National Dex Kommo Based Team

Hi, I am ezlaturbo and I would appreciate any help in improving my team.

Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clanging Scales
- Clangorous Soul
- Flash Cannon
- Aura Sphere

This is my set-up sweeper. Not sure if I should replace Clangorous Soul with Flamethrower for more coverage? The idea behind this set is that you go for a Z-Clanging Scales or a Clangorous Soul, unless it is more important to quickly KO the opponent. Z-Clanging Scales does absolutely massive damage, and boosts its stats nicely. This mon almost never switches out as it is used mostly to clean late game after holes have been punched. Also, it would be a waste to swap after using one or both of it's boosting moves.

Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Water Shuriken
- Dark Pulse
- U-turn

This is almost the standard set, replacing Spikes with U-turn, to help against other Gren. This is my other main special attacker, used to punch holes in opposing teams, especially against frail sweepers. I was thinking of replacing Choice Specs with Expert Belt and replacing something with Ice Beam, but I dont know as of now. I want to replace it and M-Meta, cause I feel guilty using them as they are too OP. I am thinking of replacing it with Protean Gren, Magearna, Rapid Strike Urshifu, or something along those lines.

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Thunder Punch
- Earthquake

A physical wallbreaker, I feel like I should replace it with a wall. I picked this mainly for the useful Steel typing, and it is running the standard set. Again, the damage output is disappointing, and I find myself never using it except to sack for safe switch ins. I am thinking of replacing it with Scizor or Mawile or Pinsir. Special options for the Mega are Garde and Diancie, if you noticed most are fairies or steels as my dragon resist.

Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- U-turn
- Flare Blitz
- Earthquake

An all pupose wall breaker, usually the first mon I send out after my lead explodes or dies. I am running the Scarf set for more coverage. This usually can destroy 2-3 mons, leaving the rest easy prey for Kommo-o and Gren.

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Nasty Plot
- Overheat
- Volt Switch

My defogger, the standard set. Makes for a nice pivot, usually used to counter Pex after +2. +2 volt switch leaves it dead or weak enough for most of my team to finish it even after 1 round of Regenerator. Also my Ferro Counter, as I don't like losing Darm to Rocky Helm, and Kommo-o is usualy saved for later.

Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Explosion
- Earthquake
- Swords Dance

Usual suicide lead, usually gets SR up and at least one KO with Explosion or Earthquake. Focus Sash is for Ice, and for guaranteed SR and sometimes a free SD. I personally love this mon as a lead, and cosider most other leads inferior. I have used Ferro with Rocky Helm Leech Seed SR Knock Off Gyro Ball, but this team seems to be HO, so not Ferro. Suicide Lando has been the only consistent lead I could find for a HO team. Would appreciate any other good leads for offensive teams, even tho I may not use them in this team, I'll probably experiment with them in other teams.

In short, lead with Suicide Lando, bring in Darm or Meta to blow holes and switch in other things until Kommo-o can sweep. I want to replace A-Gren and M-meta with Fairium-Z Magearna running Shift Gear, Fleur Cannon BoltBeam and SD M-Scizor or M-Pinsir. Thank for reading and for any feedback.
 
Right, let's get into this. Kommo-o is mostly known for its bulky Stealth Rock set, but the "Double Clanger" set you have there has seen some experimentation. It tends to run into issue with 4MSS in practice, and is very vulnerable to Phazing moves (Whirlwind, Roar, Dragon Tail, Haze etc) because it only gets to set up once. In particular, Specially Defensive Toxapex simply eats the Z-move and Hazes the boosts.
+1 252 SpA Kommo-o Clangorous Soulblaze vs. 252 HP / 252+ SpD Toxapex: 211-250 (69.4 - 82.2%) -- guaranteed 2HKO after Black Sludge recovery
Even with Modest, it's only a 18% chance to OHKO after Stealth Rock. But...
+1 252+ SpA Kommo-o Clangorous Soulblaze vs. 252 HP / 252+ SpD Toxapex: 232-274 (76.3 - 90.1%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes
Much better. So the first thing your team needs is some Spikes to help rack up the hazard damage.
The other thing your team needs... Is 3 new members. With 3 of the banned "Furious Five" being on your team, I'm going to find some replacements for each of them.

