Metagame Camomons

camo.png

art by Kaiju Bunny
Camomons
It's a fact that many Pokemon in today's metagame suffer from a bad typing. Pokemon such as Charizard and Abomasnow are perpetually hampered by their crippling 4x weaknesses to some attacks. 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. Mimic, Multi-Attack, 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
: Species Clause, OHKO Clause, Evasion Moves Clause, Sleep Clause, Endless Battle Clause, Dynamax Clause
Bans: Pokemon: Darmanitan-Galar, Eternatus, Kyurem-Black, Kyurem-White, Lunala, Marshadow, Mewtwo, Necrozma-Dawn-Wings, Necrozma-Dusk-Mane, Reshiram, Shedinja, Solgaleo, Zacian, Zamazenta, Zekrom.
Abilities: Arena Trap, Moody, Shadow Tag
Moves: Baton Pass

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 often can be seen transforming into types that grant them STAB on their coverage move. For example, Toxtricity can now use STAB Boomburst, which reaches incredible power when paired with its Punk Rock ability.

Q&A
Q:
Does undergoing a transformation that causes a type change interfere with the Pokemon's original type? (E.G. Does Silvally's RKS System interfere with Camomon's type changes)
A: No. Changing a Pokemon's form, be it through held items or any other method, will not result in a type change.

Bans Archive
Darmanitan-Galar: 11/29/2019 [Quickbanned]
Dynamax Clause added: 12/1/2019
Moody: 12/12/2019 [Quickbanned]

Council
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In The Hills
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a loser
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Andyboy
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Chazm

Camomons Discord
 
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Toxtricity looking REALLY nice with bein able to have stab boomburst alongside a 1.5 boost from punk rock, another stab choice of electric or poison and a solid base 114 special attack stat. It also has base 98 atk and access to shift so could go a mixed route though not sure exactly how effective it would be

Galar corsola with eviolite is decently bulky with 60/100/100 defenses has a good enough movepool for dif types abd has access to strength spa, wow and stealth rocks and scald.

Appletun doesnt look to grand but it looks like it could work as a decent bulky offensive wall. It lacks any setup or other utility but it has 110/80/80 defenses, ha thick fat , and access to recover and a movepool that can give it good defensive typings. Also its signature grass move is discount seed flare but 100% drops at only -1.

Was trying to find a niche for eldegoss hut despite its bulk it has mostly grass moves. May function well as a screen setter/hazard remover but in termw of functionality as a assvest mon its moves of other type are mostly status moves. So the risk is for u to take. 60/90/120 defenses still nice.

Gyarados may also end up being a threat in the tier if it or dynamaxing doesnt get banned from ou first

And on that note I also recall his other fish buddy thats an utter threat with or without a rain setter partner in Barraskewda.

Dragapult looks hot for being able to run a different stab other than ghost and could even run stqb mixed sets with its decent special movepool.

GALAR Darmanitwn is even better now since it can run ice/fire, fire/ground, Ice/ground or whatever elsw with the nutty ability that is gorillw tactics. And if ur feeling crazy could also run a zenmode set since zenmode is actualy good now lol, wiht any if those types or maybe one that gives it better resists.

Rip for all espeeders except lucario and arcanine the latter of whome will be much better

Thats all off the top of my head. Lookibg forwars to camo this gen.
 
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Honestly was waiting for ladder to come up and/or a Dynamax ban to post anything but here's some sets i've theorymonned so far
Galarian Form Normal Mode
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake / Superpower / Iron Head
- Flare Blitz
- Icicle Crash / Superpower
First things first: this mon is broke as shit... Choice Band the ability+Choice Scarf/Band and a ton of strong coverage.... I can definitely see this being quickbanned/suspected very early on.

:hydreigon:
Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Flamethrower / Dark Pulse / Surf / Draco Meteor / Earth Power
- Earth Power / Flamethrower
- Nasty Plot
Hydreigon is going to be ridiculously good this gen there's no doubt... it has so many coverage options+a solid ability with Levitate and access to NP this gen was honestly overkill.

:kommo-o:
Kommo-o @ Iapapa Berry
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Focus Blast
- Clangorous Soul
- Clanging Scales

Kommo-o @ Leftovers
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Flamethrower
- Stealth Rock
- Taunt

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Dragon Tail
- Iron Head
- Stealth Rock
- Taunt
Have three Kommo-O sets to share, but Kommo-O getting Boomburst this gen while still keeping a psuedo version of its Z-move.... Game Freak why... this is one of the few things on my watchlist this gen, but it's tough to say atm how things will turn out for it. Boomburst sets can run setup or SR Taunt, and its defensive set that came up a little towards the end of gen 7 will probably still be good as well

:avalugg:
Avalugg @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Body Press
- Gyro Ball
- Recover
- Curse
Fun avalugg set that I'm dying to try out- not 100% sure on body press's mechanics yet but this set could honestly be super promising no matter how it works. Avalugg sports a whopping 184 Defense stat so Body Press is gonna hit like a truck, especially with STAB


