A lot of time has passed since the last Camo tour and since this meta had a ladder so... to those wondering wtf is happening there, welcome to:
Not anymore bro, you're just that LATE and LAZY lmao. Yes, I originally planned to post this BEFORE OMCL to help people playing camo but ended up messing with too many other things while being lazy af... but hey, better late than never?! However, since I wrote most of the post before OMCL, I will try to take into account recent meta development having occured during the tournament with some visible edits when needed.
Siamato's pre OMCL pre OMPL meta review
I. How's the meta?
Camomons's meta doesn't look like any meta you may know ; even though we can always find similarities with some. The power level is overall one of the lowest you can find due to several things:

Terastallization has been banned at the beginning of the gen due to how oppressive the interaction between camo and tera was. Tera being a well known element promoting and enabling an offensive meta, the power level dropped.

Later in the generation, HO teams based on screens were deemed too much for the meta and banning elements that were already borderline without screens didn't really solve the issue. This is why Light Clay has been banned to nerf, again, hyper offense teams.

Last but not least, Booster Energy has been banned. If this ban is still a topic of discussion within the community, especially since Gouging Fire's ban, the idea was to preserve valuable mon like Iron Valiant, Iron Moth, Iron Boulder and Great Tusk while nerfing them by removing the difficulty to revenge kill them after the QD/Proto Speed boost. This was another blow for offense and HO.
As you see, Camomons's council did quite an agressive tiering against offense/HO in order to promote bulky offense and balance. Did it work?
Well, it did but... the meta didn't really settle for balance or BO as the most viable playstyles cuz another appeared to be somehow dominant: bulky balanced.
Historically, Camomons's meta was very diversified but bulkier teams have always been quite strong by abusing a few things:
- Hazards setter are better in Camo. This was the case with Mew before its ban last gen and with Coalossal, a well known improved mon in Camo. This generation is no expection and is, in fact, the one with the greatest number of Spikers.
- Removing hazards is hard in Camo. If traditionnal metas have to rely on Pecha or Ghold to prevent spinning, you can almost design a Ghost-type mon at will in Camo to ensure your oppo won't be able to remove them easily at all.
- Because hazards are so strong, Heavy-Duty Boots became THE item to run and Levitate mon are heavily promoted.
All those specificities led the metagame towards
hazard stacking teams and a rather slow dynamic of progress (also cuz a few Regen mons are so good but we will come back to this later).
So what about now? Well, hazards stacking teams are still very good and perhaps the dominant playstyle but, there's still freedom to run other things and have success with! For instance,
weather teams are still extremely threatening even though they respectively lost Palafin and Gouging Fire recently.
HO and offense teams are welcoming Deoxys-S again meaning balance and hazards stack teams can't only rely on using Dragapult (WoW boots set) to deal with physical fast threat anymore. Those offensive teams are less scared of hazards not switching much and are extensively tested at the time. Finally, even
balanced teams improved with the removal of some constrain in the builder (hi Palafin and Gouging).
II. Hazards management
Following the previous section where we explained how strong and dominant are hazards in Camomons, it's now time to learn how to deal with them and win the so-called hazard war.
Heavy-Duty Boots
The most simple answer is running boots everywhere unless your mon has Levitate or Magic Guard as Ability. This comes from a simple observation: Rapid Spinners (and hazard removal overall) suck. I mean, you can always run hazards removal but you need to be aware that it won't be easy to remove them and sometimes just impossible depending on your matchup.
Let's focus on the options we have to understand better:
Rapid/mortal Spin?

Great Tusk is prob the most consistent spinner in Camomons, especially the
offensive variant cuz it manages to put pressure on common anti-spinner even though it's often not enough if you don't have other tools in your toolbox.

Terapagos is prob the second best rapid spinner cuz it deals special damages while most anti-spinner are physically defensive oriented to be sure to wall Great Tusk. If the anti-spinner is weak to Toxic, you will be able to force it out and take your chance to remove hazards. CM set are a nice option for offense to remove hazards while having a mon able to take a hit from almost anything which is very valuable.