Right, so let's start with the new members. First up, Kommo-o would appreciate Screens support to help it set up. So let's add the best screen setter in the game.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break
Prankster screens massively improves Grimm's bulk, sometimes letting it set screens 2-3 times in one game. Prankster Taunt shuts down other leads, hazard setters and Defoggers alike that aren't Dark, while Spirit Break punishes those Dark types, especially Mandibuzz and Mega Sableye. Once screens are up, you can take a lot more risks setting up eg:
0 SpA Clefable Moonblast vs. +1 4 HP / 0 SpD Kommo-o through Light Screen: 126-150 (43.1 - 51.3%) -- 55.9% chance to 2HKO after Stealth Rock
252+ SpA Choice Specs Aegislash-Blade Shadow Ball vs. +1 4 HP / 0 SpD Kommo-o through Light Screen: 72-86 (24.6 - 29.4%) -- guaranteed 4HKO after Stealth Rock
+2 252 SpA Alakazam Psychic vs. +1 4 HP / 0 SpD Kommo-o through Light Screen: 195-229 (66.7 - 78.4%) -- guaranteed 2HKO after Stealth Rock (this doesn't give you enough HP to set up with, but it is pretty nutty how much pain you can take).

Next up, let's add a new Mega Evolution.
Latios-Mega (M) @ Latiosite
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Stored Power
- Roost
Normally Mega Latias would be the Mega of choice for this set, but with Screens support, Mega Latios can be run instead with its absurd base 160 SpA. After a couple of Calm Minds, basically anything that doesn't resist Stored Power (and more than a few things that do) is blown away. Ice Beam of the coverage of choice to hit other Dragons and Grounds without having to boost.

Magearna is indeed a common choice on Screens, and while on this team it can't play the "what Z-move is it" guessing game, it can still clobber things with its absurd coverage.
Magearna @ Weakness Policy
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Stored Power/Thunderbolt
- Aura Sphere/Ice Beam
In this case, Magearna is abusing Screens to trigger Weakness Policy reliably and Double Dance before blowing things away. Timid Nature is a must to outspeed many common Choice Scarfers like Lando-T and Hydreigon. The main set here is another Stored Power set that aims to rapidly snowball from behind screens. I've added the BoltBeam set as an alternative in case you dislike the idea of stacking Stored Power sweepers, as IMO Fleur Cannon ruins non-Fairum Z sets.

Now, normally I wouldn't change any of the rest of the team, having made 3 changes already, but I'm going to for two reasons.
1. You said you were looking for a better lead than Lando-T, and I have one.
2. Rotom-H does a not fit Hyper Offense at all, and your lead together with Kommo-o inherently push your team towards Hyper Offense.
Right, so with that out the way, first up, the lead.
Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Explosion
Mew has the ability to throw down Rocks AND Spikes. Red Card gets rid of spinners, as Mew's bulk means Focus Sash is rarely required. Taunt again shuts down other leads. Simply lead with Mew, Taunt things, throw down the hazards, optionally go boom, and bring in Grimm to setup the screens. Simple stuff.

Next, the Rotom. In an attempt to make this team as close to the original as possible, I'm going to keep it, but just keep in mind there's much better choices out there like Volcarona.
Rotom-Heat @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Nasty Plot
- Thunderbolt
- Pain Split
Life Orb and Thunderbolt are to hit as hard as possible (and the MewSnarl combo should stop hazards going up thanks to Taunt), Pain Split punishes your checks while giving you some longevity. You might be able to get to +4 behind Screens, and if you can, go for it. Just keep that base 86 Speed in mind: pretty much anything revenge kills you.

