n10siT
Hoopa can do anything!
[OVERVIEW]
Kommo-o has a very unique role in DOU thanks to its signature Z-Move, Clangorous Soulblaze. While there are other Pokemon that use setup moves in order to win games, such as Dragon Dance Zygarde, Kommo-o is unique in that it actually increases pressure and gains momentum when it sets up, as opposed to losing momentum while taking a turn to use Dragon Dance, thanks to Clangorous Soulblaze's large damage output. On top of this, Kommo-o's access to a very strong STAB spread move and a wide variety of coverage options gives it ample ways to finish games after successfully boosting. The DOU meta is not particularly kind to Kommo-o, however, as it is dominated by the Fairy-type Island Guardians. Tapu Fini in particular isn't very good for Kommo-o due to the effect of Misty Terrain weakening Dragon-type moves. Kommo-o also is totally reliant on successfully using Clangorous Soulblaze to be viable, so without boosting, it is at the mercy of almost every powerful threat. Because of this, Kommo-o requires a lot of specific and well-placed support in order for it to function effectively. As Kommo-o is reliant on its Z-Move, any opposing player will automatically be able to identify a Kommo-o team's win condition and will be able to adjust their plays accordingly.
[SET]
name: Clangorous Soulblaze
move 1: Clanging Scales
move 2: Flamethrower
move 3: Close Combat
move 4: Protect
item: Kommonium Z
ability: Soundproof
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Clanging Scales is a very strong spread STAB move and the move Kommo-o wants to be using most often after it boosts. It also functions as the base move for Kommonium Z. Flamethrower is for Steel-type targets like Mega Metagross, Ferrothorn, and Genesect. Close Combat allows Kommo-o to deal large amounts of damage to Dark-types like Incineroar and Tyranitar. Poison Jab is a usable option in place of Close Combat in order to hit Fairy-types harder, but Close Combat is usually better for its overall damage output, as Kommo-o's teammates should be handling opposing Fairy-types. Substitute is also usable to improve Kommo-o's matchup versus Amoonguss and to allow it to burn some extra turns after a boost while a partner handles a specific threat. Protect is important because there are often situations where Kommo-o's health needs to be preserved so its partner can deal with a threat and ensure Kommo-o can effectively act as a wincon. It is also useful for stalling out opposing speed control and field conditions.
Set Details
========
Kommonium Z turns Kommo-o's Clanging Scales into Clangorous Soulblaze and thus allows Kommo-o to do a lot of spread damage while boosting all of its stats. Soundproof is used in order to prevent moves like Snarl and Roar from affecting Kommo-o, as well as allowing Kommo-o to be immune to an opposing Kommo-o's Clanging Scales. A Hasty nature coupled with maximum Speed and Special Attack EVs allows Kommo-o to set up before as many Pokemon as possible and ensures it can do as much damage as possible after boosting.
Usage Tips
========
It is very important to use at least one Pokemon with Kommo-o that functions as a pivot, such as U-turn Incineroar or Volt Switch Tapu Koko, as this creates many more opportunities for Kommo-o to safely get on the field and boost. Incineroar's rather slow U-turn is especially useful, as Incineroar will soak up the damage before getting Kommo-o safely onto the field. Kommo-o can use Clangorous Soulblaze early in the game in order to apply pressure on a favorable matchup, though it is generally easier to boost mid- or late-game when Kommo-o's checks have been weakened to the point where Kommo-o can act as a wincon. Kommo-o should never be taking significant damage before it is ready to use its Z-Move, as it will generally be the team's wincon. Once boosted, Kommo-o should be attacking to apply pressure as much as possible, and when it is at low health, it is usually not worth it to preserve Kommo-o, as it has already used its Z-Move, so firing off that last bit of damage will be more beneficial. Be sure that any opposing Tapu Fini is either KOed or severely weakened before boosting, as Misty Terrain takes away most of Kommo-o's damage output, and Tapu Fini easily soaks up any attack from Kommo-o and will return a KO with Moonblast. If the opposing team has two Pokemon immune to Clangorous Soulblaze, either in the form of two Fairy-types or a Fairy-type and opposing Kommo-o, they can prevent Clangorous Soulblaze from working by having both on the field to block the attack, thereby nullifying the boost.
Team Options
========
Pokemon with U-turn or Volt Switch, such as Incineroar, Genesect, and Tapu Koko, are essential teammates, as they allow Kommo-o to get on the field to boost safely. Incineroar in particular is also helpful thanks to Fake Out, as that can prevent Kommo-o from taking some damage as it sets up and let it use that boost to deal with the threat. Kommo-o will need partners that comfortably switch into Fairy- and Ice-type attacks; Steel- and Fire-types like Genesect and Volcanion can perform this role easily. More than one of Kommo-o's teammates should be more than well equipped to deal with all of the opposing Island Guardians, but Tapu Fini in particular. Tapu Koko and Tapu Bulu can easily beat opposing Tapu Fini and override its Misty Terrain, while Kartana and Zapdos can handily do well against opposing Fairy-types, with the added benefit of providing speed control through Tailwind. Mega Charizard Y gets a special mention here, as it is good against Tapu Fini, can run Tailwind, and is a powerful Fire-type that handles the opposing Fairy- and Grass- types that Kommo-o doesn't threaten very much. Redirection can be very helpful to allow Kommo-o both to boost and then avoid damage while it tries to sweep. Rage Powder Amoonguss is a very good option that also deals with opposing Tapu Fini, Tapu Bulu, and Tapu Koko, while Follow Me Togekiss can also provide Tailwind support.
