When I saw that Kommo-o got some serious buffs, I immediately wanted to find out how good he would far in a battle. At first, I wasn't sure whether I should use him as a mixed sweeper with a defensive reducing nature or a special sweeper, but after some debate with myself I went for the latter because bulk wise I wanted him to profit from his Z-Move as much as possible. And if I wanted to hit opponents on the physical side, I could still rely on his partners.
Now, with that decided, I want to explain the EV spread:
- 52 EVs in Spe gives him a speed of 112, which, after Tailwind support, is enough to outspeed any Pkm that doesn't have a Choice Scarf.
- 212 HP allows him to reach 177, which, if I understand correctly, is an ideal number to take residual damage such as weather or burn.
- the rest of the EVs went into SpA so that he could hit as hard as possible
As for his moves, Clanging Scale and Protect were obvious choices. The first combines well with his stats-boosting Z-Move and does quite a lot of damage; the second is a well-known staple in Doubles as it allows you to scout for important informations and possibly gain momentum.
The rest of his moves was quite difficult to decide. I had several options such as Focus Blast or Hidden Power [Ice], but as I found myself using the latter extremely rarely I changed this move into Laser Focus. While nothing has changed much, I had at least an effective way to deal with Pkm boosting their defences, which in my experiences was way more useful than Hidden Power [Ice] or Flash Canon or Flamethrower could have ever be. There is, however, the option to use Work Up to do consistent damage, but I haven't tested it out, and I still think that having a guaranteed and an especially fast way to get rid off a Pkm that has already managed to boost his defensive stats is better. But maybe, some of you could tell me otherwise. :]
Now, you might be asking 'Why the hell are you using Focus Blast?'. I know this move is known for its shaky 75% accuracy, but in general I only use it if the circumstances allows it, such when there is no other option to use another move or if missing an opponent doesn't really affect me. And while it's not really an argument, I follow the philosophy of 'No risk, no fun'. If, however, you are adamant about consistency, then you could try out Flamethrower or Hidden Power Fighting in order to deal with some really tough Steel Pkm such as Registeel with Amnesia.
After Kommo-o, I wanted to use a Pkm that would work well with him and vice versa. Metagross was my first option because he resists the dragon's weaknesses. And the Dragon Pkm can switch into Fire and Dark moves. Thanks to Bulletproof it can also switch into Shadow Ball. Because Metagross has such a physical defense, especially when it's mega-evolved, it doesn't really fear physical ghost moves as they are fairly weak in general.
As for his EVs, they are pretty straight forward. Metagross is supposed to hit as hard and as fast as possible. When it comes to his moves, Iron Head is ideal to get rid off pesky Fairy Pkm. Stomping Tantrum is a good way to hurt Fire and Steel Pkm more easily. So you don't have to switch out Metagross as often if your opponent has a Pkm that might pose a threat to him. And Ice Punch is just for Dragon and Flying Pkm.
The third member of this team is Zapdos, acting more as a support Pkm that would set up Tailwind quite consistently. This creature's EV spread is—as I've already said—for private battles with friends. It should be fast enough to outspeed Adamant Bisharp or Breloom, and strong enough to OHKO Landorus-T with Hidden Power Ice if I recall right. And if it had a Seed boosting its special defense, then Modest Tapu Lele would need three Psychic to knock him down. Unfortunately, I couldn't get Hidden Power [Ice] on Zapdos because the one I got was through GTS and I didn't want to catch a Modest Zapdos in UltraMoon because I needed a Calm one if I wanted to build a mono electric team.
Anyway, I've already trained this Zapdos and was too lazy to change its EVs when I transferred him to UltraMoon, especially because I didn't have those special berries that would delete the EVs of your choice. Nonetheless, this spread was quite useful in the Battle Tree because it was able to shrug off strong attacks from Pkm such as Espeon or Magnezone. And with a Grassy Seed it could turn many physical moves into a 2 or 3HKO. With that it's even able to survive Stone Edge from a Mega Tyrannitar, but you shouldn't rely too much on that what's with the relatively high crit ratio.
Now, because this Zapdos didn't have Hidden Power Ice I went for Heat Wave, and I must say that I came to love this move. I didn't miss ice at all because Zapdos would easily threaten pesky Grass or Steel Pkm that might annoy my team. And as for Roost, I don't use it very much but it can be handy in some situations when, for example, you want to stall out Trick Room turns or abuse its ability static if a Pkm should try to make contact with him.
The last member of this team is Tapu Bulu. Thanks to its ability it would soften up the ground match-up that might overwhelm Metagross. It's also nice to recover your own Pkm a bit, especially when they have to rely on their bulk. And the fact that it can threaten ground Pkm or even fat water Pkm is a nice addendum. It can also switch into Dark or Dragon moves that might threaten Kommo-o or Metagross.
Although I select Grass moves most of the time, I went for Life Orb instead of Meadow Plate because the first would OHKO or 2HKO Pkm that could be a danger to me otherwise, in my experiences in Moon. I don't remember anymore which Pkm were concerned, but I believe it was mostly Dragon Pkm such as Haxorus, Garchomp, Latios, and Fire Pkm such as Mega Charizard Y and Rotom-Heat.
Tapu Bulu has the same speed as Kommo-o with the chosen EV, and it has the same ideal number for residual damage such as weather or burn. But I think you need to change the EVs in HP because Tapu Bulu uses Life Orb. (In Moon, I used Meadow Plate, hence its 161 HP but I eventually realized that Life Orb was far better). At the moment I don't have the time and means to change its EV, but Tapu Bulu should have a HP value of 159, I think, because every time it lands a hit it will loose 10% of its health. The rest could then go into his defence.