Hello everyone. So I decided to take my first swing at creating a team centering around the beloved fighting dragon Kommo-O. This is the finished product of that. So far the team has been pretty fun to use but sometimes gets overwhelmed by offensive threats I struggle to play around. I could use some critique on my team to make it less vulnerable to these various threats.
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 208 HP / 56 Atk / 244 Spe
Hasty Nature
Moves: Clanging Scales l Close Combat l Poison Jab l Stealth Rock
The one and only Kommo-O! Kommo is used mostly used a defensive check to many threatening mons in the tier such as Ash-Greninga, tyranitar, and heatran to name a few, while setting up stealth rocks reliably early game. Kommo-O is also invested more into a bulky ev spread to allow Kommo to more easily switch into those threatening mons through the game while also being able to take a hit before setting up with its z move to. Kommo-O z move , clangorous soulblaze also allows Kommo to be an offensive threat to attempt to sweep late game or wall break early game for my Mega Alakazam to sweep. Speaking of --
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Moves: Psychic l Focus Blast l Recover l Grass Knot
I chose Alakazam as my mega because of his offensive synergy with Kommo-o. Alakazam pre mega evolution can consistently switch into toxapex and threaten it out while ignoring status like toxic from it with magic guard. Trace also provides niche but handy utility comes for mega Alakazam by walling threats like heatran with flash fire and dealing with mega swampert with swift swim + grass knot. Alakazam also can sweep late game with its raw power after Kommo-O weakens the walls of the opposing team or can act as a wallbreaker itself for Kommo-O to sweep instead.
Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
Moves: Hydro Pump l Volt Switch
I Will-O-Wisp I Defog
Rotom Wash is here mainly for defog because hazards can wear down Kommo-O easily. Rotom also has volt switch to pivot out safely into a teammate, mostly to bring in Alakazam who can't usually switch in safely into most attacks because of his low overall bulk. Rotom also helps deal with powerful ground types such as Landorus t and garchomp and mega swampert who are very threatening to my team, with will-o-wisp. Wiki berry can make rotom wash feel to its opponent like it has two lives because it can taken powerful attacks and get immediately back to good health range which is good for scouting for super effective coverage moves on rotom w.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 180 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
Moves: Magma Storm I Toxic l Protect l Earth Power
Heatran is a reliable check to the fairy and psychic threats throughout the tier who threaten Kommo-O. Tapu lele, barring focus blast, is generally checked by heatran. Mega mawile is also easily switched into by heatran due to its resistance to mawile's stab moves. Heatran also deals with other steel types such as celesteela and magearna. Magma storm is also used to trap in Chaney who walls Alakazam. Earth Power is used to weaken Tyranitar and to contest other Heatrans. Toxic is used to poison opposing water types such as rotom w, gastrodon, and pelipper on the switch.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
Moves: Wish I Protect I Iron Head l U-turn
Jirachi is the healer of the team since heatran, rotom w, and kommo-O can get worn down fast and wish helps them have a form of semi reliable recovery, albeit from another pokemon. Jirachi is also a reliable check to kyurem b. U turn forms a sort of volt turn with rotom w and gives jirachi less passivity. Jirachi helps Heatran tank threats like tapu lele over the course of a battle. Protect allows Jirachi to bait high jump kicks from hawlucha and Medicham.
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
Moves: Swords Dance l Horn Leech I Superpower I Synthesis
Tapu bulu's grassy surge ability is so helpful for my team. The recovery provided from grassy terrain is good for everyone on my team except for rotom w (because flying). Grassy terrain also halves the damage of ground type moves which is especially helpful because I have two steel types on my team weak to them. Tapu bulu also checks ash Greninga with its special defense investment. Bulk up also allows bulu to setup safely on celesteela and Pokemon such as clefable and reuniclus. Horn Leech and synthesis provide recovery for bulu so he can survive throughout the battle.