Finally, I'm going to update your Kommo-o set. If you wish to keep Double Clanger, the best way forward is to go mixed.
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 52 Atk / 252 SpA / 204 Spe
Naive Nature
- Clanging Scales
- Clangorous Soul
- Flamethrower
- Poison Jab
I had to give up +SpA to achieve this, but the given speed outruns all Dragapult at +1 and Scarf Greninja at +2 (ie: at +1 you're faster than anything unboosted, at +2 you're faster than anything that viably runs Scarf). Flamethrower roasts Steels not called Heatran, Poison Jab is your best move against non-PhysDef Unaware Clef and Tapu Fini, the Clangs obliterate literally everything else. Before setting up, make sure there isn't a Fairy that absorbs your Z-move, and try and chip the above noted mons (READ: VOLCARONA) to within range.

Best of luck!
EDIT: I thought I'd add a quick threatlist:
Mega Lopunny-Yep, this thing 6-0s a good amount of offensive teams. There's nothing naturally faster than it on the team, so all you can do is get Screens up and try your best to set up in its face. If Mew can go boom in its face after setting a couple of hazards, do so, as it does upwards of 70%.
Dragapult-In the event you run into a Nat Dex player who has figured out how good Infiltrator is, then it's going to be a hard fight. It outspeeds the whole boosted team if it gets off a Dragon Dance. Try and keep Grimmsnarl alive, and Taunt it to stop it setting up. Once it has burnt its Z-move it is considerably less dangerous, and Magearna can even try and set up on it if it is sufficiently weakened.
Mega Sableye-Not really a threat persay, just something to keep in mind. It totally shuts Mew down, so your best hope is to lead Grimmsnarl. Spirit Break does over half and the worst Mega Sableye can do back is Knock Off your Light Clay (which isn't very useful in this matchup anyway). If Mega Sableye is their only Dark type, don't reveal Aura Sphere on Magearna. Instead, just spam Stored Power. While Mega Sableye does wall the above set, no-one in their right minds is leaving a Mega Sableye in on a Magearna that for all they know has Fleur Cannon! By the time they figure it out, hopefully half their team will be dead.
Chansey-Yep, your entire team is special attackers, and Toss ignores Screens. This isn't the end of the world however. Both your leads have Taunt, which reduces it to doing nothing but Tossing. The Stored Power sweepers can break Chansey down with enough boosts, just be wary of Magearna being worn down by Toss and Mega Latios taking Toxic. If you keep having trouble with it, add Drain Punch to Kommo-o.
 
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I will add Grimmsnarl, however, I ran into issues with mixed Kommo-o, and removing Rotom removes Defog support. I am no worried about phazing as the rest of my team is made to take out phazers and hazer etc. This team does not have to be HO, just tryna get the Psuedo Evoboost Kommo-o set running. I changed my team drastically prior to seeing this message, but I will see what I can do. I have been running SD M-Scizor and SpexHex Pult with T-spikes Accelgor:
https://pokepast.es/6201aa4fefabcc66
I will try your edits tho I'm a bit iffy about Double Dance and may just run WP Fleur Cannon/Stored Power BoltBeam Shift Gear.
I am going to run your edits minus Double Dance and minus Latios plus some other set up sweeper as I don't like increasing my fairy weakness. I will replace Rotom if I can find a suitable Hazard remover. Couldn't think of any offensive ones.
 