Cyclizar is a decent rapid spinner only if you put Knock Off as STAB to deal non-zero damage to anti-spinner. What's interesting about it on paper is that it gets multiple opportunities to remove hazards thanks to Regen allowing to come back a few times. In practise? Well, doesn't work like that. Because Cyclizar has to run AV to be more than "somehow okay spinner", it makes it weak to hazards unlike Tusk or Terapagos whom can run boots. Cyclizar is an "opportunist" spinner but is a weakness against hazards by itself if that makes sense. A team with Cyclizar absolutely require other tools against hazards.

Special mention to Mortal Spin from Glimmora than can be an option for offensive teams cuz it's able to exert pressure on
types thanks to STAB Earth Power. You can basically replicate
Tusk with this mon though slower and much frailer but abusing Mortal Spin instead of Rapid one.
Everything else is either very bad at spinning either just bad as a mon. Special mention to Excadrill able to threat anti-spinner thanks to SD and working well in sand teams, Avalugg-H with STAB Strong Jaw boosted Crunch threatening quite a lot anti-spinners but only viable in stall, somehow and to Coalossal which is not going to spin against anti-spinner but that can fit spin easily on his moveset!
Defog..? Uh

Mandibuzz is prob the best Defogger? The mon itself is not very good but it has some great tools to play with with Knock, Toxic, U-Turn and Roost making it viable enough to be considered an option against hazards. The issue with Defog being still removing your own hazards which sucks...

Didn't get the chance to see this much but considering how it managed to find itself a solid place in OU, perhaps it can find its way in Camo as well? Ngas Defog allows for unblockable Defog and Levitate variant are immune to Spikes making it quite reliable. I can def see this mon being better than Mandi but the fact is, almost nobody played it so far...
No removing for you! Welcome in the hazards stalling game!
Speaking of anti-spinner, who are they?
Mainly
types because it's not too difficult to get the Normal type thanks to a recovery move and then running a Ghost move.

Pecharunt

Garganacl are the best among them. Great physical bulk and somehow okay special bulk making them quite consistent against most spinner. Garganacl also benefits a lot from the status immunity.
Then, we can find mons like

Deoxys-Defense or Skeledirge that are less good as anti-spinner but that can fit depending on what you need.

Gholdengo is ofc in this anti-removal game with GaG preventing Defog but the mon isn't very good by itself in Camo due to it's mid bulk meaning Tusk, Terapagos or even Cyclizar can pressure it.
And last but not least, other Ghost mon such as

Cresselia or any
variant of

Latias. Those are not the bulkiest ones (but Cresselia) but they are immune to Spikes themselves meaning they can still fullfil their role even though their boots have been removed and hazards are up on your side.
HO often can't afford to run any of those, though Pecha, Ghold, and HW Latias/Cress may be considered so, any
can do the job, even if it means anti-spinning once.
Sending them back!

Hatterene is the only viable bouncer of the metagame that can possibly prevent Spikes from going up... However, this is very MU reliant. Basically Hatterene isn't able to cover the very wide range of available Spikers so you'll have to make choices even though you should always be sure to beat Ting-Lu, most common Spiker. Hatterene can allow to run a team "slightly weak" to hazards (2-3 mons without boots/levi) but you can't just expect a team fully weak to hazards to work just cuz you brought Hatterene.

Cinderace is a great option for wasting your oppo turns putting layers of Spikes or just making them think twice before trying to do so. If Cinderace doesn't mean hazards won't be up your side, it's somehow a guarantee it's going to be a fair hazards war ; even though you didn't bring Spikes yourself. Indeed, abusing your opponent Spikes is good for both wasting their turns but also cuz it gives you freedom to run something else than a Spiker.
What Knock Off does in a section dedicated to hazards management?
The previous sections demonstrated that hazards counterplay does exist in Camo but has many issues meaning only boots can really keep you safe... But well... You know... Boots can be removed!
So here we are, at the quintessence of hazards war! It's not really about who is going to remove hazards, it's about how you will make them work even though your opponent was ready to face them by stacking Levitate or boots! The answer is item removal.
What's able to make a difference between 2 hazards stack teams is which one will be able to remove more boots than the other. This can be achieved by running multiple Knock Off (or Trick/Switcheroo). I'll even go as far as saying running hazards without item removal might be a waste of time considering how ready people usually are about facing them.
So... how to prevent your opponent from removing all your boots and letting you die on hazards?
Inherent resist to hazards
Any well built hazard stack team knows they should really avoid losing their boots, especially when they chose to go without any removal at all. To achieve this, we go for one (or sometimes 2) mon inherently resilient to hazards and able to absorb Knock Off.
The first option we already talked a bit about is to go with a
Levitate mon, not requiring boots to still be fine into hazards.
Another way to achieve this goal is to design a type inherently resilient to hazards:
,
and
. Those 3 types are immune to Spikes while taking "only" neutral damage against rocks making them great at absorbing Knock Off.
And finally, special mention to Magic Guard (


