Metagame Camomons

#1
Original Idea by mezomi
Gen 7 Camomons approved by imas & The Immortal
Banner by Centinela


Camomons
It's a fact that many Pokemon in today's metagame suffer from a bad typing. Pokemon such as Moltres and Yanmega are perpetually hampered by their crippling Stealth Rock weakness. Wouldn't it be great if they could rid themselves of this burden and blossom with a fresh typing? Well, now you can, with Camomons! Each and every Pokemon become the types of the first two moves in their moveslots! Undershadowed Pokemon can now experience a new life in this OM. Even popular Pokemon can transform to fit and match the player's desires. Anything is possible!

Rules
Mechanic: Pokemon change their type to match the types of their first two moves in their moveslots. For instance, a Lucario with Swords Dance, Close Combat, Crunch and Bullet Punch will become a Normal / Fighting-type. Hidden Power, Mimic, and other such moves are considered Normal-type moves and will change Pokemon to said type if it is in the first half of the Pokemon's moveslots. Pokemon with multiple moves of the same type in their first two slots will have only one type. For instance, a Lucario with Close Combat, Vacuum Wave, Nasty Plot and Swords Dance will be a mono Fighting-type. Types are revealed to the player instantly upon being sent out.
Clauses
: Standard OU Clauses.
Bans: Shedinja.
Unbans: None.

Strategy
Pokemon with access to moves with desirable types are favored in this meta. Steel, Ghost and Fairy are all incredible defensive types and as such many Pokemon will seek to transform into those types. Powerful offensive Pokemon that primarily rely on one offensive STAB (such as Mega Charizard Y, Tapu Bulu and Mega Pinsir) often can be seen transforming into types that grant them STAB on their coverage move. For instance, Mega Charizard Y can change into a Fire- and Grass-type to gain STAB on Solar Beam and to take less damage from Stealth Rock. Below are a few examples of some potential sets:



Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Flash Cannon
- Taunt
- Magma Storm

Heatran's trapping set with Flash Cannon. Grass / Steel brings with it many resistances, notably to Water, Dragon and Fairy, but on top of that Heatran keeps Flash Fire to be able to not fear Fire-type moves. Very good at trapping and 1v1'ing offensive Pokemon that cannot scratch Heatran, such as certain Fairy- and Steel-type attackers. The downsides, though, is you sacrifice another status move like Stealth Rock or Toxic for the necessary STAB attacks.


Mawile @ Mawilite
Ability: Hyper Cutter
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Play Rough
- Sucker Punch
- Fire Fang
- Thunder Punch

Ordinarily Mawile doesn't use Iron Head so replacing its Steel-type (although it gives Mawile a great defensive typing) with the Dark-type is a popular choice. This new typing gives it STAB priority in Sucker Punch, allowing it to have an even more oppressive offensive presence than it already has. The rest of the set is kept the same. Fire Fang makes for good coverage against Steel-types and Thunder Punch hits Steel / Flying and Water / Steel types hard.


Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt
- Defog
- Trick

Zekrom's typing with the weaknesses of a Dragon-type, thanks to Levitate. Thunderbolt, with STAB, hits hard, pairing with Dragon better than Psychic does, as Latios' old typing is walled by the ever-so-common Fairy / Steel typing.

Q&A
Q: Does undergoing a transformation that causes a type change interfere with the Pokemon's original type? (E.G. Does Gyarados become a Dark-type after Mega Evolution?)
A: No. Changing a Pokemon's form, be it through Mega Evolution or any other method, will not result in a type change.

Resources
Playability: It is playable both on the DragonHeaven and ROM servers!
Ban History: [Mar. 28, 2017] Shedinja was banned.
 