I will add Grimmsnarl, however, I ran into issues with mixed Kommo-o, and removing Rotom removes Defog support. I am no worried about phazing as the rest of my team is made to take out phazers and hazer etc. This team does not have to be HO, just tryna get the Psuedo Evoboost Kommo-o set running. I changed my team drastically prior to seeing this message, but I will see what I can do. I have been running SD M-Scizor and SpexHex Pult with T-spikes Accelgor:
https://pokepast.es/6201aa4fefabcc66
I will try your edits tho I'm a bit iffy about Double Dance and may just run WP Fleur Cannon/Stored Power BoltBeam Shift Gear.
I am going to run your edits minus Double Dance and minus Latios plus some other set up sweeper as I don't like increasing my fairy weakness. I will replace Rotom if I can find a suitable Hazard remover. Couldn't think of any offensive ones.
Ok, so I'm not sure if you are aware of this, but the concept of a lead on anything but Hyper Offense died when Team Preview hit. The reason is that if your only way of setting hazards is a suicide lead, then you must not under ANY circumstances let your opponent remove the hazards. From Gen 5 onwards it just became easier and better to lead with a Pokemon that knows U-turn, Taunt or Stealth Rock and has a generally decent matchup against the opposing team, and the general concept of a dedicated lead died out on most teams. Hyper Offense still runs leads mostly because it's hard to fit hazards elsewhere on a Hyper Offensive team, and certain leads like Grimmsnarl and Shuckle can provide things like Screens or Webs that Hyper Offense thrives off, but very few other teams can use.
And running Defog on a team with suicide leads is basically saying "If I have to use this, I hope to God my opponent isn't helped too much by having no hazards on their side". It's practically a death sentence against bulky teams.
Anyway, you're wondering where the hazard removal is?
Grimmsnarl and Mew's Taunt. Stop hazards going up in the first place. From that moment on, if your opponent wastes a turn putting up hazards, they should be punished either by losing a mon to the offensive pressure, or by granting a free turn of setup. You should have so much hazards on their side that you win the hazard war by default unless they spend a vital turn removing them.

Also, the Kommo-o set fits best on HO precisely because it's a one-time deal. Balanced, or even bulky Offensive teams don't like playing the entire game a mon down just because they need to wait for their sweeper to work, and when they do something like that it's a mon like Hawlucha that can still contribute to the game if played carefully by revenge killing wallbreakers, or Normalium Z Belly Drum Azumarill, which can act as a check to various things in the early-to-mid game, then heal itself to become a wincon lategame. Kommo-o doesn't offer any revenge killing or checking capabilities earlygame as it needs its health to set up and cannot afford to endanger itself. Hyper Offense doesn't care. It just wants setup sweeper after setup sweeper after setup sweeper. And if any of those sweeps fail, it's not a case of "pull it out and try again", which Kommo-o cannot afford, it's a case of "How much damage can this guy inflict on the way out so my next sweeper has a better shot at winning?" which Kommo-o is very good at.

A few other things:
Lead Accelgor is hilariously bad and outclassed, if you want Toxic Spikes then run Focus Sash Protean Greninja with Taunt/Ice Beam/Spikes/Toxic Spikes and max Speed+max SpA. It works well with the Lando-T you already have, but compared to Mew it's an extra teamslot just for Tspikes. Also Specs Pult is bad, the Hex set is Will-O-Wisp (or Thunder Wave)/Hex/U-turn/Draco Meteor with Spell Tag (or Thunder with Electrium Z).
The reason to go mixed and Poison Jab>Flash Cannon is because Tapu Fini and Unaware SpD Clefable just giggle at how little damage you do otherwise and block your Z-move. It makes it much easier for the rest of the team to wear them into Kommo-o's range. The only Fairies that take more from Flash Cannon are Steel/Fairies like other Magearna that get roasted by Flamethrower.
The "Fairy weakness" you describe above is actually deliberate. The point is to stack several sweepers with similar checks onto the same team to overwhelm those checks with having to deal with repeated threats without a break. In this way, Kommo-O's biggest weakness is mitigated. Plus Magearna and your Fire type just set up on Fairies all day. This is why Chansey isn't as much of an issue as it appears to be either, you just have to be willing to sac a mon or two to crack your opponent's defensive core. Chances are, when that check goes down the rest of the team just crumbles.
Hope this makes sense!
 
