





Pokepaste:






Proof of peak:
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.

Comfey @ 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
while being able to use tera to prevent Iron Head from KOing it back. +2 Kiss will also 2hko mons like Bolt
, Kyurem
or 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
, Wellspring
after rocks (barring tera) or even something like a banded Pult
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
and First Impression
. 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.
+2 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 0 SpD Kingambit: (57.4 - 67.7%) -- guaranteed 2HKO
+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
+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
+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
+4 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 0 SpD Landorus-Therian: (96.5 - 114.1%) -- 81.3% chance to OHKO
+4 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 4 SpD Ogerpon-Wellspring: (88 - 103.9%) -- 25% chance to OHKO
+4 252+ SpA Life Orb Triage Draining Kiss vs. 0 HP / 4 SpD Tera Ghost Dragapult: (102.2 - 120.5%) -- guaranteed OHKO
+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
after two boosts as well as letting Comfey outboost CM Blissey 
+4 252+ SpA Life Orb Stored Power (180 BP) vs. 252 HP / 240+ SpD Slowking-Galar: (106.3 - 125.1%) -- guaranteed OHKO
+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
or Haze tera steel Pex
. 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
, 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
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
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
, Garg
, non-Heavy Slam Zama
, any variant of booster speed Valiant
, SubTect or boots 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
and 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
.
Other examples of mons that can do this are Ace
, Moth
, Ceruledge
, Specs
or CM Crown
, Power Whip tera Wellspring
, tera proto attack Tusk
and tera specs/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
(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
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
and Pecharunt
also giving us a grass and fairy resist to let us beat and or set up on mons like Wellspring
and 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
or Heatran
. Incidentally, the original version of this team had FF Ceruledge and you can see more about that near the end of the RMT.
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




+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













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




Essentially, Comfey is unwallable barring a handful of mons like Unaware + Amnesia Clodsire



Returning to the topic of Glowking

You don't even necessarily need to tera Comfey to beat Glowking


Comfey also has decent defensive utility, being something that can reliably switch into both Specs and Hex Pult







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

Ghold
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.
+2 252 SpA Gholdengo Shadow Ball vs.
248 HP / 20 SpD Comfey: (78.6 - 92.7%) -- 18.8% chance to KO from 90% HP (from LO recoil)
+4 240+ SpA Life Orb Comfey Stored Power(180 BP) vs.
0 HP / 4 SpD Gholdengo: (104.1 - 122.5%) -- guaranteed OHKO
+4 240+ SpA Life Orb Triage Comfey Draining Kiss vs.
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
) 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
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
, 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
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
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
, Moth
or Ninetales
to come in and threaten Ghold or 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.)







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


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

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

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

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




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










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

As a sidenote, AV Crown


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







Whimsicott @ 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
. 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
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
/ Pecharunt
are both dropping to Shadow Ball, Kingambit
is getting OHKOed and so is stuff like Moon
even through tera which Valiant simply never could do.
+2 Life Orb Shadow Ball vs. 0 HP / 4 SpD Gholdengo: (120.6 - 141.9%) -- guaranteed OHKO
+2 Life Orb Shadow Ball vs. 252 HP / 0 SpD Pecharunt: (103.4 - 121.8%) -- guaranteed OHKO
+2 Life Orb Moonblast vs. 0 HP / 0 SpD Kingambit: (105.2 - 123.7%) -- guaranteed OHKO
+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
, Thunderclap
as well as having tera ghost which also lets it stop Extreme Speed
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
clicks it's other STAB and can switch into Wellspring
as well as loving to set up on Lando-t
or Hamurott
(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
but in that matchup your game plan should revolve around 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
while +2 tera ghost Shadow Ball is a coin flip to straight up OHKO max hp 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.
+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
252+ SpA Life Orb Moonblast vs. 248 HP / 0 SpD Moltres: (23.4 - 27.4%)
+2 252+ SpA Life Orb Tera Ghost Shadow Ball vs. 248 HP / 0 SpD Moltres: (78.8 - 92.9%)
+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
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
or Crown
outside of sun, in terms of EVs the 3 speed tiers I would recommend are 40 EVs to outspeed +1 Moon
, 80 for scarf Darkrai/Meow
and 112 to outspeed everything up to Pecharunt
outside of sun (
,
,
,
) 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
. 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.
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