Last edited:
#2
Sample Teams


Evanile's Zygarde + Tapu Lele Offense
Importable:
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Play Rough
- Ice Punch
- Swords Dance

Buzzwole @ Assault Vest
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Thunder Punch
- Ice Punch
- Hammer Arm

Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Dragon Dance
- Glare

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psyshock
- Shadow Ball
- Thunderbolt

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Knock Off
- Toxic
- Gyro Ball
- Spikes

Description:
Similar thought process with the last team, except this one has Tapu Lele to wallbreak practically everything and every other mon switched around as well. Mawile-Mega with Fairy/Dark is extremely strong with two stupidly good STAB options in Sucker Punch and Play Rough, and the other two slots are basically filler and can be whatever you edit this team to become. I found Ice Punch and SD to be great for punching through things, but that's my two cents. Buzzwole sits there and can take most standard hits without any problem bar ones such as Grass/Fire Charizard-Y's SolarBeam and +2 Grass/Fire Volcarona's Giga Drain. It also walls Tapu Koko with Electric/Grass or Electric/Flying and can take several hits from Steel/Dragon or Electric/Dragon Kyurem-Black before falling. Zygarde is also really good with STAB ExtremeSpeed, giving it an actual second STAB that it uses. Dragon Dance + Glare is there to set up or to slow down opposing teams should Zygarde get low and become unable to break through a team (ex. Clefable with Fire/Grass and Unaware). Tapu Lele makes practically everything eat shit that isn't a Dark type, with proof below (I don't feel like explaining past that ^^;). Volcarona is the same as the other team, but for sake of completion, its a hard wall to a bunch of things and can take hits from things such as Electric/Dragon Kyurem-Black's Fusion Bolt without dying instantly (which is cool). Ferrothorn exists to take hits and set up layers of spikes for Volcarona and Lele to break through things easier, and Dark/Poison is a really good typing for it that doesn't make it 4x weak to a very common offensive type.

Quick calcs for Lele as proof of its godliness:
252 SpA Choice Specs [Psychic/Fighting] Tapu Lele Psyshock vs. 252 HP / 252+ Def Eviolite [Normal/Ghost] Chansey in Psychic Terrain: 390-460 (55.3 - 65.3%) -- guaranteed 2HKO
252 SpA Choice Specs [Psychic/Fighting] Tapu Lele Focus Blast vs. 248 HP / 8 SpD [Water/Ground] Quagsire: 412-486 (104.8 - 123.6%) -- guaranteed OHKO
252 SpA Choice Specs [Psychic/Fighting] Tapu Lele Psyshock vs. 248 HP / 8 Def [Steel/Poison] Avalugg in Psychic Terrain: 172-204 (43.7 - 51.9%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs [Psychic/Fighting] Tapu Lele Focus Blast vs. 248 HP / 252+ SpD [Steel/Poison] Avalugg: 331-390 (84.2 - 99.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs [Psychic/Fighting] Tapu Lele Psyshock vs. 252 HP / 112 Def [Normal/Ghost] Sableye-Mega in Psychic Terrain: 222-262 (73 - 86.1%) -- guaranteed 2HKO



Why Nerdy's FWG Hyper Offense
Importable:
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Thunderbolt
- Stealth Rock
- Taunt

Cresselia @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Moonlight
- Calm Mind

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Knock Off
- Sucker Punch
- Swords Dance

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Tail
- Earthquake
- Dragon Dance
- Poison Jab

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Night Slash

Kyurem-Black @ Rocky Helmet
Ability: Teravolt
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Iron Head
- Roost
- Hone Claws
- Fusion Bolt

Description:
So, this team is mainly based around (Fire/Electric) Azelf, (Water/Ground) Haxorus and (Grass/Fighting) Kartana since they form FWG and each of them perform different roles (Azelf as lead/Special Attacker, Haxorus as sweeper or Levitate breaker and Kartana as a revenge killer). Azelf can be your Suicide lead or Special Attacker, but mostly I use it as a lead to set Stealth Rock. Haxorus is there to break Levitators like Cresselia. Kartana is there to revenge kill as well as provide options to kill those Water/Ground mons, which are common.

(Fairy/Dark) Mawile is there basically to provide wallbreaking support, or else this team kinda struggles vs Stall. Yeah, Haxorus CAN wallbreak (and it's really good at it) but it can't really cover everything so I added Mega Mawile. It also helps revenge killing with STAB Sucker Punches.