) perfectly dealing with hazards and even more!
I decided I don't give a shit about hazards.
Well... Risky life choice but... fair. Hazards go crazy only and only if you keep switching back and forth, accumulating damages. However, if you don't switch much, the cost will be lower. That's the idea of HO and offense-like teams (including weathers), kill before being killed! Exerting offensive pressure is then a tool to deal with hazards, both reducing their impact over the game but also by preventing your opponent to find opportunities to put them!
III. Regen slowpivot, a must-have in balanced-like playstyles
Pick your Regen pivot!

One may have noticed that, at the very top of Camo, stands Slowking-Galar, the very best Regen slowpivot you may find. Slowking-Galar is just that amazing being able to run many good typings, threatening poison with Sludge Bomb, underspeeding any other "slowpivot", checking special threats like nothing else and last but not least, controlling weather thanks to Chilly Reception making it the worst nightmare of weather teams.
Since Palafin got banned, Slowking-Galar isn't anymore a prisoner of
or
to check it meaning you can basically custom it as you wish!

Have you ever dreamed of Tapu Fini with both Regenerator and a pivoting move? Dream no more! Straight from heaven or hell depending on how you look at it, Alomomola reached another dimension as defensive pivot by how large is the range of things it can check abusing Play Rough to gain the
type.
This is without forgetting that Alomomola is still the WISH FISH it's used to be, making it a central element of many teams featuring things like AV Hoopa-U, Ting-Lu, Hydreigon, Garchomp, Terapagos, Mew, etc rising their viability by simply existing.
Finally, Palafin's removal no longer "trap" Alomomola in the excellent but classic
typing. Indeed, it's now able to run other typings and roles such as
RegenVest, able to check pretty much every common special attackers, making it great in offense/BO. One may also try
variant to use it as anti-spinner.

Last "slow"pivot you may encounter in Camo, the lizard! This one is not so slow but still slow enough to underspeed special threats such as PZ, Hydreigon, Lati@s, Dragapult, etc. If the bulk is still very mid even with the mandatory AV, this mon is doing an okay job checking most special threats still. What really makes Cyclizar interesting with respect to those 2 we mentionned above is the fact it can run 2 amazing utility moves while pivoting: Knock Off and Rapid Spin. Abusing the
combining Steel's bunch of resists, STAB Knock Off threatening some anti-spinner, U-Turn and Rapid Spin, the role compression Cyclizar gives is just amazing!
Special mention to

that is most of the time outclassed by Slowking-Galar, not being able to use Sludge Bomb or Toxic but, that still has a niche thanks to Scald.
One can think "only" 3-4 Regen pivot aren't much to pick from but, keep in mind being able to change types basically makes it a different mon!
What's about combining 2 of them?
Well, that's perfectly viable and everybody who played SS AAA knows how annoying Regecore can be! Here are some examples:
+
+
+
+
Other Regecores exist but with non-pivoting mons such as Hydrapple or Reuniclus. Those 2 are usually better in bulkier teams.
IV. Offensive threats overview (with common checks)
If Camomons is often seen as a bulkier metagame than OU, the power level remains quite high with insane offensive combination or much better STAB. To help you somehow understanding how to deal with those, I'll pick at most 3 typings that are most of the time good to check them.
The classics

While being mostly used as offensive spinner, Great Tusk can be a pain in the ass to check. Indeed,
is just insane defensively especially when he can rely on a 120 BP STAB Ground move. Some variant runs Bulk Up and, with a speed boost from Rapid Spin, this can go out of control quickly.
Possible checks:
/
/
and Levitate mons | Avoid weakness to Ground, Fairy (and Dark sometimes).

