Kommo-o

[OVERVIEW]

Kommo-o holds a unique niche in the Battle Spot Singles metagame. Its signature Z-Move, Clangerous Soulblaze, gives it an omni-boost as well as a 185 Base Power damage nuke, allowing it to sweep through unprepared opposing teams. However, since Kommonium Z does not work on fairy type pokemon, it is heavily countered by the omnipresent Mimikyu as well as the four Tapus, hampering its viability.

Kommo-o's natural bulk, except when faced with fairy type moves, as well as it's strong array of moves and three viable abilities, allows it to function on a variety of teams, however to be used most effectively, it is generally paired with Steel and Poison types such as Mega Metagross and Mega Gengar that can threaten fairy types that counter Kommo-o. One of Kommo-o's main strengths is that its threat level is high enough that it makes team preview more one dimensional than it would otherwise be since the opponent is forced to bring a fairy type to block Clangerous Soulblaze as very few pokemon can 1v1 an omniboosted Kommo-o and most of its play revolves around the threat of Kommonium-Z. This, however, is also Kommo-o's greatest weakness, as teams with multiple fairy types essentially force Kommo-o onto the bench, making it a match-up oriented pick.

[SET]
name: Kommonium Z Sweeper
move 1: Clanging Scales
move 2: Flamethrower
move 3: Close Combat / Drain Punch
move 4: Taunt / Substitute / Stealth Rock
item: Kommonium Z
ability: Bulletproof / Overcoat / Soundproof
nature: Mild / Modest / Jolly / Naive
evs: 4 HP / 252 SpA / 252 Spe

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

* Kommo-o can utilise all three of its abilities depending on what the team needs. Bulletproof is generally used as default, allowing Kommo-o to completely wall any Ferrothorn attack, Aegislash's shadow ball as well as the dual stab of non-shiny Mega Gengar. Overcoat is used specifically for absorbing spore from Breloom whilst Soundproof can be used to wall opposing Kommo-o since Clanging Scales and Clangerous Soulblaze are both sound moves.
* Flamethrower and Clanging Scales are the default on Kommo-o, the former hitting Steel types such as Ferrothorn, Celesteela and Aegislash and the latter being necessary for the Z-Move.
* Fighting stab is used for hitting opposing normal types such as Snorlax and Porygon2 as well as Heatran. Close combat allows for a 2hko on defensive Porygon2 at +1 attack, but sacrifices the survivability of drain punch.
* The last two moves are generally Taunt or Substitute. The former allows Kommo-o to taunt phasers such as Hippowdon who would otherwise whirlwind Kommo-o out after the z-move has been used. Substitute allows Kommo-o to set up substitutes on predicted switches as well as after the Omniboost.
* Stealth Rock + Kommonium Z can also be used, playing off the threat of Kommo-o in the lead slot in order to get a free opportunity to set up hazards.

Set Details
========

* Either Mild or Modest can be used on Kommo-o. Mild sacrifices defence, but allows Close Combat or Drain Punch to hit harder.
* The main benefit of Jolly and Naive nature is the ability to outspeed Mimikyu, bulkier sets of pokemon such as Charizard Y, Volcarona and that aim to hit 138 speed to outspeed Lopunny at +1 speed and Mamoswine without a boost.
* Max Special attack gives the most damage out of Kommonium Z as well as increases Flamethrower's damage to celesteela and Aegislash.
* The speed tier allows Kommo-o to outspeed Tapu Koko and Mega Gengar at +1 speed.
* A physical based Kommo-o can be used with Earthquake or Poison Jab over Flamethrower with 252 attack/252 speed and a Hasty Nature. Dragon Dance can be used in the 4th Slot on this set to provide Kommo-o further set up threat.

Usage Tips
========

* Use Kommo-o's partners to weaken or eliminate opposing fairy types which would otherwise hamper a Kommo-o sweep.
* Kommo-o can be brought in early in order to bait in fairy types, which can be capitalised on with correct prediction. In particular, Kommo-o can bait in Mimikyu, allowing you to break its disguise on switch-in.
* Once opposing fairies are off the field, Kommo-o can set up Kommonium-Z on a large portion of the tier, especially those that struggle to threaten Kommo-o due to its natural bulk.
* Although Kommo-o is weak to Fairy, Flying, Ice and Psychic type moves, Kommo-o is able to take certain Ice type moves such as non-Life Orb Protean Greninja Ice Beam and Porygon2 Ice Beam which offer opportunities to set up.
* Defensively Kommo-o can offer switch-ins to opposing Kommo-o, Mega Gengar, Mega Gyarados as well as Most Steel types other than Mega Metagross if needed.
* Kommo-o can also check an unboosted Glalie due to Clangerous Soulblaze being a sound Z-Move and therefore bypassing substitute.

