SS OU Dragonite + Kommo-o HO (First thread, pretty inexperienced, advice wanted)

Hi there, this is the first thread I have ever posted on Smogon and hopefully it's good for a beginner. Now to get to the point, I wanted to get some advice on this team that I made a few days ago, I have test played the team and I will a replay at the bottom of this thread so you can see how deadly this team can be in battle. But first, Let's get to the team.

57eb059bfd671c271217149289bcf934.png

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Extreme Speed
Now, this is the co-main wincon for the team. If you can manage to get Dragonite in without taking a hit and you get off a dragon dance, you now have one of the most op pokemon in OU. Not only can Drag sweep in the right situations, but it also has speed control that my team desperately needed until I just decided to put it on Dragonite with Extreme Speed. Dual Wingbeat is for stab and it hits twice so even better and Earthquake is just a great coverage move, so overall, this Dragonite can be your main wincon at the end of the game, or your possible setup sweeper wincon for the start or mid-game.
1614345365023.jpeg

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Substitute
- Belly Drum
- Stealth Rock
Ok now, this is your other half of your wincons as Kommo-o has won me multiple battles throughout using this team. Like Dragonite, if you can get it in battle safely, get up your sub without it being broken first turn, and then you get up Belly Drum, you're almost guaranteed to be able to 6-0 right there and then. I chose drain Punch as my only attacking move because it does a decent base 75 damage with the x4 Belly Drum boost and to keep you at decent health with the 50% of however much Drain Punch did coming right back to you. Stealth rocks are really just if you want a hazard up after you get up your sub or in some situations where you can tell Kommo-o won't be able to set-up with Belly Drum but that really won't be needed much due to our next pokemon, shuckle.

shuckle.jpg

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Infestation
Now Shuckle should be your lead, no exceptions. Even if your opponent leads with a fire type that can easily OHKO you, you still have sturdy to guarantee that you can at least get one hazard off. Whether that be sticky webs or stealth rocks. I just find that with shuckle's OP defensive stats that it can easily set up hazards and it is in my top 3 hazard setters in the game. If you can pull off an encore infestation combination that can be very good as well but that's just a secondary option if you survive after putting up webs and rocks but it's just optional because you can always just switch after hazards are up.

1614353654147.jpeg

Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick
Now I know this is going to be a choice that many people will instantly want to change but hear me out. Weavile just swept an entire team for me yesterday, literally a full OU team, no pokemon from any other tier. I wish I saved the replay but I did not plan to be putting my team on this forum but it's just doing so good for me that I really wanted to do it. If you can get Weavile in at full health and not be knocked off, Weavile can be godly I am telling you. Triple Axel with the choice band is op, extremely op, it is the move that swept the team I was talking about. Not only is it banded but Triple Axel also increases damage each time it lands which makes it absolutely goated. Knock off is for stab and to get rid of any annoying items or ones that might stop Drag and Kommo-o like Heavy Duty Boots and other sitrus berry belly drum sweepers. Ice shard is for stab and speed control and Low Kick is for coverage, so overall this Weavile is your physical wallbreaker but in some situations where Drag and Kommo-o can not finish the battle, it can be your emergency wincon.

645-therian.png

Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stealth Rock
- Defog
Now this set is to be used for suicide leads mostly but I decided to use it as a physical wallbreaker and backup lead. I know I said always lead with shuckle no matter what but if shuckle goes down before rocks can get up (i.g. If you use sticky webs with shuckle first turn and then gets hit with flamethrower from Charizard but then Charizard hits you with a quick attack so you did not get to put up rocks, then you would go out to Lando and proceed to do that). I know it is not the best example but it is what it is. If that is not needed, his max EV in attack allows him to be another physical wallbreaker for the team if needed (which you will probably use him for most of the times, or just an explosion sac) EQ because it's just EQ that's kinda self-explanitory 100 base damage with max attack EV'S is a lot of damage. Lastly, I put defog on Lando so that we have some type of hazard control. So that is really all I need to say for Lando, and now let's go into our last Pokemon, Chandelure.
609Chandelure.png

Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hex
- Toxic
- Protect
Now Chandelure is kind of the black sheep of this team. It is the only special attacker that I have on the team. I realized when making this thread that we literally had no special attacker once so ever so I decided to get one of my favorite special attackers in Pokemon history, Chandelure. This spot was originally given to Tapu Fini (I will put the set to that at the end of this thread if anybody wants to use it instead) but after realizing we had no special attackers, I put defog on Lando for hazard control to replace Fini's spot and add Chandelure in as our special attacker. Fire Blast is for stab and it is one of our very few special moves on the team although you will have some times where you rage when you miss fire blast during a clutch moment of the battle. Hex is in case you get hit with a status move, toxic is to just weaken down big threats and one strat I think can work but I have not been in the right situation yet is if you get matched up against a magic bounce Hatterine and you go for toxic and they magic bounce it back to you, then you have hex doubled and all you had to do was go for toxic and hope that your opponent does not know your strat and boom you have another possible sweeper right there.

