Doubles Kommo-o [2/2]

n10siT

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[OVERVIEW]

Kommo-o has a very unique role in DOU thanks to its signature Z-Move, Clangorous Soulblaze. While there are other Pokemon that use setup moves in order to win games, such as Dragon Dance Zygarde, Kommo-o is unique in that it actually increases pressure and gains momentum when it sets up, as opposed to losing momentum while taking a turn to use Dragon Dance, thanks to Clangorous Soulblaze's large damage output. On top of this, Kommo-o's access to a very strong STAB spread move and a wide variety of coverage options gives it ample ways to finish games after successfully boosting. The DOU meta is not particularly kind to Kommo-o, however, as it is dominated by the Fairy-type Island Guardians. Tapu Fini in particular isn't very good for Kommo-o due to the effect of Misty Terrain weakening Dragon-type moves. Kommo-o also is totally reliant on successfully using Clangorous Soulblaze to be viable, so without boosting, it is at the mercy of almost every powerful threat. Because of this, Kommo-o requires a lot of specific and well-placed support in order for it to function effectively. As Kommo-o is reliant on its Z-Move, any opposing player will automatically be able to identify a Kommo-o team's win condition and will be able to adjust their plays accordingly.

[SET]
name: Clangorous Soulblaze
move 1: Clanging Scales
move 2: Flamethrower
move 3: Close Combat
move 4: Protect
item: Kommonium Z
ability: Soundproof
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Clanging Scales is a very strong spread STAB move and the move Kommo-o wants to be using most often after it boosts. It also functions as the base move for Kommonium Z. Flamethrower is for Steel-type targets like Mega Metagross, Ferrothorn, and Genesect. Close Combat allows Kommo-o to deal large amounts of damage to Dark-types like Incineroar and Tyranitar. Poison Jab is a usable option in place of Close Combat in order to hit Fairy-types harder, but Close Combat is usually better for its overall damage output, as Kommo-o's teammates should be handling opposing Fairy-types. Substitute is also usable to improve Kommo-o's matchup versus Amoonguss and to allow it to burn some extra turns after a boost while a partner handles a specific threat. Protect is important because there are often situations where Kommo-o's health needs to be preserved so its partner can deal with a threat and ensure Kommo-o can effectively act as a wincon. It is also useful for stalling out opposing speed control and field conditions.

Set Details
========

Kommonium Z turns Kommo-o's Clanging Scales into Clangorous Soulblaze and thus allows Kommo-o to do a lot of spread damage while boosting all of its stats. Soundproof is used in order to prevent moves like Snarl and Roar from affecting Kommo-o, as well as allowing Kommo-o to be immune to an opposing Kommo-o's Clanging Scales. A Hasty nature coupled with maximum Speed and Special Attack EVs allows Kommo-o to set up before as many Pokemon as possible and ensures it can do as much damage as possible after boosting.

Usage Tips
========

It is very important to use at least one Pokemon with Kommo-o that functions as a pivot, such as U-turn Incineroar or Volt Switch Tapu Koko, as this creates many more opportunities for Kommo-o to safely get on the field and boost. Incineroar's rather slow U-turn is especially useful, as Incineroar will soak up the damage before getting Kommo-o safely onto the field. Kommo-o can use Clangorous Soulblaze early in the game in order to apply pressure on a favorable matchup, though it is generally easier to boost mid- or late-game when Kommo-o's checks have been weakened to the point where Kommo-o can act as a wincon. Kommo-o should never be taking significant damage before it is ready to use its Z-Move, as it will generally be the team's wincon. Once boosted, Kommo-o should be attacking to apply pressure as much as possible, and when it is at low health, it is usually not worth it to preserve Kommo-o, as it has already used its Z-Move, so firing off that last bit of damage will be more beneficial. Be sure that any opposing Tapu Fini is either KOed or severely weakened before boosting, as Misty Terrain takes away most of Kommo-o's damage output, and Tapu Fini easily soaks up any attack from Kommo-o and will return a KO with Moonblast. If the opposing team has two Pokemon immune to Clangorous Soulblaze, either in the form of two Fairy-types or a Fairy-type and opposing Kommo-o, they can prevent Clangorous Soulblaze from working by having both on the field to block the attack, thereby nullifying the boost.