Team Options
========

* Kommo-o is generally paired with a steel type or a poison type mega pokemon which help combat fairies.
* Mega Metagross can switch into most fairy moves and threaten with iron head. Kommo-o sets up on many typical Mega Metagross switchins such as Porygon2, Celesteela and Ferrothorn.
* Mega Gengar traps Tapu Lele, Tapu Fini and Tapu Koko, allowing Kommo-o to put in more work.
* Bulky Mega Charizard-Y can flame charge on Mimikyu as well as threaten Tapu Fini with Solar Beam. It also gives a secondary threat, forcing your opponent to choose between getting up stealth rock, which could potentially give Kommo-o setup opportunity.
* Mega Steelix is a lesser used option, which combines the fairy switch-in capabilities of Mega Metagross with being a better Tapu Koko, Mega Salamence and Mimikyu check at the price of versatility and speed.
* Landorus-Therian provides ground/electric immunity and a way of breaking through Toxapex. It can also set up stealth rock, chipping opponents in range of Kommo-o in the late game.
* Protean Greninja's versatility can threaten a lot of Kommo-o checks with Gunk Shot and Ice Beam.

[STRATEGY COMMENTS]
Other Options
=============
* Kommo-o can run a belly drum set using either Substitute and Salac Berry or Normalium-z Belly drum to sweep through opposing teams in the late game. This is more common on dual screens and baton pass chain hyper offences where Kommo-o can play a role as a recipient.
* Kommo-o can also be used as a lead with a focus sash, having a decent match up vs. Landorus-Therian, Hippowdon and Torrent Greninja. Kommo-o learns Stealth Rock, Taunt and Endeavor which can be utilised on this set. The threat of a Z-move can often lead to opponents switching, allowing for the free set up of Stealth Rock.
* Dragon Dance + Poisonium-Z Poison Jab can allow Kommo-o to eliminate typical switch ins such as Tapu Koko and Tapu Fini.
* Iron head can be used to threaten Mimikyu after disguise is down after a Dragon Dance or Omniboost.
* Flash cannon and/or Focus Blast can be used on full special Kommo-o sets but are generally outclassed by physical fighting moves.

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

* All viable Fairy types significantly hamper Kommo-o as a win condition due to being immune to Clangerous Soulblaze. Pokemon that typically run Fairy type stab such as Mimikyu, Tapu Fini, Tapu Lele, Mega Mawile and Azumarill can threaten the OHKO on Kommo-o.
* Toxapex can take Kommonium-Z and proceed to haze Kommo-os boosts away.
* Hippowdon can phase out Kommo-o after its boosts but does dislike taking the Z-Move.
* Strong Ice type moves such as Ice beam from Protean Greninja can significantly chip down or KO Kommo-o.
* Mega Metagross can 1v1 Kommo-o even after boosts with Zen Headbutt into Bullet Punch.
* Defensive Porygon-2 can 1v1 variants of Kommo-o that have drain punch provided it has toxic.
* Kommo-o can be forced out by strong dragon type attacks from Naganadel, Hydreigon and Garchomp. Scarf Garchomp will outspeed Kommo-o and do 80%+ with Outrage even when Kommo-o is boosted.
* Misty Terrain, whilst preventing status which Kommo-o dislikes, also lowers the power of Clanging Scales and Clangerous Soulblaze.
* Without any boosts, Kommo-o has to be wary of flying type moves from Mega Salamence as well as Z-Fly Landorus-T and Z-Bounce Gyarados.
* Intimidate can hamper a lot of Kommo-os effectiveness on the physical side, allowing walls such as Snorlax and Porygon2 to wall Kommo-os special attacks without having to worry as much about fighting type moves.
 
Last edited:
I'm unsure ATM that I have the prerequisite knowledge in order to help out much anymore so if someone wants to take over this, feel free to let me know as I won't be finishing it off. I do believe that most of the main points with regards to Kommo-o are probably covered so it can be checked whenever.
 

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