Pokémon Day 7* Tera Raids (Paldea Starters and Pseudos)

1752276595051.png


Detailed boss script from https://stevecooktu.github.io/sv_raid_lookup/. 490 seconds/8 and a sixth minutes is yet another unique and strange fraction of time for this raid's timer. The shield does cover 50% of Kommo-o's HP, and everything else is typical, including the 40% HP double attack phase trigger. A TM drop for Close Combat is on brand. I imagine if those Clanging Scales were resets or Souls, this raid would be more of a bother like Baxcalibur. Or maybe they could have given it even more HP since it doesn't even reach 20k itself. At least it was a change of pace.

1752276816070.png
1752276825713.png


Nrom7 from discord cleared with a similar Shell Bell Marill and some Defense Curl usage over Amnesia + Intimidate Arcanine. Personally I'm tempted to try out Azurill for once against these pseudos in an attempt to make it interesting, though the biggest issue upfront may just be surviving neutral tera Close Combats.
 
Skill Swap is surprisingly useful for a Solo, since you can steal Soundproof to block Boomburst + Clangorus Scales and basically ignore the SpA aspect. Much easier then in tandem with the usual Intimidate Partners (unless you give Oblivious with a Slowbro or such)
 
Had success with Ape just brute forcing its way through (had enough timer even after fainting twice), but healing/intimidate support go a long way in the first few turns - 1 bulk up + focus energy seemed to be sufficient setup once tera is activated
 
Alright attempt #1 was just a Magearna solo. I brought in Mirror Herb as an item. Remember that? I mean, how can I say no to a +1 to all stats?

honestly this went great until it got a crit. Then I set up an iron defense and got crit AGAIN...but even despite that i could have won if Iron head didn't flinch.
but tbh, iron head is way more manageable despite being SE and the flinch chance.

Attempt #2 went much better, especially when the barrier went down and dudunsparce got off a glare. Only got flinched once, and because of paralysis it whiffed the attempts to finish me off before I could heal back up with Draining Kiss

Captured in a Moon Ball

Shoutouts to the Gardevoir CPU who just refused to ever use Life Dew
 
Alright attempt #1 was just a Magearna solo. I brought in Mirror Herb as an item. Remember that? I mean, how can I say no to a +1 to all stats?

honestly this went great until it got a crit. Then I set up an iron defense and got crit AGAIN...but even despite that i could have won if Iron head didn't flinch.
but tbh, iron head is way more manageable despite being SE and the flinch chance.

Attempt #2 went much better, especially when the barrier went down and dudunsparce got off a glare. Only got flinched once, and because of paralysis it whiffed the attempts to finish me off before I could heal back up with Draining Kiss

Captured in a Moon Ball

Shoutouts to the Gardevoir CPU who just refused to ever use Life Dew
Does the NPC AI go off of base type? I rolled a Gard once and all it did was spam gleam
 
:SV/Houndstone:

Houndstone @ Leftovers
Ability: Fluffy
Tera Type: Ghost
EVs: 252 HP / 252 Def
Impish Nature
- Charm
- Mud-Slap
- Howl
- Helping Hand / Tera Blast

If you want to play support role, Houndstone is quite great. Charm on turn 1 is much needed to keep Kommo-o's damage output low. With max physical bulk and the Fluffy ability, Houndstone will basically outheal the Dragon Claw damage with Leftovers, especially with Mud-Slap providing dodges. Howl powers up both physical attackers and Stored Power users, though if someone used Skill Swap to get Soundproof away from Kommo-o, they won't benefit from Howl. And Helping Hand is for the big finale, though it's bit of a filler slot. Psychic Fangs or Ghost type Tera Blast could also be an option since the Howl boosts would benefit Houndstone as well.
 
Last edited:
Does the NPC AI go off of base type? I rolled a Gard once and all it did was spam gleam
I have to assume yes because it was the same deal here.