(Electric/Fairy) Cresselia is there for basically blanket check a ton of things in this meta and to generally cripple opposing mons with Thunder Wave. (Steel/Flying) Kyurem-Black is there as a Steel type, basically to add an additional blanket check that Cresselia can't deal with, such as Mold breaker Earthquake users and generally Poison types.

Threats to watch out for:
(Normal/Ground) Zygarde: This thing is the biggest pain in the ass for this team, solely because it's bulky and it hits pretty much everything due to Thousand Arrows reking both my Cresselia AND Kyurem-Black. Your best bet to deal with this is, do NOT let it set up Coil too much and keep Kartana healthy to be able to at least take a +1 STAB Extremespeed (it SHOULD be able to take one) and revenge kill it with Sacred Sword (it ignores stat changes so +1 defense doesn't matter).

(Fire/Grass) Volcarona: Not so much threatening as Zygarde because this thing basically can't take a Physical hit and most of the mons in this team is a Physical attacker, but this thing is a big threat to my team since it's really easy to set up QD and it deals with most of my teams. To deal with this, either revenge it with Kartana or Mega Mawile, or have Cresselia Thunder Wave it to lower it's Speed and revenge it with Poison Jab from Haxorus.


Deijin's Pyukumuku, Umbreon + Miltank Balance
Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Curse
- Recover
- Toxic
- Soak

(This little cucumber is brilliant for stopping set up sweepers. And soak allows it to not only remove stab to easier wall opponents, but also spread toxic to the many steel and poison types around in this meta. Curse is there for the ghost typing, which is very useful on many occasions. I haven't tested pure normal yet, maybe it would be better. Water type might actually be useful you know, I often get flinched down to a slightly worrying point by iron head and waterfall ffrom things like dragonite and kyurem-b. The only problem I have is when a mold breaker set up sweeper comes along. I end up having to play around sacking mons.)

Volcarona @ Flyinium Z
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Fiery Dance
- Quiver Dance
- Hurricane

(This set hasn't been as effective as I hoped, there just doesn't seem the opportunities to set up in such a strong meta. Supersonic skystrike was there to enable it to break heatran and opposing fire types.)

Mew
Ability: Synchronize
EVs: 252 HP / 120 Def / 80 SpD / 56 Spe
Careful Nature
- Bulk Up
- Acrobatics
- Soft-Boiled
- Substitute

(This mew is extremely effective when used right. The EV spread isn't very specific. A bit of speed, enough for adamant tapu bulu, idk why, could be adjusted for certain things. It was very specially defensive to begin with but I moved some over to the physical side so it takes fewer boosts for the sub to not be broken by the physical attackers that are being set up on. I run acrobatics over drain punch to avoid being walled by ghost types. I use softboiled over roost to keep the useful resistances of the flying typing while healing. If you wanted to used drain punch, roost can be used over softboiled for the flying typing. Substitute has been important for avoiding status very often. Though I suppose I could change it up for defog. I've swept quite a few teams with this set.)

Miltank @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 32 Def / 224 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Seismic Toss
- Milk Drink
- Stealth Rock

(This is purely here because I got blown away by a bolt beam porygon-z. It serves as a nice check to many bug, dark, steel and ice types too. This typing serves to cover quite a few of the teams weaknesses. I'm open to recommendations for this slot though.)

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 124 HP / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Solar Beam
- Lava Plume
- Taunt

(I did initially have a Dhelmise in this spot to provide rapid spin support but i quickly experienced a fire weakness in the team. Taunt on heatran helps against hazard setters but I think I would struggle against a hazard stacking team. The trouble is how to integrate hazard removal into the team.)

