SV OU Comfey + Whimsicott Sun (Peak #1, 2083 ELO)


:sv/comfey: :sv/whimsicott: :sv/iron moth: :sv/walking wake: :sv/great tusk: :sv/ninetales:



Pokepaste:
:comfey: - :whimsicott: - :iron moth: - :walking wake: - :great tusk: - :ninetales:

Proof of peak:
Screenshot 2025-03-14 041724.png

Introduction (life story):

It's been quite a journey for me, throughout gen 8 I was only a 1600s player and even this gen up until around the end of 2023 I was largely a 1700s player. The end of 2023 was when I was looking at Comfey because I saw how many dark, fighting and dragon types were in the tier (with practically only Valiant being the only fairy seeing any real usage in response) and was thinking about how to make this thing work when I saw a certain move buried deeply within the 'usually useless moves' category - Growth. I thought that this was the solution to making Comfey work and immediately set out to prove to the world that this was the sauce.

Long story short, after a long period of persistently trying to make Growth Comfey work over the course of 2024 and prove to everyone that it's a real mon capable of commanding real respect, I slowly became a better battler and builder (though the former is tentative, I feel like I still win mostly because nobody knows what Comfey or Whimsicott do and otherwise button mash and constantly misplay) and also found out what RMTs were and decided that was how I was going to prove the power of Comfey to everyone. Because I was constantly trying to figure out the 'right' Comfey team and could never settle on anything for the longest time, I've taken way longer to finally do a Comfey RMT than I was initially expecting, but I'm here now and that's all that matters. This one's for you, Comfey.

And Whimsicott also exists and it's good.







:sv/comfey:
Comfey @ Life Orb :life orb:
Ability: Triage
Tera Type: Water / Steel
EVs: 248 HP / 240 SpA / 20 SpD
Modest Nature
- Draining Kiss
- Stored Power
- Growth
- Synthesis
The bane of any team that lacks strong breakers capable of threatening an immediate KO on Comfey.

Growth is what makes the difference, the ability to boost your special attack by +2 every turn immediately turns Comfey into a mon you can't afford to fuck around with. One very common scenario for example is that after a single boost, Comfey gets the power to 2hko Gambit :kingambit: while being able to use tera to prevent Iron Head from KOing it back. +2 Kiss will also 2hko mons like Bolt :raging bolt:, Kyurem :kyurem: or Moon :roaring moon: even if they tera into a fairy neutrality.

+4 Kiss is usually when Comfey gets the power to OHKO most fairy neutral offensive threats and prevent them from trying anything at all vs it, for example OHKOing things like offensive Lando :landorus-therian:, Wellspring :ogerpon-wellspring: after rocks (barring tera) or even something like a banded Pult :dragapult: who thinks they can tera out of a fairy weakness to live and KO Comfey. Another notable thing about Kiss is that Triage gives it +3 priority which means that it outprioritizes Extreme Speed :dragonite: and First Impression :lokix:. For Lokix in particular, +2 Kiss will OHKO it even if they click tera bug making Comfey an offensive sweeper that is completely unbothered by it.

:kingambit: +2 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 0 SpD Kingambit: (57.4 - 67.7%) -- guaranteed 2HKO
:raging bolt: +2 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 0 SpD Tera Fairy Raging Bolt: (48.5 - 57.8%) -- 93.4% chance to 2HKO
:kyurem: +2 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 4 SpD Tera Ice Kyurem: (47.8 - 56.2%) -- 83.2% chance to 2HKO
:roaring moon: +2 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 4 SpD Tera Flying Roaring Moon: (48.1 - 56.9%) -- 89.8% chance to 2HKO
:landorus-therian: +4 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 0 SpD Landorus-Therian: (96.5 - 114.1%) -- 81.3% chance to OHKO
:ogerpon-wellspring: +4 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 4 SpD Ogerpon-Wellspring: (88 - 103.9%) -- 25% chance to OHKO
:dragapult: +4 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 4 SpD Tera Ghost Dragapult: (102.2 - 120.5%) -- guaranteed OHKO
:lokix: +2 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 0 SpD Tera Bug Lokix: (97.8 - 115.9%) -- 87.5% chance to OHKO

I would also like to note that Draining Kiss heals you for 75% of damage dealt, not 50% like most other draining moves. This means that reacting to Comfey like most other sweepers where you stay in with whatever and try to force chip on it before bringing in something to revenge can completely fall flat as Comfey not only kills whatever but heals off all the chip you dealt in the process. This quality also has let me sweep teams with Comfey even after eating a Toxic as just clicking boosted Kisses can let it heal back up to full while claiming KOs at the same time + you can click Synthesis to punish attempts to stall with Protect.

Growth also synergizes with Stored Power. Those usually useless attack boosts add to the base power of Stored Power to allow it to become exponentially stronger with each boost, with it becoming 100 BP after one boost, 180 BP after two and 260 BP after three. This super scaling of Growth + Stored Power allows Comfey to pull off pretty impressive feats, most notably of which is to OHKO Glowking :slowking-galar: after two boosts as well as letting Comfey outboost CM Blissey :blissey:

:slowking-galar: +4 252+ SpA Life Orb Stored Power (180 BP) vs. 252 HP / 240+ SpD Slowking-Galar: (106.3 - 125.1%) -- guaranteed OHKO
:blissey: +6 252+ SpA Life Orb Stored Power (260 BP) vs. +2 4 HP / 252+ SpD Blissey: (53 - 62.4%) -- guaranteed 2HKO

Essentially, Comfey is unwallable barring a handful of mons like Unaware + Amnesia Clodsire :clodsire: or Haze tera steel Pex :toxapex:. Tinkaton :tinkaton: is also one of the few common defensive switchins that can reliably come in on Comfey because of it's ability to Encore you while shrugging off Kiss but is liable to getting chipped. Everything else though is going to find itself annihilated by Growth + Stored Power.

Returning to the topic of Glowking :slowking-galar:, often times switching Glowking into Comfey while you click Growth can actually be a misplay on the opponents part (depending on what the rest of their team is like) as you can often just tera your Comfey, click Growth again and then OHKO the Glowking with Stored Power and potentially proceed to sweep from there if the rest of their team has no means of beating Comfey (like so many Glowking teams are like.)

