the stat is pointless. How are you going to set up if you can't even take hits to begin with? That's the point.
  • We generally don't mention OO things in the Overview because if it were a core thing that contributes to Kommo-o being relevant at all, it'd get its own set. This is something that even GP would comment on for the record.
  • Yeah, move the special moves to OO (and don't mention it here for the same reason as above).
  • Sorry, but "correct circumstances" being obvious isn't a thing here. Analyses are written for newer readers, who may not know what those obvious circumstances are. If I didn't know anything about UU, I'd never understand what those mean. I agree that there's no need to go in-depth here, though, but do mention something like "as long as it doesn't get burned by...". Don't assume prior knowledge.
  • I mean it doesn't perform the same roles as the others per se, but the role it plays is literally the only reason it's viable. As a Dragon-type, it's still outclassed because the others all tend to provide far more utility than Kommo-o. Even Haxorus does that because it has more outright power without the Defense and access to Stealth Rock.
  • Special Mega Altaria is fine lol. It does run DD with Return more often on the ladder, but viability wise they're both fine (I even think DD is ass rn). "too specific, many things can run roar, like suicune, aggron, etc."...they're called examples dude. The am check is just saying to add some examples. You can change them to Suicune or Aggron if you like.
  • Yes, no need to be too specific in the Overview regarding what the coverage hits.
Belly Drum Moves
  • In the Drain Punch point, while it's not reliant on it, do mention how it allows Kommo-o to set up a sub a few more times. It's pretty handy against mons like Amoonguss or Suicune from experience.
  • Remove Fire Punch and Earthquake and reflect. The only slashes I should see in the last moveslot are Shadow Claw and Poison Jab. I literally see no reason to run the former two when the latter two cover more on their own. Shadow Claw covers Doublade and Metagross without leaving you unable to KO Latias, which both Fire Punch and Earthquake does, and Fire Punch means you're also fucked by Primarina, Mega Altaria, and Azumarill if you don't end up with a Substitute (and the chances of having a Speed boost, +6 Atk, and being behind a sub doesn't come by easily against a competent player). Shadow Claw also covers Chandelure for what it's worth.
Usage Tips
  • "i feel like this is really obvious but its really hard to word this in a non-confusing manner, i think it would be counterproductive" as mentioned before, don't assume that it's really obvious. There are very few things that's genuinely hard to word, and that's not a reason to not include something useful. "Set up a Substitute on forced switches to avoid taking an unnecessary extra turn of damage when setting up, which would render Kommo-o more vulnerable to priority"?
  • Yeah the setting up against defensive teams part isn't necessary. No need to change the next point either.
  • "this is super situational and really intuitive" no it's really not. Sub BD Kommo-o is by nature not intuitive at all based on what I said earlier about the odds of having everything set up perfectly against any competent player. marthaa's point definitely needs to be expanded; however, it works both ways, since there are situations where you'd rather just go for Substitute to get the Salac Berry activiated even without an Attack boost.
Team Options
  • "I have actually seen a few semi stalls with kommo because it appreciates everything being worn down so it can sweep" unlike those other Pokemon that want the opposing team totally healthy to sweep. But seriously, by this definition, literally any sweeper could work on semi stall teams, which isn't the case. This just sounds next level bad.
  • I really don't see what's the big deal about whether points are merged. They're going to be compounded into sentences at the end of the day anyway.
  • I don't get how Steel-types help against Latias or Hydreigon better. Both Fairy- and Steel-types have their own issues with them depending on the Pokemon and sets. Primarina and Azumarill deal with non-Belch Hydreigon and Latias to an extent if it's not Thunder; Klefki deals with both more or less, but it's both Steel- and Fairy-type; Empoleon deals with Latias if it's non-Thunder but doesn't do that much to Hydreigon; Scizor probably pivots the best but it's just one example; and Steel-types like Cobalion don't beat Latias anyway. The two types are on equal footing here.
  • Chandelure has decent synergy with Kommo-o. Other Choice Scarf users that actually outspeed Mega Aerodactyl would be nice as examples, though, since dealing with faster threats doesn't just mean other Choice Scarf users. Stuff like Mega Aerodactyl and Mega Sceptile are still annoying.
SD Rocks set Usage Tips
  • I've led with it before, but in all seriousness, does it really matter if you're trying to bluff the Sub BD Kommo-o set? Talking about not being in the right mind, no one in their right mind would stay in against a Kommo-o anyway turn 1 when the set hasn't been revealed (both main sets are physical anyway). Thus, setting Stealth Rock up as soon as possible is a valid point, but the part about bluffing isn't that practical.
