I decided I wanted to make a team featuring Clangorous Soul that wasn't just hyper offence (because I don't like HO). I also wanted to make sure the Kommo-o would be hard to read from team preview. It's working pretty well so far, but I wonder if it could be improved.
Pokepaste: https://pokepast.es/8e8e64516ca0a34f
Kommo-o @ Throat Spray
Ability: Overcoat
EVs: 40 Atk / 104 Def / 148 SpA / 216 Spe
Naive Nature
- Clangorous Soul
- Clanging Scales
- Flash Cannon
- Close Combat
The man himself. The EVs look kind of ridiculous I know. The defence is so I can always live 2 wicked blows from jolly band Urshifu, but I kind of forgot what I calced for the split between physical and special attack. The speed lets me outspeed scarf Togekiss after a boost. I'm running CC over Flamethrower in order to lure Blisseys from people expecting a purely special set from the throat spray. Overcoat is to avoid getting slept by Amoonguss or Tangrowth (who can otherwise be problems without flamethrower) and avoid taking sand chip. I'm wondering if flash cannon is really necessary, as most relevant fairies can live it even at +2.
Rillaboom @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
My speed control for the team. It's a weird choice but it can get the jump on things like Pult which can ordinarily get in the way of Kommo-o, and can deal with bulky waters that Kommo-O dislikes (especially Azu and Primarina) as well as the ground types that magnezone hates. It also provides grassy terrain which helps Kommo-O stay healthy and potentially affords it the opportunity to boost twice. I'm wondering if I really need grassy glide when most things that scarf doesn't outspeed already resist it (+1 volcarona, hawlucha).
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 40 Def / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Toxic
The main thing that walls both my Rillaboom and my Kommo-O is Corviknight, and this is very useful for dealing with that. This is the standard magnet pull set, so there's not a whole lot to say.
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Earthquake
- Rock Blast
The stealth rocker, plus a good special wall that provides the team a check to Alakazam and Volcarona, which can be huge issues for Kommo-o. Also gives sand, which is nice for me because the whole team except for rillaboom is immune to sand chip. Chople berry helps it live body presses and focus blasts. The problem with Ttar as my only rocker is that it matches up very poorly against a lot of removers, especially Corviknight (making this another pokemon that majorly struggles with corv).
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Teleport
- Thunder Wave
- Moonblast
Wishport clef, physically defensive mainly for Hawlucha. I like running it alongside clangorous soul because it gives me an opportunity to setup safely a second time (albeit with only +1 spa), and many of the things that might come in on it like Zeraora or Rotom-H provide Kommo-O opportunities to set up. Defensive Ttar also loves its wish support. I'm not sure if I should run T-wave or protect, though. T-wave is good against Volcarona but I wonder if keeping clef healthy is more important, especially considering Ttar is on the team.
Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 240 HP / 172 Def / 96 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn
Defogger. Brave bird and rocky helmet let it 1v1 SD rillabooms. I only have a single hazard-immune pokemon on the team, so this has to put in a lot of work unfortunately.
There's a few things this team struggles with:
Aegislash, which Kommo-O struggles to hit and can hit practically the whole rest of the team super effectively.
Fighting types like Conkeldurr and Urshifu, as my only resist is Clef.
Rain teams, especially with Kingdra.
Shed Shell Corviknight, which lets it wall my whole team without being threatened by Zone.
Probably some other things that I'm not thinking about.
I'm wondering what I could do to help with these things without giving the team other weaknesses.
Pokepaste: https://pokepast.es/8e8e64516ca0a34f
Kommo-o @ Throat Spray
Ability: Overcoat
EVs: 40 Atk / 104 Def / 148 SpA / 216 Spe
Naive Nature
- Clangorous Soul
- Clanging Scales
- Flash Cannon
- Close Combat
The man himself. The EVs look kind of ridiculous I know. The defence is so I can always live 2 wicked blows from jolly band Urshifu, but I kind of forgot what I calced for the split between physical and special attack. The speed lets me outspeed scarf Togekiss after a boost. I'm running CC over Flamethrower in order to lure Blisseys from people expecting a purely special set from the throat spray. Overcoat is to avoid getting slept by Amoonguss or Tangrowth (who can otherwise be problems without flamethrower) and avoid taking sand chip. I'm wondering if flash cannon is really necessary, as most relevant fairies can live it even at +2.
Rillaboom @ Choice Scarf
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
My speed control for the team. It's a weird choice but it can get the jump on things like Pult which can ordinarily get in the way of Kommo-o, and can deal with bulky waters that Kommo-O dislikes (especially Azu and Primarina) as well as the ground types that magnezone hates. It also provides grassy terrain which helps Kommo-O stay healthy and potentially affords it the opportunity to boost twice. I'm wondering if I really need grassy glide when most things that scarf doesn't outspeed already resist it (+1 volcarona, hawlucha).
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 40 Def / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Toxic
The main thing that walls both my Rillaboom and my Kommo-O is Corviknight, and this is very useful for dealing with that. This is the standard magnet pull set, so there's not a whole lot to say.
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Earthquake
- Rock Blast
The stealth rocker, plus a good special wall that provides the team a check to Alakazam and Volcarona, which can be huge issues for Kommo-o. Also gives sand, which is nice for me because the whole team except for rillaboom is immune to sand chip. Chople berry helps it live body presses and focus blasts. The problem with Ttar as my only rocker is that it matches up very poorly against a lot of removers, especially Corviknight (making this another pokemon that majorly struggles with corv).
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Wish
- Teleport
- Thunder Wave
- Moonblast
Wishport clef, physically defensive mainly for Hawlucha. I like running it alongside clangorous soul because it gives me an opportunity to setup safely a second time (albeit with only +1 spa), and many of the things that might come in on it like Zeraora or Rotom-H provide Kommo-O opportunities to set up. Defensive Ttar also loves its wish support. I'm not sure if I should run T-wave or protect, though. T-wave is good against Volcarona but I wonder if keeping clef healthy is more important, especially considering Ttar is on the team.
Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 240 HP / 172 Def / 96 SpD
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn
Defogger. Brave bird and rocky helmet let it 1v1 SD rillabooms. I only have a single hazard-immune pokemon on the team, so this has to put in a lot of work unfortunately.
There's a few things this team struggles with:
Aegislash, which Kommo-O struggles to hit and can hit practically the whole rest of the team super effectively.
Fighting types like Conkeldurr and Urshifu, as my only resist is Clef.
Rain teams, especially with Kingdra.
Shed Shell Corviknight, which lets it wall my whole team without being threatened by Zone.
Probably some other things that I'm not thinking about.
I'm wondering what I could do to help with these things without giving the team other weaknesses.