Growth letting you get to +2 in one turn is what really makes Whimsicott a more threatening sweeper than CM Valiant









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



Whimsicott also does have some nice defensive utility. It's a dragon immunity that doesn't immediately fold if Bolt




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








Psychic is an option that prevents

While technically Whimsicott can run max speed to do things like outspeed Kyurem











I've never tested it, but the only other set I'd consider with Whimsicott would be a specs set


Iron Moth @ 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
while Dance into +1 Solar Beam will KO 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
and Malignant Chain
.
This thing is also your primary way of breaking stall as with tera fire even Blissey
or spdef Pex
can be overwhelmed and broken through as long as you don't get too unlucky with Fiery Dance boosts.
252 SpA Quark Drive Tera Fire Fiery Dance vs. 4 HP / 252+ SpD Blissey in Sun: (32.2 - 38%) -- 95.8% chance to 3HKO
+1 252 SpA Quark Drive Tera Fire Overheat vs. 4 HP / 252+ SpD Blissey in Sun: (78.2 - 92%)
252 SpA Quark Drive Tera Fire Fiery Dance vs. 248 HP / 252+ SpD Toxapex in Sun: (33.6 - 39.6%) -- guaranteed 3HKO
+1 252 SpA Quark Drive Tera Fire Overheat vs. 248 HP / 252+ SpD Toxapex in Sun: (80.8 - 95.3%)
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.




This thing is also your primary way of breaking stall as with tera fire even Blissey






Specs


Walking Wake @ 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
. This thing will do shit like take 25% from Darkrai's
Dark Pulse or Gholdengo's
Shadow Ball, or tank Dragon pulse or Moonblast from Bolt
and Prim
respectively.
This thing is going to be your primary answer to 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
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
variation of the team should be considered.
EVs allow us to outspeed 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
or DD Kyurem
if necessary. You can feel free to make this tera whatever you want though.





This thing is going to be your primary answer to Moth

This set doesn't have the power to 2hko Glowking


EVs allow us to outspeed Kyurem

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



Great Tusk @ 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
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
) 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
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
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
who otherwise can pose an issue with it's ability to flip it's matchup vs the fairies
and prevent Ninetales
from burning it.


Identify which mons you need health on this thing on to properly check (like the DDancers




Another important job of Tusk is that it's the only member of this team capable of threatening an OHKO on Glowking

Tera fire was chosen primarily to provide a reliable emergency tera to beat tera fire DD Kyurem





Ninetales @ 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


I think I believed the team to be inconsistent because Moltres





Aside from the stall matchup, looking back on it now I do think shelving the team was an overreaction though. Moltres








If you have concerns over fire types or Glowking

Pokepaste :






Proof of Old Peak:

Ceruledge @ Choice Band


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
or max physdef Lando
through intimidate while banded tera grass Solar Blade can cleanly ohko Alomomola
and prevent it from even trying to scout you out. Poltergeist is a strong STAB capable of OHKOing standard Pech
as well allowing you to 2hko physdef Moltres
. Shadow Sneak is also just really decent priority.
Defensively, Ceruledge is among the most reliable switchins to Primarina
for sun teams from my experience on top of it's ability to hard wall Ace
and 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
and Dnite
while maximixing breaking power but jolly can be considered to outspeed Gholdengo
and speed tie Hamurott
. Conversely, an alternate EV spread of 152 hp + 84 speed can be considered which gives you enough speed to outpace uninvested 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
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.





Defensively, Ceruledge is among the most reliable switchins to Primarina



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






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Replays:






Vs 1873
Good matchup for Comfey who eventually starts setting up on Hamurott and sweeps






Vs 1824
Whimsicott gets a pretty easy sweep after opponent lets Moth go down to Wake






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.






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.






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.






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.






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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