Well, this is it for the team if anybody has any advice/critique for me I am glad to take it and I will use as much of it as I can. If you want Tapu Fini's set here it is
38250245bc46c612d56db611041d323a.png

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 64 SpD / 192 Spe
Timid Nature
- Moonblast
- Scald
- Taunt
- Defog

Here is the pokepaste for my team as well https://pokepast.es/29fed5cf16fb144c
And here is a replay to see how to properly play the team
https://replay.pokemonshowdown.com/gen8ou-1290335646-spq857ayexud3g3k5xzn71f6aiqjwr2pw
 
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Hi there, this is the first thread I have ever posted on Smogon and hopefully it's good for a beginner. Now to get to the point, I wanted to get some advice on this team that I made a few days ago, I have test played the team and I will a replay at the bottom of this thread so you can see how deadly this team can be in battle. But first, Let's get to the team.

57eb059bfd671c271217149289bcf934.png

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Extreme Speed
Now, this is the co-main wincon for the team. If you can manage to get Dragonite in without taking a hit and you get off a dragon dance, you now have one of the most op pokemon in OU. Not only can Drag sweep in the right situations, but it also has speed control that my team desperately needed until I just decided to put it on Dragonite with Extreme Speed. Dual Wingbeat is for stab and it hits twice so even better and Earthquake is just a great coverage move, so overall, this Dragonite can be your main wincon at the end of the game, or your possible setup sweeper wincon for the start or mid-game.
View attachment 318957
Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Substitute
- Belly Drum
- Stealth Rock
Ok now, this is your other half of your wincons as Kommo-o has won me multiple battles throughout using this team. Like Dragonite, if you can get it in battle safely, get up your sub without it being broken first turn, and then you get up Belly Drum, you're almost guaranteed to be able to 6-0 right there and then. I chose drain Punch as my only attacking move because it does a decent base 75 damage with the x4 Belly Drum boost and to keep you at decent health with the 50% of however much Drain Punch did coming right back to you. Stealth rocks are really just if you want a hazard up after you get up your sub or in some situations where you can tell Kommo-o won't be able to set-up with Belly Drum but that really won't be needed much due to our next pokemon, shuckle.

shuckle.jpg

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Encore
- Infestation
Now Shuckle should be your lead, no exceptions. Even if your opponent leads with a fire type that can easily OHKO you, you still have sturdy to guarantee that you can at least get one hazard off. Whether that be sticky webs or stealth rocks. I just find that with shuckle's OP defensive stats that it can easily set up hazards and it is in my top 3 hazard setters in the game. If you can pull off an encore infestation combination that can be very good as well but that's just a secondary option if you survive after putting up webs and rocks but it's just optional because you can always just switch after hazards are up.

View attachment 318978
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Low Kick
Now I know this is going to be a choice that many people will instantly want to change but hear me out. Weavile just swept an entire team for me yesterday, literally a full OU team, no pokemon from any other tier. I wish I saved the replay but I did not plan to be putting my team on this forum but it's just doing so good for me that I really wanted to do it. If you can get Weavile in at full health and not be knocked off, Weavile can be godly I am telling you. Triple Axel with the choice band is op, extremely op, it is the move that swept the team I was talking about. Not only is it banded but Triple Axel also increases damage each time it lands which makes it absolutely goated. Knock off is for stab and to get rid of any annoying items or ones that might stop Drag and Kommo-o like Heavy Duty Boots and other sitrus berry belly drum sweepers. Ice shard is for stab and speed control and Low Kick is for coverage, so overall this Weavile is your physical wallbreaker but in some situations where Drag and Kommo-o can not finish the battle, it can be your emergency wincon.