I mean, I have been running physical megas like Lopunny and Scizor and Beedrill which have worked a ton better than Latios so idk. I know that I don't really need hazard removal, the only hazard I'm worried about is T-Spikes. HexSpecs Pult works well in OU Gen 8, with Toxic Spikes off Pex when I switch it in predicting a switch. Corrosion helps too. But back to this team, I will change for Rotom for Volcarona, but I really would like not to use anther Special attacker Mega as I find it annoying. I thought of using BD Flame Charge Zard under screens to replace Rotom. U-turn SuckerPunch GunkShot PyroBall Scarfed Libero Cinderace was another one. Also a Wide Lens set with Pyro Ball, Gunk Shot, High Jump Kick, and Sucker Punch/U-turn. I wanted to run M-Mawile, but it seems unlikely. I will probably end up using Zard X or Lopunny as my mega, as Fake Out is helpful to break sashes and Zard X is OP after a BD and some Flame Charges. Thank you for your help.
 
I mean, I have been running physical megas like Lopunny and Scizor and Beedrill which have worked a ton better than Latios so idk. I know that I don't really need hazard removal, the only hazard I'm worried about is T-Spikes. HexSpecs Pult works well in OU Gen 8, with Toxic Spikes off Pex when I switch it in predicting a switch. Corrosion helps too. But back to this team, I will change for Rotom for Volcarona, but I really would like not to use anther Special attacker Mega as I find it annoying. I thought of using BD Flame Charge Zard under screens to replace Rotom. U-turn SuckerPunch GunkShot PyroBall Scarfed Libero Cinderace was another one. Also a Wide Lens set with Pyro Ball, Gunk Shot, High Jump Kick, and Sucker Punch/U-turn. I wanted to run M-Mawile, but it seems unlikely. I will probably end up using Zard X or Lopunny as my mega, as Fake Out is helpful to break sashes and Zard X is OP after a BD and some Flame Charges. Thank you for your help.
Just a last few pointers on why I recommend/don't recommend certain things:
Physical Megas are fine, the standard Mega for Screens actually I think will be SD Mega Mawile once things have calmed down, I just felt that Mega Mawile having to break physical cores by itself wasn't a great idea, and, lesser importance, it stacks a typing with Magearna.
Screens=Setup. So Mega Lop, while a great mon that will be broken very good in this metagame, doesn't mesh well with screens, and hazards break Sashes anyway. Run Knock Off over Bug Bite on Mega Scizor, you don't need the second STAB. Mega Beedrill is just baaaad rofl. The moment it has to click something other than U-turn it dies inside.
TSpikes are ok for this team, given the only viable thing that sets them in Nat Dex is Toxapex and the entire team puts Pex under massive pressure to spam Haze and Recover. Besides, the only mon who actually gets affected by Tspikes is Kommo-o. The others just ignore them.
Locking yourself into a Ghost move is not advised in general in Mega Lop metagame, especially on offense. And the idea that you can just poison your opponent's whole team for Dragapult to click Hex and nothing but Hex... Trust me, it's been proven time and time again that it's far better for Dragapult to be able to status things by itself and change moves. Not sure why you mention Corrosion when Salazzle is baaaad.
Also, don't use Choiced mons on Hyper Offense unless you badly need the speed control. You're giving up momentum, which you absolutely can never afford to do. Wide Lens Cinderace is also baaaad. Bulk Up is a thing if you really want it.
Why use BD Zard X with an inferior attack, when you can just use Dragon Dance Zard X that 2HKOs basically the entire game after one boost anyway? You'll miss Flare Blitz, believe me.
 
Well, that strat works for me in Gen 8 OU, so I tried it in Nat Dex. I mean it was on a balanced team, but that's for another time. Oh, and Salazzle is a must to poison Poison Types and Steel Types. So M-Scizor or Zard X? There is also Gyarados for DD and Medicham/Gallade, tho I wish M-Lucario wasn't banned.
Oh and what set do you recommend for Zard X?
I think I will partner Zard X with Aegislash, and Scizor with Volc, tho dunno. Definitely Volc if I use Gyarados.
I've been running SD Iron Head Shadow Sneak King's Shield/Sacred Sword @ Leftovers Max Hp Max Atk Brave Nature 0 Spe IVs with King's Shield Jolly max Speed instead of HP if I run Sacred Sword.
Edit: Tried Aegislash, decided to use Kartana with Swords Dance Expert Belt Smart Strike Sacred Sword Leaf Blade.
 