[STRATEGY COMMENTS]
Other Options
=============
Dragon Pulse is a usable option for Kommo-o that can be used to hit other Kommo-o or get around Wide Guard, but Clanging Scales is usually more than enough, and missing out on coverage moves can really hurt Kommo-o. Stealth Rock can be used to put more foes into range of Clanging Scales and also gives Kommo-o a move to click if it is not ready to boost but doesn't need to use Protect. If using either of these options, you can replace Close Combat and allow Kommo-o to run a Timid nature instead of a Hasty nature.
Checks and Counters
===================
**Fairy-types**: DOU is dominated by the Island Guardians and other Fairy-types, which are all immune to Clangorous Soulblaze, and most can send back a very strong Fairy-type attack that will KO Kommo-o.
**Psychic-types**: Choice Scarf Tapu Lele is a particularly great check, as it outspeeds +1 Kommo-o. Pokemon such as Mega Metagross and Deoxys-A also threaten large amounts of damage before Kommo-o boosts.
**Misty Terrain**: Misty Terrain from Tapu Fini's Misty Surge is bad news for Kommo-o, as it will weaken the move Kommo-o wants to spam the most, as well as the power of Clangorous Soulblaze. Tapu Fini itself can easily take any hit from Kommo-o and KO it with Moonblast, even after a boost.
**Opposing Speed Control**: Kommo-o will be in a lot of trouble if it's not the fastest Pokemon on the field. Opposing Trick Room teams are especially bad because they will generally have quite a few ways to damage Kommo-o and avoid taking too much damage from it, and opposing Tailwind can outright ignore Kommo-o's +1 Speed boost.
[CREDITS]
- Written by: [[n10sit, 267148]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]
- Grammar checked by: [[Kris, 241023], [name, ID]]
Kommo-o has a very unique role in DOU thanks to its signature Z-Move, Clangorous Soulblaze. While there are other Pokemon that use setup moves in order to win games, such as Dragon Dance Zygarde, Kommo-o is unique in that it actually increases pressure and gains momentum when it sets up, as opposed to losing momentum while taking a turn to use Dragon Dance, thanks to Clangorous Soulblaze's large damage output. On top of this, Kommo-o's access to a very strong STAB spread move and a wide variety of coverage options gives it ample ways to finish games after successfully boosting. The DOU meta is not particularly kind to Kommo-o, however, as it is dominated by the Fairy-type Island Guardians. Tapu Fini in particular isn't very good for Kommo-o due to the effect of Misty Terrain weakening Dragon-type moves. Kommo-o also is totally reliant on successfully using Clangorous Soulblaze to be viable, so without boosting, it is at the mercy of almost every powerful threat. Because of this, Kommo-o requires a lot of specific and well-placed support in order for it to function effectively. As Kommo-o is reliant on its Z-Move, any opposing player will automatically be able to identify a Kommo-o team's win condition and will be able to adjust their plays accordingly.
[SET]
name: Clangorous Soulblaze
move 1: Clanging Scales
move 2: Flamethrower
move 3: Close Combat
move 4: Protect
item: Kommonium Z
ability: Soundproof
nature: Hasty
evs: 4 Atk / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Clanging Scales is a very strong spread STAB move and the move Kommo-o wants to be using most often after it boosts. It also functions as the base move for Kommonium Z. Flamethrower is for Steel-type targets like Mega Metagross, Ferrothorn, and Genesect. Close Combat allows Kommo-o to deal large amounts of damage to Dark-types like Incineroar and Tyranitar. Poison Jab is a usable option in place of Close Combat in order to hit Fairy-types harder, but Close Combat is usually better for its overall damage output, as Kommo-o's teammates should be handling opposing Fairy-types. Substitute is also usable to improve Kommo-o's matchup versus Amoonguss and to allow it to burn some extra turns after a boost while a partner handles a specific threat. Protect is important because there are often situations where Kommo-o's health needs to be preserved so its partner can deal with a threat and ensure Kommo-o can effectively act as a wincon. It is also useful for stalling out opposing speed control and field conditions.