Also heard tell of multiple Espathra being brought into one of these and Opportunist just going off other Opportunists and causing a feedback loop until all of them were +6 and if so that's incredibly funny
e: aw it was just someone misinterpreting all the boost messages
which makes more sense but is significantly less funny to think about
 
Last edited:
Also heard tell of multiple Espathra being brought into one of these and Opportunist just going off other Opportunists and causing a feedback loop until all of them were +6 and if so that's incredibly funny
e: aw it was just someone misinterpreting all the boost messages
which makes more sense but is significantly less funny to think about

No it's funny in a sense that is shows GF's disinclination in making stat increasing prompts better. They could just have the stat change animation and tell you all the stat changes which occurred in one or two text boxes, but NO, each and every single stat change needs its on stat change animation and text box. And this battle brings that to the extreme as you need to first wait for Kommo-o to go through all 5 of its increases which takes several seconds, but if you got 4 Espathra well all of them got to have their turn of 5 increases each for a total of 25 stat increase messages in a row which has to last at least a minute. Oh, and let's not forget the timer is ticking away this entire time while everyone is just sitting there waiting for all the stat increases to finish up. Also if you wanted to try and get a move in before shield activation like a Skill Swap then TOO BAD, the Espartha just had to be selfish and take up that time for itself (why yes, this did happen to me as I was using Slowbro who needs to Skill Swap Soundproof onto itself otherwise is easy pickings with Boomburst).

Oh wait, did I say funny? I mean sad.
 
:SV/Houndstone:

Houndstone @ Leftovers
Ability: Fluffy
Tera Type: Ghost
EVs: 252 HP / 252 Def
Impish Nature
- Charm
- Mud-Slap
- Howl
- Helping Hand / Tera Blast

If you want to play support role, Houndstone is quite great. Charm on turn 1 is much needed to keep Kommo-o's damage output low. With max physical bulk and the Fluffy ability, Houndstone will basically outheal the Dragon Claw damage with Leftovers, especially with Mud-Slap providing dodges. Howl powers up both physical attackers and Stored Power users, though if someone used Skill Swap to get Soundproof away from Kommo-o, they won't benefit from Howl. And Helping Hand is for the big finale, though it's bit of a filler slot. Psychic Fangs or Ghost type Tera Blast could also be an option since the Howl boosts would benefit Houndstone as well.
Really cool set, although you probably wouldn't want Mud-Slap if you're trying to support Annihilape, who are banking on getting hit to make Rage Fist stronger.

Edit: on second thought, Mud-Slap could work later in the raid after the apes got their max power RFs.
 
Last edited:
lampent.gif

Lampent @ Eviolite
Ability: Flame Body
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpDef
Bold Nature
- Clear Smog
- Acid Armor
- Skitter Smack
- Calm Mind / Will-O-Wisp

I ran into a really funny support: Lampent. All Kommo-o can hit it with is Dragon Claw, which procs Flame Body. Skitter Smack lowers Kommo-o's SpA, Acid Armor bolsters your Defense even further, Clear Smog t1 to remove the Clangorous Soul boosts, and Calm Mind to further boost SpDef for the Clanging Scales.

Might try Calm Mind + Hex, too.
IMG_5183.jpeg


online win with Hex / CM / Acid Armor / Clear Smog, first try

cut it close because support Mew fainted to something, maybe second scripted Clanging Scales?
 
Really cool set, although you probably wouldn't want Mud-Slap if you're trying to support Annihilape, who are banking on getting hit to make Rage Fist stronger.

Edit: on second thought, Mud-Slap could work later in the raid after the apes got their max power RFs.
By the time Mud-Slap's accuracy drops really start to matter, Annihilape should have already gotten hit six times for the maximum power, so I don't think it's a major issue.
 
Struggled with Kommo-o a lot. Mostly due to idiot team mates with obscure pokemon or bringing a mon weak to fighting. I lost count of how many Skeledirges i saw trying and failing miserably to torch song it.

I did find on the solo run that was successful that Kommo-o will lead with Close Combat if you don’t have any allies with intimidate, that’s a good 50% on my Espathra. If you do have an intimidator, it instead leads with Boomburst and is much more easily survived. Its attack was always kept low due to the frequency of deaths from my ally Arcanine, while I just went ham with Lumina Crash to keep it soft enough on the special side to stay alive from shell bell recovery.
 
I also found this raid surprisingly hard in opposition to lots of people here.

Attempted with a few different mons before going back to the old reliable; Bronzong.