Team Options
========

Pokemon with U-turn or Volt Switch, such as Incineroar, Genesect, and Tapu Koko, are essential teammates, as they allow Kommo-o to get on the field to boost safely. Incineroar in particular is also helpful thanks to Fake Out, as that can prevent Kommo-o from taking some damage as it sets up and let it use that boost to deal with the threat. Kommo-o will need partners that comfortably switch into Fairy- and Ice-type attacks; Steel- and Fire-types like Genesect and Volcanion can perform this role easily. More than one of Kommo-o's teammates should be more than well equipped to deal with all of the opposing Island Guardians, but Tapu Fini in particular. Tapu Koko and Tapu Bulu can easily beat opposing Tapu Fini and override its Misty Terrain, while Kartana and Zapdos can handily do well against opposing Fairy-types, with the added benefit of providing speed control through Tailwind. Mega Charizard Y gets a special mention here, as it is good against Tapu Fini, can run Tailwind, and is a powerful Fire-type that handles the opposing Fairy- and Grass- types that Kommo-o doesn't threaten very much. Redirection can be very helpful to allow Kommo-o both to boost and then avoid damage while it tries to sweep. Rage Powder Amoonguss is a very good option that also deals with opposing Tapu Fini, Tapu Bulu, and Tapu Koko, while Follow Me Togekiss can also provide Tailwind support.

[STRATEGY COMMENTS]
Other Options
=============

Dragon Pulse is a usable option for Kommo-o that can be used to hit other Kommo-o or get around Wide Guard, but Clanging Scales is usually more than enough, and missing out on coverage moves can really hurt Kommo-o. Stealth Rock can be used to put more foes into range of Clanging Scales and also gives Kommo-o a move to click if it is not ready to boost but doesn't need to use Protect. If using either of these options, you can replace Close Combat and allow Kommo-o to run a Timid nature instead of a Hasty nature.


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

**Fairy-types**: DOU is dominated by the Island Guardians and other Fairy-types, which are all immune to Clangorous Soulblaze, and most can send back a very strong Fairy-type attack that will KO Kommo-o.

**Psychic-types**: Choice Scarf Tapu Lele is a particularly great check, as it outspeeds +1 Kommo-o. Pokemon such as Mega Metagross and Deoxys-A also threaten large amounts of damage before Kommo-o boosts.

**Misty Terrain**: Misty Terrain from Tapu Fini's Misty Surge is bad news for Kommo-o, as it will weaken the move Kommo-o wants to spam the most, as well as the power of Clangorous Soulblaze. Tapu Fini itself can easily take any hit from Kommo-o and KO it with Moonblast, even after a boost.

**Opposing Speed Control**: Kommo-o will be in a lot of trouble if it's not the fastest Pokemon on the field. Opposing Trick Room teams are especially bad because they will generally have quite a few ways to damage Kommo-o and avoid taking too much damage from it, and opposing Tailwind can outright ignore Kommo-o's +1 Speed boost.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]
- Grammar checked by: [[Kris, 241023], [name, ID]]
 
Last edited:

Yuichi

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sub is good to try and stall out turns while your partner tries to get rid of the opposing kommo o check especially once kommo o has already set up. pjab doesnt deal enough to bulky fairies such as fini and the prevalence of intimidate in the meta makes it hard for pjab to do much damage sometimes
 