You don't even necessarily need to tera Comfey to beat Glowking :slowking-galar: if you're at perfectly full health as bar a high roll + poison you can somewhat safely tank a supereffective Sludge Bomb (63-75%) to get another Growth off then Stored Power to KO the following turn. It's a greedy play though, but if your opponent knows what Comfey does then they could also be scared of tera Comfey just using Glowking to setup and opt not to stay in to Sludge Bomb at all and it would work out anyway. Be careful of AV :assault vest: Glowking though because they invest in special attack that means that neutral Sludge Bombs can still actually 2hko you while they also run Flamethrower to 2hko even tera steel which is bad news because they can usually avoid the OHKO from +4 +4 Stored Power so you either need to chip it down first or knock off the AV.

Comfey also has decent defensive utility, being something that can reliably switch into both Specs and Hex Pult :dragapult:, Garg :garganacl:, non-Heavy Slam Zama :zamazenta:, any variant of booster speed Valiant :iron valiant:, SubTect or boots Kyurem :kyurem: and basically anything that doesn't have any damage modifiers or boosts under it's belt and can always click priority sun boosted Synthesis to keep itself healthy while doing so. It can also come in on and setup on passive mons like Alomomola :alomomola: and Corviknight :corviknight:.

Mons that resist Draining Kiss and threaten to KO Comfey can give it trouble though. By far the most common mon like this you'll encounter is offensive Gholdengo :gholdengo:.
Ghold :gholdengo: is capable of switching in and threatening an OHKO with Make it Rain unless Comfey teras, but even through tera it can click Nasty Plot and then force massive damage, or a KO, on Comfey with +2 Shadow Ball while not being threatened by boosted Kisses unless it's been weakened beforehand. On top of that, choiced Gholdengo can also Trick to cripple you entirely. However, while there's not much to do vs Trick, not all hope is lost vs most NP Gholdengos.

:gholdengo: +2 252 SpA Gholdengo Shadow Ball vs. :comfey: 248 HP / 20 SpD Comfey: (78.6 - 92.7%) -- 18.8% chance to KO from 90% HP (from LO recoil)
:comfey: +4 240+ SpA Life Orb Comfey Stored Power(180 BP) vs. :gholdengo: 0 HP / 4 SpD Gholdengo: (104.1 - 122.5%) -- guaranteed OHKO
:comfey: +4 240+ SpA Life Orb Triage Comfey Draining Kiss vs.:gholdengo: 0 HP / 4 SpD Gholdengo: (43.1 - 51.1%) -- 57.4% chance to 2HKO after Stealth Rock, 33.3 - 39.5% HP recovered

Taking note of these calcs, what this means is that if you can get Comfey in front of something it threatens to use as setup fodder (and therefore forces them to immediately switch to Ghold :gholdengo:) then if Comfey has perfectly full health then it can click Growth on the switch and then click Growth again as they NP (and tera to stop MiR), then you can OHKO the Ghold with Stored Power and 82.2% of the time you will live after LO :life orb: recoil after tanking +2 Shadow Ball. Also, I don't think I recall anybody on high ladder ever immediately clicking MiR so predict them not to and preserve your tera if you have the balls.

However, the above sequence only works if you have perfectly full health and even SR chip is enough to stop you from doing that (though you can avoid the issue of need to tank the +2 Shadow Ball if you see that Comfey actually outspeeds the Ghold :gholdengo:, though if the reason they're slower is because they're max hp then +4 +4 only has an 18% roll to OHKO, 56% with rocks chip.) You'll still likely kill the Ghold with Stored Power even with something SR chip but Comfey will die to LO recoil in the process and Comfey itself is pretty much the only team member that really cares about Gholdengo going down (Whimsicott doesn't really care.)

Fortunately there is another sequence that doesn't require perfectly full health and that is to try to 2hko with +4 Kisses. As you can see, +4 Kiss does 43-51% to standard offensive Ghold :gholdengo: meaning with just rocks chip then you can 2hko 56% of the time with +4 Kiss but the difference from the Stored Power line is that +4 Kiss will heal you at least 33% of your health which means this line can be done even if you're chipped down to 70-80%. To guarantee this line succeeds though you need to get more than just the rocks chip, which you can easily do by clicking Kiss the first time it switches in.

There are worlds where these lines don't work though. Modest means a +2 Shadow Ball will do 87.5-103% which means that + LO recoil will KO 80% of the time and if they're running some weird Ghold :gholdengo: spread where they're still faster than you (so you can't hit them with a +4 +4 Stored Power without tanking a hit first) but also have enough bulk to dodge the 2hko from +4 Kiss even after getting chipped a bit then you lose as well.

The slightly odd EV spread just reduces the odds of LO recoil killing you after tanking a +2 Shadow Ball from Ghold from 31% to 18% but you can further increase to spdef EVs to 32 to reduce the chance to 12.5% or 44 to reduce it to 6.3% but Comfey is already running on very thin margins already in terms of KO thresholds already so I don't think reducing it's special attack any further is worth it considering that ultimately these aren't your only options when you have teammates like Wake :walking wake:, Moth :Iron Moth: or Ninetales :ninetales: to come in and threaten Ghold or Whimsicott :whimsicott: to act as another fairy sweeper that doesn't really care about Ghold unlike Comfey.

Because these lines are fairly precise I would recommend only pursuing them if you judge that it is the easiest way to overcome a certain matchup or if you just want to cheese a win with Comfey (respectable.)

Other examples of mons that can do this are Ace :cinderace:, Moth :iron moth:, Ceruledge :ceruledge:, Specs :choice specs: or CM Crown :iron crown:, Power Whip tera Wellspring :ogerpon-wellspring:, tera proto attack Tusk :great tusk: and tera specs/dice Kyurem :choice specs: :loaded dice: :kyurem:.