Tried with my specially defensive support Gyarados, but Boomburst even with good spcl def still absolutely hurts at +1. You keep the physical side of things locked down, but Boomburst just hurts a lot in general even from Kommo-O's "OK" spcl attack.

Then I thought of trying an outlandish thing of using Kommo-O itself. You have Sound Proof, but are weak to Dragon - At +1 Def (after your own Clangorous Soul) you can easily survive the start of the fight, but the stat wipe really screws you if RNG plays havoc with move selection. I think this would work fine with a bit of Attack reduction support (Such as a Chilling Water/Intimidator) or a healer (Life Dew) but I never got that lucky. After that you spam Iron Defences and Body Press as usual, I just never got that far.

This was also the first raid where I encountered Griefing. While running the above, I ran into a Volcarona player who was attacking both myself and the ally Iron Hands (Neither of us had caused issues until they started team attacking). It was the first time I'd managed to get the strat going, but this guy messed it up for us all. A shame.

Looped back around to the support Bronzong with a minor modification on having both Reflect and Light Screen. Depending on Team Comp, I'd throw up one or the other (Usually Light Screen) and then find a space a bit later on to work the other into the mix. I was surprised how much neutral CC was doing into even Bronzong, but a few Iron Defences made it swap to the much less threatening Boomburst.

Probably took me 10+ attempts here; I left a lot of raids on the team preview screen where Mewtwo's, Rayquaza's and various other poor picks popped up. I was surprised how many Annihilapes there were when every single one of them seemed like a poor choice.

Either way; clearing team: Lunana/Slowbro/Annihilape/Bronzong. Lunala and Slowbro did most of the heavy hitting, but Annihilape really ramped up as the raid went on. I was full support here barely attacking, but keeping my cheers handy/keeping up our barriers really helped out. All three of my teammates did a good amount of damage while I was just sitting back chilling and Cheering them onwards!
 
What's proving the most consistent Support so far? I'm thinking about if Slowking could work with Skill Swap + Snarl to debuff the Boombursts, since I imagine other supports focus in on tanking the Physical hits (or you could use Chilling Water). Trying to think of options that cover stuff randos usually fail to account for like the spammable +1 Boomburst.
 
:gouging fire:
Gouging Fire @ Haban Berry
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Burning Bulwark
- Breaking Swipe
- Howl
- Bulldoze / Morning Sun

My series on getting Gouging Fire to work in as many 7 star raids as possible continues (it didn’t work for Bax)

Haban Berry prevents Dragon Claw usage, and max SpDef investment not only lessens Boomburst and Clanging Scales damage, but more importantly, it forces Kommo-o to use Close Combat in the beginning, procing Burning Bulwark burn. Tera Ghost then ensures all Kommo-o can use vs you is Dragon Claw, giving you consistent burn procs. Howl to boost the Apes, and Bulldoze to lower Speed. Morning Sun is an alternative since a lot of Apes run Low Sweep anyway.

I wish Noble Roar and Snarl worked :/
 
What's proving the most consistent Support so far? I'm thinking about if Slowking could work with Skill Swap + Snarl to debuff the Boombursts, since I imagine other supports focus in on tanking the Physical hits (or you could use Chilling Water). Trying to think of options that cover stuff randos usually fail to account for like the spammable +1 Boomburst.
Saw a lot of slowtwins both Galarian and kantonian/johtonian. A lot of them ran skill swap but didn’t see them doing much else after that.

Life Dew is a solid option to keep the damage dealers going, can’t remember if Gardevoir gets it or not but that would be a solid option imo.

Anything to stop your team running more than one opportunist Espathra is also a good idea. The timer runs down while opportunist procs at the start of the battle and I was waiting for what felt like a couple of minutes to attack when there were two on the field. By then Kommo-o is close to removing the lumina crash debuff which is less than helpful.

