SM OU A Kommo-O HO Team that Doesn't Make Much Sense but Works Anyway (peaked 1899 #63)

Hello Smogon! This is my 2nd time posting an RMT (the last time was like more than a year ago). Before I get into the team, here's a little about me. I've been playing PS for roughly a year and a half, and I spent most of the time there playing SM/USUM OU. I've been hard-stuck at high 1500s to high 1600s for the longest of time (for about 4 months I'd say) and couldn't break past the 1700 barrier; until, of course, I started using this team. Since then, I've been reaching new high with this team until I've finally reached top 100 and peaked at 1899 (1900 is my new barrier lol). Without further ado, here is my teambuilding process.
Proof of peak:
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This team, as the title suggests, is a Hyper Offense team that doesn't really make sense (which will be discussed below), and like most HO playstyles, it requires some predictions and gut-thinkings when playing against an opponent. This team, in my experience, can break through most teams easily but can struggle with some other HO archetypes. Let's start with the (pseudo-) legendary mon itself, Kommo-O.

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Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 52 HP / 204 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Thunder Punch
"A set born in hell". SubSalac BD Kommo-O, with the right setups, can be a devastating and unkillable mon on the field. However, finding the right turn to setup can be challenging, as there are many fairies and strong mons that can blow it back, rendering its set useless. Its typing is a blessing and a curse; being weak to moves that are seen on 90% of the teams in OU but also resists some key types. Because of its resistances, I mostly start setting up against Heatran, Ferrothorn (one of the best to set up against if the opponent risks using Gyro Ball), Gren/Ash-Gren (without Ice Beam), Ttar (without Ice Punch), and Zapdos (without HP Ice). Toxapex can be set up on, however, you must outplay his Haze by using Thunder Punch and waiting for the opponent to either switch or recover. Once it's well set up, it can either sweep or break through bulky walls for other mons on the team. Its EV is pulled straight from Smogon Dex, with its HP divisible by 4 (I kept it at 52 to better take hits; even if I transfer some to Atk, it won't affect much). A Jolly Nature so it can outspeed most mons once it gets the +1 Speed boost from Salac Berry. Drain Punch for longevity and STAB, OHKO or 2HKO mons when at +6, and Thunder Punch for bulky water types, flying types, and other types that resist fighting. Bulletproof so it can come in on common ball moves, including Shadow Ball and Gyro Ball.

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Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Stun Spore
- Hidden Power [Fire]
This is the part where most of you may start thinking, "Sticky Web doesn't make sense when there's something called dual screens". After using the dual screens archetype of this team, I've come to a conclusion that I'm just not that good with dual screens (lol at me for being bad), and Sticky Web can actually provide speed control that can be beneficial to a Kommo-O sweep. While Kommo-O gets a +1 Speed boost after consuming Salac, it's still a base 85 speed mon; it can be easily outsped by other common mons, namely Tapu Lele and the rising Tapu Koko, both of which can OHKO in return with fairy moves even with screens up (Koko's dazzling gleam can't, but can kill at 67-78%, which, to be frank, most of the time Kommo-O couldn't recover that much). This is why I use Sticky Web on this team: to outspeed nearly all scarf'd users. This set is a standard Sticky Web suicide lead set with Moonblast to deal damage when needed, Stun Spore for speed control, and HP Fire in conjunction with Focus Sash to deal with scarf'd Kartana when need be.

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Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rock Tomb
- Rapid Spin
My 2nd suicide lead of the team and also my favorite suicide lead right after Lycanroc. This set is commonly seen and pretty straightforward: Set up rocks, rapid spin if need be, then die or deal damage with either EQ or Rock Tomb. I choose Rock Tomb over Toxic to better deal with Tornadus-T, which is the only faster common defogger out there outside of scarf'd mons. However, it cannot do what it's supposed to do against Rocky Helmet Lando, so one must keep that mon in mind. Holding Focus Sash to guarantee a stealth rock setup and Mold Breaker to ignore Magic Bouncers.

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Serperior @ Leftovers
Ability: Contrary
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leaf Storm
- Leech Seed
- Glare
Another set that is born in hell. I was looking for a mon that can punish defoggers, and while Bisharp is a good contender, I do not like its speed tier, as it can be easily disposed of by other faster mons. Therefore, I decided to go with Serperior. Now I know most of you would start wondering again, "Why use lefties Serp on HO which can drain momentum?" It is true that it can drain momentum, but with SubSeed and Glare along with a good speed tier, it can wear down opponents or speed control for Kommo-O to better sweep; if it gets an evasion boost, then it'll become even better. Most of the games I played I either swept with Kommo-O or swept with this set. SubSeed to wear down mons, Leaf Storm with Contrary to get both damage and boosts, and Glare to provide another speed control for the team. Lefties for better survival and 56 HP EV to prevent Ferro or Rotom-W to break sub.