Solid mon at the top of the VRs last gen. Tbh, I feel like this mon fell off and being fast isn't enough to justify being S-like rank anymore. Specs sets are scary due to their large coverage but suffer from hazards a lot which is not ideal for a mon that is more of an offensive pivot/rk than a breaker. HDB sets gives some nice utility with WoW/TW but can't really rk things anymore being too weak. This is particularly true with Gking around, absorbing WoW and TW very well while denying any progress Pult could make. Band is very rare due to Steel just existing but if you can get rid of them, perhaps it can work (there are still Fairy to deal with though...).
Possible checks:
/
/
| Avoid weakness to Dragon, Elec, Water or Ghost (Fire too but rare as STAB) and go with high special bulk.

Among the biggest winners in Camo, Latios definitely stands high. With a wide and amazing movepool, it's able to run so many deadly combination. LO sets are the most threatening using usually 3 moves for maximum coverage + Recover. This set is very flexible cuz it acts as breaker, decent speed control but also gives some non-negligible defensive utility! You can also find Specs pivot benefiting from Levitate to come as much as possible, even with Spikes around. Finally Scarf is prob the fastest speed control of the metagame while being viable.
Possible checks:
/
/
| Avoid weakness to Dragon, Elec, Water, Ice, Psychic and go with high special bulk.

Back in the metagame again, this mon took Pult's spot at the non Scarf fastest viable mon in a flash. If it often acts as hazards lead, it remains a threat with mixed sets and NP ones. Indeed, Psycho Boost is often super-effective on Gking while Superpower can weaken Ting-Lu quickly. NP 3 Atk sets should be more explored cuz the coverage is wide enough to break though most things.
Possible checks:
/
| Avoid weakness to Psychic, Fighting, Ice, Elec (Grass too but not so common).

Can almost litteraly run any combination lol. However, physical ones will often run CC for big STAB + coverage STAB + coverage + SD/Encore while special ones will often run Moonblast for big STAB + coverage STAB + CM + Encore/coverage/something else. Even if having such variance is great, what makes Valiant very good is its speed tier, above Lati@s, Ogerpon, Lycanroc-Dusk, Iron Moth or Azelf.
Possible checks:
/
| Pray you get the right MU and have offensive counterplay.

Also S-rank last gen, Rillaboom fell off a little due to Grassy Glide nerf but also losing Superpower. Still, it remains a fantastic threat you should absolutely not forget! Band works still very well at breaking, removing items and pivoting even though it become worst at rking things. SD LO didn't lose too much with the Grassy Glide nerf but miss Superpower. Finally, other sets popped up like boots, AV or even Scarf. Terrain Extender has also seen uses in Gterrain-based teams. Not one of the most versatile things but still does his job very well!
Possible checks:
/
/
| Careful about random Ground or Fighting variant and have good physical bulk to take Band Wood Hammer.

This mon fell off hard when Lati@s became playable but still has a niche over them thanks to Ground, Fire and Steel coverage. Scariest sets are NP 3 Atk but you can also manage to be scary enough with NP 2 atk + rocks if you can't afford to put them somewhere else. Speed tier is still decent, outspeed Urshifu, PZ, Great Tusk, Ghold, etc.
Possible checks:
/
| Avoid weakness to Dragon, Water, Steel and Ground and go with high special bulk.

Less of a threat in Camo than in OU cuz the meta is less offensive, you should still certainly not forget Kingambit in the builder! Has basically 2 viable types (including the vanilla one) but hey, who needs more when it's already good with what it has?
Possible checks:
/
/
| Avoid weakness to Dark, Steel and Poison (be careful to Low Kick coverage).

Like Gambit, the dog is worse in Camo even though he has more typings to try. IronPress is very inconsistent due to the large amount of Ghost one may find here. Still a scary set you should take into account when building at risk of getting outright 6/0ed. Howl sets have seen some success from time to time with either Rest or LO but they're often very reliant on MU too. Finally, don't run Band 4 Atk all out attacker, this one not breaking anything at all most of the time so it only acts as a fast rker that is not even pivoting, not worth imo.
Possible checks:
/
/
| Solid Fighting resist (or immu) + a way to threat it out

Oh lord. This mon is just a beast. No brain, just power. This is just the result of 135 Spa + Adaptability + boltbeam coverage. Thanks god this mon is not so fast and running Specs often makes it weak to rocks. Boots double dance might be very scary to face but should not be able to setup both due to Light Clay being banned. Choice Scarf did exist but I don't think it's particularly good. You can also remove Ice Beam to go for Shadow Ball or whatever then removing your weakness to rock and having overall a much easier time coming. If you're a madman, you can run Blizzard supported by Gking's Chilly Reception. A nightmare for bulky teams.
Possible checks:
/
| Avoid weakness to Elec, Ice (and Ghost) while having very high SpD. You can run a Regen to scout then go on the Ice resist or Elec immunity against choice locked ones.
The demons
Those are mons that will outright 6/0 you if you dare forgetting them in the builder.