Set Details
========
Kommonium Z turns Kommo-o's Clanging Scales into Clangorous Soulblaze and thus allows Kommo-o to do a lot of spread damage while boosting all of its stats. Soundproof is used in order to prevent moves like Snarl and Roar from affecting Kommo-o, as well as allowing Kommo-o to be immune to an opposing Kommo-o's Clanging Scales. A Hasty nature coupled with maximum Speed and Special Attack EVs allows Kommo-o to set up before as many Pokemon as possible and ensures it can do as much damage as possible after boosting.
Usage Tips
========
It is very important to use at least one Pokemon with Kommo-o that functions as a pivot, such as U-turn Incineroar or Volt Switch Tapu Koko, as this creates many more opportunities for Kommo-o to safely get on the field and boost. Incineroar's rather slow U-turn is especially useful, as Incineroar will soak up the damage before getting Kommo-o safely onto the field. Kommo-o can use Clangorous Soulblaze early in the game in order to apply pressure on a favorable matchup, though it is generally easier to boost mid- or late-game when Kommo-o's checks have been weakened to the point where Kommo-o can act as a wincon. Kommo-o should never be taking significant damage before it is ready to use its Z-Move, as it will generally be the team's wincon. Once boosted, Kommo-o should be attacking to apply pressure as much as possible, and when it is at low health, it is usually not worth it to preserve Kommo-o, as it has already used its Z-Move, so firing off that last bit of damage will be more beneficial. Be sure that any opposing Tapu Fini is either KOed or severely weakened before boosting, as Misty Terrain takes away most of Kommo-o's damage output, and Tapu Fini easily soaks up any attack from Kommo-o and will return a KO with Moonblast. If the opposing team has two Pokemon immune to Clangorous Soulblaze, either in the form of two Fairy-types or a Fairy-type and opposing Kommo-o, they can prevent Clangorous Soulblaze from working by having both on the field to block the attack, thereby nullifying the boost.
Team Options
========
Pokemon with U-turn or Volt Switch, such as Incineroar, Genesect, and Tapu Koko, are essential teammates, as they allow Kommo-o to get on the field to boost safely. Incineroar in particular is also helpful thanks to Fake Out, as that can prevent Kommo-o from taking some damage as it sets up and let it use that boost to deal with the threat. Kommo-o will need partners that comfortably switch into Fairy- and Ice-type attacks; Steel- and Fire-types like Genesect and Volcanion can perform this role easily. More than one of Kommo-o's teammates should be more than well equipped to deal with all of the opposing Island Guardians, but Tapu Fini in particular. Tapu Koko and Tapu Bulu can easily beat opposing Tapu Fini and override its Misty Terrain, while Kartana and Zapdos can handily do well against opposing Fairy-types, with the added benefit of providing speed control through Tailwind. Mega Charizard Y gets a special mention here, as it is good against Tapu Fini, can run Tailwind, and is a powerful Fire-type that handles the opposing Fairy- and Grass- types that Kommo-o doesn't threaten very much. Redirection can be very helpful to allow Kommo-o both to boost and then avoid damage while it tries to sweep. Rage Powder Amoonguss is a very good option that also deals with opposing Tapu Fini, Tapu Bulu, and Tapu Koko, while Follow Me Togekiss can also provide Tailwind support.
[STRATEGY COMMENTS]
Other Options
=============
Dragon Pulse is a usable option for Kommo-o that can be used to hit other Kommo-o or get around Wide Guard, but Clanging Scales is usually more than enough, and missing out on coverage moves can really hurt Kommo-o. Stealth Rock can be used to put more foes into range of Clanging Scales and also gives Kommo-o a move to click if it is not ready to boost but doesn't need to use Protect. If using either of these options, you can replace Close Combat and allow Kommo-o to run a Timid nature instead of a Hasty nature.
Checks and Counters
===================
**Fairy-types**: DOU is dominated by the Island Guardians and other Fairy-types, which are all immune to Clangorous Soulblaze, and most can send back a very strong Fairy-type attack that will KO Kommo-o.
**Psychic-types**: Choice Scarf Tapu Lele is a particularly great check, as it outspeeds +1 Kommo-o. Pokemon such as Mega Metagross and Deoxys-A also threaten large amounts of damage before Kommo-o boosts.
**Misty Terrain**: Misty Terrain from Tapu Fini's Misty Surge is bad news for Kommo-o, as it will weaken the move Kommo-o wants to spam the most, as well as the power of Clangorous Soulblaze. Tapu Fini itself can easily take any hit from Kommo-o and KO it with Moonblast, even after a boost.
**Opposing Speed Control**: Kommo-o will be in a lot of trouble if it's not the fastest Pokemon on the field. Opposing Trick Room teams are especially bad because they will generally have quite a few ways to damage Kommo-o and avoid taking too much damage from it, and opposing Tailwind can outright ignore Kommo-o's +1 Speed boost.
[CREDITS]
- Written by: [[n10sit, 267148]]
- Quality checked by: [[talkingtree, 232101], [MajorBowman, 188164]
- Grammar checked by: [[Kris, 241023], [name, ID]]
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