Team improvements needed

I've been playing OU for a while and wanted to make a team revolving around my 2nd favorite mon - that being Kommo-o. But sadly, I ran into a few problems when testing the team, including setting up Kommo-o. I really need improvements and suggestions to finally get this team off the ground.

Kommo-o @ Throat Spray
Ability: Bulletproof
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Boomburst
- Clangorous Soul
- Clanging Scales
- Close Combat
My second favorite Pokemon and the main Mon on the team. I usually just click Boomburst for damage or Clangorous Soul for a boost. I usually run into a bit of problems after using Soul. I need a way to either make him more sustainable or a different set entirely, but I really like the idea of this one.

Gholdengo @ Life Orb
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Nasty Plot
- Recover
I either start with a nasty plot or click Make It Rain/Shadow Ball if I see a free kill. Recover is obviously there for regen if things get heated. Decided to life orb him since I didn't feel like a choice item would be good on my team. I don't really run into problems with him, but I will still take suggestions.

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Swords Dance
- Iron Head
Kingambit is my late game sweeper if a few of my mons die. He's really good at his job and I gave him Leftovers to survive for a bit longer. I wish I could make him a bit more flexible, though.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Close Combat
- Rapid Spin
- Stealth Rock
My main hazard setter/spinner. Great STAB damage with Headlong Rush and Close Combat. I just don't know if I made the right decision giving him dual stab. He also dies in very unexpected ways (Ex. He died from a non-boosted flamethrower from Iron Moth)

Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Sludge Wave
- Fiery Dance
- Energy Ball
A great booster energy sweeper. I gave him energy ball for coverage and fiery dance for an extra boost. Mostly no problems, just maybe a few reliability issues here and there.

Zapdos @ Rocky Helmet
Ability: Static
Tera Type: Electric
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Thunderbolt
- Roost
My main pivot and coverage support. Added Roost for sustainability and rocky helmet to punish attackers. I usually just hope they get para from Static. Hurricane and Thunderbolt are obvious STAB moves that are extremely needed.

SO? What are your suggestions?
 
My elo pinballs between 1200-1400 and I love to use B rank Pokémon, take that what you will.

Zapdos :zapdos::
Change Thunderbolt to either Discharge or T-Wave for more consistent para spreading. Give him a defensive Tera like fairy or steel, electric isn't helping him that much.

Great Tusk :great tusk::
Give him Ice Spinner over CC, fighting doesn't help him that much, but IS can help against opposing GT and dragons. Try a more defensive ev set, as this set is more for support and isn't going to win games. One thing to remember is that GT has horrible spdef, keep him away from special attackers.

Iron Moth :iron moth::
Replace flamethrower with dazzling gleam, the ten extra BP isn't worth it. I like the Tera fire you're going for, so fiery dance can do some serious damage.

Goldengo :gholdengo::
I would suggest giving him choice specs, you don't have anything on your team that immediately threatens with a big damage. Switch out nasty plot with trick to ruin a defensive mon, (Skarm, Ting, Don, just to name a few). Give him Tera ghost if you want a offensive Tera, make it rain is strong on its own. Or give it Tera fairy for a more defensive one.

Kingambit :kingambit::
No comment, it's a good set.

Kommo-o :kommo-o::
Alright, now for the fun part. Tera normal for even more power on Boomburst. Give him drain punch, the mons he wants to use a fighting move are usually slow defensive one, the healing will help a lot in those match ups. His plus one speed will let him get the jump on Dragapult, if I remember properly. The only problem with this set is that it can't touch Gholdengo.

Take these changes with a mountain of salt, but I hope it helps. Keep tweaking the team, and you'll get something cool.
 
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