Threatening Pokemon To The Team:
Hidden Power ground + Giga drain
Choice band / Z - Celebrate
That's pretty much the team. So what are some suggestions you guys have to improve my team? ̶A̶l̶s̶o̶ ̶c̶o̶u̶l̶d̶ ̶y̶o̶u̶ ̶g̶u̶y̶s̶ ̶s̶u̶g̶g̶e̶s̶t̶ ̶s̶o̶m̶e̶ ̶g̶o̶o̶d̶ ̶n̶i̶c̶k̶n̶a̶m̶e̶s̶ ̶f̶o̶r̶ ̶k̶o̶m̶m̶o̶-̶o̶
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 208 HP / 56 Atk / 244 Spe
Hasty Nature
Moves: Clanging Scales l Close Combat l Poison Jab l Stealth Rock
The one and only Kommo-O! Kommo is used mostly used a defensive check to many threatening mons in the tier such as Ash-Greninga, tyranitar, and heatran to name a few, while setting up stealth rocks reliably early game. Kommo-O is also invested more into a bulky ev spread to allow Kommo to more easily switch into those threatening mons through the game while also being able to take a hit before setting up with its z move to. Kommo-O z move , clangorous soulblaze also allows Kommo to be an offensive threat to attempt to sweep late game or wall break early game for my Mega Alakazam to sweep. Speaking of --
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Moves: Psychic l Focus Blast l Recover l Grass Knot
I chose Alakazam as my mega because of his offensive synergy with Kommo-o. Alakazam pre mega evolution can consistently switch into toxapex and threaten it out while ignoring status like toxic from it with magic guard. Trace also provides niche but handy utility comes for mega Alakazam by walling threats like heatran with flash fire and dealing with mega swampert with swift swim + grass knot. Alakazam also can sweep late game with its raw power after Kommo-O weakens the walls of the opposing team or can act as a wallbreaker itself for Kommo-O to sweep instead.
Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
Moves: Hydro Pump l Volt Switch
I Will-O-Wisp I Defog
Rotom Wash is here mainly for defog because hazards can wear down Kommo-O easily. Rotom also has volt switch to pivot out safely into a teammate, mostly to bring in Alakazam who can't usually switch in safely into most attacks because of his low overall bulk. Rotom also helps deal with powerful ground types such as Landorus t and garchomp and mega swampert who are very threatening to my team, with will-o-wisp. Wiki berry can make rotom wash feel to its opponent like it has two lives because it can taken powerful attacks and get immediately back to good health range which is good for scouting for super effective coverage moves on rotom w.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 180 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
Moves: Magma Storm I Toxic l Protect l Earth Power
Heatran is a reliable check to the fairy and psychic threats throughout the tier who threaten Kommo-O. Tapu lele, barring focus blast, is generally checked by heatran. Mega mawile is also easily switched into by heatran due to its resistance to mawile's stab moves. Heatran also deals with other steel types such as celesteela and magearna. Magma storm is also used to trap in Chaney who walls Alakazam. Earth Power is used to weaken Tyranitar and to contest other Heatrans. Toxic is used to poison opposing water types such as rotom w, gastrodon, and pelipper on the switch.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
Moves: Wish I Protect I Iron Head l U-turn
Jirachi is the healer of the team since heatran, rotom w, and kommo-O can get worn down fast and wish helps them have a form of semi reliable recovery, albeit from another pokemon. Jirachi is also a reliable check to kyurem b. U turn forms a sort of volt turn with rotom w and gives jirachi less passivity. Jirachi helps Heatran tank threats like tapu lele over the course of a battle. Protect allows Jirachi to bait high jump kicks from hawlucha and Medicham.
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
Moves: Swords Dance l Horn Leech I Superpower I Synthesis
Tapu bulu's grassy surge ability is so helpful for my team. The recovery provided from grassy terrain is good for everyone on my team except for rotom w (because flying). Grassy terrain also halves the damage of ground type moves which is especially helpful because I have two steel types on my team weak to them. Tapu bulu also checks ash Greninga with its special defense investment. Bulk up also allows bulu to setup safely on celesteela and Pokemon such as clefable and reuniclus. Horn Leech and synthesis provide recovery for bulu so he can survive throughout the battle.
Threatening Pokemon To The Team:
Hidden Power ground + Giga drain
Choice band / Z - Celebrate
That's pretty much the team. So what are some suggestions you guys have to improve my team? ̶A̶l̶s̶o̶ ̶c̶o̶u̶l̶d̶ ̶y̶o̶u̶ ̶g̶u̶y̶s̶ ̶s̶u̶g̶g̶e̶s̶t̶ ̶s̶o̶m̶e̶ ̶g̶o̶o̶d̶ ̶n̶i̶c̶k̶n̶a̶m̶e̶s̶ ̶f̶o̶r̶ ̶k̶o̶m̶m̶o̶-̶o̶