Metagame Camomons

Forgot one more mon:
:avalugg:
+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Avalugg: 142-168 (36 - 42.6%) -- guaranteed 3HKO
+2 252 Atk Guts Heracross (Dark) Knock Off (97.5 BP) vs. 252 HP / 252+ Def Avalugg: 213-252 (54 - 63.9%) -- guaranteed 2HKO (e.g. it can't 2HKO from full)
252+ Def Avalugg Body Press vs. 0 HP / 0 Def Heracross: 474-560 (157.4 - 186%) -- guaranteed OHKO
 
Here is what can be played against it without being absolutely bad.
:blobthinking:
Body Press + Curse for the typing. Obviously Curse is a really bad move and just use for the typing here. In the last slots you can put Toxic/RS/Iron Def and Recover. This mon is really passif even if it has more bulk than Slowbro/Mew. It's bad as spinner because it completely walled by Ghost. And if you choose Toxic, is there not a better Fight/Ghost less passive? It's playable but only in stall I think.

But you're right, I could have mentioned it because it's technically the best physical tank with recovery. Thanks for reminding it! :)
 

Euphonos

Press E♯ to pay respects.
is a Community Contributor Alumnus
Good day, everyone! Camomons meteorologist here bringing you a weather report on the 5 most used Pokemon in the Qualifying Rounds (should I say, Round 0?) of the Camomons Isle of Armor Launch Tournament! This report comes from tabulating fourteen replays from five different matches (out of eight pairings).



5. ALAKAZAM
/

Frequency: 9 / 28 (32.14%)
Win Percentage: 55.56%
As much as I would expect a Ghost/Fairy typing because it takes advantage of three types being immune to, it looks like players are taking advantage of Alakazam's high-octane attacks (Focus Blast or Psychic) alongside Dazzling Gleam as Fairy is one of the most powerful offensive types. It is understandable why Alakazam definitely makes a significant impact in the Camomons metagame: thanks to Magic Guard, it really makes scouting very rigid whether that Alakazam uses a Focus Sash or a Life Orb; with those things, it is bound to rack some kills.



Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Dazzling Gleam
- Encore
- Curse

On the other hand, I actually crafted a rather unusual Alakazam set that takes advantage of the Ghost/Fairy typing, and it actually works on hyper offensive teams because of the momentum it brings even it sacrifices its health by virtue of Curse. It actually acts as a counter to Rapid Spin to keep hazards going (in my team's case, Sticky Web + Stealth Rock), and acts as a disruptor against support Pokemon thanks to Encore. With Alakazam's health about to be whittled any time soon, Curse makes it possible to sacrifice itself, allowing more room for a plethora of set-up attackers to shine.



4. MEW
/

Frequency: 11 / 28 (39.29%)
Win Percentage: 45.45%

Matiss98: Lol what's that world where Mew has less than 90% usage ??!

We all know Mew, without any shadow of a doubt, is the face of the Camomons metagame. However, with lots of more offensive-geared Pokemon come Isle of Armor DLC, players actually tend to run more offensive options, and as such, Mew is more gravitated towards bulky offense / balanced builds that consequently hampered its usage. Maybe it's just the qualifying rounds that players don't have much of an idea how Mew is potent in the metagame, and probably in the future rounds, I am expecting a surging Mew usage given the quality of the match-ups come Round 1.



3. EXCADRILL
/

Frequency: 11 / 28 (39.29%)
Win Percentage: 55.56%

When it comes to heavy offense in most of the recorded matches, it looks like Excadrill has been a staple in such. I don't have more to say about this Pokemon, but it is undoubtedly one of the most proficient Pokemon in setting up Stealth Rock and use Rapid Spin to clear out any hazards in the field, enough to hold on its own ground even in the Isle of Armor DLC era.