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Blacephalon @ Ghostium Z
Ability: Beast Boost
EVs: 232 HP / 4 Def / 20 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Shadow Ball
- Flamethrower
My 2nd primary sweeper of the team and the only spinblocker. If the other team does not have a Ttar, then this mon can mostly sweep or help break bulky mons, including Tapu Fini and Clefable, the latter being crucial as Clefables can wall a +6 Kommo-O and OHKO back with Moonblast. Sub Calm Mind to ease predictions and also completely wall Chanseys, Shadow Ball and Flamethrower for STAB, and a Z-Shadow Ball for wallbreaking or initiating a sweep. Sometimes I may preserve its Z to prevent the opponent from realizing my Kommo-O set, which can sometimes be crucial for a win. The EV spread is for a Speed boost from Beast Boost and to prevent Rotom-W's Volt Switch from breaking sub after a CM.

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Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Waterfall
- Crunch
For the final slot, I wanted a Water type to complete my Grass-Fire-Water core and also with the ability Mold Breaker so it can break past Unaware mons. Therefore, I chose Mega Gyarados. At first, I've always believed this mon to be the weakest link on my team, since there are so many common mons that wall it, including, but not limited to, all Lando-Ts, Zapdos, Toxapex (+1 EQ barely kills unless with rocks up), Tapu Fini, and all grass types. When I was just about to drop this mon for others since there aren't many Unaware mons on the ladder, I found out it plays one crucial role: stops Mega Lopunny from 6-0ing my team from the get go. Because of Lopunny's speed tier and Fake Out, it can easily take out both my sash'd mons and proceed to mess with my team; however, with Intimidate Gyarados, I can wall M Lop to a certain degree and either scare it out or waste its Fake Out to better set up with my two leads. Other than that, it can also come in on Specs Gren (along with Ribombee and Serp if need be, scouting for what move it goes for then go to the other mon) and Volcarona which also 6-0's my team (as long as I don't mega it, it can wall Volc and kill it with Waterfall). Intimidate to not only set up easier but also deal with Mega Lopunny, Jolly max speed and attack to further bolster its sweeping potential, DD to set up, Waterfall and Crunch for STAB, and EQ for cover.

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Both Rocky Helmet and Scarf Lando can be a nuisance for my team. I must play extra careful around them, especially scarf Lando with enough Speed to outspeed my +1 Kommo-O.

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Bulky Flying types. Defog Tornadus-T outspeeds my Serp and can OHKO with Hurricane or U-Turn to break sub. I mostly have to glare it to better deal with it. Zapdos, though can be walled by Kommo-O if it doesn't have HP ice, can weaken my Kommo-O with Rocky Helmet and paralyze it with its ability, making it much harder for a Kommo-O sweep. I also don't have a mon that can immediately threaten it once it defogs; I can only try to threaten it with my Z-Ghost from Blace at +1.

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Infiltrator users: While not common, I was once 6-0'd by a scarf'd Infiltrator Noivern. I don't really have a counterplay against it other than stun spore it with sash'd Ribombee or pray it misses its moves so I can glare it with Serp.

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I lose about 70% of the time against Hawlucha teams, simply because it's a flying type that can't be affected by Sticky Webs. My best bet is to keep hazards off my field to maintain my sash on Ribombee so I can kill it with Moonblast, or try to set up with Blacephalon or Kommo-O really early on to initiate a sweep, or try my best to paralyze it.

After typing for more than an hour, I realized that my dumbass downloaded all replays instead of sharing them, therefore I cannot provide replays here ;-;.

In conclusion, I really love this team as Kommo-O is one of my favorite mons in SM and it feels so good when making the right predictions and winning with this team. This team also sometimes thrives on RNGs, as full para can often play a crucial role for me to win, therefore I never complain when I get hax'd (which is also good because I won't get that mad when being hax'd). This team brought me from 1600s straight to 1800s within a month, so I firmly believe this team is above average when laddering. Any suggestions to this team will be much appreciated :D.
 
Hey AverageAI, since these flying types are such a nuisance, I would change Blacephalon to Thundurus-Therian

thundurus-therian.gif


I chose it over Thundurus Incarnate due to it having higher base sp. atk and I feel dropping some speed is okay since you have sticky web support (I suppose either of them can be used though).