Overview
  • Maybe mention that while its unique (and singular) skillset might be predictable, kommo-o is so incredibly pressuring that you force certain plays from your opponent which you can capitalise on
  • Something about team compositions being quite linear around it? often being the wincon of games, it requires a lot of, and very specific, support to function effectively.
Set
  • 1000% swap the order of cc and pjab on the 3rd slot. kommo-o isnt there to hit the fairies its there to win once the fairies are gone. not to mention that what yuichii mentioned holds, its such a terribly weak move that finis are probably still happy even when they see it. cc lets you get over incin which i think is far more important.
  • possibly consider mentioning a timid nature. you dont lose defenses which is quite nice, and z move into cc still manages to pick up the ko on incin*, making it less important to not weaken that attack stat. tho i do understand hasty probably makes more sense to the average reader of the analysis.
    • If you decide to id then make a note of this in usage tips
Team options
  • I'd much rather see genesect over koko here if you are keeping it down to 2 suggestions, its just seen more i feel. koko is really only used on zard y teams with it (more on this later)
    • Make a note of the fact that incins slow u turn allows it to soak up the damage before kommo-o comes in, which is nice
  • maybe specifically mention incin as a fake out user here, for the previously mentioned note and being able to cycle intim helps setting up vs the likes of tec rage grounds, bulus etc.
  • Theres got to be a better steel type you can mention than ferrothorn here. its a prime momentum suck which is exactly what kommo-o doesnt need, and with stuff like icium kyub being popular even av gene, and def ferro, dont become amazing switchins. ok im looking through now id just remove ferro and keep it as genesect.
  • No mention of zard y as a partner is surprising. It has such insane offensive coverage with Kommo-o that really facilitates getting the z move off in favourable conditions. sun boosts flamethrowers power and appreciates stuff like zygarde cleared while also nuking kyub/lele before they can hit kommo-o.
  • I'd put some mention of speed control here, in particular tailwind. This becomes especially important when not using gar as your mega, since it ends up being harder to force easy z move conditions. kartana is a great suggestion: fast tw, dunks fini and pressures other tapus (not so much bulu but thats kommos favourite tapu to face). zapdos too.
  • In the tapus bit, mention that lele can still provide nice support by blocking priority to give a low health kommo-o more options
OO
  • I think id still mention sr (even tho i agree its not incredible over coverage). it has seen slight (one game) use in snake and being able to take advantage of certain defensive plays can be really nice in giving you a solid endgame when kommo-o inevitably falls after dealing all its damage. just note heavily that this is a last choice ONLY if your team doesnt need any of the other coverage.
  • flash cannon as an option to snipe diancie if you desperately need it? doesnt sound like a bad idea for OO and it has seen a bit of use in the past.
  • Here's probably a good place to mention that you should adjust the spread if you run any of these coverage options since you wont need any attack investment and can use a -atk nature.
C+C
  • mgross needs to be wary of flamethrower (especially if in sun but idk if you are allowed to mention that)
  • im not sure about mentioning tr as especially scary compared to smth like tw. we barely see any semiroom anymore and when you really look at hard tr archetypes (im talking about the current sample in particular) they dont actually have that many ways to hit kommo-o outside of diancie. ofc its a problem but i might mention tw here instead where stuff like fini can fuck you over still if you cant match it.
 

talkingtree

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^The above is all useful information imo, implement and ask me/aray questions as you see fit. Also, I'd like to see **Misty Terrain** as its own tag in C&C, that goes much further than generalized Fairy-types.

If I had to pick a third moveslot right now it would be Close Combat / Substitute ( / Poison Jab), PJab is just so unreliable against anything other than Bulu (which you already hit with Flamethrower) and Tapu Koko. Even then, Koko's hit harder by Flamethrower if Sun is up. On the other hand, Close Combat hits Incineroar, making Kommo-o potentially useful even if its Z gets blocked / phazed, and Substitute + Soundproof does well for positioning games.

It also might be worth dropping Bulletproof as a slashed Ability - I'd rather have Soundproof 9/10 times and Mega Gengar's looking like it might be on its way out anyway. Feel free to leave it mentioned in Set Details though

Do the above and then talk to me for a stamp

EDIT: QC 1/2
 
Last edited:

MajorBowman

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  • [Moves] Probably worth mentioning Ferrothorn as a target for either Flamethrower or Close Combat since Gyro Balls will start to really hurt with boosted speed and potentially lowered defense
  • [Moves] No mention of substitute? Seems to be a somewhat popular option
  • [Team Options] Saying that Charizard is good against all of the tapus but Koko seems like a little bit of a stretch since a lot of factors could flip any of the 4 matchups
  • [Team Options] Possibly mention Togekiss as a redirection partner since it also provides tailwind which was previously mentioned as a great boon to kommo-o
  • [Other Options] Is Flash Cannon even worth mentioning? I honestly don't think I've ever seen it used on Kommo-o
  • [Other Options] Stealth Rock is sometimes used a 3rd move, might be worth a mention
  • [Checks and Counters] I'd probably move fairy types before psychic types just because it's the most glaring weakness
Otherwise looks good, implement for 2/2!
 