2. MAGEARNA
/
/ +++
Frequency: 13 / 28 (46.43%)
Win Percentage: 53.85%

New toy syndrome happened in Isle of Armor DLC, and Magearna is one of those Pokemon that were used in a lot of matches, and they actually used in a lot of ways: possible moves, and possible type combinations. Looks like I apparently underestimated how much impact this Pokemon has in the metagame, and it definitely surpassed my expectations. There may be a chance of Magearna getting the hammer late in the tournament because of its plethora of ways to set up along with its set of moves making it quite hard to check (and it's stronger and possibly bulkier than Mew in that regard!).



1. DRAGAPULT
/

Frequency: 15 / 28 (53.57%)
Win Percentage: 53.33%

Thanks to its blistering Speed alongside its different and polarizing attacking moveset, Dragapult has been one of Camomons's newest staples that really hold its ground even during the DLC era. Nothing much else has changed on Dragapult's end, but the metagame demands more from one of the staples to get the job done.


For more information, please visit http://spo.ink/swshcamotouriiusage to see how the rest of the Pokemon fare in the Camomons Isle of Armor Launch Tournament. I personally enjoy what Camomons has become at this stage -- those who made lot of playtests with me, those who are looking for a bit of metagame knowledge, and all else; I really appreciate the effort that has poured into this tournament.
 
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View attachment 259101
Don't let his cute face fool you, that Pokémon have the blood-stained horn and you don't want to know why...

Hi guys, I write this post to begin a discussion on Heracross. I wanted to give my opinion on it and also have yours.

This is the standard Heracross set:


:heracross:
or

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Close Combat / Knock Off
- Knock Off / Close Combat
- Swords Dance / Spikes​


The previous generation Hera wasn't broken in my opinion. There was no more SI than today but the tier was more offensive and the speed tie higher which made it less easily entered and prevented it from doing too much damage.

If Conkeldurr is also problematic, it's nevertheless much slower and in fact simpler to rk. In addition, Heracross has SD which is a significant asset to break what would try to come on. And after that, he can easily take a kill with its incredible power. It also helps by Teleport users which can help it to come safely.

Here is what can be played against it without being absolutely bad.

:mew:
/


Do you have a problem? Don't worry, there's always a Mew which can save you! And this also true in that case. Bulky Sweeper Mew Fight/Ghost with FB, Sball, NP and Roost or CC, Poltergeist, SD/DD and Roost can deal with Conk and Hera. Also Dark/Ghost version can help but it's maybe too passive. Why not a bulky sweeper version with Sball+NP but i'm not convinced at all... You can also play Taunt as Dark move. This version can take dammage but... you can't touch them!
Moreover it's possible for Mew to outspeed Hera and prevent it to hit after SD. But in that case, you lost some bulk.

252 Atk Guts Heracross Knock Off (97.5 BP) vs. 248 HP / 0 Def Mew: 231-273 (57.3 - 67.7%) -- guaranteed 2HKO Dark Hera
+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 248 HP / 252+ Def Mew: 333-393 (82.6 - 97.5%) -- guaranteed 2HKO Dark Hera

:slowbro:


With Body Press and Shadow Ball Slowbro is immune to Normal and Fight moves, it's a good answer against Hera and Conk which can kill them with Body Press and it isn't so passive with Iron Def or Teleport utility.

+2 252+ Atk Guts Heracross Knock Off (97.5 BP) vs. 248 HP / 248+ Def Slowbro: 343-405 (87.2 - 103%) - 18.8% chance to OHKO

+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 248 HP / 248+ Def Slowbro: 313-369 (79.6 - 93.8%) - guaranteed 2HKO

Dark Heracross at +2 can OHKO and especially if Slowbro takes SR dammages.

252+ Atk Guts Heracross Facade (140 BP) vs. 248 HP / 248+ Def Slowbro: 247-292 (62.8 - 74.3%) - guaranteed 2HKO after Leftovers recovery

252 Atk Guts Heracross Facade (140 BP) vs. 248 HP / 248+ Def Slowbro: 226-267 (57.5 - 67.9%) - guaranteed 2HKO after Leftovers recovery

If you think you can endure Facade without a Ghost typing or a resist.

:arcanine:


With Intimidate this is probably one of the best answer against Hera but nobody plays Intimidate when you can have Flash Fire. But, without Intimidate is it possible to check Hera?