I can see tera flying Gyarados with tera blast coming in handy - intimidate made a LOT of difference in my successful run - Kommo-o seemed to give up with physical moves against me when debuffed…
 
As full support mons (no damage dealers) I guess there are several possible viable options, these are the 2 I used and they're pretty much the same thing:

Tentacruel @ Black Sludge / Leftovers
Ability: any of them
Tera Type: Stellar / any of them
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Haze
- Chilling Water
- Skitter Smack
- Acid Spray / Reflect Type / Acupressure / Aqua Ring

Mew @ Leftovers
Ability: Synchronize
Tera Type: Psychic
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Haze
- Chilling Water
- Struggle Bug
- Life Dew

So Haze turn 1 to clear the boosts then use Chilling Water or Skitter Smack/Struggle Bug to lower Kommo-o's moves that are more threatening to you or your team.
With Tentracruel I had no reason to use Acid Spray as my team didn't need it and I wasn't good to dish out damage, other moves may be better depending on your team.
With Mew Life Dew is always good but it, however, can use Acid Spray + Psychic to do damage in case you need it. As generally in this raid someone will bring pokémon to do damage it's better to bring supports to keep them alive and that's why my Mew was full support.
 
Last edited:
This raid was a lot harder than I thought it would be after reading other commenters in this thread. From early comments, I thought I could just bring in a bog-standard Stored Power mon, like Slowbro or Armarouge, and cruise this raid without any planning. The reality for me was that Slowbro got its ass kicked by Boomburst and even after multiple movesets and strategies, I was still failing to get anything close to what I call a clean solo win. Same thing for Armarouge. So I realized I was going to have to make something specific for this raid, or I would have to cheese it, and not get a clean solo win.

Keep in mind, my definition of a “clean win” is that I don’t faint and that I don’t require specific NPC’s to clear the raid if I get the normal luck when it comes to crits and other luck factors. I’m not saying fainting or resetting for NPC’s is a bad thing. I just don’t feel like I’m really “solving the raid” if I do that. And for raids that don’t involve a rare pokemon or legend or something, there’s really no reason for me to even do the raid if I all I want to do is catch the mon. I can get a kajillion Kommo-o pretty easily ingame, so beating this raid any way possible, just to have yet another Kommo-o in my box is not interesting at all to me. So, I have this self-imposed standard for a clean win that I try to achieve. Sometimes I can achieve it, sometimes I can’t. But for me, the joy is in trying to find one or more solutions, whether I come up with them myself or use something I find posted by others.

I suspected I might be able to make a Slowbro or similar work against Kommo-o, if I kept tweaking the set or strategy or both. But I started thinking in other directions, since Stored Power nukes are pretty well-explored territory when it comes to 7-star raid tech.

After playing around with a few things, below is what I ended up using and it worked very reliably for me. I’ll just preface this by saying I generally try to avoid using legendaries to solve raids, because I prefer the challenge of using something that is more generally available, something I can catch and breed or whatever. But depending on the raid (like this one) I’ll use a legend, I just won’t feel great about it. So, yeah, I’m admitting a bit of cheese already.

In general, I loved the idea of using Skill Swap on something to take special hits off the table, allowing me to concentrate solely on dealing with physical moves. But with other mons I tried in this raid, even using Skill Swap was not good enough, because eating that big +1 Boomburst on the first turn is just a dealbreaker, as it puts you on your heels before you even get going. So I started looking for something fast enough to Skill Swap before Kommo-o moves, that also can deal with the physical hits soon to come thereafter. It’s a short list of mons that fit that bill - fast, and a Skill Swapper, and can handle a big physical attacker, etc etc etc lol. And as reluctant as I am to use box-cover legends, I just kept coming back to this when searching for various factors I wanted in a solution. So with that said, here’s the set:

:sv/mewtwo:
Mewtwo @ Shell Bell
Tera Type: Psychic
Ability: Unnerve
Timid Nature
EVs: 252 HP / 252 SpAtk
- Psystrike
- Chilling Water
- Skill Swap
- Nasty Plot

The crux of this set is that Mewtwo is faster than +1 speed Kommo-o from the jump. It would probably be more efficient to go Modest with 56 Speed EVs to get to 310 speed (+1 Kommo-o is 309) but I didn’t want to garbage up the EVs on my only Mewtwo if I could avoid it (yet another reason I hate using legends on raids). So I just used a Timid Mint (putting me at overkill 325 speed) which was easy to do and worked just fine anyway.

Since Mewtwo can Skill Swap before Kommo-o moves, it is immune to that first turn Boomburst, and so Mewtwo starts out the battle at full health while everything else was around 50% or less usually after that first bomb landed.