Last edited:

dhelmise

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[OVERVIEW]

Kommo-o has a very unique role in DOU thanks to its signature Z-Move, Clangorous Soulblaze. While there are other Pokemon that use setup moves in order to become win conditions wincons, such as Dragon Dance Zygarde, Kommo-o is unique in that it actually increases pressure and gains momentum when it sets up, as opposed to losing momentum while taking a turn to use Dragon Dance, thanks to Clangoruous Clangorous Soulblaze's large damage output. On top of this, Kommo-o has a very strong STAB spread move and accesss access to a wide variety of coverage options, giving it ample ways to finish games after successfully boosting. The DOU meta is not particularly kind to Kommo-o, however, as it is dominated by the Fairy-type Island Guardians. Tapu Fini in particular isn't very good for Kommo-o thanks due to the effect of Misty Terrain weakening Dragon-type moves. Kommo-o is totally reliant on successfully using Clangorous Soulblaze to be viable, so without boosting, (AC) Kommo-o is at the mercy of almost every powerful threat in DOU play. Because of this, Kommo-o requires a lot of specific and well-placed (AH) support in order for it to function effectively. As Kommo-o is reliant on its Z-Move (AH), any opposing player will automatically be able to identify a Kommo-o team's (AA) win condition and will be able to adjust their plays accordingly.

[SET]
name: Clangorous Soulblaze
move 1: Clanging Scales
move 2: Flamethrower
move 3: Close Combat
move 4: Protect
item: Kommonium Z
ability: Soundproof
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Clanging Scales, (RC) Kommo-o's signature move, (RC) is a very strong spread STAB move and the move Kommo-o wants to be using most often after it boosts. It also functions as the base move for Kommonium Z. Flamethrower is for Steel-type targets like Mega Metagross, Ferrothorn, and Genesect. Close Combat allows Kommo-o to deal large amounts of damage to Dark-types like Incineroar and Tyranitar. Poison Jab is a usable option in place of Close Combat in order to hit Fairy-types harder, but Close Combat is usually better for its overall damage output, as Kommo-o's teammates should be handling opposing Fairy-types (AH). Also, (RC) Substitute is also usable to improve Kommo-o's matchup versus Amoonguss and to allows it to burn some extra turns after a boost while a partner handles a specific threat. Protect is an important move in doubles, (AC) but it is especially important on Kommo-o, as there are often situations where Kommo-o's health needs to be preserved so the its partner can deal with a threat and ensure Kommo-o can effectively act as a wincon the game. It is also useful for stalling out opposing speed control and field conditions.

Set Details
========

Kommonium Z is the piece that makes Kommo-o threatening, as it turns Kommo-o's Clanging Scales into Clangorous Soulblaze and thus allows Kommo-o to do a lot of spread damage while boosting all of its stats. Soundproof is used in order to prevent moves like Snarl and Roar from affecting Kommo-o, as well as allowing Kommo-o to be immune to an opposing Kommo-o's Clanging Scales. A Hasty Nature coupled with maximum Speed and Special Attack EVs are is used to allow Kommo-o to set up before as many Pokemon as possible and ensuring ensure it can do as much damage as possible after boosting.