Umbreon @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 132 Def / 124 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Foul Play
- Moonlight
- Heal Bell

(This umbreon has been very effective for me. The spread is once again, not carefully planned, but purely me moving from a fully spdef spread to a mixed one to better take on more threats. It acts as a brilliant cleric for the team. Moonlight is there over wish because most of the team can heal themselves and the instant healing is more valuable. The poison typing is invaluable for the resistances provided and immunity to toxic, as well as that cheeky 100% accurate toxic. The dark typing gives the team a psychic immunity as well as the stab foul play that does heavy damage to physical attackers. I have considered moving moonlight for a fairy typing, but the team would be far too weak to psychic types. As for the inner focus ability... I got fliiinched :0)


---
Outdated Teams:


Evanile's Sash Spam Hyper Offense [Pheromosa + Metagrossite banned]
Importable:
Pheromosa @ Focus Sash
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Focus Blast
- U-turn
- Poison Jab

Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Thunder Punch

Tornadus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Tailwind

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Meteor Mash
- Bullet Punch
- Ice Punch

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Hidden Power [Fire]
- Encore

Description:
The basic concept is get every wallbreaker in whenever possible, with sashspam as the strategy for destroying other offense, and then getting in Volcarona and having any toxic users removed so it can just hard sweep through teams. Ice/Fighting Pheromosa is the best offensive type that it can have, and gives it the widest coverage range with two STAB options of any mon. It runs Focus Blast but you can change it to High Jump Kick, but I run Focus Blast for the reason that I wanted to dump my EVs fully into Special Attack as its coverage moves are... coverage moves and utility. Hoopa comes in either versus stall or once Tornadus sets up a tailwind and wrecks house for a short while, and goes Poison/Dark with good coverage moves since its a strong typing offensively and defensively as well as 2 of its strongest physical STABs coming from that. Tornadus solely exists for tailwind, but flying/fighting is a cool typing. Volcarona is the wincon, and can set up on a majority of things (surprise) and with grass/fire isn't 4x weak to Rocks anymore. Metagross is the wallbreaker, and you can shift around Earthquake for other options like Thunder Punch or Hammer Arm should you please. Alakazam is Ghost/Fighting for unresisted coverage besides Normal/Ghost (admittedly a popular type combination for stall and bulky offense mons), but with Hoopa threatening those you shouldn't have too many issues.



pipasonze's Scarf Phero Hyper Offense [Pheromosa banned]
Importable:
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Explosion
- Stealth Rock
- Taunt

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Return
- Toxic

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Play Rough
- Knock Off
- Sucker Punch
- Fire Fang

Porygon-Z @ Ghostium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Nasty Plot
- Ice Beam

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Ice Beam
- High Jump Kick
- Poison Jab
- U-turn

Dragonite @ Leftovers
Ability: Multiscale
EVs: 248 HP / 80 Atk / 180 Spe
Adamant Nature
- Iron Head
- Roost
- Dragon Dance
- Earthquake

Description:
This is HO, so as usual the objective is to keep up offensive pressure and overwhelm the opposing team, which is pretty easy to do with such powerful pokémon. Though all members are mostly used for their offensive prowess, the team also relies on their defensive typings to pivot around and check stuff: the team has immunities to Ghost, Normal, Fighting, Ground and Electric, and for example Dragonite has multiple useful resistances.

Azelf is the usual lead. It gets rocks up pretty reliably and is very threatening with STAB Knock Off and Explosion.
Zygarde is pretty amazing. With Choice Band, it is very hard to switch into Thousand Arrows (especially because Grass and Bug types are so rare), and Extreme Speed is powerful priority, which helps a lot against opposing offense. You'll never click any other move.
Mega Mawile has insane power, good coverage in just Dark and Fairy, and STAB Sucker Punch threatens most things faster than it. The speed EV's allow it to outspeed base 60's, but are mostly for creeping opposing Mawile.
Porygon Z is yet another pokemon that functions as a wallbreaker. Ghost/Electric has very good offensive coverage, and Ice Beam lures opposing Zygarde and other grounds. Ghostium Z and Nasty Plot allow it to break through pretty much anything. I wouldn't say this set is as viable as the others on the team, but the main reason it's here is defensive synergy: it's typing provides key resistances to Flying, Electric, Steel, and Normal and Fighting immunities.
Scarf Pheromosa is a great late game cleaner. It outspeeds even most things with a speed boost. The set is focused on Sp. Attack because Ice Beam is the main move. Ice is great offensively and Fighting pairs really well with it. The biggest problem is that Phero is very weak to priority.
Steel/Flying Dragonite can be both a bulky sweeper and a pivot, thanks to its amazing typing and ability. It sets up really easily and is often easy to remove its checks.