Dracozolt @ Blunder Policy
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bolt Beak
- Aerial Ace
- Dragon Rush / Fire Fang
- Taunt / Fire Fang
Dracozolt seems really fun, if you can get the boost on Bolt Beak, there's very few things that are going to be able to solidly switch in. Hustle+Blunder Policy (which gives +2 Speed when you miss a move) seems like it was made for Dracozolt, so utilizing an already low accuracy move like Dragon Rush to fish for the Speed boost is a good idea. Otherwise, Aerial Ace is a cool tech that can't miss allows Dracozolt to bypass one of its better checks, Grass/Ghost Chandelure and make it so Ground-types struggle a little bit more against it. Bolt Beak and Fishious Rend being boosted on the switch is going to be very threatening.
252+ Atk Hustle Dracozolt Bolt Beak (170 BP) vs. 0 HP / 0 Def Hydreigon: 415-490 (127.6 - 150.7%) -- guaranteed OHKO
252+ Atk Hustle Dracozolt Aerial Ace vs. 252 HP / 252+ Def Chandelure: 210-248 (64.8 - 76.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Hustle Dracozolt Bolt Beak (170 BP) vs. 0 HP / 0 Def Kommo-o: 313-370 (107.5 - 127.1%) -- guaranteed OHKO


Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Earthquake
Similar to the Dracozolt set above, except a Scarfer this time. I believe it was confirmed that Fishious Rend is also boosted by Strong Jaw, so Dracovish will be an interesting speed control option, though despite having good coverage and strong STABs, I don't think it will be the best due to it not being fast enough.
252 Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 0 HP / 0 Def Kommo-o: 267-315 (91.7 - 108.2%) -- 50% chance to OHKO

:aegislash:
Aegislash @ Leftovers / Life Orb
Ability: Stance Change
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head / Gyro Ball / Close Combat / Sacred Sword
- Shadow Sneak
- Swords Dance
- King's Shield
Aegislash's nerf this gen definitely hurt, but at least we'll get to see it in OU based metas this gen. It's definitely nowhere near as good as it used to be, but Ghost/Fighting or its original typing will both be interesting to see this time

:reuniclus:
Reuniclus @ Life Orb / Leftovers
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Energy Ball / Focus Blast
- Calm Mind
- Recover
Reuniclus got a cool new tech in Stored Power this gen, so it'll be really interesting to see how it does/how people are forced to prep for it. Standard gen 7 set and EVs to outpace Toxapex, only new thing really is Stored Power.

Cinderace @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- High Jump Kick
- Gunk Shot
- U-turn

Toxtricity @ Throat Spray
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Shift Gear
- Acid Spray

Polteageist @ White Herb
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stored Power / Shadow Ball
- Dark Pulse
- Shell Smash
- Strength Sap / Will-O-Wisp

Copperajah @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough / Zen Headbutt
- Iron Head
- Superpower
- Stealth Rock

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 32 Def / 224 SpD
Calm Nature / Careful Nature
IVs: 0 Atk
- Scald / Payback
- Toxic
- Recover
- Haze

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Energy Ball / Dazzling Gleam
- Shadow Ball
- Trick

Barbaracle @ Focus Sash / White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Poison Jab
- Shell Smash
- Earthquake

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Poison Jab / Low Kick / Dragon Claw
- Shell Smash
- Earthquake / Poison Jab

Mew @ Life Orb
Ability: Synchronize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Psychic Fangs
- Dragon Dance
- Flare Blitz

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower / Thunderbolt / Shadow Ball / Grass Knot
- Stealth Rock / Calm Mind
- Moonlight

Cursola @ Leftovers
Ability: Perish Body
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Earth Power / Shadow Ball / Giga Drain / Scald / Psychic / Ice Beam
- Scald / Earth Power / Shadow Ball / Giga Drain / Psychic / Ice Beam
- Strength Sap
- Calm Mind

Cursola @ Leftovers
Ability: Perish Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald / Shadow Ball
- Earth Power / Giga Drain / Shadow Ball
- Strength Sap
- Stealth Rock

Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald / Shadow Ball
- Earth Power / Giga Drain / Shadow Ball
- Strength Sap
- Stealth Rock

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Power Whip / Knock Off
- Gyro Ball / Toxic
- Leech Seed
- Stealth Rock

Arcanine @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Close Combat / Flare Blitz / Crunch
- Play Rough / Flare Blitz
- Crunch / Close Combat

Super excited for Camomons this gen and its perma-ladder. Hopefully we get a smooth start (once Dynamax is banned, literally so uncompetitive in every way but someone cough The Immortal cough won't let me ban it) and have a fun metagame... I really think the dex cut might play in our favor for this metagame there's still a ton of new things to try out.
 
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I'm starting to see that Mew is once again, one of best pokemon out there. Transitioning from Gen7 to Gen8, it gains another good-looking moves in its already huge movepool, from offensive or set-up moves such as Close Combat, Play Rough and Dragon Dance to defensive or supports moves such as Spikes and Toxic Spikes. Though, sadly, it doesn't get recovery moves at the time until Pokemon Home is released (Life Dew sucks). But I'm gonna look forward to used this more.
 
So one really important change in this generation is Toxics now limited distribution. This is a pain for defensive teams who can't run the Dark Poison typing on everything as easily as before. Knock off being less common contributes to this too. Toxapex still gets it tho. Frustration and Return being cut are a pain for things that want to run Normal Ghost. Mimikyu for example, has to run facade.