645-therian.png

Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stealth Rock
- Defog
Now this set is to be used for suicide leads mostly but I decided to use it as a physical wallbreaker and backup lead. I know I said always lead with shuckle no matter what but if shuckle goes down before rocks can get up (i.g. If you use sticky webs with shuckle first turn and then gets hit with flamethrower from Charizard but then Charizard hits you with a quick attack so you did not get to put up rocks, then you would go out to Lando and proceed to do that). I know it is not the best example but it is what it is. If that is not needed, his max EV in attack allows him to be another physical wallbreaker for the team if needed (which you will probably use him for most of the times, or just an explosion sac) EQ because it's just EQ that's kinda self-explanitory 100 base damage with max attack EV'S is a lot of damage. Lastly, I put defog on Lando so that we have some type of hazard control. So that is really all I need to say for Lando, and now let's go into our last Pokemon, Chandelure.
609Chandelure.png

Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hex
- Toxic
- Protect
Now Chandelure is kind of the black sheep of this team. It is the only special attacker that I have on the team. I realized when making this thread that we literally had no special attacker once so ever so I decided to get one of my favorite special attackers in Pokemon history, Chandelure. This spot was originally given to Tapu Fini (I will put the set to that at the end of this thread if anybody wants to use it instead) but after realizing we had no special attackers, I put defog on Lando for hazard control to replace Fini's spot and add Chandelure in as our special attacker. Fire Blast is for stab and it is one of our very few special moves on the team although you will have some times where you rage when you miss fire blast during a clutch moment of the battle. Hex is in case you get hit with a status move, toxic is to just weaken down big threats and one strat I think can work but I have not been in the right situation yet is if you get matched up against a magic bounce Hatterine and you go for toxic and they magic bounce it back to you, then you have hex doubled and all you had to do was go for toxic and hope that your opponent does not know your strat and boom you have another possible sweeper right there.

Well, this is it for the team if anybody has any advice/critique for me I am glad to take it and I will use as much of it as I can. If you want Tapu Fini's set here it is
38250245bc46c612d56db611041d323a.png

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 64 SpD / 192 Spe
Timid Nature
- Moonblast
- Scald
- Taunt
- Defog

Here is the pokepaste for my team as well https://pokepast.es/29fed5cf16fb144c
And here is a replay to see how to properly play the team
https://replay.pokemonshowdown.com/gen8ou-1290335646-spq857ayexud3g3k5xzn71f6aiqjwr2pw
You should ABSOLUTELY not have Stealth Rock on Sub-Belly Drum Kommo-o. You already have 2 amazing suicide rockers, there are 0 cases were you will be clicking Stealth Rock with a subbed up, +6 kommo-o and there are hundreds of cases where you will need Thunder Punch to break through Toxapex, Slowbro, Dragapult, and Clefable, one of which is going to be on nearly every team. That's why switching Stealth Rock to Thunder Punch is definitely mandatory.
 
You should ABSOLUTELY not have Stealth Rock on Sub-Belly Drum Kommo-o. You already have 2 amazing suicide rockers, there are 0 cases were you will be clicking Stealth Rock with a subbed up, +6 kommo-o and there are hundreds of cases where you will need Thunder Punch to break through Toxapex, Slowbro, Dragapult, and Clefable, one of which is going to be on nearly every team. That's why switching Stealth Rock to Thunder Punch is definitely mandatory.
Ok I totally will fix that, I was kind of debating if I should keep stealth rocks but you just cleared it up for me so thank you very much, very appreciated!
 
Agree with the change to Thunder Punch > Stealth Rock on Kommo-o, but I think there are a few more changes that will make it quite a bit more effective as a full HO.

Major Changes:
:chandelure: --> :volcarona:
As an offensive Fire-type in this meta I think Volcarona is far better. Both are hard walled by Heatran, but almost the whole rest of the team can deal with it. A Toxic Hex set feels like it would be way too slow moving and super hard walled by Heatran and Blissey to force anything Meaningful, while Volc has a ton of offensive pressure with few things that want to switch into it.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz

Minor Changes:
:dragonite:
Extreme Speed --> Roost
Roost gives Dragonite a lot more longevity as a dd sweeper, and with Multiscale I feel like that's super important. It can use this to set up on stuff like Zapdos which resists the coverage decently well, and stuff like Corviknight can't deal damage back without it being healed off unlike with the current dd 3 attacks set. I think it opens up the mon a ton, and with Sticky Web + DD it should have enough speed control.