Then on turn 2, Mewtwo can do Chilling Water before Kommo-o moves, putting it back to +0 Attack, assuming no Intimidator NPCs on the team. If Intimidate is on your team, this raid is easier, but it is not required. Same goes for healing NPCs, very nice to have but not required. If you have both Intimidate and healing, this raid is a cakewalk. I haven’t faced a raid without at least one NPC neutral to Close Combat, and I think it *might* be a requirement to get Kommo’s defenses lowered, but I’m not sure.

Anyway after those first two set-in-stone moves, the general playbook for Mewtwo is to keep Chilling Water as much as you can and going Tera as soon as it is available. Depending on crits and NPCs and health needs, you might have to do a Heal Cheer before Tera. After Tera, you can do Psystrike for health if you need it. Against Kommo’s lowered defense, the Shell Bell recovery is a lot, even before Nasty Plotting.

After the player stat reset, I setup to +6 with Nasty Plot and then it’s just a few Psystrikes doing massive chunks of damage to victory.

I chose Psystrike instead of Psychic on the thinking that with scripted Clanging Scales in play, that Kommo’s Defense would be lowered more than SpDef, therefore a better defensive stat target. But I didn’t run the calcs. It may be that Psychic hitting Kommo’s lower base stat SpDef (which is even lower due to Naughty, and could be further lowered by Psychic SpDef drops) on those turns prior to the Clangs yields better overall DPS than Psystrike. But Psystrike is what I used and it worked great. Also, it’s Mewtwo’s signature move, so it’s way cooler than lame old TM Psychic or anything else IMO ;-)
 
This raid was a lot harder than I thought it would be after reading other commenters in this thread. From early comments, I thought I could just bring in a bog-standard Stored Power mon, like Slowbro or Armarouge, and cruise this raid without any planning. The reality for me was that Slowbro got its ass kicked by Boomburst and even after multiple movesets and strategies, I was still failing to get anything close to what I call a clean solo win. Same thing for Armarouge. So I realized I was going to have to make something specific for this raid, or I would have to cheese it, and not get a clean solo win.

Keep in mind, my definition of a “clean win” is that I don’t faint and that I don’t require specific NPC’s to clear the raid if I get the normal luck when it comes to crits and other luck factors. I’m not saying fainting or resetting for NPC’s is a bad thing. I just don’t feel like I’m really “solving the raid” if I do that. And for raids that don’t involve a rare pokemon or legend or something, there’s really no reason for me to even do the raid if I all I want to do is catch the mon. I can get a kajillion Kommo-o pretty easily ingame, so beating this raid any way possible, just to have yet another Kommo-o in my box is not interesting at all to me. So, I have this self-imposed standard for a clean win that I try to achieve. Sometimes I can achieve it, sometimes I can’t. But for me, the joy is in trying to find one or more solutions, whether I come up with them myself or use something I find posted by others.

I suspected I might be able to make a Slowbro or similar work against Kommo-o, if I kept tweaking the set or strategy or both. But I started thinking in other directions, since Stored Power nukes are pretty well-explored territory when it comes to 7-star raid tech.

After playing around with a few things, below is what I ended up using and it worked very reliably for me. I’ll just preface this by saying I generally try to avoid using legendaries to solve raids, because I prefer the challenge of using something that is more generally available, something I can catch and breed or whatever. But depending on the raid (like this one) I’ll use a legend, I just won’t feel great about it. So, yeah, I’m admitting a bit of cheese already.

In general, I loved the idea of using Skill Swap on something to take special hits off the table, allowing me to concentrate solely on dealing with physical moves. But with other mons I tried in this raid, even using Skill Swap was not good enough, because eating that big +1 Boomburst on the first turn is just a dealbreaker, as it puts you on your heels before you even get going. So I started looking for something fast enough to Skill Swap before Kommo-o moves, that also can deal with the physical hits soon to come thereafter. It’s a short list of mons that fit that bill - fast, and a Skill Swapper, and can handle a big physical attacker, etc etc etc lol. And as reluctant as I am to use box-cover legends, I just kept coming back to this when searching for various factors I wanted in a solution. So with that said, here’s the set:

:sv/mewtwo:
Mewtwo @ Shell Bell
Tera Type: Psychic
Ability: Unnerve
Timid Nature
EVs: 252 HP / 252 SpAtk
- Psystrike
- Chilling Water
- Skill Swap
- Nasty Plot

The crux of this set is that Mewtwo is faster than +1 speed Kommo-o from the jump. It would probably be more efficient to go Modest with 56 Speed EVs to get to 310 speed (+1 Kommo-o is 309) but I didn’t want to garbage up the EVs on my only Mewtwo if I could avoid it (yet another reason I hate using legends on raids). So I just used a Timid Mint (putting me at overkill 325 speed) which was easy to do and worked just fine anyway.