As for specific mons,
Gyarados seems really good now that it can run power whip to nuke all of the Water Ground types (coincidentally another good type for Gyara)

Barreskewda appreciates another stab, especially if that stab gives it Max Knuckle to boost it's attack

As previously mentioned, Toxitricity is fucking strong and will be dangerous with proper speed control and support.

Copperjah can run the excellent Steel Fairy typing with Sheer Force play rough to boot as well as EQ or Superpower to hit other steels

Perrserker can run Steel Bug with tough claws Iron Head and Uturn as well as Close Combat to nail steels. No way to hit fires though. Can also run Steel Fairy or Ghost with Play Rough and Shadow Claw respectively.

Coalossal really appreciates losing it's typing and a Steel Ground type with flash fire seems nifty (Gyro Spikes Stealth Rock Spin?)

Overall, some cool additions, interested to see how the meta turns out.
 
It’s only been a few days since we’ve gotten the generation 8 metagame set up, but one thing that has been overwhelmingly clear is that Darmanitan-Galar needs to go. Its solid stats and psuedo-Choice Band ability Gorilla Tactics paired with a plethora of strong coverage options is far too much for any team to handle, and as a result the council has decided to quickban Darmanitan-Galar.

Tagging The Immortal to implement this.
 
Thanks for voting us for OMotM guys! Love the support everyone has continued to give! On to more important issues though...

After a lot of hair pulling and begging, I'm happy to say that Dynamaxing will be banned from Camomons! Dynamaxing has proven to be one of the worst ideas Game Freak has come up with in the competitive community, and that issue is accentuated in Camomons. While OU is suspecting Dynamax soon, there are multiple factors that just make Dynamax worth quickbanning in Camomons, such as its limited offensive counterplay due to the doubling in HP, while defensive counterplay is incredibly strained due to the offensive Pokemon being able to pick which 150 BP STABs it fires off. In addition, it's much too hard to actually prep for and predict against this feature when you're trying to focus on figuring out the enemy Pokemon's typings, so the council has decided to quickban Dynamaxing and Gigantamaxing from Camomons.

Tagging The Immortal to implement.

On a side note, don't forget to join our first Camomons tour of the generation!
 
Okay I'm theorymonning a bit here but I saw a few things existing separately and decided to put two and two together.

Frosmoth @ Life Orb
Ability: Ice Scales
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Air Slash
- Giga Drain
- Quiver Dance
The moment I saw Frosmoth I thought "damn this thing could have some potential as a Quiver Dance sweeper if its typing wasn't so horrendous". Had a tough time choosing between Fairy/Flying and Fairy/Grass, but I reasoned that Fairy/Flying was better defensively and allowed for more free switch-ins.

Boltund @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Psychic Fangs
- Fire Fang
- Crunch
- Volt Switch
Doubt this one will be super impactful, but the type change certainly buffs his offensive power as a pivot.

Perrserker @ Leftovers
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Close Combat
- Shadow Claw
- Fake Out? / Play Rough? / Iron Head?
- Taunt?
Not sure entirely what direction to go with Perrserker, but 110 Atk + Tough Claws + stupendous STAB coverage sounds pretty appealing to me in terms of raw power. Problem is the rest of its stats are kinda lackluster so a better defensive typing like Fairy/Steel might end up being preferable.

Weezing-Galar @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Toxic Spikes
- Taunt
- Aromatherapy
Steel/Poison + Levitate leaves Galarian Weezing with only a 2x weakness to Fire. Unfortunately, its bulk doesn't extend to the special end of the spectrum.
 
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Had a couple of matches and I'm really liking this metagame so far. This is the team I've been running:


Haxorus :Haxorus: @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Earthquake
- Dragon Dance
- Crunch

Very simple idea, inspired by the fact that Haxorus now gets access to First Impression, basically allowing it to destroy most things that don't resist Bug. Additionally, Bug/Ground is a good defensive typing and STAB Earthquakes are always nice to have. Additionally, you have the option to Dragon Dance in case you need to set up.

Steelix :Steelix: @ Leftovers
Ability: Sheer Force
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Body Press
- Iron Head
- Earthquake / Iron Defense
- Crunch

This idea is inspired by Body Press, much like Avalugg, Steelix is one of the highest defense Pokémon that gets access to it, essentially allowing you to run a very tanky but incredibly hard hitting set. You could argue trying Iron Defense for increased bulk and even more damage on Body Press.

Chandelure :Chandelure: @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Dark Pulse
- Overheat
- Psychic

This set aims to take advantage of Chandelure's Flash Fire in an attempt to create a flexible SpA sweeper. Grass/Dark was chosen primarily to help cover team weaknesses and create safe switch-ins for Fire and Ghost attacks.

Toxapex :Toxapex: @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Hex
- Baneful Bunker
- Toxic / Haze / Toxic Spikes

Toxapex is already incredibly annoying to deal with, but with a newly found Normal/Ghost typing it becomes that much more frustrating to fight. Hex is the only option in order to gain the Ghost typing, but together with Baneful Bunker or Toxic it becomes a decently damaging move. If you want to rely on Baneful Bunker procs, consider picking up Haze or Toxic Spikes instead of Toxic.

Goodra :Goodra: @ Assault Vest
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Tail
- Earthquake
- Power Whip
- Fire Punch

It was a tough choice whether or not to make Goodra Atk or SpA offensive, but when considering a Water/Ground typing to synergize with Sap Sipper, the only viable Ground option Goodra has is Earthquake. There's room for debate to make it a mixed attacker or swapping the Ground type for Dragon by picking Surf and Draco Meteor instead.