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Well, that strat works for me in Gen 8 OU, so I tried it in Nat Dex. I mean it was on a balanced team, but that's for another time. Oh, and Salazzle is a must to poison Poison Types and Steel Types
Or... You could just burn them? With Dragapulit's Will-O-Wisp? Same result.
So M-Scizor or Zard X?
Probably Zard X, if you really insist on those two.
Gyarados for DD
Interesting thought, but I don't see how that helps Kommo sweep. You're just throwing out sweepers rather than actually building a team at that point.
tho I wish M-Lucario wasn't banned.
UUhhhhh
Lucario-Mega @ Lucarionite
Ability: Steadfast
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Steel Beam
- Focus Blast
- Vacuum Wave/Dark Pulse
This set OHKOs the entire game after Stealth Rock. This is ONE of its sets. Dark Pulse is to hit Shedinja and Aegislash for OHKOs, Vacuum Wave KOs anything trying to revenge kill it.
Oh and what set do you recommend for Zard X?
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Dance
- Earthquake
- Roost/Dragon Claw
You're mostly just clicking Flare Blitz once you've boosted, so you don't need Dragon Claw more than you need healing from the recoil. Earthquake is to flex Zard's movepool on Heatran and Toxapex.
I've been running SD Iron Head Shadow Sneak King's Shield/Sacred Sword @ Leftovers Max Hp Max Atk Brave Nature 0 Spe IVs with King's Shield Jolly max Speed instead of HP if I run Sacred Sword
Aegislash @ Air Balloon/Life Orb
Ability: Stance Change
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Close Combat
Don't be afraid to set up multiple times if you have screens.
Edit: Tried Aegislash, decided to use Kartana with Swords Dance Expert Belt Smart Strike Sacred Sword Leaf Blade.
Knock Off>Smart Strike
Z Move>Life Orb>Expert Belt.
 
Mega Lucario is Uber tier, so banned in Nat Dex, and I thot you said sweepers with common checks? Gyarados has Dragon Dance to make for a nice physical sweeper with Earthquake and Waterfall and Crunch/Roar. I dunno, looking at Protean Gren Gunk Shot, Ice Punch, Water Shuriken, U Turn? I have been using Life Orb on Kartana, but it kills itself too quickly even behind screens to use that properly. Also Z-move is on Kommo-o, so nope. I actually have been running that Zard set, so check there. Also, I find tha Landorus is more reliable even tho it can only set SR and not Spikes, Mew often doesn't even get off a Spike and only Stealth Rocks before the KO. Even under screens. Should I run both Volc and Zard? or Zard and Aegi or Zard and Gren?
 