252 Atk Guts Heracross Close Combat vs. 252 HP / 248 Def Arcanine: 175-206 (45.5 - 53.6%) -- 41% chance to 2HKO
+2 252 Atk Guts Heracross Close Combat vs. 252 HP / 248 Def Arcanine: 349-411 (90.8 - 107%) -- 43.8% chance to OHKO

And this is without STAB !! So ok, you just need full def spread to have a chance to not die on CC from Normal/Dark Hera.

:incineroar:


With Intimidate and Dark/Ghost typing Incineroar can easily switch on Hera/Conk... No in fact it's a joke. You can switch in yeah but you lost your Lefto and after that you can easily be pressured by hazards or cheap dammage. Also for the Ghost type you need Shadow Claw... Bruh.

:toxapex: and :clefable:


In stall you can play that? Pex can take one hit from +2 Dark Hera and... ??? You can Haze but after that you need to switch otherwise Hera finish you. You can Recover... yes but in fact you're 2HKO by Knock Off without item.
Clefable needs to be Unaware and full def to have a really good chance to live 2 Knock Off from Dark Hera.

+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 164-194 (53.9 - 63.8%) -- guaranteed 2HKO
+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 246-291 (80.9 - 95.7%) -- guaranteed 2HKO Dark
+2 252 Atk Guts Heracross Knock Off vs. 252 HP / 252+ Def Toxapex: 166-196 (54.6 - 64.4%) -- guaranteed 2HKO Dark and Pex without item

252 Atk Guts Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Clefable: 136-160 (34.5 - 40.6%) -- guaranteed 3HKO
252 Atk Guts Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Clefable: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO Dark


:reuniclus:


Always with the Fight/Ghost typing, Reuniclus is another mon which can deal with Hera/Conk but... not so easily in fact...

+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 252 HP / 212+ Def Reuniclus: 415-490 (97.8 - 115.5%) -- 87.5% chance to OHKO from Dark Hera

:magearna: and :aegislash:


With a max hp invest you have a chance to no being OHKOed by Knock Off from the Normal/Fight version.

+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 0 HP / 4 Def Aegislash-Blade: 230-271 (88.1 - 103.8%) -- 25% chance to OHKO
+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 248 HP / 4 Def Aegislash-Blade: 230-271 (71.2 - 83.9%) -- guaranteed 2HKO no Dark

+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 0 HP / 0 Def Magearna: 273-322 (90.6 - 106.9%) -- 43.8% chance to OHKO
+2 252 Atk Guts Heracross Knock Off (97.5 BP) vs. 248 HP / 0 Def Magearna: 273-322 (75.2 - 88.7%) -- guaranteed 2HKO no Dark

Dark always kill.

And this is all. Sigi Fairy/Ghost is OHKOed by Dark Knock Off if it hasn't a max def spread but in that case you haven't a sufficient speed to Roost after the second Knock Off. Jelli Dark/Ghost lost because it can't do anything. Many Ghost/Fairy aren't viable because of their passivity.

In view of what I presented above, there's just one argument which can save Heracross: it's easy to rk it. But is it sufficient?

To compare, there was approximately 18 mons higher than the B+ rank which can rk Hera in USUM and now it's more like 10 (considering ith VR + relevant new mons). Either a loss of about 44% of its rk.

If you want an answer against Heracross/Conk you need a very specific typing which is generally not so good due to passivity or less useful in other situations. Despite that, it's hard to take dammage from Knock Off at +2. For these reasons, please, I would like the council studies the question.

This isn't a post to say "plz ban hera" but to attract your attention on Hera which can be potentially to strong in the tier atm. I'm sure the council have this mon in mind but i wanted to express my opinion on it here.

I mentionned Hera but I think we'll also have to discuss mons like Magearna, PZ or Mew. Thanks for reading and hope Camotour participants will have a lot of fun and will help Camomons to advance! Also thanks to Euphonos for his amazing contribution to Camo!

