Okay, so I spent some time trying to figure out the best way to run Kommo-o. You know, that dragon fighting thing. Looks cool, sounds cool, but getting it right took a bit of messing around.

My First Look
First thing I did, I pulled up its base stats. You gotta start there, right? I looked at the numbers. Attack looked decent. Special Attack also looked pretty decent. Hmm. Okay, so it can hit from both sides. That’s kinda neat, gives options. But then I saw that Speed. Yeah, not exactly blazing fast, is it? That immediately got me thinking.
The Big Question: Physical or Special? Or Both?
So, the main thing was deciding which way to lean. Attack or Special Attack? It has moves for both. Clanging Scales hits hard on the special side. Close Combat hits hard on the physical side. Its signature move, Clangorous Soulblaze, boosts everything but costs health. Tough choices.
I initially thought about going all-in on physical. Slapped an Adamant nature on it (+Attack, -Special Attack). Tried it out in a few practice runs. It hit okay, Close Combat did good damage. But I felt like I was missing out on those dragon moves, you know? Clanging Scales is loud and flashy!
Then I swung the other way. Tried Modest (+Special Attack, -Attack). Fired off some Clanging Scales. Yeah, that hurt. Felt pretty good. But then Close Combat felt kinda weak, and sometimes you really need that fighting coverage.
Dealing with Speed and Mixed Sets
The speed issue kept nagging me. It’s just in that awkward spot where faster things easily outrun it. So, boosting speed with a nature like Timid (+Speed, -Attack) or Jolly (+Speed, -Special Attack) seemed like an option. I tried Jolly for a bit with a physical set. It helped sometimes, letting me move before certain threats, but the power drop was noticeable. Same story with Timid on the special side.
Then I thought, why not both? A mixed attacker! This is where natures like Naive (+Speed, -Special Defense) or Hasty (+Speed, -Defense) come in. You keep both attack stats untouched, boost the speed a bit, but you gotta sacrifice some bulk. I played around with Naive for a while. This felt… interesting. You could surprise people. Hit ’em with a special dragon move, then follow up with a physical fighting move. But man, it felt fragile. Taking hits wasn’t fun.
What I Settled On (Mostly)
After all that back and forth, here’s what I found worked for me:
- Modest: If you really want to lean into those special attacks like Clanging Scales and Aura Sphere. Just pure special power. Accept that your physical moves won’t be great and you’re not outspeeding much without support.
- Naive/Hasty: This was probably my favourite for a while if I was running Clangorous Soulblaze. Get the boost, hope you survive the hit point drop, and then try to sweep with boosted stats and decent speed. It’s risky, super risky, but fun when it works. You need good team support though.
- Adamant: Still a solid choice if you just want a straightforward physical attacker focusing on Close Combat, Dragon Claw, maybe Poison Jab or Iron Head for coverage. Simple and effective.
Honestly? There isn’t one single ‘best’. It really depends on the rest of your team and what you want Kommo-o to do. For general use, I often find myself going back to Modest for that reliable special damage, or maybe Adamant if the team needs a physical wallbreaker more. The speed-boosting natures felt too fragile for my liking most of the time, unless I built the whole team around supporting Kommo-o after a boost. So yeah, I spent the time, tried the different builds, and landed on those as my main go-tos. Just gotta pick the one that fits the job.