:landorus-therian:
Lead Rocks --> SD Offensive
With Shuckle on the team, there's no reason to run the lead Lando set as well. The team has Stealth Rock support already, and while Explosion is threatening, I don't think it's the best you could get out of the lando with another lead on the team. SD edgequake + sub is a good set for just sweeping through some teams, as they may rely on status or things like Corviknight to beat SD lando which it can boost past a lot of the time and if it doesn't outright win the 1v1 then it opens up huge holes for Dragonite.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Substitute

:weavile:
CB --> SD
It keeps mostly the same moveset, but running Boots > Band and SD > Low Kick feels really advantageous to me on an HO team. Instead of being heavily prediction reliant it can force a ton of switches and break through similar mons with a ton of power. Boots means it can come in many more times and isn't as bothered by chip, and with SD + Knock Toxapex walls it a little less hard although it's still a great wall for it.

SD
+2 252 Atk Weavile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 160-189 (52.6 - 62.1%) -- guaranteed 2HKO

Banded
252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 120-142 (39.4 - 46.7%) -- guaranteed 3HKO
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Swords Dance

Updated RMT (pokepast.es)
Here's the updated paste, I hope you like the changes! The structure was really cool, sub Kommo-o is always interesting to build around, just with a tweak to some sets and changing the Fire-type I think it will be much more reliable.
 
Agree with the change to Thunder Punch > Stealth Rock on Kommo-o, but I think there are a few more changes that will make it quite a bit more effective as a full HO.

Major Changes:
:chandelure: --> :volcarona:
As an offensive Fire-type in this meta I think Volcarona is far better. Both are hard walled by Heatran, but almost the whole rest of the team can deal with it. A Toxic Hex set feels like it would be way too slow moving and super hard walled by Heatran and Blissey to force anything Meaningful, while Volc has a ton of offensive pressure with few things that want to switch into it.
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Flamethrower
- Psychic
- Bug Buzz

Minor Changes:
:dragonite:
Extreme Speed --> Roost
Roost gives Dragonite a lot more longevity as a dd sweeper, and with Multiscale I feel like that's super important. It can use this to set up on stuff like Zapdos which resists the coverage decently well, and stuff like Corviknight can't deal damage back without it being healed off unlike with the current dd 3 attacks set. I think it opens up the mon a ton, and with Sticky Web + DD it should have enough speed control.

:landorus-therian:
Lead Rocks --> SD Offensive
With Shuckle on the team, there's no reason to run the lead Lando set as well. The team has Stealth Rock support already, and while Explosion is threatening, I don't think it's the best you could get out of the lando with another lead on the team. SD edgequake + sub is a good set for just sweeping through some teams, as they may rely on status or things like Corviknight to beat SD lando which it can boost past a lot of the time and if it doesn't outright win the 1v1 then it opens up huge holes for Dragonite.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Substitute

:weavile:
CB --> SD
It keeps mostly the same moveset, but running Boots > Band and SD > Low Kick feels really advantageous to me on an HO team. Instead of being heavily prediction reliant it can force a ton of switches and break through similar mons with a ton of power. Boots means it can come in many more times and isn't as bothered by chip, and with SD + Knock Toxapex walls it a little less hard although it's still a great wall for it.

SD
+2 252 Atk Weavile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 160-189 (52.6 - 62.1%) -- guaranteed 2HKO

Banded
252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 120-142 (39.4 - 46.7%) -- guaranteed 3HKO
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Ice Shard
- Swords Dance

Updated RMT (pokepast.es)
Here's the updated paste, I hope you like the changes! The structure was really cool, sub Kommo-o is always interesting to build around, just with a tweak to some sets and changing the Fire-type I think it will be much more reliable.
Hey thanks for the suggestions, I like your suggestions a lot, I agree with actually all of your suggestions and I can definitely see the things that could be worth changing can really help this team better on the ladder. I will for sure be using these new suggestions as I do think it can help this team become a lot better, thanks again!
 
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Update: I was realizing 2 problems in this team that could detrimentally change the course of the battle and I fixed them both with one Pokemon, Corv.
1614376421228.jpeg

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
- Defog
- Light Screen
- U-turn
- Reflect
Now my first problem was that this team has no hazard control which I fixed here with defog + Screens Corviknight. My second problem was that it was getting hard to bring in Drag or Kommo (and even Volcorona) safely (aka without taking damage first turning which could impact the set-up later in the game) so I decided to put screens on Corviknight as well, 2 birds one stone. That will help me be able to U-turn out into Volc, Drag, or Kommo without taking much damage at all and with no hazards either to damage them. Then from there you can set up easily and most likely be able to sweep or at least take a few mons down, here is a replay of the team

https://replay.pokemonshowdown.com/gen8ou-1290524755-zow5lt9bfeanaxax631uxevfxr39f9bpw
(there is another replay if you want it but the dude left pretty quick) https://replay.pokemonshowdown.com/gen8ou-1290523825-sd82ek1d146dy0c66oxc6kxvy56u5abpw