Anaconja's Shuckle Lead Hyper Offense [Pheromosa banned]
Importable:
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Sticky Web
- Gyro Ball
- Stealth Rock
- Toxic

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Iron Head
- Stone Edge
- Fusion Bolt

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Tail
- Earthquake
- Dragon Dance
- Poison Jab

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Calm Mind
- Hidden Power [Dark]

Pheromosa @ Focus Sash
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Ice Beam
- Quiver Dance
- Rapid Spin

Kartana @ Darkinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Sacred Sword
- Night Slash
- Swords Dance

Description:
This is HO, so as usual the objective is to keep up offensive pressure and overwhelm the opposing team, which is pretty easy to do with such powerful pokémon. Though all members are mostly used for their offensive prowess, the team also relies on their defensive typings to pivot around and check stuff: the team has immunities to Ghost, Normal, Fighting, Ground and Electric, and for example Dragonite has multiple useful resistances.

Azelf is the usual lead. It gets rocks up pretty reliably and is very threatening with STAB Knock Off and Explosion.
Zygarde is pretty amazing. With Choice Band, it is very hard to switch into Thousand Arrows (especially because Grass and Bug types are so rare), and Extreme Speed is powerful priority, which helps a lot against opposing offense. You'll never click any other move.
Mega Mawile has insane power, good coverage in just Dark and Fairy, and STAB Sucker Punch threatens most things faster than it. The speed EV's allow it to outspeed base 60's, but are mostly for creeping opposing Mawile.
Porygon Z is yet another pokemon that functions as a wallbreaker. Ghost/Electric has very good offensive coverage, and Ice Beam lures opposing Zygarde and other grounds. Ghostium Z and Nasty Plot allow it to break through pretty much anything. I wouldn't say this set is as viable as the others on the team, but the main reason it's here is defensive synergy: it's typing provides key resistances to Flying, Electric, Steel, and Normal and Fighting immunities.
Scarf Pheromosa is a great late game cleaner. It outspeeds even most things with a speed boost. The set is focused on Sp. Attack because Ice Beam is the main move. Ice is great offensively and Fighting pairs really well with it. The biggest problem is that Phero is very weak to priority.
Steel/Flying Dragonite can be both a bulky sweeper and a pivot, thanks to its amazing typing and ability. It sets up really easily and is often easy to remove its checks.
 
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Likes: nv
#3
Viability Rankings

S Rank


Kartana [
/
] [
/
]
Kyurem-B [
/
] [
/
]
Mega Mawile [
/
]

A+ Rank

Clefable [
/
] [
/
] [
/
]
Heatran [
/
] [
/
]
Porygon-Z [
/
] [
/
] [
/
]
Zygarde [
/
] [
/
]

A Rank

Azelf [
/
] [
/
] [
/
]
Cresselia [
/
] [
/
]
Dragonite [
/
] [
/
]
Greninja-Ash [
/
] [
/
]
Mega Gyarados [
/
]
Haxorus [
/
] [
/
]
Latios [
/
]
Mew [
/
] [
/
] [
/
]
Tapu Lele [
/
] [
/
] [
/
]

A- Rank

Mega Beedrill [
/
] [
/
]
Chansey [
/
] [
/
] [
]
Magearna [
/
] [
/
] [
/
]
Manaphy [
/
] [
/
] [
/
]
Mega Scizor [
/
] [
/
] [
/
]
Tapu Koko [
/
] [
/
] [
/
]
Toxapex [
/
]
Volcarona [
/
] [
/
]
 
Last edited:
Likes: nv
#4
First

Well, shedinja can get the infamous Dark/Ghost tying to be only weak to fairies. When holding a Lum berry with a defogger for rocks/spikes, this thing could set up Hone Claws and sneak it's way to victory. Very nice idea for a meta!

I'll edit this later to throw down some potential sets once I find some good ones
 
#5
i think we will see so many kartana, buzzwole, kyurem-B, hoopa again.

i mean examples :

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Return
- Shadow Claw
- Subtitute
- Roost

he get dual typing which is decent, and useful stab for 170 atk. btw i don't know how this thing in Gen 6 camomons, since i don't play that.

i wondering how about stall in this metagame? seems like it will be strong ..
 