Able to run insane defensive typings while being quite fast, the offensive counterplay against this mon is quite narrow and very reliant on the variant you're facing. Calm Mind allows it to become quickly unkillable on the special side while give it enough power after one or two boost to start being scary. I put

there too cuz it's Latias with less typings but much more physical bulk and less reliable recovery.
Possible checks: see "BONUS"

Wow, Garganacl being S-like rank when it can remove its garbage Rock type, who would have noticed?! Is the anti-spinner rocker
set is often not able to win by itself, lacking recovery or taking too much time to break, that's not the case of demon IronPress
! With full invest in SpD, this mon is very hard to break on the special side while Iron Defense pretty much remove physical counterplay after a single boost. Salt Cure will take care of Ghost-type especially considering their Ghost move doesn't hit you.
Possible checks:
/
/
+ any type | Covert Cloak!!
Keep in mind!
Those are less common threats but that you somehow need to keep in mind cuz they can get out of control given the right conditions.

Bulky teams nightmare when running SD sets, this mon is able to beat some Calm Minder by virtue of being stronger faster thanks to STAB Facade and SD. Knock Off is good at making progress against fat stuff long term. You may also find other set with more defensive utility like
.

Hawlucha benefits from some interesting combinations making counterplay vary from a set to another. Benefiting from Rillaboom being great, Hawlucha came back at full force recently in HO/Offense as cleaner/breaker/speed control with the Grassy Seed while also acting as setup control with Encore sometimes. Special mention to

doing someone the same but having Knock Off and Gunk Shot.

Being able to remove the garbage
type defensively made Hoopa-U finally perfectly viable as AV Breaker abusing his amazing coverage backed up by insane offensive stats. Can easily blow holes through defensive cores while handling special hits quite well making it a great checks to stuff like Lati@s, Hydreigon, Specs Pult, Zapdos, etc. Paired with Alomomola, it can benefit a lot from the Wish passing.

This guy fell off a bit since Palafin finally took the ban hammer and Lati@s are as popular as ever. Still a solid mon on bulky balanced teams providing both defensive utility, breaking potential and staying power. NP paired with Water, Grass, Ground or Dragon move is indeed great as breaking other bulky stuff.

If the other bear has been banned, this one is still around and is expert at messing with defensive stuff! Abusing a wide movepool, Ursaluna can run many typings giving it more defensive utility while keeping power by virtue of STAB fired by Guts + 140 Atk. Speaking of Guts, you don't necessarily require Flame Orb to abuse it. Bulky variant with lefto (with or without Resttalk) can perfectly work using Guts as a deterrent for trying to status it.

Dual Wingbeat + Bullet Punch + STAB + Technician + Band/LO. All I need to tell you to make you understand. Some bulky variant can work with the wish fish but they are limited by Scizor's bulk.
V. State of the art of defensive stuff
Well, now that we talked about offensive stuff, time to look at the shields we have to answer them! This will be quick however cuz we already talked about some of them previously. I'm listing them below:





You can be almost sure at 100% that you will encounter one or two of Gking, Mola and Garganacl in any balanced/bulky structure. I'd go as far as saying a defensive core without them if unviable ; especially considering how easy it is to design Gking to answer what you want to.
I will not talk about "having defensive utlity" mons but not really walls too. Here is a list of them:







You may find those mons almost everywhere ; though they are often better on slighlty more offensive team, trading staying power of fat walls for power of bulky offensive mons.
Anyway, here we go with the fatest walls, those you will find in balanced and bulkier structure.

THE big and fat wall. Even without recovery, this mon does check so many things, especially when granted the
type giving it so many resists! Ruination is an excellent tool making it not passive at all. Whirlwind is just so good into bulky setup making it an excellent setup control. And last but not least, you can either run SR or Spikes making it an excellent hazards setter. Amazing mon providing so much even though it can't heal or pivot. I still have to mention that, recently, it fell off a bit, having issues against Cinderace and Hatt to put hazards, while being a hazard weakness by itself.