If anybody thinks this is better or if I should change it back then feel free to let me know
 
Update: I was realizing 2 problems in this team that could detrimentally change the course of the battle and I fixed them both with one Pokemon, Corv.
View attachment 319248
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
- Defog
- Light Screen
- U-turn
- Reflect
Now my first problem was that this team has no hazard control which I fixed here with defog + Screens Corviknight. My second problem was that it was getting hard to bring in Drag or Kommo (and even Volcorona) safely (aka without taking damage first turning which could impact the set-up later in the game) so I decided to put screens on Corviknight as well, 2 birds one stone. That will help me be able to U-turn out into Volc, Drag, or Kommo without taking much damage at all and with no hazards either to damage them. Then from there you can set up easily and most likely be able to sweep or at least take a few mons down, here is a replay of the team

https://replay.pokemonshowdown.com/gen8ou-1290524755-zow5lt9bfeanaxax631uxevfxr39f9bpw
(there is another replay if you want it but the dude left pretty quick) https://replay.pokemonshowdown.com/gen8ou-1290523825-sd82ek1d146dy0c66oxc6kxvy56u5abpw

If anybody thinks this is better or if I should change it back then feel free to let me know
If you do want a mon with both Light Screen, Reflect, and Hazard control I'd highly recommend Regieleki instead of this set. Defog actively harms your own side because the goal of this team should be to get up and keep up hazards, while other people want your hazards gone. Hazards from your team should threaten their team a lot more than the other way around, so keeping your own up or at least fighting to keep them up instead of removing them yourself is crucial for the team. If you have to defog opposing hazards and lose your own that's a big hit for the HO team rather than the other since Shuckle will likely be dead beforehand and they can get hazards back up.

I think regardless for a full webs team getting mons in safely isn't that important regardless since they ideally aren't taking hits and instead switch in with doubles or to revenge something, so I still think Lando can work. If you do prefer screens though, here's the Regieleki set. It's probably the best Screen setter in the tier and Rapid Spin is much better hazard control on HO than defog.
Regieleki @ Light Clay
Ability: Transistor
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Reflect
- Light Screen
- Rapid Spin
- Explosion
 
If you do want a mon with both Light Screen, Reflect, and Hazard control I'd highly recommend Regieleki instead of this set. Defog actively harms your own side because the goal of this team should be to get up and keep up hazards, while other people want your hazards gone. Hazards from your team should threaten their team a lot more than the other way around, so keeping your own up or at least fighting to keep them up instead of removing them yourself is crucial for the team. If you have to defog opposing hazards and lose your own that's a big hit for the HO team rather than the other since Shuckle will likely be dead beforehand and they can get hazards back up.

I think regardless for a full webs team getting mons in safely isn't that important regardless since they ideally aren't taking hits and instead switch in with doubles or to revenge something, so I still think Lando can work. If you do prefer screens though, here's the Regieleki set. It's probably the best Screen setter in the tier and Rapid Spin is much better hazard control on HO than defog.
Regieleki @ Light Clay
Ability: Transistor
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Reflect
- Light Screen
- Rapid Spin
- Explosion
Thanks for the suggestions, I think that set actually works a lot better than the Corv set and I see your point about getting my own hazards taken away and I definitely notice my mistake there. And as for Lando, I do want to keep him because it fits the HO playstyle type team a lot but if I do keep him then I will have no hazard control and that is a big issue, did you have any suggestion for that or do you think I should just keep Lando?
 
Thanks for the suggestions, I think that set actually works a lot better than the Corv set and I see your point about getting my own hazards taken away and I definitely notice my mistake there. And as for Lando, I do want to keep him because it fits the HO playstyle type team a lot but if I do keep him then I will have no hazard control and that is a big issue, did you have any suggestion for that or do you think I should just keep Lando?
Unless you get rid of another mon or give up hazard control it can't fit since there just aren't enough slots on the team. I don't think having no hazard control is really a big issue on ho personally but if you want it maybe for Kommo-o Salac Berry health then eleki could stay and maybe Lando > Weavile but either work, I think dropping one of them is fine, just up to your preference and what you find works best in testing. No objectively correct switch to make just gotta feel it out with the changes imo.
 
Ok, thanks Fc I really think your tips are going to be very useful to my team and I will test many different variations of Pokemon and I will try some of your ideas as well, I will update though if I find one of the variations better than the other.
 
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