Now immediately what you might notice in that list is that the first two get trolled by tera water, the next two are uncommon and the last three require using up their own tera (and Wellspring doesn't even beat you if you opt to run tera steel as well.) This is what I think makes Comfey so consistent, as aside from Gholdengo :gholdengo: (which you can easily pressure with your teammates or play just a little smart into it) there just aren't that many things capable of exerting adequate pressure on Comfey meaning that if you don't have any one of those things on the list then you sure as hell better hope you're running 6 mons that can 2HKO it to never let it get to +4 +4.

As a sidenote, AV Crown :assault vest: :iron crown: doesn't necessarily beat Comfey if you tera your Comfey even if it has Psychic Noise unless your Comfey has already been decently weakened. This is because from full health, a Psychic Noise into supereffective Volt Switch doesn't KO you and you can Growth twice in the mean time. Because Psychic Noise only lasts two turns including the turn it's used on, by the time Crown volts into a teammate, the heal block effect has already expired meaning you can KO whatever is in front of you with Kiss. If they opt to stay in with Crown and spam Noise, then you can usually afford to cycle between Growth and Synthesis because Triage lets your healing moves always move first which means you can always recover every other turn before Crown is able to block your recovery again. And because Synthesis gets boosted by the sun to 66% and Psychic Noise only does 35-42%, the Crown simply doesn't net enough damage quick enough to prevent you from getting to +6 +6 after which you can then click Stored Power into Kiss to KO it which is why AV Crown can only beats tera Comfey if the Comfey was already decently weakened.

In terms of tera types, I like water the best because it gives us a resistance to steel and fire and neutrality to poison letting us flip our matchup vs them. Tera steel can also be considered to instead further improve our matchup into the poisons like Glowking :slowking-galar: and Pecharunt :pecharunt: also giving us a grass and fairy resist to let us beat and or set up on mons like Wellspring :ogerpon-wellspring: and Primarina :primarina:. Tera steel however completely forfeits any ability to beat fire types so you either need to play a lot more carefully vs them or support Comfey further with a Flash Fire mon like Ceruledge :ceruledge: or Heatran :heatran:. Incidentally, the original version of this team had FF Ceruledge and you can see more about that near the end of the RMT.






:sv/whimsicott:
Whimsicott @ Life Orb :life orb:
Ability: Chlorophyll
Tera Type: Ghost
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Moonblast
- Giga Drain
- Shadow Ball
- Growth
This shit is a ridiculously good chlorophyll sweeper (yes it gets abilities other than prankster) but I think the reason why more people aren't using Whimsicott is because they take one look at that base 77 special attack and turn around and leave.

Don't be fooled by that, with max special attack + modest, it's special attack reaches 278 and multiply that by 1.3x from life orb and it has an effective 361 special attack stat, aka stronger than booster speed Valiant :iron valiant:. Whimsicott also has a higher speed tier than Valiant and more importantly can repeatedly switch in and out without losing that speed. On top of that, Whimsicott also gets Growth.

Growth letting you get to +2 in one turn is what really makes Whimsicott a more threatening sweeper than CM Valiant :iron valiant: because so many common greedy offenses that look like 3/4 fairy weak mons + a Gholdengo/Pecharunt slapped on that rely on those two being able to take on Valiant from full or something being able to tera to live Moonblast get absolutely steamrolled by Whimsicott who sets up one growth and suddenly their Gholdengo :gholdengo:/ Pecharunt :pecharunt: are both dropping to Shadow Ball, Kingambit :kingambit: is getting OHKOed and so is stuff like Moon :roaring moon: even through tera which Valiant simply never could do.

:gholdengo: +2 Life Orb Shadow Ball vs. 0 HP / 4 SpD Gholdengo: (120.6 - 141.9%) -- guaranteed OHKO
:pecharunt: +2 Life Orb Shadow Ball vs. 252 HP / 0 SpD Pecharunt: (103.4 - 121.8%) -- guaranteed OHKO
:kingambit: +2 Life Orb Moonblast vs. 0 HP / 0 SpD Kingambit: (105.2 - 123.7%) -- guaranteed OHKO
:roaring moon: +2 Life Orb Moonblast vs. 0 HP / 4 SpD Tera Flying Roaring Moon: (87.7 - 103.7%) -- guaranteed OHKO after Stealth Rock

Another quality that makes Whimsicott such a threatening sweeper is it's natural resilience to the most common forms of priority in the tier, resisting Sucker Punch :kingambit:, Thunderclap :raging bolt: as well as having tera ghost which also lets it stop Extreme Speed :dragonite: if necessary. However, often times vs offense you don't want to wantonly tera Whimsicott because you don't want to lose your resistance to Sucker/Clap, so keep that in mind.

Whimsicott also does have some nice defensive utility. It's a dragon immunity that doesn't immediately fold if Bolt :raging bolt: clicks it's other STAB and can switch into Wellspring :ogerpon-wellspring: as well as loving to set up on Lando-t :landorus-therian: or Hamurott :samurott-hisui: (though I usually avoid immediately hard switching it into sash Hamu.)

In terms of how Whimsicott matches up vs the fairy resists of the tier, unfortunately +2 tera ghost Shadow Ball is only a 37.5% to OHKO Glowking :slowking-galar: but in that matchup your game plan should revolve around Comfey :comfey: anyway. Clicking Moonblast initially for chip and then going for +2 tera ghost Shadow Ball later on can let Whimsicott break past standard phydef Moltres :moltres: while +2 tera ghost Shadow Ball is a coin flip to straight up OHKO max hp Cinderace :cinderace:. Most fairy resists just get chunked by boosted tera ghost Shadow Balls in general so keep that in mind if you ever find yourself in a position where that becomes necessary.