  • "there are significantly more fighting resists than dragon resists in the tier" this is completely missing the point. First off, she did specifically mention threatening out Steel-types. You also don't want to be locked into Outrage on a set like this, especially early-game, so Close Combat is way more reliable, hence using it more often; you even mention the part about being locked into Outrage in a later point. From an in-battle point of view, even though there are more Fighting-resistant Pokemon than Dragon, you'd typically be better off clicking Close Combat or Swords Dance and Devastating Drake the next turn potentially. Trying to predict and catch things usually isn't that beneficial to the set unless you want to throw away your Kommo-o.
  • "more things that really dont need to be said, nothing appreciates being statused and this isn't really more significant than other mons + kommo is pretty slow anyway" More things that need to be said, actually. Here's my take on it. Paralysis is as you (durza) said, not that big of a deal. However, as far as burns go, it's really significant because aside from simply setting up Stealth Rock, Kommo-o's main role with this set is setting up and weakening/eliminating its standard checks, paving the way for teammates that struggle with those same Pokemon (this really needs to be talked about more). Being burned fucks with that completely. What I'd like expanded on, though, is the fact that depending on the exact matchup, it might be worth eschewing the ability to wallbreak to get up Stealth Rock against something like Suicune (or just switching into Scald in general). So yeah, it's a valid point, but it could be nuanced better to talk about how its role as a Pokemon is affected.
Team Options
  • "particularly Fairy-types" is not the same as saying that Kommo-o has nothing to deal with Fairy-types. All I'm getting is that Kommo-o is 4x weak to those moves. Not mentioning Magneton is fine; the way Scizor threatens this set is the same way it can threaten a ton of other setup sweepers.
  • Yeah not mentioning setting Toxic Spikes is fine
  • "this is team options not checks and counters?" not quite sure what you mean by this. She's saying Alolan Muk can Pursuit trap Ghost-types like Chandelure (literally only Chandelure before Gengar dropped tbh so might as well be specific), which allows Kommo-o to spam Close Combat more freely. I don't know if I'm missing something here.
  • "hazard support allows it to ko stuff like alomomola with the zmove after rocks" (by marthaa). I feel like I'm misreading or something because this Kommo-o set runs Stealth Rock of its own, so does this mean additional support like Spikes or?
  • yeah hazard removal is a really generic point that isn't a big deal to Kommo-o compared to other Pokemon
  • good point, but yes, the examples of Pokemon that appreciate it are not ideal.
  • "(due to their superior speed and/or typing) its actually not even speed or typing, kommo outspeeds altaria and has better typing than haxorus, its mostly just the fact that haxorus is way more powerful and altaria has a way better ability, power and natural bulk + reliable recovery" I mean I feel like you two aren't even disagreeing here. Haxorus has better Speed and power, while Mega Altaria has better typing and whatever else you mentioned. marthaa just compounded the general traits together, so no big deal.
  • "i mention pjab already and a +6 drain punch actually has a 50% chance to OHKO offensive mega altaria after rocks and is always a 2hko lol..." okay yeah, it's a 50% chance to OHKO that set if it has not Mega Evolved yet when switching into Stealth Rock, meaning even in that scenario, there's still that chance that you don't KO without Poison Jab. If it has Mega Evolved, that chance goes to 0% without any chip damage. Yes, you'd be fine if you were behind a Substitute, but yet again, chances of having everything go perfectly is idealistic, so Mega Altaria is relevant here. Either way, with the updated slashes, the Shadow Claw option would net a chance to KO after Stealth Rock even post-Mega Evolution (still a roll but yeah), so it's not really right to say that the BD set is walled by Fairy-types. Mega Altaria is just an example anyway, something that you need when writing an analysis, so you'd preferably include more too. Let's also not forget that Checks and Counters section isn't just for one set; so far you've only talked about BD and that's it. There should be talk about how Fairy-types straight up beat the Stealth Rock set, Fairy-types like...Mega Altaria!

Let QC know when everything is updated and I'll give it a proper once over for a check.
 
DD set needs to be added, and it should be the first set on the analysis.

DD
Close Combat
Poison Jab
Outrage/Ice Punch
Fightinium/Dragonium/Icium

Poisonium Z in set details. Soundproof as the only ability

Pretty straightforward set. Icium Z to OHKO Amoonguss Altaria and Togekiss, and Ice Punch > Outrage still kills non scarf dragons at +1 and gliscor if you run fightinium, otherwise Outrage with a stab Z move is preferred. Max speed jolly of course.
 
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