Usage Tips
========

It is very important to use at least one Pokemon with Kommo-o that functions as a pivot, such as U-turn Incineroar or Volt Switch Tapu Koko, as this creates many more opportunities for Kommo-o to safely get on the field and boost. Incineroar's rather slow U-turn is especially useful, (AC) as Incineroar will soak up the damage before getting Kommo-o safely onto the field. Kommo-o can use Clangorous Soulblaze early in the early game in order to apply pressure on a favorable matchup, though it is generally easier to boost in the mid- (AH) to late-game (AH) when its checked Kommo-o's checks have been weakened to the point where Kommo-o can act as a wincon the game as a cleaner. Kommo-o should never be taking significant damage before it is ready to use its Z-Move (AH), as it will generally be the team's (AA) win condition. Once boosted, Kommo-o should be attacking to apply pressure as much as possible, and when it is at low health, it is usually not worth it to preserve it Kommo-o, (AC) as it has already used its Z-Move (AH), so firing off that last bit of damage will be more beneficial. Be sure that any opposing Tapu Fini is either knocked out KOed or severely weakened before boosting, as Misty Terrain takes away most of Kommo-o's damage output, (AC) and Tapu Fini easily soaks up an attack from Kommo-o and will return a knockout KO with Moonblast. If the opposing team has two immunities to Clangorous Soulblaze, either in the form of two Fairy-types or a Fairy-type and opposing Kommo-o, they can prevent Clangorous Soulblaze from working and therefore nullifying the boost by having both on the field to block the attack.

Team Options
========

Pokemon with U-turn or Volt Switch, such as Incineroar, Genesect, or and Tapu Koko, are essential teammates, (AC) as they allow Kommo-o to get on the field to boost safely. Incineroar in particular is also helpful thanks to Fake Out, as that can prevent Kommo-o from taking some damage as it gets ready to boost sets up, and then using that boost to deal with the threat. Kommo-o will need partners who that comfortably switch into Fairy- and Ice-type attacks; (comma -> semicolon) Steel- and Fire-types like Genesect or Fire-types like and Volcanion can perform this role easily. More than one of Kommo-o's teammates should be more than well equipped to deal with all of the opposing Island Guardians, but Tapu Fini in particular. Tapu Koko or and Tapu Bulu can easily beat opposing Tapu Fini's Fini while overriding and override its Misty Terrain, while Kartana and Zapdos can handily do well against opposing Fairy-types with the added benefit of providing speed control through Tailwind. Mega Charizard Y gets a special mention here, as it is good against Tapu Fini, can run Tailwind, and is a powerful Fire-type that handles the opposing Steel-types (Did you mean Fairy- and Ice-types?) that threaten Kommo-o. Redirection can be very helpful to allow Kommo-o both to boost and then avoid damage while it tries to sweep. Rage Powder Amoonguss is a very good redirector that also deals with opposing Tapu's Tapu Fini, Tapu Bulu, and Tapu Koko, while Follow Me Togekiss can also provide Tailwind support.

[STRATEGY COMMENTS]
Other Options
=============

Dragon Pulse is a usable option for Kommo-o that can be used to hit other Kommo-o or get around Wide Guard, but Clanging Scales is usually more than enough, (AC) and missing out on coverage moves can really hurt Kommo-o. Stealth Rocks Rock (SINGULAR ROCK) can be used to put more opposing foes into range of Clanging Scales, (RC) while also giving it and also gives Kommo-o a move to click if it is not ready to boost but doesn't need to use Protect. If using either of these options, they would you can replace Close Combat and allow Kommo-o to run a Timid nature instead of a Hasty nature.


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

**Fairy-types**: DOU is dominated by the Island Guardians and other Fairy-types, and they which are all immune to Clangorous Soulblaze, (AC) and most can send back a very strong Fairy-type attack that will KO Kommo-o.

**Psychic-types**: Choice Scarf Tapu Lele is a particularly great check to Kommo-o, as it outspeeds +1 Kommo-o even when boosted. Pokemon such as Mega Metagross and Deoxys-Attack also threaten large amounts of damage before Kommo-o boosts.

**Misty Terrain**: Tapu Fini's Misty Terrain from Tapu Fini's Misty Surge is bad news for Kommo-o, as it will weaken the move Kommo-o wants to spam the most, as well as the power of Clangorous Soulblaze. Tapu Fini itself can easily take any hit from Kommo-o and knock it out KO it with Moonblast, even after a boost.