:slowking-galar: +2 252+ SpA Life Orb Tera Ghost Shadow Ball vs. 252 HP / 252+ SpD Slowking-Galar: (89.8 - 106.8%) -- 37.5% chance to OHKO
:moltres: 252+ SpA Life Orb Moonblast vs. 248 HP / 0 SpD Moltres: (23.4 - 27.4%)
:moltres: +2 252+ SpA Life Orb Tera Ghost Shadow Ball vs. 248 HP / 0 SpD Moltres: (78.8 - 92.9%)
:cinderace: +2 252+ SpA Life Orb Tera Ghost Shadow Ball vs. 252 HP / 0 SpD Cinderace: (91.4 - 108.2%) -- 50% chance to OHKO

Psychic is an option that prevents :iron moth: Moth from forcing you out which can completely mess up some Moth offenses but having to drop either Drain or Ball just makes the set overall worse and only worth as a surprise tech. Encore is another option but from my limited experience it never felt worth dropping the coverage.

While technically Whimsicott can run max speed to do things like outspeed Kyurem :kyurem: or Crown :iron crown: outside of sun, in terms of EVs the 3 speed tiers I would recommend are 40 EVs to outspeed +1 Moon :roaring moon:, 80 for scarf Darkrai/Meow :choice scarf: :darkrai: :meowscarada: and 112 to outspeed everything up to Pecharunt :pecharunt: outside of sun (:gholdengo:, :samurott-hisui:, :glimmora:, :great tusk:) because I really do think you want the bulk as much as possible to live stray hits to set up or survive strong priority to sweep.

I've never tested it, but the only other set I'd consider with Whimsicott would be a specs set :choice specs:. Switcheroo lets you shut down anything attempting to sweep while being an effective U-turn user that can bring in breakers. Never tried it though so not saying anything conclusive.




:sv/iron moth:
Iron Moth @ Booster Energy :booster energy:
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fiery Dance
- Overheat
- Solar Beam
- Sludge Wave
Fires off powerful, sun boosted attacks that are difficult to switch into especially if this thing starts getting Fiery Dance boosts. In particular, under sun and with booster special attack, Fiery Dance can usually 2HKO incoming Glowkings :slowking-galar: while Dance into +1 Solar Beam will KO Ting-Lu :ting-lu:. Further supports our fairies by acting as something that can immediately threaten KO on all the steel types that threaten them. Also provides some defensive utility as something that can switch into Primarina :primarina: and Malignant Chain :pecharunt:.

This thing is also your primary way of breaking stall as with tera fire even Blissey :blissey: or spdef Pex :toxapex: can be overwhelmed and broken through as long as you don't get too unlucky with Fiery Dance boosts.

:blissey: 252 SpA Quark Drive Tera Fire Fiery Dance vs. 4 HP / 252+ SpD Blissey in Sun: (32.2 - 38%) -- 95.8% chance to 3HKO
:blissey: +1 252 SpA Quark Drive Tera Fire Overheat vs. 4 HP / 252+ SpD Blissey in Sun: (78.2 - 92%)
:toxapex: 252 SpA Quark Drive Tera Fire Fiery Dance vs. 248 HP / 252+ SpD Toxapex in Sun: (33.6 - 39.6%) -- guaranteed 3HKO
:toxapex: +1 252 SpA Quark Drive Tera Fire Overheat vs. 248 HP / 252+ SpD Toxapex in Sun: (80.8 - 95.3%)

Specs :choice specs: can be considered if you don't care about not needing to switch moves around, as can other options like modest or Fire Blast.





:sv/walking wake:
Walking Wake @ Assault Vest :assault vest:
Ability: Protosynthesis
Tera Type: Steel
EVs: 228 HP / 132 SpA / 148 Spe
Timid Nature
- Hydro Steam
- Draco Meteor
- Knock Off
- Flip Turn
This set turns Wake into a fantastic glue mon capable of soaking up random special attacks while also supporting it's teammates with item removal and pivoting, particularly being good at luring in and removing opposing AVs :assault vest:. This thing will do shit like take 25% from Darkrai's :darkrai: Dark Pulse or Gholdengo's :gholdengo: Shadow Ball, or tank Dragon pulse or Moonblast from Bolt :raging bolt: and Prim :primarina: respectively.

This thing is going to be your primary answer to Moth :iron moth: and fire types in general which you need to keep in mind for the sake of your fairies so be conscious about letting this thing get chipped down too much, though this set is bulky enough to do things like switch in and beat Moth even at 60-70% health

This set doesn't have the power to 2hko Glowking :slowking-galar: which means that it has a fairly easy time disrupting sun with Chilly Reception so you need to be smart with your positioning vs Glowking. So far I don't recall ever having a Glowking matchup that was anything worse than a little awkward so take that as you will but maybe that's just because I haven't fought enough Glowking teams. If Glowking becomes a serious concern for you then the original Ceruledge :ceruledge: variation of the team should be considered.

EVs allow us to outspeed Kyurem :kyurem: outside of sun (as well as neutral natured base 110s) and has the maximum special attack while maintaing proto speed. Rest goes into hp to make Wake as bulky as possible.

I don't tera this often and the only reason I would is for emergency situations so I chose a defensive tera in steel, providing an emergency resist to stuff like psychic and flying which we otherwise have no resistance to as well as giving us generally useful fairy, dragon, ice and grass resistances to let us emergency KO stuff like Wellspring :ogerpon-wellspring: or DD Kyurem :kyurem: if necessary. You can feel free to make this tera whatever you want though.



:sv/great tusk:
Great Tusk @ Rocky Helmet :rocky helmet:
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock
Fantastic physical glue that also compresses both rocks and spin. Works very well with AV Wake :assault vest: :walking wake: to provide blanket checks on both ends of the offensive spectrum.

Identify which mons you need health on this thing on to properly check (like the DDancers :dragonite: :kyurem: :roaring moon:) and don't sack for no reason even if it gets low because you can always Healing Wish it back to full which is always nice particularly for making Gambit :kingambit: endgames extra easy.

Another important job of Tusk is that it's the only member of this team capable of threatening an OHKO on Glowking :slowking-galar: so make sure to use Tusk proactively in that matchup to make sure that Glowking isn't coming in for free constantly.

Tera fire was chosen primarily to provide a reliable emergency tera to beat tera fire DD Kyurem :kyurem: who otherwise can pose an issue with it's ability to flip it's matchup vs the fairies :whimsicott: :comfey: and prevent Ninetales :ninetales: from burning it.