#6
First

Well, shedinja can get the infamous Dark/Ghost tying to be only weak to fairies. When holding a Lum berry with a defogger for rocks/spikes, this thing could set up Hone Claws and sneak it's way to victory. Very nice idea for a meta!

I'll edit this later to throw down some potential sets once I find some good ones
Doesn't it get SD tho?
 
#10
I wanted to try coding some OMs, so here's my version.
Code:
    {
        name: "[Gen 7] Camomons",
        desc: [
            "",
            "&bullet; <a href=\"http://www.smogon.com/forums/threads/camomons.3598418/\">Camomons</a>"
        ],
        mod: 'gen7',
        ruleset: ['Gen7 OU'],
        onModifyTemplate: function(template, pokemon) {
            let types = [];
            types.push(this.getMove(pokemon.moves[0]).type);
            if (pokemon.moves[1]) {
                let type2 = this.getMove(pokemon.moves[1]).type;
                type2 !== types[0] && types.push(type2);
            }
            pokemon.setType(types);
            template.types = types;
            return template;
        },
        onAfterMega: function(pokemon) {
            this.add('-start', pokemon, 'typechange', pokemon.types.join('/'), '[silent]');
        },
        onSwitchIn: function(pokemon) {
            this.add('-start', pokemon, 'typechange', pokemon.types.join('/'), '[silent]');
        }
    },
Remove the "onAfterMega" and "onSwitchIn" functions if you don't want the type to be revealed.
 
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#11


New typing: Steel / Dragon
Weaknesses: Ground / Fighting
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Iron Head
- Outrage
- Dragon Dance
- Ice Punch

EV's are to outspeed 252 Neutral nature Kartana after a Dragon Dance, other than that, pretty typical set. Ice punch is to fight ground types, but you can replace it with Fire punch if you want to counter Steel, which walls this pretty hard. Also, watch out for kartana Sacred Swords
 
#14
I don't have anything to discuss as of now, so I figured I'd share some powerful sets I've come up with.

Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off

- Poison Jab

- Drill Run

- U-turn


No Bug typing makes constant pivoting much easier, even with SR up.


Dugtrio @ Choice Band / Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake

- Sucker Punch

- Reversal

- Stone Edge


Trapping + STAB Priority is pretty damn good.


Kyurem-Black @ Life Orb / Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage

- Fusion Bolt

- Filler
- Filler

A better Zekrom for OU. Probably needs a ban.


Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock

- Dazzling Gleam

- Sludge Wave

- Thunderbolt


I think Psychic/Fairy typing might be the best combination for this guy, even though it lacks Focus Blast. Special Moxie makes up for the loss in power for using Psyshock over Psychic and for running STAB Dazzling Gleam over something else.


Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor

- Thunderbolt

- Filler
- Filler

Thanks to Levitate, Latios only has the weaknesses from its Dragon typing. Also a special Zekrom I suppose.


Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
IVs: 0 Atk
- Iron Defense

- Calm Mind

- Scald

- Slack Off


Immune to Toxic and has one of the best defensive typings in the game. This thing is just a monster.


Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald

- Dragon Tail

- Toxic

- Recover


Pretty decent defensive mon now with Dragon sub typing making its only weaknesses Dragon and Fairy.
 

Lemon Ginger

formerly Hot Dog Pizza
#15
Well as far as understanding the offensive meta, I think we just have to look to last Gen's similar Type Reflectors.

STAB E-Speed
Dragonite, Entei, Lucario all become very scary when picking up stab extreme speed. There is bulkier stuff around this generation so maybe priority won't dominate.

Making the most of immunity abilities
Volcanion can run the P-don-esque fire-ground with water absorb. Incredible stabs, coverage and typing.

Manaphy
Dual stab manaphy is just ridiculous. Water/fairy or water/grass are both excellent typings. This is a huge threat.

Kyub
Have fun both walling and breaking electric/steel, electric/dragon or steel /dragon kyurwm black.