PS: Unfort i think my english will be always bad...
Hi guys! Do you remember this post? Ok in fact I was wrong because I forgot to take that into account:

1595188785434.png


Haha.
wigauboutderouleau.png
 

Euphonos

Press E♯ to pay respects.
is a Community Contributor Alumnus
Good day, everyone! Camomons meteorologist here bringing you another weather report on the five most used Pokemon after the first round of the Camomons Isle of Armor Launch Tournament has concluded! Who made it to the top of the rankings? Let's find out.

Again, the comprehensive details are found in http://spo.ink/swshcamotouriiusage. Thirty-six (36) games from fifteen (15) Round 1 matches have been tabulated, and this post will tackle the cumulative usage of Pokemon usage in this tournament alone -- from Round 0 onward.


5. HERACROSS (New Entry)
Top 2 Types:
(11) /
(4)
Frequency: 26 / 100 (26.00%)
Win Percentage: 46.15%
This probably stemmed from the discussion Matiss98 has initiated in the thread that somehow made its surge in appearance. Making it part-Normal is the most conventional route people use as they take advantage of the boosted Facade; it all depends on the teammates' coverage to make Heracross either part-Fighting, part-Dark, or even part-Ghost as Chazm first brought up in the scene. Will this trend stay the same, or will there be some ways in dealing with one of the most menacing physical attackers in the realm of Camomons?



4. SLOWBRO (New Entry)
Top 2 Types:
(15) /
(15)
Frequency: 35 / 100 (35.00%)
Win Percentage: 62.86%

With Heracross being one of the most menacing physical attackers in Camomons, Slowbro stood out as one of the greatest stalwarts against Heracross. I actually believed how much impact it could bring to the table, now that the usage has spiked up in Round 1. With that, Slowbro will remain the defensive stronghold that can take as many physical attacks as possible while either providing momentum through Teleport or outright switching out -- both while regenerating its health for long-term success. Will players find a way in dealing with one of the defensive stalwarts in the realm of Camomons?



3. MAGEARNA (1)
Top 2 Types:
(9) /
(8)
Frequency: 38 / 100 (38.00%)
Win Percentage: 47.37%

Magearna is one of those Pokemon who stayed their ground as people used Magearna more and more. With the top two types not even reaching double-digits means that its possible type combinations are endless that it's one of the toughest Pokemon to prepare for as one of the offensive powerhouses. Compared to Mew which is rather predictable once scouted, Magearna has a lot of set-up moves in its arsenal, will it be too much for the Camomons metagame to handle?



2. DRAGAPULT (↓1)
Top 2 Types:
(9) /
(7)
Frequency: 46 / 100 (46.00%)
Win Percentage: 54.35%

Dragapult remained consistent in the rankings because of its blistering Speed and its polarizing styles depending on which team will gear towards. This is another Pokemon that has a rather wide array of type combinations, with Electric/Dragon and Electric/Ghost booming in that round alone, despite not getting any appearances from Round 0.



1. MEW (↑3)
Top 2 Types:
(20) /
(11)
Frequency: 63 / 100 (63.00%)
Win Percentage: 49.21%

As expected, Mew, being the face of the Camomons metagame, delivered big time. While there are a whopping sixteen type combinations used in the tournament so far, there are things worth considering: the Electric/Flying Mew were mostly offensive variants with Nasty Plot + Hurricane (in which a lot of people really anticipated it to be one of the best offensive Pokemon that way), while the Water/Flying variant is mostly a defensive one; it may be extremely polarizing to see such different sets in different lenses, but once people figure out what Mew's role is to the entire team, it gets a little predictable once it enters the field.


ROUND 1 OBSERVATIONS







What attributed to the rise of Slowbro's and Heracross's usage possibly stemmed from Karl Dude Guy's semi-stall team that has somehow been spreading like wildfire during that round. Slowbro's relatively high win percentage is mostly reflective of the team's success, and given people having the grasp of the metagame, I believe this team would be of great help to them. If Karl Dude Guy can showcase this team to us, then it would be greatly appreciated.



Excadrill and Alakazam dropped from the preliminary rankings because Hyper Offense teams somehow dwindled in number compared to the number of balance and semi-stall teams present in this affair. However, these Pokemon still shouldn't be underestimated because while they only fit to offensive-geared teams, it is their high-octane offense that made their success possible. Will players have the ability to explore more about these two gems here?



