#0784
Kommo-o

Kommo-o

Fighting Dragon

Abilities

  • Bulletproof The Pokémon is immune to ball and bomb moves.
  • Soundproof The Pokémon is immune to sound-based moves.
  • Overcoat Hidden The Pokémon takes no damage from sandstorms and is immune to moves and Abilities involving powder.

Stat Points

HP
75
ATK
110
DEF
125
Sp. Atk
100
Sp. Def
105
SPE
85

Weakness and Resistance

4x ★ Extremely Effective
Fairy
2x ⦿ Super Effective
Ice Flying Psychic Dragon
1x – Normal
Normal Fighting Poison Ground Ghost Steel
0.5x △ Resists
Fire Water Grass Electric Bug Rock Dark

Learnable Moves (77)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Aura Sphere special 80 20 This move never misses.
Belly Drum status - 12 The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP.
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Boomburst special 140 12 —
Breaking Swipe physical 60 16 Lowers targets' Attack stats by 1 stage.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Clanging Scales special 110 8 Lowers the user's Defense stat by 1 stage.
Clangorous Soul status - 8 The user loses 1/3 of its max HP to boost its Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. This move fails if the user doesn't have enough remaining HP.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Draco Meteor special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Dragon Cheer status - 16 Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost.
Dragon Claw physical 80 16 —
Dragon Dance status - 20 Boosts the user's Attack and Speed stats by 1 stage.
Dragon Pulse special 85 12 —
Dragon Tail physical 60 12 If there are other Pokémon in the target's party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Voice special 90 12 —
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Mega Kick physical 120 8 —
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
Noble Roar status - 20 Lowers the target's Attack and Sp. Atk stats by 1 stage.
Outrage physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Roar status - 20 If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scale Shot physical 25 20 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Vacuum Wave special 40 20 —
X-Scissor physical 80 16 —