Shedinja
Will be broken.

Ultra Beasts
They'll all appreciate better stabs. Dual stab xurkitree? Sure. Phermosa will be absurd. Ice/fighting for special sets. Normal/fighting for physical. Buzzwole can be tailored to wall whatever you want.
 
#16
Any thoughts about these?



NO ONE IS SAFE NOW (Tapu Bulu) @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Superpower
- Stone Edge
- Horn Leech

STAB banded Superpower. No more words are necessary



I'm a bird too (Tapu Koko) @ Magnet
Ability: Electric Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-turn
- Roost

Finally Koko ha a double physical STABs



I can't think a good name for this @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Moonblast
- Shadow Ball

Now its STABs have a better coverage.
Moonblast is for the Dark/Psychic types.
Shadow Ball probably isn't necessary
 
#17
Any thoughts about these?



NO ONE IS SAFE NOW (Tapu Bulu) @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Superpower
- Stone Edge
- Horn Leech

STAB banded Superpower. No more words are necessary



I'm a bird too (Tapu Koko) @ Magnet
Ability: Electric Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- U-turn
- Roost

Finally Koko ha a double physical STABs



I can't think a good name for this @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Moonblast
- Shadow Ball

Now its STABs have a better coverage.
Moonblast is for the Dark/Psychic types.
Shadow Ball probably isn't necessary
Flying Tapu Koko, unfortunately, loses access to electric terrain, and thus has some problems. Maybe go with an electric-grass special set to handle grounds?
 
#20
Why is Shedinja not banned?

Shedinja @ Air Balloon
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Toxic
- Hone Claws
- Secret Power
- Baton Pass

It's immune to every damaging attack except Thousand Arrows (unless your opponent has a Smeargle with Sunsteel Strike or Moongeist Beam), and immune to poisoning, leaving it with very few things that can kill it (Sandstorm, Hail, Leech Seed, Will-O-Wisp, Stealth Rock, Corrosion+Toxic are the only ones I can think of at the moment).
You could also replace Hone Claws with Night Slash/Sucker Punch and replace Baton Pass with Swords Dance or a coverage move, but then you have to worry about Rough Skin/Iron Barbs/Rocky Helmet/Spiky Shield (Secret Power is, unfortunately, Shedinja's only non-contact physical attack).
 
#21
If you use an -ate boosted normal type move in one of the few two slots, does that can as normal or the modified type?
Type modifying abilities like the ates only affect the type of a move after it has been executed, so they'll remain normal type for the purposes of this meta and stuff like Conversion or whatever.
 
#22

D.D.D.
Foul Play
| Gunk Shot | Super Power | Filler
Choice Scarf

This thing again. Dark Death Diggersby will be a threat in pretty much any meta it is obtainable because Huge Power + STAB Foul Play = Nightmares for the opposing team. Slap a Scarf on to hit a nice looking speed tier and Dark Death Diggersby becomes one of the most potent revenge killers there is.
Resisted Swords Dance Sweepers:
+2 252 Atk Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Bisharp: 301-355 (111 - 130.9%) -- guaranteed OHKO
+2 252 Atk Huge Power Diggersby Foul Play vs. 4 HP / 0 Def Terrakion: 336-396 (103.7 - 122.2%) -- guaranteed OHKO

Bulky Swords Dance Sweepers:
+2 252 Atk Huge Power Diggersby Foul Play vs. 248 HP / 116+ Def Scizor-Mega: 361-426 (105.2 - 124.1%) -- guaranteed OHKO
+2 252 Atk Huge Power Diggersby Foul Play vs. 244 HP / 0 Def Gliscor: 322-381 (91.4 - 108.2%) -- 50% chance to OHKO

Random Physical Attackers:
252 Atk Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Mamoswine: 370-436 (102.4 - 120.7%) -- guaranteed OHKO
252 Atk Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Pinsir-Mega: 303-357 (111.8 - 131.7%) -- guaranteed OHKO

Random Special Attackers (I found OHKOs here but most neutral special attackers are still 2HKOed):
252 Atk Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Hoopa-Unbound: 418-493 (138.8 - 163.7%) -- guaranteed OHKO
252 Atk Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Thundurus: 277-327 (92.6 - 109.3%) -- 56.3% chance to OHKO

Anyway. Gunk Shot in the second slot nails Fairies and provides that neat Dark/Poison typing for only 1 weakness. Superpower kills Dark types. And then you can use whatever you want in the last slot, though I'd opt towards U-Turn or Knock Off. Be cautious of opposing Scarfers and Speed Boosters.
 