While Heracross has been given some in-depth discussion in the thread and in the Camomons Discord, there were clamors from other people as well that Magearna (and Mew, to an extent) needs more in-depth discussion as well whether or not it would be too much for the metagame to handle. Feel free to discuss about the impact these three Pokemon have in the current Camomons metagame. Will they be the face of the Camomons in the years to come? Will there be a suspect test waiting for these three, or will there be other Pokemon lurking in the dark, waiting for the right timing to prove too much for the metagame to handle?

Stay tuned!
 
I wanted to drop two concepts to see what you think

First: Curse Chansey

Chansey (F) @ Eviolite
Ability: Healer
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Curse
- Toxic
- filler

Ghost/Normal is a very good typing for Chansey, But it forces her to run shadow ball, that hits like someone hitting you with a feather. The other option she has its Curse, which is trash, but is it worse than running shadow ball?
With some proper play, Chansey can circumvent one of her biggest weaknesses, being setup bait, with Curse+Toxic. Said combination can be used to stallbreak as well
Although, Chansey needs to be at full health to make full use of this, and she has to sacrifice a actually useful ability due to Curse being a Gen 2 TM.
I use this combination in the OM Mashup Camomons+Almost Any Ability with Regenerator as the ability as to offset the recoil, and funnily enough it has been most useful in situations where Chansey stays after the Curse for a few turns, so I thought it might have potencial in regular Camomons



Second: Poison/Dark Avalugg

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Crunch
- Toxic
- Recover
- Rapid Spin

Normally Avalugg sucks as a spinner because it gets spinblocked for free. But at the price of giving up the many resistances of steel and the power of body press it gets to threaten ghosts and Rapid Spin effectively. I personally wouldn't run it though, I get a kick from body pressing with Avalugg.

Edit: Completely forgot how good is poison/dark, so i changed it


What do you all think about these sets?
 
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I wanted to drop two concepts to see what you think

First: Curse Chansey

Chansey (F) @ Eviolite
Ability: Healer
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Curse
- Toxic
- filler

Ghost/Normal is a very good typing for Chansey, But it forces her to run shadow ball, that hits like someone hitting you with a feather. The other option she has its Curse, which is trash, but is it worse than running shadow ball?
With some proper play, Chansey can circumvent one of her biggest weaknesses, being setup bait, with Curse+Toxic. Said combination can be used to stallbreak as well
Although, Chansey needs to be at full health to make full use of this, and she has to sacrifice a actually useful ability due to Curse being a Gen 2 TM.
I use this combination in the OM Mashup Camomons+Almost Any Ability with Regenerator as the ability as to offset the recoil, and funnily enough it has been most useful in situations where Chansey stays after the Curse for a few turns, so I thought it might have potencial in regular Camomons



Second: Steel/Dark Avalugg

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Crunch
- Iron Head
- Recover
- Rapid Spin

Normally Avalugg sucks as a spinner because it gets spinblocked for free. But at the price of a 4x weakness to fighting it gets to threaten ghosts and Rapid Spin effectively. I have my doubts with this one as Fighting coverage on physical attakers is very common so it wont be able to wall things it otherwise could, but i think it can work with the right team support. I personally wouldn't run it though, I get a kick from body pressing with Avalugg.


What do you all think about these sets?
Any reason to not run Curse or Toxic on Avalugg?
 