:sv/ninetales:
Ninetales @ Heat Rock :heat rock:
Ability: Drought
Tera Type: Ghost
EVs: 248 HP / 20 Def / 240 Spe
Timid Nature
- Weather Ball
- Will-O-Wisp
- Encore
- Healing Wish

Standard Ninetales set, nothing of note.


---------------------

Original Version:

The original version of this team actually made use of Flash Fire Ceruledge :ceruledge: over Moth :iron moth: and I did actually get a #1 peak with Ceruledge as well but I think I crashed down to the low 1800s almost immediately after achieving that peak leading me to shelve the team and decide not to RMT it believing the team to not be consistent enough.

I think I believed the team to be inconsistent because Moltres :moltres: usage was very high when I was playing this team at the time + Pecharunt :pecharunt: was starting to pick up in usage and the team struggled to greatly pressure either of them or have ways to switch into Malignant Chain. On top of that, the stall matchup was a little tough as Ceruledge :ceruledge: destroys fatter teams until they click tera dragon on a physdef mon. Suddenly Ceruledge can't do anything and if they have Amnesia Clodsire :clodsire: as well then neither can Comfey :comfey: and most stalls do have tera dragon physical walls + Clodsire.

Aside from the stall matchup, looking back on it now I do think shelving the team was an overreaction though. Moltres :moltres: can be pressured adequately with good play and Pech :pecharunt: didn't specifically outright beat anyone on the team either, moreso just being annoying, and Ceruledge :ceruledge: does have a lot of good qualities Moth :iron moth: doesn't have like completely shutting down fire types like Ace :cinderace: or opposing Moths :iron moth: and actively punishing anything that clicks fire moves vs our double fairies (letting Comfey :comfey: make better use of tera steel) while also acting as a breaker that just absolutely kleaves through Glowking :slowking-galar: balances better than Moth can.

If you have concerns over fire types or Glowking :slowking-galar: teams, then I would recommend the original Ceruledge variation.

Pokepaste :
:comfey: - :whimsicott: - :ceruledge: - :walking wake: - :great tusk: - :ninetales:

Proof of Old Peak:
Screenshot 2025-01-09 165038.png





:sv/ceruledge:
Ceruledge @ Choice Band :choice band: / Life Orb :life orb:
Ability: Flash Fire
Tera Type: Grass
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Bitter Blade
- Solar Blade
- Poltergeist / Swords Dance
- Shadow Sneak

Sun boosted banded adamant Bitter Blades are nuclear and can do things like 2hko Bolt :raging bolt: or max physdef Lando :landorus-therian: through intimidate while banded tera grass Solar Blade can cleanly ohko Alomomola :alomomola: and prevent it from even trying to scout you out. Poltergeist is a strong STAB capable of OHKOing standard Pech :pecharunt: as well allowing you to 2hko physdef Moltres :moltres:. Shadow Sneak is also just really decent priority.

Defensively, Ceruledge is among the most reliable switchins to Primarina :primarina: for sun teams from my experience on top of it's ability to hard wall Ace :cinderace: and Moth :iron moth:.

LO + SD is something I also used a lot besides banded and it was very decent, being able to switch moves made breaking certain balance or fat teams even easier but there were also a lot of matchups where I just need to get immediate damage off, and while Bitter offsetting LO recoil means that it can still do that perfectly well, banded just felt cleaner to use in such matchups.

EVs and adamant allow us to outspeed Bolt :raging bolt: and Dnite :dragonite: while maximixing breaking power but jolly can be considered to outspeed Gholdengo :gholdengo: and speed tie Hamurott :samurott-hisui:. Conversely, an alternate EV spread of 152 hp + 84 speed can be considered which gives you enough speed to outpace uninvested Gliscor :gliscor: (which is typically what Gliscors are on stall) while the extra bulk does actually come in handy pretty consistently along with the Bitter Blade recovery but more specifically allows Ceruledge to guarantee tank one EQ from Ting-lu :ting-lu: to either get a big hit off on them or even get to +2 if you're running SD + LO set and then OHKO with a sun boosted Bitter Blade.


---------------------

Replays:
:kyurem: :slowking-galar: :landorus-therian: :great tusk: :samurott-hisui: :kingambit:
Vs 1873
Good matchup for Comfey who eventually starts setting up on Hamurott and sweeps

:araquanid: :raging bolt: :gholdengo: :great tusk: :iron moth: :kingambit:
Vs 1824
Whimsicott gets a pretty easy sweep after opponent lets Moth go down to Wake

:dragapult: :great tusk: :kingambit: :slowking-galar: :rotom-wash: :iron valiant:
Vs 2033
Comfey immediately comes in turn 2 to tera and go for game. Doesn't sweep, but forces a kill on Glowking, baits tera on Rotom-W and nearly kills the Gambit in the process making the game pretty much unwinnable for the opponent. Also a good demonstration of how Psychic Noise doesn't beat Comfey in practice.

:iron valiant: :darkrai: :iron moth: :ting-lu: :dragapult: :great tusk:
Vs 1890
Opponent tries to tera Moth to get past Wake but all this does is leave them open to getting swept by one of the fairies later on which Comfey indeed does.

:thundurus-therian: :meowscarada: :hatterene: :great tusk: :toxapex: :slither wing:
Vs 1949
Wake knocks the AV off of Pex before going to Moth that then forces a kill on it. The opponent at this point has no means of handling the double fairies and near the end is forced to First Impression the Whimsicott to prevent it from sweeping but Comfey just comes in afterwards to seal the deal.

:great tusk: :iron valiant: :kingambit: :gholdengo: :samurott-hisui: :roaring moon:
Vs 1831
Initially try to go for a Whimsicott sweep right off the bat only for Hamurott to reveal to be Ice Beam. Later Wake gets a kill with Steam as they sack Tusk and then gets the kill on Moon right after as the opponent thinks we were choiced. Later the opponent is forced to sack Gholdengo to Ninetales shortly after which at that point Comfey has an easy time cleaning.