Pros of this change:
  • *Soft* check to Hawlucha (take 95% max from a +2 hjk jeez)
  • Hits Lando Hard with hp ice (just make sure to scout for Stone Edge)
  • Can come in on Tornadus well
  • Can come in on Zapdos fairly well
  • Still breaks Chansey with minimal chip
  • Soft Check Choice Scarf Kartana
  • Gives another ground immunity which is nice for Eq locked lando
Cons of this change:
  • No Spin Blocker
  • Downgraded stall match up (Not by too much, however)
  • Has a hard time "checking" Hawlucha with Stealth Rocks up
  • Can't force a hjk crash without Blacephalon
Your best bet vs Hawlucha is to play aggressively and not let it get a free SD by switching in this boy when you think they are going to switch to it or preserving Ribombee and Excadrill's sash.

Overall, the team looks pretty solid and fun to play. Feel free to mention anything I missed. Hope this helped.

Team with Thundurus-T
 
Hey AverageAI, since these flying types are such a nuisance, I would change Blacephalon to Thundurus-Therian

thundurus-therian.gif


I chose it over Thundurus Incarnate due to it having higher base sp. atk and I feel dropping some speed is okay since you have sticky web support (I suppose either of them can be used though).

Pros of this change:
  • *Soft* check to Hawlucha (take 95% max from a +2 hjk jeez)
  • Hits Lando Hard with hp ice (just make sure to scout for Stone Edge)
  • Can come in on Tornadus well
  • Can come in on Zapdos fairly well
  • Still breaks Chansey with minimal chip
  • Soft Check Choice Scarf Kartana
  • Gives another ground immunity which is nice for Eq locked lando
Cons of this change:
  • No Spin Blocker
  • Downgraded stall match up (Not by too much, however)
  • Has a hard time "checking" Hawlucha with Stealth Rocks up
  • Can't force a hjk crash without Blacephalon
Your best bet vs Hawlucha is to play aggressively and not let it get a free SD by switching in this boy when you think they are going to switch to it or preserving Ribombee and Excadrill's sash.

Overall, the team looks pretty solid and fun to play. Feel free to mention anything I missed. Hope this helped.

Team with Thundurus-T
Removing Blaceph and adding Thundurus-T really wont change much. First of all, nothing switches into Hawlucha on the team. If Hawlucha gets something dies. Now if you sack a pokemon to get in Thundurus-T, you still have to be worried about rocks and the fact that Hawlucha does upwards of 95% with hjk. To play around this, running protect could be an option, however that would mean you would have to outplay and if the opponent reads this and sets up another sd, you auto lose (plus it takes a moveslot from thundurus-t when it needs coverage). Also, if the opponent keeps his rocks up, and seeing as the team has 1 spinner and it's a suicide lead it is relatively easy to do, Hawlucha sweeps anyways. Changing the team around is worth it at all because the team is meant to be a gimmick that can catch opponents or balance teams off guard. You can't heavily predict or make plays when you have 2 suicide leads and 4 setup sweepers so when you do encounter a team that can counter this team, there isn't much you can do anyways. It's good at what it's meant to do.
 
Removing Blaceph and adding Thundurus-T really wont change much. First of all, nothing switches into Hawlucha on the team. If Hawlucha gets something dies. Now if you sack a pokemon to get in Thundurus-T, you still have to be worried about rocks and the fact that Hawlucha does upwards of 95% with hjk. To play around this, running protect could be an option, however that would mean you would have to outplay and if the opponent reads this and sets up another sd, you auto lose (plus it takes a moveslot from thundurus-t when it needs coverage). Also, if the opponent keeps his rocks up, and seeing as the team has 1 spinner and it's a suicide lead it is relatively easy to do, Hawlucha sweeps anyways. Changing the team around is worth it at all because the team is meant to be a gimmick that can catch opponents or balance teams off guard. You can't heavily predict or make plays when you have 2 suicide leads and 4 setup sweepers so when you do encounter a team that can counter this team, there isn't much you can do anyways. It's good at what it's meant to do.
I completely agree. On a team like this, things like Hawlucha, Lopunny and much more are always gonna be a threat. Changing something that made little to no difference was something I didn't think about too much (Because more often than not you are still losing to lucha). I thought about Thundurus running protect but it seemed so fucking bad since if it gives up either hp ice or focus blast, a lot of its viability is gone. Webs HO has sort of an archetype that I tried to fit thundurus in but it seemed really poor. I ran 3 attacks (Electrium Z) zapdos on this team and it worked out better than I thought but the cost was losing to stall the 1 time I played it (tbf I forfeit at preview). While every team has bad matchups, I believed that the auto loss to lucha was awful considering how easily it can sweep if not prepped for but thanks for critiquing my critique and finding flaws in my choices and reasoning.
 
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