The first official Viability Rankings for Camomons this gen has been finished, enjoy!
Viability Rankings
S rank

:mew: Mew [Electric/Flying, Ground/Flying, Water/Flying, Steel/Flying, Fire/Electric, etc]

A rank
A+

:clefable: Clefable [Dark/Poison, Fire/Electric, Fire/Fairy, Fairy/Normal]
:dragapult: Dragapult [Dragon/Fire, Water/Ghost, Dragon/Electric, Electric/Ghost, Dragon/Water, Dragon/Steel, etc]
:heracross: Heracross [Normal/Dark, Dark/Fighting, Normal/Ghost, Normal/Fighting]
:magearna: Magearna [Electric/Fairy, Ghost/Fairy, Fighting/Fairy, Steel/Fairy, Steel/Ghost]

A
:alakazam: Alakazam [Ghost/Fairy, Ghost/Fighting, Fighting/Fairy]
:arcanine: Arcanine [Normal/Fairy, Normal/Fire, Normal/Dark]
:blissey: Blissey [Normal/Psychic, Normal]
:haxorus: Haxorus [Bug/Ground, Bug/Fighting, Ground/Fighting]
:jirachi: Jirachi [Steel/Fairy, Steel/Bug]
:kommo-o: Kommo-o [Normal/Fire, Normal/Dragon, Steel/Ground, Ground/Fighting]
:lucario: Lucario [Normal/Fighting, Normal/Dark, Normal/Fire]
:mandibuzz: Mandibuzz [Dark/Poison]
:porygon-z: Porygon-Z [Electric/Ghost, Electric/Ice]
:reuniclus: Reuniclus [Steel/Ghost, Steel/Psychic]
:slowbro: Slowbro [Ghost/Fighting, Water/Poison, Water/Fighting, Grass/Poison]
:toxapex: Toxapex [Dark/Poison, Water/Poison]
:volcarona: Volcarona [Fire/Grass, Fire/Flying, Fire/Psychic]

A-
:cinderace: Cinderace [Fighting/Poison]
:hippowdon: Hippowdon [Rock/Ground, Ground/Poison]
:necrozma: Necrozma [Dragon/Fairy, Ground/Psychic]
:pelipper: Pelipper [Water/Bug, Water/Flying, Dark/Flying]
:rillaboom: Rillaboom [Grass/Ground, Grass/Fighting]
:scizor: Scizor [Steel/Flying]
:slowking: Slowking [Fire/Ground, Water/Ground, Dark/Poison]
:urshifu: Urshifu-Single-Strike [Dark/Poison]

B rank
B+

:celebi: Celebi [Fairy/Ghost]
:chandelure: Chandelure [Grass/Ghost]
:chansey: Chansey [Normal, Grass/Poison]
:coalossal: Coalossal [Steel/Ground, Steel/Grass, Ground/Water, Water/Fighting]
:drednaw: Drednaw [Water/Ground]
:excadrill: Excadrill [Steel/Ground, Poison/Ground]
:incineroar: Incineroar [Bug/Fighting, Ghost/Fighting]
:lycanroc-dusk: Lycanroc-Dusk [Dark/Fairy, Dark/Steel]
:kingdra: Kingdra [Water/Flying, Water/Dragon]
:urshifu: Urshifu-Rapid-Strike [Water/Electric, Water/Bug]

B
:aegislash: Aegislash [Ghost/Fighting]
:braviary: Braviary [Steel/Flying, Fighting/Flying]
:cloyster: Cloyster [Bug/Ground, Normal/Ice]
:espeon: Espeon [Water/Fairy]
:ferrothorn: Ferrothorn [Grass/Steel]
:gengar: Gengar [Ghost/Fairy, Fairy/Electric]
:grimmsnarl: Grimmsnarl [Dark/Fairy]
:jellicent: Jellicent [Water/Fairy, Fire/Fairy]
:marowak-alola: Marowak-Alola [Ground/Dark, Ground/Ghost, Ground/Fire]
:scyther: Scyther [Steel/Flying]
:sigilyph: Sigilyph [Ghost/Fairy, Steel/Flying]
:tangrowth: Tangrowth [Grass/Poison, Dark/Poison]