:gliscor: :alomomola: :pecharunt: :great tusk: :weavile: :iron crown:
Vs 1893
Old replay, Comfey comes in on Mola and starts setting up forcing the specs Crown in to take chip from Draining Kiss. Whimsicott comes in later on vs the Mola to also setup and with the chip damage +2 tera ghost Shadow Ball is guaranteed to KO Crown even if they tera out of their ghost weakness (though they don't) leading to a Whimsicott sweep.
 
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This right here. The Comfey champion is back with peak. This guy or girl is sun's strongest soldier. While many sun users including myself are just lazily loading dragon spam teams to abuse their powerful stats, this Comfey lover here found an actual creative way to make sun great again. Seeing stuff like Whim 1HKOing mons like Gambit, Bolt and Ghold is cathartic to see. Congrats for the number 1 spot on the ladder, you deserve it after all the hard work. Let your love for Comfey shine as brightly as the sirius star in a beautiful dark night.
 
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I just wanna say that the Ceruledge version of this team has been the actual fucking bane of my existence since its inception lol, I actually hated fighting that stupid ass Comfey so much cause I pretty much never run spdef guys on my teams so I just get steamrolled on preview lmao, anyways fr tho no hate and congratulations on the peak I know you’ve been tryna make Comfey + Whimsicott sun work for ages now so good on u for hittin #1, keep up the good work my guy
 
Idk if you know this but I think a week or a couple weeks ago you fought a YouTuber (I don’t remember who, I think it was maybe pokeaimmd, maybe someone else in the thread can confirm this) on the ladder during one of his videos. I liked the team and tried to copy it haha, cool I can actually use the real thing now.

Atleast I’m guessing it would have been you, idk who else is using growth comfey
 
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Hi, Thanks for sharing the team! I'm trying it on the ladder now but still facing difficulties around 1500 ELO.

How do you deal with Sticky Web HO teams? I find that I am in a disadvantaged position especially when Great Tusk struggles to spin against spinblockers.

Comfey seems to be having trouble against bulky Twave+Hex Gholdengos as well?
 
Hi, Thanks for sharing the team! I'm trying it on the ladder now but still facing difficulties around 1500 ELO.

How do you deal with Sticky Web HO teams? I find that I am in a disadvantaged position especially when Great Tusk struggles to spin against spinblockers.

Comfey seems to be having trouble against bulky Twave+Hex Gholdengos as well?
Whimsicott will still usually outspeed everything even with webs up and can setup Growth on Araquanid so that's usually how you want to beat them. Your Wake and Tusk not outspeeding anything kind of sucks but they're both extra bulky so can tank hits and attack back regardless so I don't usually even bother wasting turns trying to spin.

Keep in mind that Moth is common on webs and can force Whimsicott out though so you need to preserve health on your Wake to beat Moth (unless you're running the ceruledge ver in which case switch in that for a free kill.) Beating webs does require some reactive play because Whimsicott (and Comfey too I suppose) are usually your only way of outspeeding your opponent so figuring out how you want to trade health or KOs with your Wake/Moth/Tusk/Ceru vs the opponent in order to open them up to a Whimsicott/Comfey sweep is key.

Regarding Comfey v Ghold, clicking Growth on the switch -> Growth on T-wave -> Stored Power on Hex/tera on Make it Rain -> Kiss should KO Ghold as long as you don't get unlucky with para procs. Keep in mind Comfey usually only beats Ghold if the Comfey is full or at least near full health and that consistently beating it with Comfey requires pretty precise play and otherwise you should just play more safely by switching out into a teammate like Moth or Wake (or even Tusk if risking the hp on it isn't important) on it. T-wave variants specifically can sometimes just beat Comfey regardless of how you play it because of hax.
 
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Lol
I'm currently on an alt, how do I beat unaware clef:clefable:? Should I use :iron-moth:moth before it fully sets up and what if it was tera steel?

EDIT: Also ppl are now prepping for this rmt which made my account now tank -300 elo ;w;
CM/Cosmic Power Unaware Clef is something that has always just occasionally popped up and always given me trouble because a lot of the teams I build mostly rely on special attackers and I always forget about it and end up panicking and letting it get up a free turn or two. But as long as you don't panic then if you see Clef on a HO team then it's a pretty reasonable assumption to make that it's some sort of cheese set in which case yes you should use Moth to beat it (tera steel will die to fire attacks and also means it ignores Overheat sp attack drops) but you can also make sure to beat it regardless of whatever tera type it is by knocking off the leftovers on it with Wake then burning it with Wisp from Tales (which Clef will get chipped by because it's not Magic Guard) and try to lock it into an Encore loop where it will slowly get chipped to death.

Also, while Whimsicott does setup on Araquanid I probably neglected to mention that because of endure/custap shenanigans that the interaction vs it isn't actually as straightforward as it first seems. You can usually just click Growth a couple of times to scout what they want to do because even if they don't click Endure and they chip you down a fair bit Giga Drain will let you get all your health back anyway, but if they do happen to get the turn right and Endure on the attack then it's probably a good idea to switch Whim out and preserve it for later (with the Endeavor being what it typically threatens.)

Uh but I guess upon further inspection this kinda assumes no bug move on Araq (which a lot of them aren't in my experience) but if they are then idk. Two Growths -> Giga Drain probably would've worked out in your favor I guess? Overall the webs matchup can be kinda confusing but I think that's just sort of the nature of webs, you use them to try and fuck over opposing offenses.
 
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I find opposing weather teams very irritating. It's cool if it's Sun, but if it's Rain, Sand, or opposing Hail (Aurora Veil Ninetales or even Chilly Reception Glowking) it really messes up my timing as I always hurriedly switch Ninetales in. How do you deal with those?

Also, (Banded) Scizor is so annoying threatening Whimsicott and Comfey.

Maybe this is skill issues on my part as I rarely play sun teams and practiced my weather control, and there are sufficient checks for Steel-types in the rest of the team.
 
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Hate to admit it, but this might be the one and only good Comfey team. Interesting Moth set, the most similar shit I tried is Tera Fire Specs with both Torkoal and Pincurchin on the team, this one is way more flexible and better. Poor Glowking must be suffering vs this team, we need Archaludon back to make Sun a little less brainless.
 