Claydol :Claydol: @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Dazzling Gleam
- Rapid Spin
- Stealth Rock

Claydol is a nice old-school Rapid Spin and Stealth Rock support, but now we have the option of making it Steel/Fairy, boosting its defensive capabilities significantly and creating a safe switch-in for any Dragon or Ground moves.
 
Here's the team I'm using:

Avalugg @ Leftovers
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Body Press
- Heavy Slam
- Rapid Spin
- Recover

Avalugg is one of the best physical walls in the tier, even being able to recover on SE moves. STAB Body Press hit hard, and Steel gives it useful resistances.

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Shadow Ball
- Fire Blast
- Trick

Grass/Ghost Chandelure hard counters Cinderace and checks Coalossal, and Trick cripples stall cores, especially Galarian Corsola.

Dragapult @ Choice Band
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- Steel Wing
- Sucker Punch
- U-turn

Choice Band Dragapult is incredibly powerful and easily OHKOes many offensive threats like Cinderace, opposing Dragapults, and Toxtricity with STAB Dragon Darts. Steel Wing gives it coverage against Fairies and a powerful Dragon/Steel typing.

Lucario @ Silk Scarf
Ability: Inner Focus
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Extreme Speed
- Shadow Claw
- Swords Dance
- Substitute

Lucario's Espeed is nearly as powerful as EKiller Arceus and can OHKO most offensive mons at +2, and Normal/Ghost typing lets it wall certain offensive types and beats Ditto, while Substitute lets it set up safely against defensive mons like Arcanine and Corsola.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Earthquake
- Dragon Dance
- Flare Blitz

Flying/Ground Mew is amazing because it hits 80% of mons super effectively with its STABs alone, and is fairly bulky even without investment, making it difficult to revenge kill. Leftovers gives it longevity and offsets some of the recoil from Brave Bird and Flare Blitz.

Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Thunderbolt
- Pain Split
- Will-O-Wisp

Poison/Electric Galarian Weezing rounds out the team's type synergy, and is only weak to Psychic types and Mold Breaker Earthquake.
 
Small update, but Moody has been quickbanned in Camo! With its nerf to no longer boost evasion this gen it was allowed briefly, but it's still too easy to fish for boosts, particularly in Camomons due to both Moody abusers having large coverage options that give them solid defensive typings and reduce their counterplay dramatically, and has been rebanned in most tiers already.

Tagging The Immortal

On that note, the council is taking a look at a large plethora of threats currently, from Dracovish to Kommo-O to Dragapult and a few others, and would love to hear everyone's opinion on the meta right now. Nothing has been decided as far as suspects or bans, but the above have been the most mentioned at this point in time, and we'd love to hear outside opinions before we set anything in stone. We still have the ladder for the remainder of the month, so it's very likely we will have at least a suspect while we can.
 

drampa's grandpa

turtonator's gurtonator
is a Forum Moderator
Moderator
Small update, but Moody has been quickbanned in Camo! With its nerf to no longer boost evasion this gen it was allowed briefly, but it's still too easy to fish for boosts, particularly in Camomons due to both Moody abusers having large coverage options that give them solid defensive typings and reduce their counterplay dramatically, and has been rebanned in most tiers already.

Tagging The Immortal

On that note, the council is taking a look at a large plethora of threats currently, from Dracovish to Kommo-O to Dragapult and a few others, and would love to hear everyone's opinion on the meta right now. Nothing has been decided as far as suspects or bans, but the above have been the most mentioned at this point in time, and we'd love to hear outside opinions before we set anything in stone. We still have the ladder for the remainder of the month, so it's very likely we will have at least a suspect while we can.
My opinion is unban Moody because uhhhhh idk. I wanna annoy Hills more with it.

Kommo-O is kind of oppressive at the moment. All of its new tools this generation, between Boomburst, Clangorous Soul, and Throat Spray, make its special booster set really hard to wall reliably (rip Chans ;-;7). You're pretty much forced into running a ghost type or another Kommo-O to wall it because +2 Boomburst hits really really hard. The set I have in mind looks like

:kommo-o:
Kommo-o @ Throat Spray
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Flamethrower
- Clangorous Soul
- Stealth Rock / Aura Sphere / Taunt

Kommo-O is cool with other sets besides this one, but it's the one that I find difficult to build and play around. It has its stops and hardwalls (ghost/anything type Chandelure, certain Kommo-O's) but thanks to its speed boost, general bulk, and of course the difficulty of walling it this is the set that IMO pushes Kommo-O into suspect-worthy territory.

I also really like SpD Kommo-O, partially because it's one of the hardest walls to its fellow komodo dragon things. I've been using Poison / Dragon, try it, it's a great utility and bulkmon and isn't unhealthy at all.
Kommo-o @ Black Sludge
Ability: Soundproof
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Poison Jab
- Dragon Tail
- Protect
- Stealth Rock

I'm sure EVs and such can be optimized better. It can take on most special Kommo-Os (dragon moves other than Clanging Scales make it sad), Toxtricitry, Chandelure, some sets of Gengar, Dragapult, and Hydreigon, etc. It pairs well with Grass/Water Corsola as a Balance core although you'll need to find a move that isn't Stealth Rocks for one of them :3'

On Dragapult... While it's incredibly versatile and easy to slot onto teams I don't find it oppressive. Once you know the typing it becomes much less of a threat. While still potent of course thanks to its untouchable speed, it's perfectly wallable for the builds I've been working with. Its biggest strength is it can run a ton of typing combos and have great offensive synergy with your team, but it broadcasts that type the moment it comes in.
No comment on Dracovish.
 