B-
:avalugg: Avalugg [Ghost/Fighting, Ghost/Steel, Steel/Fighting]
:barraskewda: Barraskewda [Water/Fighting]
:bisharp: Bisharp [Dark/Poison]
:diggersby: Diggersby [Dark/Ground, Dark/Poison, Ground/Fighting, Bug/Ground]
:gyarados: Gyarados [Water/Grass]
:hawlucha: Hawlucha [Steel/Flying, Fighting/Flying]
:magnezone: Magnezone [Fighting/Electric]
:noivern: Noivern [Normal/Fire, Normal/Dark]
:keldeo: Keldeo [Flying/Fighting]
:shuckle: Shuckle [Bug/Poison]
:skarmory: Skarmory [Fighting/Flying]
:rotom-heat: Rotom-Heat [Electric/Ghost, Electric/Fire]
:rotom-wash: Rotom-Wash [Electric/Ghost]
:toxtricity: Toxtricity [Normal/Electric, Normal/Ghost, Normal/Dark]
:tyranitar: Tyranitar [Dragon/Rock]

C
:accelgor: Accelgor [Ground/Dark]
:araquanid: Araquanid [Water/Poison]
:comfey: Comfey [Grass/Fairy]
:druddigon: Druddigon [Normal/Ground]
:hatterene: Hatterene [Fairy/Grass, Fire/Fairy, Water/Grass]
:jolteon: Jolteon [Water/Electric, Fire/Electric]
:sirfetchd: Sirfetch'd [Bug/Fighting, Fighting/Flying]
:togekiss: Togekiss [Steel/Flying]
:torkoal: Torkoal [Fire/Normal]
:vaporeon: Vaporeon [Water/Fairy]
:venusaur: Venusaur [Grass/Ground, Grass/Fire, Grass/Poison]

As the current Camomons tour finishes, the next resource we would like to work on are samples. If anyone would like to submit sample teams for Camomons, post them on the thread with a short description of how they work and why they should be considered for samples!
 
Hello Friends, today I'll be posting one of my most Successful Camomons Teams from DLC 1 :) [Click the Mons for the Paste]

[Gen 8] Camomons: Heracross Semi Stall :Slowbro: :Dragapult: :Mew: :Heracross: :Blissey: :Amoonguss:

The team's main objective is to Pivot around to get Heracross in, to Break and Sweep. Overall, the team has an amazing synergy with it's defensive backbone: Slowbro, Mew, Blissey and Amoonguss which all are capable of pivoting around and Dragapult with a fast U-turn works well with Blissey's and Slowbro's Teleport (Note that since Blissey doesn't have Attacking Moves making it weak to Substitutes, but using Teleport into Dragapult with the Infiltrator ability can attack through the Sub.)

Firstly, Heracross is an Excellent wall breaker and a top tier threat carrying STAB in Facade and Close Combat along with it's Guts Ability. Next up, Dragapult provides a great speed tier and provides a check to Pokemon that beat Heracross like Ghost/Fighting Slowbro or Ghost/Fighting Avalugg. After that, Mew with a great Defensive Typing of Electric/Flying provides a Ground Resist checking opposing Haxorus, Ground Mew, and Rillaboom . 232+ Speed allows you to outspeed Max Jolly Haxorus with the Defense EVs to take on Non-STAB Rock Slides from Haxorus. Then we got Slowbro, a great Defensive Pivot checking a lot of key Physical Breakers in the tier like Lucario or Physical Dragapult. Blissey is our Special wall being able to check key special breakers in the tier with Heavy Duty Boots to avoid it taking too much damage after it Teleporting out. An example of this is against Porygon Z which usually negates Balance/Stall teams, but Teleporting into clean switch for Dragapult helps the team take it on. Finally, Amoonguss is a Regenerator pivot and our Ghost Resist. I ran SpDef to take Special Ghosts hits better and to be able to check Magearna's. Spore + Stun Spore is very valuable allowing it to Spread Status to aid Heracross in sweeping.

Special Thanks to Euphonos and The Number Man for helping me test the team!
#makecamomonsofficial

If Karl Dude Guy can showcase this team to us, then it would be greatly appreciated.
haha after 3 weeks i finally decided to do it e.e
 

Euphonos

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Good day, everyone! Camomons meteorologist here bringing you another weather report video sharing our team building processes with my special guest and fellow member of the Camomons council, Chazm! Please check this video out, and don't forget to like the video and subscribe to my channel for more Camomons-related (and other Pokemon Showdown-related) content!

 
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