I find opposing weather teams very irritating. It's cool if it's Sun, but if it's Rain, Sand, or opposing Hail (Aurora Veil Ninetales or even Chilly Reception Glowking) it really messes up my timing as I always hurriedly switch Ninetales in. How do you deal with those?

Also, (Banded) Scizor is so annoying threatening Whimsicott and Comfey.

Maybe this is skill issues on my part as I rarely play sun teams and practiced my weather control, and there are sufficient checks for Steel-types in the rest of the team.
Opposing weather can be tough but generally speaking immediately try to get rocks up to pressure opposing setters as much as possible while trying to keep rocks off for your own Ninetales if possible. You should almost always never stay in with Ninetales to click a move either, always immediately switch out as you don't want an opposing setter coming in on the move and disrupting your own sun. By immediately switching out, you will conversely always be in a position to be able to switch Ninetales back into their setter to get sun back up and disrupt their weather instead as Ninetales can relatively safely switch into Pelipper and especially Ninetales-A.

This interaction is why a lot of the opposing weather matchups are actually decided by the how well that specific team or how well the opposing player can keep rocks up or rocks off vs you and lesser so by rain or hail intrinsically matching up better or worse into you so it's difficult to make any further comments.

Vs rain specifically though Comfey tends to be pretty good. In an end game scenario, try to get sun up and try to get a Growth off with Comfey to get to +2. If they hard switch Peli to nerf Growth then you can just Growth again afterwards to get to +2 anyway. At +2, you can actually OHKO Barraskewda while usually 2hkoing everything else while being able to prevent most of everything else with tera water to resist their rain boosted moves. Only thing to be mindful about is that if you do tera water then tera Bolt can live a hit and ohko back.

The Ttar sand is probably the toughest weather matchup as that's something you don't quite want to hard switch Tales into unlike Peli or Tales-A along with the fact that Ttar itself can get rocks up fairly reliably so just do keep in mind that it's a bad matchup. That said, there are some things you can keep in mind to attempt to overcome it.

One is that you can stay in with Tales once just to get a Wisp off on the incoming Ttar which along with rocks can start immediately racking up a whole lot of chip on it. Be mindful of Ice Beam on Ttar who might try and snipe your Tusk on the switch which is important because you need Tusk healthy to give you more options vs Excadrill. A lot of Ttar's are support sets that don't have rock STAB either so it isn't actually impossible for Tales to hard switch into it, especially if you've burnt it already. You also have an aggressive play of doubling Ninetales into a predicted switch into Exca or just generally bring in Tales into Exca after a sack as the sun will disable Sand Rush and let you threaten to outspeed and KO it.

Vs Chilly Glowking is probably the least straightforward matchup though. Again, always hard switch out Ninetales immediately (though sometimes I find myself in bad positions where at least getting burn chip on Glowking is the best option) but otherwise it's about finding opportunities to either double or switch Ninetales in early game to get sun up and then usually immediately double out into Tusk to prevent Glowking from trying to come in and Chilly. As an additional tip, if you're fighting something like a Glowking + Corv balance then going on Tusk on a predicted U-turn from Corv can keep Glowking from coming in.

Sometimes however going Tusk is a risky play and you might want to bring in some other teammate instead, try not to bring out Whimsicott early game unless you absolutely have to though and you usually shouldn't have to vs most standard teams. Should you find yourself in a position of Wake vs Glowking, then just knock their boots off and keep attacking the Glowking to just weaken it as much as possible. Once you get rocks up as well, then Glowking will suddenly find that it's hp is a lot more limited than it'd like.

Comfey is a little less straightforward, you can threaten to just tera and start setting up on the Glowking if they stay into attack while if you think they'll Chilly then just clicking Growth raw can force your opponent into an uncomfortable position of having to deal with a +2 +2 Comfey that can potentially even continue to setup unboosted Growths to sweep or threaten to KO or 1v1 whatever else comes in without you even having used up your tera.

Sometimes though Whimsicott might be forced in if they have a Glowking + Wellspring team that is unfortunately rather common. You can pivot Ninetales in on a predicted grass move but otherwise that's very risky compared to going Whimsicott on Wellspring. You really can just find yourself in bad positions vs teams like that though, just try and remain steady and try to correct your position.

Also keep in mind to try and get a position with sun up and Moth in as quickly as possible. Glowking will not be able to hard switch in and can usually force a kill. Overheat will also just do a whole bunch of immediate damage or even KO a chipped Glowking.

Otherwise, to be quite honest I've just gotten practiced with the matchup after using this type of sun team for so long and can't really put into words how to navigate them. It's all about positioning though and otherwise you should always look at the opponents team to see if they actually have anything capable of dealing with Comfey, and if they don't, don't hesitate to try and immediately go for a Comfey sweep. Also, if you really just continue to struggle with Glowking teams then just load up Ceruledge version. Ceruledge's sun boosted Bitter will ohko Glowking on top of Poltergeist ohkoing outside of sun.

Vs banded Scizor, tera Comfey will just use it as setup fodder if it ever locks itself into Bullet Punch. You can also tera Whimsicott to attempt to dodge the KO while being able to do big damage back with Shadow Ball (+2 will tera ghost ohko) but can be a little riskier as if they tera steel then you only barely avoid the KO from full.
 
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Odd..

Found a new predicament, :great-tusk: Tusk somehow lived. It's possibly av and some ev invest but it's crazy how it neutrally lived that with tera ice. I also did a misplay of keeping tusk in (my bad). Any suggestions with the rise of these heat counters? :totodiLUL:
 
I actually got wiped by a Psyshock/Mystical Fire/Draining Kiss AV Hatterene even though Comfey wiped out 2 of his mons (I mistakenly sacked Iron Moth) I never felt more embarrassed :mad:

Primarinas setting up on and/or stalling out Sun on Walking Wake also been a thorn more than once.

--
EDIT:
Great news!