Mega Lucario is Uber tier, so banned in Nat Dex
I know, I was showing you why it was banned, because if you knew, you would not wish it was unbanned. It OHKOs SpD Chansey with a special move ffs, let alone its Swords Dance sets. I would rather have rather have Darkrai, King of Hypnosis Sub ggs unbanned than let that monster loose.
Gyarados has Dragon Dance to make for a nice physical sweeper with Earthquake and Waterfall and Crunch/Roar.
1. Garbage without Flyinum Z or a Mega Stone.
2. Its checks are Phys Def bulky Waters and Grasses like Quagsire and Rocky Helmet Tang, not the SpD Fairies and Steels Kommo-o wants weakened/dead.
I dunno, looking at Protean Gren Gunk Shot, Ice Punch, Water Shuriken, U Turn?
1. Never run Water Shuriken now Ash Greninja is banned. You will regret it when it only hitting twice prevents a revenge kill that costs you the game.
2. Ice Beam 4 SpA>Ice Punch
3. SCREENS MEANS SETUP.
Seriously, at this point you're just mentioning random mons that "sound cool" rather than anything with actual synergy with what you're trying to build around and it's actually frustrating.
I have been using Life Orb on Kartana, but it kills itself too quickly even behind screens to use that properly.
It's worth it because otherwise Zapdos just sits on you all day every day, and Haze Pex can give you issues.
Also, I find tha Landorus is more reliable even tho it can only set SR and not Spikes, Mew often doesn't even get off a Spike and only Stealth Rocks before the KO.
Mew is bulkier than Lando-T, has Taunt to shut down other leads and things trying to setup on it, Red Card>Focus Sash to block Rapid Spinners and potentially RNG out a better lead matchup. It's better. It even beats Lando-T leads by Taunting them to block SR due to being faster. Spikes is so that if you get the chance you can setup multiple layers of hazards rather than having to immediately boom or just "pass turn" clicking EQ.
Even under screens.
That's because the screens are for your sweepers and you shouldn't be burning turns with Mew behind them. Mew first unless it just loses to something Grimm shuts down.
Should I run both Volc and Zard? or Zard and Aegi or Zard and Gren?
Volc and Zard are fine because they actually bait out and pressure Tapu Fini and Heatran, both of which Kommo needs dead or crippled, and have no recovery anyway.
If you really want to run Aegi or whatever, just play Webs instead with Sub Salac Belly Drum Kommo. There's a time and a place for every viable mon, but you can't just throw 6 individually good mons together and hope it sticks. You have to build a team around overwhelming a few select checks, that once dead allow you to steamroll.
 
I mostly look at coverage and typing and phys/spe and whether offense or support when building a team. And I did mean M-Gyara, and I was saying that Mew dies too fast to set consistently. I don't get the point of having all the same checks if you have no counters to the checks.
 
I've never done one of these before but here we go.

Firstly this team is pretty outdated now with the bans so 3 of the pokemon are out already so I got a lot of room to work with.

:kommo-o:

I would personally use this set. I added some notes on it as well.

Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Clanging Scales
- Close Combat
- Thunder Punch
  1. I think DD is more useful because it gives you attack and speed without chipping you into range for revenge killers like Mega Lopunny.
  2. Kommo-o should be more physically based because its coverage is simply better on that end.
  3. You can make a case for Naughty nature but I prefer the extra speed

:landorus-therian: -> :mew:

Mew access to both Stealth Rock and Spikes goes a long way in wearing down the opponent and putting stuff into range of OHKOs. With Tornadus-T banned I don't think theres a single common defogger that outspeeds it now so be free to Taunt any attempt to do so. The last move is up to you to be honest.

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz / Skill Swap / Explosion

:rotom-heat: -> :bisharp:

You don't want to run hazard removal on Spikes HO and Rotom-H doesn't give this team anything. Bisharp is a beautiful partner for Mew because it makes the opponent think twice about pressing Defog. Bisharp is massive threat and with Landorus-T on the rise its a staple of Spikes HO.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

You can choose to run Black Glasses > LO but I like the extra damage on things like Fini.

Alright so the last 3 pokemon are banned from Natdex now so I got some fresh options for you.

:dragapult:

Mega Lopunny is everywhere at the moment and Dragapult has to speed to revenge kill it so its no surprised that its used so much on HO. Since Kommo-o already holds the Z-Crystal I decided to use a set I've been liking recently. This set allows Pult to bait in Clefable which walls Kommo-o so theres some nice synergy here.

Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Fire Blast

:magearna:

Magearna appreciates all of the Physical attackers here so I decided to slot it on this team. I went with the SG 3 Attacks set because spikes makes it easier to beat Toxapex and opposing Magearna. You could try the SG + CM set but It takes a lot longer to setup so I don't see myself using it.

