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?
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?