I managed to climb to 1700 ELO with this team, though it wasn't as painless as I was hoping it to be. Nevertheless, it's a great achievement and I look forward to aiming higher in future. Thanks a lot for the detailed advice and strategies on how to use the team. You certainly must have played with it a lot.

On a side note, Heatran with some annoying Teras like Tera Grass can be quite annoying for the team to face. I actually forgot that it still had Flash Fire, and tried to kill it with OverHeat on Moth, lol, had to forfeit that match. I'm not sure if Sludge Wave would've killed SpDef Heatran either (took only 35% from Wake's DMeteor).
 
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Have you considered running temper flare on tusk? I don’t know what I’d replace, if rocks are so important, but it’s a great move in sun into ghold and corv since it’s 140 bp after headlong into corv/balloon ghold or rapid spin into ghold
 
Odd..

Found a new predicament, :great-tusk: Tusk somehow lived. It's possibly av and some ev invest but it's crazy how it neutrally lived that with tera ice. I also did a misplay of keeping tusk in (my bad). Any suggestions with the rise of these heat counters? :totodiLUL:
It was just a min roll which is why it did so little but +2 Kiss never ohkoes neutral Tusk to begin with. Sorry to say this but at some point it's just going to be a skill issue, when you sacked Whimsicott to Gambit you could've went Tusk for a free spin as Gholdengo had already went down or at minimum forced the Gambit to Tera ghost meaning that the opposing Tusk wouldn't be able to do a tera of it's own later on like it did. You also should've just switched your Moth into the encored Gambit no matter what they did or who they switched to because your own Moth was pretty useless anyway so sacking it to safely get in another teammate was more important. Even when you had Tusk out vs their Moth you should've either went hard Wake or more safely sack your own Moth to get in Wake. It also wasn't particularly risky to preserve your Whimsicott and having a free sack is always good. Also +6 Giga Drain should ohko Araq unless you were expecting something weird to happen there but I'm pretty sure recovering hp there would've let you live Clap into Sucker, maybe?

I actually got wiped by a Psyshock/Mystical Fire/Draining Kiss AV Hatterene even though Comfey wiped out 2 of his mons (I mistakenly sacked Iron Moth) I never felt more embarrassed :mad:

Primarinas setting up on and/or stalling out Sun on Walking Wake also been a thorn more than once.

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EDIT:
Great news!

I managed to climb to 1700 ELO with this team, though it wasn't as painless as I was hoping it to be. Nevertheless, it's a great achievement and I look forward to aiming higher in future. Thanks a lot for the detailed advice and strategies on how to use the team. You certainly must have played with it a lot.

On a side note, Heatran with some annoying Teras like Tera Grass can be quite annoying for the team to face. I actually forgot that it still had Flash Fire, and tried to kill it with OverHeat on Moth, lol, had to forfeit that match. I'm not sure if Sludge Wave would've killed SpDef Heatran either (took only 35% from Wake's DMeteor).
Heatran is definitely annoying because of how it puts a stop to Whimsicott and an even harder stop to Moth but spdef doesn't actually beat tera water Comfey. You just Growth once on the switch -> tera water Growth on Magma/Taunt -> if you're not taunted you can go for another greedy Growth otherwise Stored Power will 2hko even max spdef at +4 +4. The only trouble is if it's offensive Heatran because that means they can outspeed and Taunt you before the second Growth but if that happens you can just blame the loss on a bad matchup but offensive Heatran is a lot easier to chip down to a point where Whimsicott can break through it.

Have you considered running temper flare on tusk? I don’t know what I’d replace, if rocks are so important, but it’s a great move in sun into ghold and corv since it’s 140 bp after headlong into corv/balloon ghold or rapid spin into ghold
It's nice but you can't fit it, Ice Spinner is necessary to let Tusk actually beat Dnite while rocks are always going to be important to help out with every matchup vs Temper whose only use case for this team is really just sniping balloon Ghold considering every other teammates doesn't care about Corv that much
 
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It was just a min roll which is why it did so little but +2 Kiss never ohkoes neutral Tusk to begin with. Sorry to say this but at some point it's just going to be a skill issue, when you sacked Whimsicott to Gambit you could've went Tusk for a free spin as Gholdengo had already went down or at minimum forced the Gambit to Tera ghost meaning that the opposing Tusk wouldn't be able to do a tera of it's own later on like it did. You also should've just switched your Moth into the encored Gambit no matter what they did or who they switched to because your own Moth was pretty useless anyway so sacking it to safely get in another teammate was more important. Even when you had Tusk out vs their Moth you should've either went hard Wake or more safely sack your own Moth to get in Wake. It also wasn't particularly risky to preserve your Whimsicott and having a free sack is always good. Also +6 Giga Drain should ohko Araq unless you were expecting something weird to happen there but I'm pretty sure recovering hp there would've let you live Clap into Sucker, maybe?
Makes sense, I usually have skill issue at night like before my brain shuts off lol. Thanks for the tips will def be more critical thinking next time ^^ (Also guys watch out for those spd tera fire's, :kingambit:or gambit using kowtow instead against pre-tera'd :comfey:comfey as they are used to counter/pray for a high roll against :comfey:comfey).
 
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Still stuck at 1700s (already a pretty good ELO, but trying to push further). Usually at this ELO enemies would naturally have a check or two to prevent an ez sweep.

What's your usual response to:

Primarina (AV) - Usually I Knock Off with Wake first while eating a Moonblast (60-70%) then go to Moth or Whimsi. But they can switch out on Moth. Is there a better play?

Araquanid BUT they don't make the mistake of staying in on Whimsicott, immediately hard switching to Moth, therefore they have Webs up. Whimsicott cannot OHKO Moth with Shadow Ball at +2 even after Tera.

Moth WITH WAKE DEAD (either +SpA or Speed variants) - due to unfortunate bombardment from strong special attackers on opponent's team e.g. +Speed Quark Drive Valiant.

Tera Fire IDBP Zama

Default playbook for Lead Hamurott + they almost always have a moth to stop a Whimsicott instant sweep. Example: https://replay.pokemonshowdown.com/gen9ou-2323281882


CM Blissey

Thanks!
 
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