Since Mewtwo can Skill Swap before Kommo-o moves, it is immune to that first turn Boomburst, and so Mewtwo starts out the battle at full health while everything else was around 50% or less usually after that first bomb landed.

Then on turn 2, Mewtwo can do Chilling Water before Kommo-o moves, putting it back to +0 Attack, assuming no Intimidator NPCs on the team. If Intimidate is on your team, this raid is easier, but it is not required. Same goes for healing NPCs, very nice to have but not required. If you have both Intimidate and healing, this raid is a cakewalk. I haven’t faced a raid without at least one NPC neutral to Close Combat, and I think it *might* be a requirement to get Kommo’s defenses lowered, but I’m not sure.

Anyway after those first two set-in-stone moves, the general playbook for Mewtwo is to keep Chilling Water as much as you can and going Tera as soon as it is available. Depending on crits and NPCs and health needs, you might have to do a Heal Cheer before Tera. After Tera, you can do Psystrike for health if you need it. Against Kommo’s lowered defense, the Shell Bell recovery is a lot, even before Nasty Plotting.

After the player stat reset, I setup to +6 with Nasty Plot and then it’s just a few Psystrikes doing massive chunks of damage to victory.

I chose Psystrike instead of Psychic on the thinking that with scripted Clanging Scales in play, that Kommo’s Defense would be lowered more than SpDef, therefore a better defensive stat target. But I didn’t run the calcs. It may be that Psychic hitting Kommo’s lower base stat SpDef (which is even lower due to Naughty, and could be further lowered by Psychic SpDef drops) on those turns prior to the Clangs yields better overall DPS than Psystrike. But Psystrike is what I used and it worked great. Also, it’s Mewtwo’s signature move, so it’s way cooler than lame old TM Psychic or anything else IMO ;-)
Mewtwo's a great solo! Been running a Stored Power version of this:

:mewtwo:
Mewtwo @ Shell Bell
Ability: Unnerve
Tera Type: Psychic
EVs: 252 HP / 200 Def / 56 Spe
Modest Nature
IVs: 0 Atk
- Skill Swap
- Bulk Up
- Nasty Plot
- Stored Power

My usual strategy is to BU twice and NP twice, Stored Power until Kommo-o clears its stats, NP a third time, Stored Power until the Player Stat Reset, BU twice, NP twice, then Stored Power to victory.
 
Nrom7 from Discord has carried the torch for solo Azurill posting once again for this Kommo-o raid.

1752546124614.png
1752546137639.png


The set is reportedly as follows, with the full defensive AI lineup of 2 Intimidates + Sylveon to handle stat drops on both sides and allowing for full special defense investment. Apparently full defense investment baits Boomburst too often from the start and Protect could be used to stall for Intimidate/Moonblast procs if needed.
Pikablue (Azurill) @ Shell Bell
Ability: Huge Power
Tera Type: Fairy
EVs: 252 Atk / 6 Def / 252 SpD
Adamant Nature
IVs: 0 SpA
- Tera Blast
- Belly Drum
- Mud-Slap
- Protect

For my part I had been personally trying with a mostly different strategy of only one Intimidate + Sylveon and 252 HP EVs instead, and also a special attacking Draining Kiss set (usually healing to full HP post-tera) with Metronome to squeeze as much offense out as possible, and still having to stack 2 cheers with deaths. Even then most of my attempts fizzled out post-debuff reset with my farthest attempt barely getting into the red with a Sylveon Moonblast. Arcanine can potentially burn as well but having 2 Intimidates right off the bat is much more reliable.

