SV UU SD KOMMO-O HYPER OFFENSE

Hello everyone,

This is a RMT based off a Pokemon that I've had much success with, and it's SD Kommo-o. I found that having him on a hyper offense team had the best results. Here it is:

THE TEAM
:Sandy Shocks: :Ogerpon-Cornerstone: :Kommo-o: :mamoswine: :Manaphy: :Iron Crown:

Description of the team

:Sandy Shocks:
Sandy Shocks @ Booster Energy
Ability: Protosynthesis
Tera Type: Ghost
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Earth Power
- Spikes / Tera Blast (only if you use Tera Ice)
- Stealth Rock

This is a classic lead set. EV Spread lets Booster Energy boost Speed. The only other change here is Power Gem, which is added for Lead 1v1s into Balloon Excadrill, so that if they rapid spin/set rocks predicting an easy W they get hit with the power gem into EPower combo. You can also Tera Ghost in the lead matchups to preserve hazards, which is nice. If you want, you can adjust the EV Spread so that you can maximize the chances of living Ogerpon-Cornerstone's Horn Leech, but I don't recommend it. You can also run Tera Blast Ice to unexpectedly kill an opposing Hippowdon on the lead MU.

:Ogerpon-Cornerstone:
Ogerpon-Cornerstone (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Knock Off / Play Rough

Ogerpon-C remains a cornerstone (pun intended) of most offense structures; this team is the same. With sturdy, she can stop an incoming sweep from anything less than a +1 5-hit Greninja Water Shuriken. You can run Play Rough to catch Defensive Kommo-o off guard, but you will be walled by a lot of steel types. I'm running Horn Leech to get back my sturdy, even if they switch; If there are rocks up, I can let this into the Excadrill matchup and scare him out with the mere prospect of carrying Power Whip; if they predict wrong and go to something like Lokix I get my sturdy back with HLeech and force more switches. Ogerpon kills a lot of faster targets, but SD is for killing slower targets and to capitalize off switches.

:Kommo-o:
Kommo-o @ Loaded Dice
Ability: Soundproof
Tera Type: Steel / Electric
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Scale Shot
- Swords Dance
- Drain Punch
- Iron Head / Thunder Punch / Poison Jab

Kommo-o is one of the craziest setup mons; virtually all the sets it has on the analysis page involve some sort of egregious setup move, whether it be DDance, Clanger, Iron press, etc. Now, I wanted to use SD Kommo-o. The difference between +1 and +2 kommo-o is enough to lure in Zapdos with a false sense of security, especially defensive Zapdos. Scale Shot can snowball very quickly, especially against less bulky teams using Zapdos and Slowking as their pivots. You can run Thunder Punch to catch these mons off guard, especially at +2, but with a little bit of chip damage Scale Shot cleans up really well. I'm using Iron Head to catch Tera Fairies and hit them for super effective, as well as to have a tera-boosted move after I Tera Steel. You can also run PJab to hit Azu for super effective damage, but then again the last move slot is very customizable. I run Tera Steel since it flips all of Kommo-o's weaknesses and gives me a free turn against toxickers like Mandibuzz and Pex, but I also like Tera Electric since you get to avoid paras. Bring this Mon in near the lategame; when the opponent's priority users are all dead/chipped and the opponent's defensive mons are chipped.

:Mamoswine:
Mamoswine @ Never-Melt Ice
Ability: Thick Fat
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Trailblaze

While Mamo doesn't pack Swords Dance or Tail Glow, Trailblaze and the power provided by Never Melt Ice is enough to wallbreak. EQ hits Zapdos even after it inevitably Tera Steels, and with Thick Fat you don't have to worry about Heat waves. Tera Grass is to boost the power of Trailblaze and to avoid grass moves from the likes of Ogerpons and Tera Hydrapple. EQ either forces a tera or a switch from things like Toxapex and Excadrill, which are nice, because then I can Trailblaze and cause more wallbreaking. Mamo is underrated on hyper offense.

:Manaphy:
Manaphy @ Leftovers
Ability: Hydration
Tera Type: Water / Grass / Dragon
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Psychic / Energy Ball
- Dazzling Gleam / Ice Beam
With Tail Glow, manaphy can reach nuclear magnitudes of strength, especially if you use Tera Water. Even though it's ranked C tier on the VR, I've still had my fair share of success. Even though base 100 special attack isn't great, base 100 speed outspeeds a surprising amount of threats, including Excadrill, H-Arcanine, Hydrapple, Non-max Zapdos, etc. AV Torn-T can't really do a lot to it, and if Manaphy can trade, it will be in your favor, since AV Torn-T is pretty annoying to face with HO. You can run energy Ball in place of psychic to hit things like Slowking, and Dazzling Gleam/Ice Beam hits Hydrapple. These moves can be exchanged at will courtesy of Manaphy's surprisingly deep move pool.

:Iron Crown:
Iron Crown @ Weakness Policy
Ability: Quark Drive
Tera Type: Fighting / Water
EVs: 252 HP / 88 Def / 44 SpA / 124 Spe
Modest Nature
IVs: 20 Atk
- Calm Mind
- Focus Blast
- Stored Power
- Agility

A Hyper Offense favorite, Iron Crown is once again proving itself on hyper offense. The SpA investment is to be able to OHKO Oger-C after sturdy's broken, and the speed is to outspeeds Oger-Teal after an agility. 88 Def EVs minimizes damage taken from random Knock and guarantees you live Offensive Excadrill's Earthquake and proc Weakness Policy. Iron Crown works best as a late game cleaner, strongly benefitting from the removal of priority users and things like AV Torn-t. It can also come in on chipped Oger-C to intentionally proc Weakness Policy and get Agility.

Weaknesses
:Lokix: : Lokix proves itself as a big threat to a lot of offense structures. You can lure in Lokix with Iron Crown, and after they Knock and proc WP you can hit them with a focus blast. Although you are going to get revenge killed, it's an uneven trade since fighting against Lokix is an uphill battle.
:Arcanine-Hisui: : Although not as annoying as Lokix, it does require some decent positioning to where you can either force the opp to sac their dog or to switch out.

Stall: Not much to be said. If you don't win vs stall in the first 15 turns you basically lose.

Conclusion
I hope you liked this RMT! GL Laddering!
 
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