**Opposing Speed Control**: Kommo-o will be in a lot of trouble if it's not the fastest thing Pokemon on the field. (comma -> period) Opposing Trick Room is teams are especially bad because it they will generally have quite a few ways to damage Kommo-o and avoid taking too much damage from it, while and opposing Tailwind can outright ignore Kommo-o's +1 Speed boost.

[CREDITS]
- Written by: [[*n10sit*, *267148*]] (remove the asterisks)
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]
- Grammar checked by: [[name, ID], [name, ID]]
GP 1/2
 

Lumari

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TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Kommo-o has a very unique role in DOU thanks to its signature Z-Move, Clangorous Soulblaze. While there are other Pokemon that use setup moves in order to become wincons win games, such as Dragon Dance Zygarde, Kommo-o is unique in that it actually increases pressure and gains momentum when it sets up, as opposed to losing momentum while taking a turn to use Dragon Dance, thanks to Clangorous Soulblaze's large damage output. On top of this, Kommo-o's has access to a very strong STAB spread move and access to a wide variety of coverage options, giving gives it ample ways to finish games after successfully boosting. The DOU meta is not particularly kind to Kommo-o, however, as it is dominated by the Fairy-type Island Guardians. Tapu Fini in particular isn't very good for Kommo-o due to the effect of Misty Terrain weakening Dragon-type moves. Kommo-o also is totally reliant on successfully using Clangorous Soulblaze to be viable, so without boosting, Kommo-o it is at the mercy of almost every powerful threat. Because of this, Kommo-o requires a lot of specific and well-placed support in order for it to function effectively. As Kommo-o is reliant on its Z-Move, any opposing player will automatically be able to identify a Kommo-o team's win condition and will be able to adjust their plays accordingly.

[SET]
name: Clangorous Soulblaze
move 1: Clanging Scales
move 2: Flamethrower
move 3: Close Combat
move 4: Protect
item: Kommonium Z
ability: Soundproof
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Clanging Scales is a very strong spread STAB move and the move Kommo-o wants to be using most often after it boosts. It also functions as the base move for Kommonium Z. Flamethrower is for Steel-type targets like Mega Metagross, Ferrothorn, and Genesect. Close Combat allows Kommo-o to deal large amounts of damage to Dark-types like Incineroar and Tyranitar. Poison Jab is a usable option in place of Close Combat in order to hit Fairy-types harder, but Close Combat is usually better for its overall damage output, as Kommo-o's teammates should be handling opposing Fairy-types. Substitute is also usable to improve Kommo-o's matchup versus Amoonguss and to allow it to burn some extra turns after a boost while a partner handles a specific threat. Protect is important as because there are often situations where Kommo-o's health needs to be preserved so its partner can deal with a threat and ensure Kommo-o can effectively act as a wincon. It is also useful for stalling out opposing speed control and field conditions.

Set Details
========

Kommonium Z turns Kommo-o's Clanging Scales into Clangorous Soulblaze and thus allows Kommo-o to do a lot of spread damage while boosting all of its stats. Soundproof is used in order to prevent moves like Snarl and Roar from affecting Kommo-o, as well as allowing Kommo-o to be immune to an opposing Kommo-o's Clanging Scales. A Hasty nature coupled with maximum Speed and Special Attack EVs is used to allow allows Kommo-o to set up before as many Pokemon as possible and ensures it can do as much damage as possible after boosting.