1752546567053.jpeg
1752546573958.jpeg

1752546487491.jpeg
1752546593898.jpeg


Overall I feel the second Intimidate AI difference is what really mattered, as my opening moves revolved around setting Protect T1 to wait for the AI defense cheer to set up and then setting a cheer + hitting a priority Aqua Jet to build tera charge if I survived Close Combat T2 or it hit a Boomburst instead, since with just one Intimidate Close Combat still OHKOs from base and Boomburst also still hurts a lot. It was a shame because this is the first time I've found a use for Aqua Jet as a priority tera charge builder right before death.

0+ Atk Tera Fighting Kommo-o Close Combat vs. 252 HP / 0 Def Azurill through Def Cheer: 278-328 (91.4 - 107.8%) -- 50% chance to OHKO

252+ SpA Tera Fairy Azurill Atk Cheer Draining Kiss (60 BP) vs. -6 0 HP / 0- SpD Tera Fighting Kommo-o: 632-748 (3.6 - 4.2% of 60x hp boss) -- not a KO
(2 attack cheers) +2 252+ SpA Tera Fairy Azurill Draining Kiss (60 BP) vs. -6 0 HP / 0- SpD Tera Fighting Kommo-o: 844-996 (4.8 - 5.7% of 60x hp boss) -- not a KO
(imagine up to x2 from Metronome procs, but also most of that being cut to 70% from the shield)

Also being able to afford Belly Drum is naturally a lot faster to clear with, which is probably the biggest difference maker as I believe Nrom's clear basically just hit past the 40% HP mark by breaking shield and getting a free turn afterwards, avoiding having to deal with potential Iron Head flinches and/or double attacks ruining the run late, while Draining Kiss gets even slower without stacked defense debuffs. Late debuff resets are truly the bane of Azurill.
 
Mewtwo has been working very reliably for solo raids, but I don’t like using it for online raids, because it usually means I “steal” Soundproof from Kommo-o before other slower teammates like Slowbro can do it, which just dooms the team as those teammates faint repeatedly to Boomburst. So I’ve been looking for something else that can better support teams in online play, and it’s really tough to find something that works. And although I really hate to keep using legendaries like this, particularly box cover legends — honestly, this Kommo-o raid is a real beast and there just aren’t many Pokémon that can survive this thing.

Here’s what I’ve been using for online play, since it helps reduce damage on teammates, particularly popular Ghosts like Annihilape, it can pitch in with decent damage too, and it’s pretty much unkillable. Which is kinda “no shit Sherlock”, since it’s one of the premier legendary walls in the entire game…

:sv/lugia:
Lugia @ Scope Lens
Tera Type: Flying
Ability: Multiscale
Timid Nature
EVs: 252 HP / 152 Def / 104 Speed
- Aeroblast
- Chilling Water
- Recover
- Calm Mind

I re-EV’d this for this raid (which I hate to do, since it’s my only Lugia) to give it 310 speed to outrun +1 Speed Kommo-o. That means it can Chilling Water, Calm Mind, and Recover in advance of getting hit, which makes Lugia super safe to play throughout this raid. I haven’t fainted once, not even close.

I Chilling Water almost exclusively at the beginning of the raid until the player reset. I try to join teams that have Annihilapes, Skill Swappers, or other mons that only fear physical moves, and I use Chilling Water liberally, even though Kommo-o mostly uses Boomburst against Lugia. I go Tera when I get the chance, and I Recover as needed. The +1 Boombursts hurt a little bit at the start, so you can Calm Mind once before the player reset, if it really bugs you. But I don’t usually find it necessary, since Lugia has the 3rd highest base SpDef stat in the entire game, and I often do a Heal Cheer or two anyway in the early going, as I try and prop up teammates who are ill-prepared for the kind of damage output Kommo can produce.

And a quick reminder for those paying attention at home — Remember that if you are Recovered to full health, that hit from Kommo is going to be cut in half by Multiscale anyway ;-)

After the player reset, I Calm Mind 2-3 times and then start Aeroblasting when I’m not trying to do team support. With Tera Flying, a Scope Lens, and a high-crit move in Aeroblast, the damage done to Kommo-o is usually pretty decent. Nothing gamebreaking, but it definitely makes a good dent.
 
Last edited:
Back
Top