Magearna @ Metronome
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Ice Beam
- Focus Blast

:gyarados-mega:

To round of this team we have Mega Gyarados. It provides this team with a ground immunity pre-mega which is great for punishing choice locked Landorus-T. It can be a potential Stallbreaker with Mold Breaker which is huge for this team because the match up would have been shaky otherwise. Finally its simply a very effective abuser of Spikes.

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Earthquake / Waterfall
- Substitute

Jolly works as well but since Tapu Koko barely exists and this set really likes facing Stall I made it adamant.

:mew: :bisharp: :kommo-o: :gyarados-mega: :dragapult: :magearna:
Click on sprites for Import!

I hope you have fun with this team. Hyper Offense is mad good right now with Tornadus-T and Ash-Greninja out of the tier.
 
I've never done one of these before but here we go.

Firstly this team is pretty outdated now with the bans so 3 of the pokemon are out already so I got a lot of room to work with.

:kommo-o:

I would personally use this set. I added some notes on it as well.

Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Clanging Scales
- Close Combat
- Thunder Punch
  1. I think DD is more useful because it gives you attack and speed without chipping you into range for revenge killers like Mega Lopunny.
  2. Kommo-o should be more physically based because its coverage is simply better on that end.
  3. You can make a case for Naughty nature but I prefer the extra speed

:landorus-therian: -> :mew:

Mew access to both Stealth Rock and Spikes goes a long way in wearing down the opponent and putting stuff into range of OHKOs. With Tornadus-T banned I don't think theres a single common defogger that outspeeds it now so be free to Taunt any attempt to do so. The last move is up to you to be honest.

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz / Skill Swap / Explosion

:rotom-heat: -> :bisharp:

You don't want to run hazard removal on Spikes HO and Rotom-H doesn't give this team anything. Bisharp is a beautiful partner for Mew because it makes the opponent think twice about pressing Defog. Bisharp is massive threat and with Landorus-T on the rise its a staple of Spikes HO.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

You can choose to run Black Glasses > LO but I like the extra damage on things like Fini.

Alright so the last 3 pokemon are banned from Natdex now so I got some fresh options for you.

:dragapult:

Mega Lopunny is everywhere at the moment and Dragapult has to speed to revenge kill it so its no surprised that its used so much on HO. Since Kommo-o already holds the Z-Crystal I decided to use a set I've been liking recently. This set allows Pult to bait in Clefable which walls Kommo-o so theres some nice synergy here.

Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Fire Blast

:magearna:

Magearna appreciates all of the Physical attackers here so I decided to slot it on this team. I went with the SG 3 Attacks set because spikes makes it easier to beat Toxapex and opposing Magearna. You could try the SG + CM set but It takes a lot longer to setup so I don't see myself using it.

Magearna @ Metronome
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Ice Beam
- Focus Blast

:gyarados-mega:

To round of this team we have Mega Gyarados. It provides this team with a ground immunity pre-mega which is great for punishing choice locked Landorus-T. It can be a potential Stallbreaker with Mold Breaker which is huge for this team because the match up would have been shaky otherwise. Finally its simply a very effective abuser of Spikes.

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Earthquake / Waterfall
- Substitute

Jolly works as well but since Tapu Koko barely exists and this set really likes facing Stall I made it adamant.

:mew: :bisharp: :kommo-o: :gyarados-mega: :dragapult: :magearna:
Click on sprites for Import!

I hope you have fun with this team. Hyper Offense is mad good right now with Tornadus-T and Ash-Greninja out of the tier.

I am going to keep my Double clanging Scales Set, as after +2, M-Lopunny does not KO with Fake Out and usually has been eliminated already. I can also outspeed after +2 in the turn without FO. Bisharp is fine and M-Gyarados I was considering already. Magearna, I've been running SG Stored Power Weakness policy behind screens, tho if I use a team like this or this team, I usually only use SG BoltBeam and Fleur/Flash. Pult is basically the set I use anyways, tho lacking the second STAB sometimes hurts, so I run Specs a lot more.
 
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