Usage Tips
========

It is very important to use at least one Pokemon with Kommo-o that functions as a pivot, such as U-turn Incineroar or Volt Switch Tapu Koko, as this creates many more opportunities for Kommo-o to safely get on the field and boost. Incineroar's rather slow U-turn is especially useful, as Incineroar will soak up the damage before getting Kommo-o safely onto the field. Kommo-o can use Clangorous Soulblaze early in the game in order to apply pressure on a favorable matchup, though it is generally easier to boost in the mid- to or late-game when Kommo-o's checks have been weakened to the point where Kommo-o can act as a wincon. Kommo-o should never be taking significant damage before it is ready to use its Z-Move, as it will generally be the team's win condition wincon. Once boosted, Kommo-o should be attacking to apply pressure as much as possible, and when it is at low health, it is usually not worth it to preserve Kommo-o, as it has already used its Z-Move, so firing off that last bit of damage will be more beneficial. Be sure that any opposing Tapu Fini is either KOed or severely weakened before boosting, as Misty Terrain takes away most of Kommo-o's damage output, and Tapu Fini easily soaks up an any attack from Kommo-o and will return a KO with Moonblast. If the opposing team has two immunities Pokemon immune to Clangorous Soulblaze, either in the form of two Fairy-types or a Fairy-type and opposing Kommo-o, they can prevent Clangorous Soulblaze from working and therefore nullifying the boost by having both on the field to block the attack, thereby nullifying the boost.

Team Options
========

Pokemon with U-turn or Volt Switch, such as Incineroar, Genesect, and Tapu Koko, are essential teammates, as they allow Kommo-o to get on the field to boost safely. Incineroar in particular is also helpful thanks to Fake Out, as that can prevent Kommo-o from taking some damage as it sets up (RC) and then using let it use that boost to deal with the threat. Kommo-o will need partners that comfortably switch into Fairy- and Ice-type attacks; Steel- and Fire-types like Genesect and Volcanion can perform this role easily. More than one of Kommo-o's teammates should be more than well equipped to deal with all of the opposing Island Guardians, but Tapu Fini in particular. Tapu Koko and Tapu Bulu can easily beat opposing Tapu Fini and override its Misty Terrain, while Kartana and Zapdos can handily do well against opposing Fairy-types, (AC) with the added benefit of providing speed control through Tailwind. Mega Charizard Y gets a special mention here, as it is good against Tapu Fini, can run Tailwind, and is a powerful Fire-type that handles the opposing Fairy- and Grass- types that Kommo-o doesn't threaten very much. Redirection can be very helpful to allow Kommo-o both to boost and then avoid damage while it tries to sweep. Rage Powder Amoonguss is a very good redirector option that also deals with opposing Tapu Fini, Tapu Bulu, and Tapu Koko, while Follow Me Togekiss can also provide Tailwind support.

[STRATEGY COMMENTS]
Other Options
=============

Dragon Pulse is a usable option for Kommo-o that can be used to hit other Kommo-o or get around Wide Guard, but Clanging Scales is usually more than enough, and missing out on coverage moves can really hurt Kommo-o. Stealth Rock can be used to put more foes into range of Clanging Scales and also gives Kommo-o a move to click if it is not ready to boost but doesn't need to use Protect. If using either of these options, you can replace Close Combat and allow Kommo-o to run a Timid nature instead of a Hasty nature.


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

**Fairy-types**: DOU is dominated by the Island Guardians and other Fairy-types, which are all immune to Clangorous Soulblaze, and most can send back a very strong Fairy-type attack that will KO Kommo-o.

**Psychic-types**: Choice Scarf Tapu Lele is a particularly great check, as it outspeeds +1 Kommo-o. Pokemon such as Mega Metagross and Deoxys-A also threaten large amounts of damage before Kommo-o boosts.

**Misty Terrain**: Misty Terrain from Tapu Fini's Misty Surge is bad news for Kommo-o, as it will weaken the move Kommo-o wants to spam the most, as well as the power of Clangorous Soulblaze. Tapu Fini itself can easily take any hit from Kommo-o and KO it with Moonblast, even after a boost.

**Opposing Speed Control**: Kommo-o will be in a lot of trouble if it's not the fastest Pokemon on the field. Opposing Trick Room teams are especially bad because they will generally have quite a few ways to damage Kommo-o and avoid taking too much damage from it, and opposing Tailwind can outright ignore Kommo-o's +1 Speed boost.

[CREDITS]
- Written by: [[n10sit, 267148]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]
- Grammar checked by: [[Kris, 241023], [name, ID]]
 

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