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Ausma

Formerly mangarrow
Not gonna lie, the rain archetype in this meta is absolutely insane. I'm almost top 10 on the Camomons ladder and I've kinda nailed a lot of people with mindless Fishious Rends and Liquidations. Especially given how web setters such as Vikavolt can be defensively viable with the type options allotted by the game mode, running webs and/or rain (I've been doing both) can be really mindless so long as you have a failsafe of some kind.

Vikavolt @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Sticky Web
- Thunder

This thing is insanely nice. Steel/Electric with Levitate is a godsend, and it walls Normal/Electric Toxtricity variants. Volt switch and sticky web are great, and Thunder is Thunder on rain. You can substitute it with Thunderbolt or Thunder Wave, but my rain team benefits more from the offensive pressure Thunder provides. Seriously, don't sleep on this thing, it's a great pivot and an amazing webs setter.
 
Hey everyone, I wanted to share the team I've been using to reach the top of the leaderboards (number 7 behind the 6 different alts of Miy_Yuu lol). It's worked very well for me of course, I've gotten only 3 losses and those were earlier in my use with the team. So here's the team, along with some analysis and personal experience.

Mew @ Focus Sash
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Stealth Rock
- Taunt

Mew is the lead 99% of the time, since it can stop other leads with taunt and set rocks. Great stabs with excellent utility through scald burns and volt pivots too. It's relatively bulky but I put a sash so it can eat a strong SE stab and still set rocks or pivot out or something. It's the fastest pokemon to get rocks and taunt, and it's typing/moveset at team preview is unpredictable.

Dracovish @ Choice Scarf
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fishious Rend
- Earthquake
- Low Kick
- Psychic Fangs

Dracozolt @ Choice Scarf
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bolt Beak
- Pluck
- Fire Fang
- Low Kick

The Dracos are there to sweep teams and end games. They're actually insane, especially Vish since it has no natural immunities to FR and water resists still get 2HKO'd unless they double resist or are very bulky. Even Avalugg gets 2HKO'd. The immunity abilities might seem weird, but it's been amazing for baiting Draco mirrors and nailing them back. Not to mention the defensive typings they carry are excellent and extra immunities only adds to that. Funny enough, they're decent switchins for each other's weaknesses. The coverage moves can vary tbh that's just what I chose.

Arcanine @ Life Orb
Ability: Flash Fire
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Iron Head
- Extreme Speed
- Flare Blitz
- Morning Sun

Arcanine is actually so much better than I initially expected. I had ran Steel/Fairy for a while, but I really wanted Espeed stab, so I tested Steel/Normal and it unironically worked really well. Espeed hits very hard with LO and stab, and if you keep it away from fighting moves it will put major work in every game with it's bulk and power. Blitz rounds out coverage to hit steels and lets it take advantage of it's ability while Morning Sun let's it heal off recoil and general damage. Seriously an MVP; I'm shocked at the damage it can do and it has survived a few stab quakes and earth powers I expected to ko it.

Hydreigon @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Dark Pulse
- Flamethrower
- Earth Power

Hydreigon was a little hard to pick stabs for because there's so many viable options, but I went with steel/dark. I like it because it can hard wall some scary pokemon, particularly Diggersby. It hits surprisingly hard, since most Coalossals I've faced get OHKO'd by Earth power, while scarf let's it outspeed the Dracos crucially. Any combination of steel or fire plus dark, ground, water, or dragon will get you good results honestly, including steel/fire. Originally I had ran dark/poison with belch and a sitrus berry. That actually works lol it's quite funny and sneaky tech, but realistically you're better off being able to fire off stabs without prior conditions being met. Overall another excellent mon defensively and offensively, and in certain matchups it's a monstrosity.

Weezing-Galar @ Assault Vest
Ability: Levitate
EVs: 248 HP / 44 Def / 216 SpA
Modest Nature
IVs: 0 Atk
- Strange Steam
- Flamethrower
- Thunderbolt
- Clear Smog

Weezing G is honestly the biggest filler. I just wanted a fairy type for the dragon immunity and fighting resist (2 4x fighting weak pokemon is a big risk after all) and Weezing has a diverse movepool and good bulk. Most likely would replace it with something else, even if its coverage is excellent and it can take some hits. Perhaps a spinner or defogger would be good, or a webs setter. Ghost or Soundproof would be good too to wall all the ridiculous Boomburst users. It does what I need it to do, but not much else.

Also Dracovish is probably worth suspecting. It kinda demands a water absorb mon, especially in the rain (which I don't even run). Hell, one of the big reasons I run WA instead of Jaws is for opposing Dracos, as well as ignoring scald. Kommo is pretty annoying, I run Weezing mainly for it but it still gets smoked by boomburst so yeah. It's beatable, especially if you can prevent setup, it's just very hard to stop without specific countermeasures like spdef unaware or soundproof if it gets to set up. Dragapult Is mainly threatening because it's speed and movepool, but those alone give it a lot of versatility and unpredictability for moves, items, and types. I'd say it's less of an immediate threat than the other 2 but perhaps in the future it will be optimized and become too much.

