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Official artwork of Komala

#0775

Komala

Gen VII

Drowsing Pokémon

Normal

Pokédex entry · Sun

It is born asleep, and it dies asleep. All its movements are apparently no more than the results of it tossing and turning in its dreams.

Height
0.4 m
Weight
19.9 kg
Base EXP
168
Growth
Slow
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP65Attack115Defense65Speed65Sp. Def95Sp. Atk75
HP
65
Attack★
115
Defense
65
Speed
65
Sp. Def
95
Sp. Atk
75

Total 480

High

EV yield +2 Attack

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP125172
Attack108183
Defense63128
Speed63128
Sp. Def90161
Sp. Atk72139
Total521911

About Komala

It looks awake when it moves, but it lives asleep. Komala spends its entire life sunk in a deep slumber, and its movements reflect the dreams it is having at any given moment. When the dream becomes especially intense, it becomes completely still. The leaves it eats contain a sleep-inducing substance, which is why it remains asleep from the moment it is born until it dies.

Its design is based on the koala, accompanied by a log that it uses for support and received from its parents when it was born. It also clings to the arms of Trainers it gets along with. The English name combines “coma” and “koala”, while the Japanese ネッコアラ, Nekkoara, incorporates the idea of a root or a stump along with that of a koala.

It belongs to the Drowsing Pokémon category and is Normal-type. It arrived in Generation VII without an evolutionary line: it does not evolve, and its only form is the standard one. Its unhurried appearance hides a creature that acts even while asleep, a contradiction that defines both its behaviour and its Ability.

Combat analysis

×2

Weakness

Fighting
×0

Immunity

Ghost

Komala in depth

A koala with a built-in pillow

The design is based on a koala, but replaces the image of branches with a log that it holds onto at all times. The log works as a pillow and reinforces the idea that it never becomes fully awake. The Pokédex entries go a step further: it does not merely sleep a lot, but spends its entire life within a dream. The movement it performs represents what it is dreaming about, and when the dream becomes especially deep, it stops moving.

The English name, Komala, blends coma and koala. The Japanese ネッコアラ, Nekkoara, connects the animal with a root or a stump, a detail that fits the object it holds. Its category, Drowsing Pokémon, is shared with Musharna, although the two express sleep in different ways: Musharna focuses on dreams, while Komala focuses on the inability to wake up.

An Ability that redefines sleep

Comatose is not simply an immunity to sleep. It causes Komala to be considered asleep while also allowing it to attack. That combination explains why Sleep Talk makes sense in its movepool and why effects related to a sleeping Pokémon can interact with it. In practice, the most useful part is that status conditions do not stop it from doing its job.

The Normal typing also lets it switch into Ghost-type attacks, which partly offsets its lack of resistances. It is worth preserving that immunity: changing its type through Terastallization removes one of its best defensive switch-ins and can cause some attacks related to sleep to affect it differently.

From its Alolan debut to Paldea

Komala debuted in Generation VII. It later appeared in the Isle of Armor expansion for Pokémon Sword and Pokémon Shield, and is also part of Pokémon Scarlet and Pokémon Violet. Its concept has not needed an evolution or an alternate form to remain recognisable: the log, continuous sleep and Comatose still contain its entire identity.

Its return in later games also preserves a useful trait when comparing it with other slow-paced Pokémon: it does not need to wake up to act. In that respect, it differs from Snorlax, which sleeps as part of its playstyle but does not turn permanent sleep into a natural combat condition.

How to get the most out of it without asking too much

In a standard game, Komala performs best when it switches into an opponent that relies on status or when the team needs to remove hazards. Rapid Spin, Knock Off, Wish and Protect let it alternate between clearing the field, controlling items and recovering. U-turn fits its low Speed: after taking the hit, it leaves to bring in a faster teammate.

If damage is the goal, Swords Dance takes advantage of its 115 Attack and Wood Hammer provides a powerful physical threat, although recoil limits the number of turns available. Sucker Punch adds conditional priority and punishes enemies that try to attack, but it does not replace a competent Speed stat. Its 65 Defense means powerful physical attackers should be avoided, especially Fighting-types. Against physical walls, Komala loses momentum if it fails to use Swords Dance or if the opponent can use its support turns to set up.

TCG cards

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