MattL

I have discovered a truly remarkable CT which this box is t-
is a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus
#23
It's painful but effective

Dark/Poison (Shedinja) @ Air Balloon
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Night Slash
- Toxic
- Will-O-Wisp
- Baton Pass

Obviously shedinja is immune to every type with this set. Be careful that Night Slash is a contact move, so scout for Rocky Helmets, but despite that risk (and of Iron Barbs/Rough Skin, of course), Night Slash should be better because with STAB and max Attack Shedinja isn't completely passive. The rest of the team is typical rage-inducing stall geared at keeping Shedinja alive. Use Baton Pass and double swithces very liberally to scout for status moves and such. Until Shedinja is banned, it will probably be so centralizing that random mons will run things just to lure it.

Dark/Ghost (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
IVs: 0 Atk
- Foul Play
- Confuse Ray
- Will-O-Wisp
- Recover

The obvious mega choice for a team like this. Wanted to keep Sableye as Dark/Ghost because it's such a good typing. Would rather have only one weakness than have several resistances. EVs are pretty customizable but mixed bulk is probably best. Confuse Ray is probably better than a random damaging move since Sableye won't be doing much damage, and forcing switches is really nice, even with the reduced confusion chance.

Normal (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Seismic Toss
- Stealth Rock

Again, Normal typing is pretty much the best for Chansey. Mono-Fairy might've been better but then the moveset would've had to have been garbage. Of course Chansey is on this team, what else.

Steel/Flying (Skarmory) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Iron Head
- Whirlwind
- Defog

...and yet again figured that the regular typing is the best here. Steel Flying is amazing and a natural ground immunity is very appreciated. Could use Helmet or Lefties. Defog is absolutely mandatory for Shedinja.

Fairy (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Wish
- Protect

But wait, there's more regular typings. Really wanted Unaware on this team. Didn't want to add an additional typing because I wanted clef to still be a fighting resist without adding more weaknesses. Phys def because Chansey pretty much walls everything anyway. This skarm and Chansey are hard to break through if clef and skarm are both phys def. Protect could be replaced with like Flamethrower or Heal Bell or something but Moonlight kinda sucks so having Protect is safe.

Ground/Dark (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Sucker Punch
- Stone Edge
- Screech

As we all know Duggy is nice on stall to take out a bunch of breakers, and STAB sucker is really nice. Of course you have no idea who you're going to be able to trap but there's bound to be at least one thing per team you can trap. Pursuit could be here too so you can trap ghosts trying to switch out.


really though shedinja is dumb and the meta would probably improve overall with it gone
 
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#24
First Pokemon that comes to mind: Mega Sharpedo.

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Psychic Fangs
- Crunch
- Ice Fang
- Protect

Also, question about Ate abilities. In Showdown they change the moves to reflect new typing and BP, but would that carry over to giving a new type? For example, Close Combat / Return Pinsir would be Fighting/Normal before Mega Evolution, but because of how Showdown is coded it changes the type of the Normal-type move to its new typing in the battle screen, and I want to know if that will be reflected in Pinsir's typing.
 
#25
Also, question about Ate abilities. In Showdown they change the moves to reflect new typing and BP, but would that carry over to giving a new type? For example, Close Combat / Return Pinsir would be Fighting/Normal before Mega Evolution, but because of how Showdown is coded it changes the type of the Normal-type move to its new typing in the battle screen, and I want to know if that will be reflected in Pinsir's typing.
Q&A
Q: Will Mega Evolving a Gyarados / forme change a Meloetta / etc. change its secondary type to Dark / Fighting / etc.?
A: No. Changing a Pokemon's form, be it through Mega Evolution or any other method, will not result in a type change