If you have suggestions, comments, or questions feel free to respond
 
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what about this team?

Toxtricity (M) @ Life Orb
Ability: Punk Rock
Happiness: 160
Hidden Power: Ice
EVs: 96 HP / 95 Def / 102 SpA / 95 SpD / 120 Spe
Timid Nature
IVs: 0 Atk
- Snarl
- Overdrive
- Sludge Wave
- Boomburst

Gyarados (M) @ Assault Vest
Ability: Moxie
Shiny: Yes
Happiness: 160
Hidden Power: Ghost
EVs: 84 HP / 120 Atk / 100 Def / 100 SpD / 104 Spe
Adamant Nature
- Earthquake
- Aqua Tail
- Outrage
- Crunch

Corsola-Galar (F) @ Eviolite
Ability: Cursed Body
Happiness: 160
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Destiny Bond
- Iron Defense
- Strength Sap
- Will-O-Wisp

Clefable (F) @ Leftovers
Ability: Magic Guard
Happiness: 160
EVs: 80 HP / 100 Def / 104 SpA / 100 SpD / 124 Spe
Modest Nature
IVs: 0 Atk
- Life Dew
- Shadow Ball
- Aromatherapy
- Moonblast

Hydreigon (M) @ Rocky Helmet
Ability: Levitate
Happiness: 160
EVs: 92 HP / 104 Def / 92 SpA / 104 SpD / 116 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Earth Power
- Dragon Pulse
- Dark Pulse

Tyranitar (F) @ Iapapa Berry
Ability: Sand Stream
Happiness: 160
EVs: 84 HP / 116 Atk / 100 Def / 100 SpD / 108 Spe
Jolly Nature
- Iron Tail
- Dragon Dance
- Earthquake
- Dragon Claw
 
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what about this team?

Toxtricity (M) @ Life Orb
Ability: Punk Rock
Happiness: 160
Hidden Power: Ice
EVs: 96 HP / 95 Def / 102 SpA / 95 SpD / 120 Spe
Timid Nature
IVs: 0 Atk
- Snarl
- Overdrive
- Sludge Wave
- Boomburst

Gyarados (M) @ Assault Vest
Ability: Moxie
Shiny: Yes
Happiness: 160
Hidden Power: Ghost
EVs: 84 HP / 120 Atk / 100 Def / 100 SpD / 104 Spe
Adamant Nature
- Earthquake
- Aqua Tail
- Outrage
- Crunch

Corsola-Galar (F) @ Eviolite
Ability: Cursed Body
Happiness: 160
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Destiny Bond
- Iron Defense
- Strength Sap
- Will-O-Wisp

Clefable (F) @ Leftovers
Ability: Magic Guard
Happiness: 160
EVs: 80 HP / 100 Def / 104 SpA / 100 SpD / 124 Spe
Modest Nature
IVs: 0 Atk
- Life Dew
- Shadow Ball
- Aromatherapy
- Moonblast

Hydreigon (M) @ Rocky Helmet
Ability: Levitate
Happiness: 160
EVs: 92 HP / 104 Def / 92 SpA / 104 SpD / 116 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Earth Power
- Dragon Pulse
- Dark Pulse

Tyranitar (F) @ Iapapa Berry
Ability: Sand Stream
Happiness: 160
EVs: 84 HP / 116 Atk / 100 Def / 100 SpD / 108 Spe
Jolly Nature
- Iron Tail
- Dragon Dance
- Earthquake
- Dragon Claw
I don't quite know what you're trying to do with the EVs on these things. Are there specific moves you're trying to survive? And what the heck is with the 95 EVs in def/spdef on Toxtricity? The stat all go up by fours (so 92 or 96 would work). Helmet on Hydreigon is also a little silly when not only is it primarily used as an offensive Pokemon (and therefore not meant to take a ton of hits), but it doesn't even have a good defensive typing in your case. Offensively it's a good answer to steels but idk, with the movepool it has relying on focus blast for stab seems iffy. How will Corsola kill things? Use night shade over destiny bond. Tox would arguably prefer boomburst stab over snarl. Snarl just isn't that strong but burst will destroy things. Dragon dance over outrage on Gyarados, just not a great coverage move and getting locked into a non stab dragon move can backfire. Please explain the EVs or use them where the pokemon will benefit most (offensive mons proooobably want more investment in speed and their proper attacking stat).
Sorry if I come across a type of way or anything, it's just a little baffling to see some of these decisions lol. But it's good to post things like this so you and people in similar positions who are too scared to post teams or questions can get help and suggestions and learn what makes a team good and what makes them not quite right.
 
I don't quite know what you're trying to do with the EVs on these things. Are there specific moves you're trying to survive? And what the heck is with the 95 EVs in def/spdef on Toxtricity? The stat all go up by fours (so 92 or 96 would work). Helmet on Hydreigon is also a little silly when not only is it primarily used as an offensive Pokemon (and therefore not meant to take a ton of hits), but it doesn't even have a good defensive typing in your case. Offensively it's a good answer to steels but idk, with the movepool it has relying on focus blast for stab seems iffy. How will Corsola kill things? Use night shade over destiny bond. Tox would arguably prefer boomburst stab over snarl. Snarl just isn't that strong but burst will destroy things. Dragon dance over outrage on Gyarados, just not a great coverage move and getting locked into a non stab dragon move can backfire. Please explain the EVs or use them where the pokemon will benefit most (offensive mons proooobably want more investment in speed and their proper attacking stat).
Sorry if I come across a type of way or anything, it's just a little baffling to see some of these decisions lol. But it's good to post things like this so you and people in similar positions who are too scared to post teams or questions can get help and suggestions and learn what makes a team good and what makes them not quite right.
thanks i will try to make a better team
also i cant use dragon dance on gyarados because of assault vest
 
Gastrodon-East @ Life Orb
Ability: Storm Drain
EVs: 104 HP / 76 Def / 252 SpA / 76 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Ancient Power
- Ice Beam
- Recover

Nicy Gastro.
Team trick
 
A few things...

First off, we’d like to welcome a loser to the council! They’ve shown to be very educated and will make a fine addition to the team. Thank you for all you do a loser!

Secondly, due to the ladder being down indefinitely, we will be unable to run a suspect by the end of the month, so the council will be deciding on a few issues within the coming days. That being said, we would love even more to hear the community’s opinions now that we are losing the direct input of a suspect test, so if anyone has any opinions on the aforementioned Pokemon or anything else they might think is an issue in the metagame, please share your opinions here.

Congrats again a loser, and thanks in advance to everyone for being understanding during this process!
 
On that note, the council is taking a look at a large plethora of threats currently, from Dracovish to Kommo-O to Dragapult and a few others...
Dracovish is scary but only when he has literally everything going his way. Lots of typings can mess with him as can Prankster Twave and simply being faster than it. Any typing that it can run either runs the risk of making you really weak to grass moves or weak to a slew of common typings (such as Water/Steel's weakness to EQ and Close Combat or Water/Bug for survivability having a weakness to Rocks.) I think there's enough counterplay that I almost never see him, and when he shows up he gets one good hit in before getting mauled to death.

Dracozolt has a different problem where Bolt Beak gets stuffed by Rhyperior so he's never been an issue for me. Then again, I'm the idiot running around with Ground/Steel Solid Rock Rhyperior, so what do I know. He's good at beating my slower teams, though, since he nukes Reuniclus to hell and back.

Kommo is terrifying, but most I see just run Normal/Dragon. Basic boy shit. I think there's way more typings that people run but its all I've run into, but posts like Drampa's Grandpa's up above clearly show theres innovation that I just haven't run into. There's some legend out there running Fighting/Fire mixed Kommo, but I've yet to see them and I want to badly.

Dragapult is alright. Great offenses (more so physically) yet desperately wishes he had at least like Earthquake. Similar to Kommo, I've not really seen too many innovative typings, but I personally just run a simple Dragon/Fire Dragapult with DDance to clean late-game. Of note is that I run Naive to outrun Scarf Jolly Draco variants.
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fire Blast
- Dragon Darts
- Dragon Dance
- Will-O-Wisp


Reuniclus is far from banworthy but I love it. Assault Vest Regenerator is probably the best combo I've used with it, making up for the lack of Torn-T by being a fat wall which doesn't really care what the opponent does unless they're a Flying type. Most mons don't run Flying coverage even if they are flying type since there's a bit of a lack of good birds rn, but fairies are a problem. Psyshock does harass them though!
Reuniclus @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Energy Ball
- Flash Cannon


Other things I don't want to make an essay over:
- Ghost/Steel Sigilyph created by Drampa's Grandpa or Chazm can't remember but they're great with tinted lens.
- Ground/Steel or Fire/Steel Rhyperior is a meme. I love assault vest Rhyperior.
- Ghost/Fairy Weezing-Galar steamrolls lots of Kommo variants. Also, it's a typing that's really funky in its weaknesses so you might not get punished for it.
 

Euphonos

Press E♯ to pay respects.
is a Community Contributor Alumnus
Wishing the happiest of holidays to everyone!

As I ended up being one of the fallen quarter-finalists in the Gen 8 Camomons tournament, this marks my last involvement in the entirety of Smogon Forums (though I will lurk and casually battle on the Showdown ladder from time to time). With that, allow me to showcase the teams I have built in my rather short stint in this metagame. Be inspired with these builds and where it came from, and feel free to tinker them however you please. Consider this a parting gift from me to you all -- veterans and aspirants alike.

Note: Teams will be presented as 600x100 pixel strips; clicking on the strips will lead you to the pastes in their final versions.
With Aerodactyl and Slaking absent this generation, this prototype team can still get the job done. It is patterned after one of my novelty offense strategies wherein Pokemon are dealing damage while fainting itself in the process -- through Curse (shout-out to warzoid for pulling off Stealth Rock + Curse suicide sets) and Final Gambit, then letting a Retaliate user take advantage of its STAB + doubled base power, where Slaking was once most favored due to its hit-and-run tactics.

Durant became one of the surprising replacements this generation as it is one of the Pokemon who has Retaliate, when boosted with Hustle and Choice Band, it becomes marginally stronger than an Adamant Slaking with Choice Band. It is also fast enough to outpace almost everyone in the metagame. It is paired alongside Hydro Pump Hydreigon for a good amount of damage output with Choice Specs and some form of momentum with U-turn. Finally, Hatterene and Gyarados, despite not fitting to this pressure-filled offense, serve as the set-up attackers once threats are gone.
With the ladder being infested with Sticky Web and other high-octane offense, this inspired me to bring up an almost dedicated Trick Room team that make the slow Speed of majority of the members turn the tides of the match. Five out of the six members really use Trick Room to the fullest: three of them being setters of such move, and two taking advantage of their slow Speed to dismantle almost everyone in the field by virtue of their crazy boosting abilities (resists, anyone?). Of course, so as not to lose momentum after Trick Room is over, I put Hydreigon in the last slot to serve as a late-game attacker as a way of dealing with worthy threats.


This is a more defensive and formulaic approach on building a Camomons team, where I give the members most key moves to keep themselves as healthy as possible, and this is patterned from one of the most timeless UU teams I have built during the XY/ORAS era. This time, it is built around Gyarados with a Torterra-esque typing thanks to its newfound access to Power Whip.

Kommo-o, Vaporeon, Sableye, and Mandibuzz constitute the defensive backbone of the team thanks to their near-unparalleled synergy, and provide the key moves integral to the success of the team. While they are doing their defensive roles, Rotom-Heat serves as the engine that provide immediate damage output to the opposing team.



Appearance: R3M1 vs. cscl (L)
While the Suicide Squad team isn't making much waves because of the team not functioning cohesively enough, this inspired me to run a team patterned after warzoid's CamUUmons team. This gives a more high-octane, pressure-filled offensive feel where I have to play as aggressively as I could.

Polteageist and Cloyster are the main attackers of the team as they have Shell Smash to boost their respective attacking stats and dismantle almost everyone in their path, and they are backed with Nasty Plot Hydreigon and Swords Dance Excadrill either to set up sweeping or to sweep on their own once Polteageist and Cloyster have done their purpose. Finally, Choice Scarf Xatu serves as the revenge killer and hazard/status bouncer to eliminate Pokemon that the main attackers deem difficult to handle before they would set up and sweep.



Ladder Appearances: vs. Windy sea (W1, W2); vs. mii_yuu (W)
Despite this team not having any appearances at all in the Camomons tournament, this team happened to be one of my most successful teams on ladder as it peaked to #8 (1443), sandwiching between some of the mii_yuu alts. This came from a realization that three Dragon Pokemon (Haxorus + Dracovish + Hydreigon) will make the most impact in this metagame, and with Sticky Web being one of the most potent play styles to date, these Pokemon will definitely take advantage of this deadly play style.

The team constitutes a trio of Choice attackers, a trio of momentum changers (Gardevoir and Claydol take advantage of the newly buffed Teleport) -- two of which constitute a rather eccentric defensive backbone that will set up the parameters needed integral to the team's success. Finally, Hydreigon serves as the late-game attacker with Taunt being used to deter any defensive Pokemon that attempt to use Defog, Haze, or any status move that could potentially waste the team's efforts.


I would like to thank Estarossa and Juuno for bringing up Camomons to me by virtue of the Gen 7 CamUUmons tournament, and of course Mygrein for being supportive in this endeavor. This may be my short-lived stint in the Camomons metagame, but it is all worth it, thanks to In The Hills for this initiative by virtue of the Gen 8 Camomons Tournament and this metagame itself. With that, I do believe this is worth of a shot in the official Other Metagame tournament circuit for how deceptively easy and extremely fun this metagame is.

#freecamomons #makecamomonsofficial
 
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Generic header for new mon released, and end

1581538043851.png

Finally gets access to recovery in Roost and Softboiled so certain sets are easier to use. I ran into a Fire/Flying set and fully intend to use Boots + Defog now that Mew doesnt suffer.

1581538059245.png

Melmetal is slow, lacks offensive boosting moves, and is hyper susceptible to chip damage and status. However, on the flip side of things Melmetal also comes with possibly the beefiest raw power that we'll see for a while, boasting an huge physical spread of 143/143 Atk/Def. Iron Fist can boost Ice Punch or Thunder Punch as secondary typings because Double Iron Bash is straight up one of the best moves in the game. 120 base power which rolls 2 crit chances, any slower mon risks flinches. Fortuantely for anyone fighting this beast it literally does like 2 things, maybe runs Twave for status. Just will-o it and its doomed.

1581538076623.png

Shell smash blastoise is a thing now. Yep. Probably will enjoy running Keldeo typing or Palkia typing for offense or bulk typings. Not much else to say.
he finally did it guys

1581538121739.png

I'll spare the 'Kyurem Black is gonna get hella banned' talk, and instead talk about regular Kyurem. Special attacking builds don't change much besides the addition of Freeze-Dry as a unique way of harassing Waters that like switching into Ice moves, but the big one is Dragon Dance, turning Kyurem into a war tank with its beefy HP+defenses duo, his passable 95 Speed and solid 130 Attack. Icicle Spear is the crux of why Dragon Dance really is intimidating here, because Kyurem actually has a physical STAB to abuse. I doubt his meager other physical options will actually turn him THAT threatening especially with Sylveon's popularity afaik so.
 

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