This little peach is cool as it can run typing making it neutral to almost everything, taking physical hits by virtue of its immense defense stat. You can however choose to put some EVs in SpD and use it to scare things like Latias out thanks to Toxic/Malignant Chain (unless it's the Sub variant and you can cry then!!). Speaking of Malignant Chain, don't run the move on non-Poison variant as, not managing to Poison after 2 attempts, could often result in losing a game (while not making much damage without the STAB anw).
And... nothing else LOL. Well, as you just noticed, most of the defensive stuff in Camo is either a Regen mon either a demon. We can still mention things ranked in B+ such as Clefable, Clodsire, Deoxys-Defense, Mandibuzz, Empoleon, Skarmory or Weezing-Galar.
VI. Weathering with you - Makoto Shinkai
If people keep experimenting with offensive playstyles as their place is difficult to define within the current meta (let's recall both Light Clay and Booster Energy) are banned, a type of offensive playstyle managed to emerge: weather.
Sun - Sous les sunlights des tropiques - Gilbert Montagné
When saying weather emerged as a playstyle, that's not completely right. The one which really emerged is
sun. It's nothing new that sun has been better than rain the whole generation, in almost every metas, by virtue of paradox mons and their Protosynthesis ability.
Sun setters

Longtime sun setter, Torkoal is pretty decent at doing the job. It provides defensive utility to the team while not being so passive (STAB Body Press, Lava Plume/WoW, Sludge Bomb). It also has the super valuable Rapid Spin ; though not being a great spinner generally speaking. It works in "bulky offensive" suns.

The rising star. Ninetales proved to be quite an amazing sun setter thanks to a decent speed allowing it to abuse 2 powerful moves for more offensive teams: Encore and Healing Wish. Encore allows Ninetales to prevent losing to bulky setup or to abuse a passive move to enter a threat, thus generating momentum. Healing Wish means you can heal an almost dead breaker to keep making a rampage (Slither Wing with STAB Flare Blitz for instance). Those 2 moves made Ninetales the premier sun setter as we often wanna go with a more offensive sun than a balanced one.
Sun abusers

Him again. Tusk is not the best sun abuser but still a very solid pick cuz it's a great mon already that you make even stronger lol. One can go with regular offensive spinner Tusk (sometimes with AV cuz we don't value boots as much as we're used to) or with setup Tusk abusing Protosynthesis speed. Nothing more to say, just Tusk being Tusk.

If this mon isn't able to shine as it used to in OU due to camo Tusk hard countering its base (and perhaps best) type, that's no longer true in sun. Indeed, thanks to sun, Raging Bolt now has coverage (Weather Ball and/or Solar Beam) allowing to delete Tusk completely. It's an amazing mon for sun considering it takes advantage from Water types.

Just regular Wake doing stuff. We however have to mention that Wake does struggle more in Camo than in OU. Indeed, Gking, Alomomola or Latias can be difficult to break without Specs proto Spa but, in that case, his speed is below the 110 threshold meaning a lot of things are going to outspeed it like Lati@s, Lycan or Hearthflame, mons that are rare (or banned lol) in OU. Still a threat by virtue of Hydro Steam spam. Running the Fire type often isn't worth it considering it will struggle a lot with hazards.

252+ Atk Choice Band Protosynthesis Slither Wing Flare Blitz vs. 8 HP / 252 Def Alomomola in Sun: 294-347 (62.1 - 73.3%) -- guaranteed 2HKO. Do I have anything else to say about it? Well, yeah, Choice Band is near impossible to wall without Fire immunity but, it's very slow to you can rely on offensive counterplay. Choice Scarf is much faster but still does outstanding damages , although it cannot 2HKO big fish anymore. Probably the biggest sun wallbreaker.


The Flash Fire gang. Both offer a solid Fire immunity for sun, which is extremely valuable in more balanced sun (especially Heatran), while taking advantage of Water types thanks to Solar Beam or Solar Blade. Heatran can also take advantage of Gking by trapping it with Magma Storm and taunting it to prevent it to click Chilly Reception, thus getting rid of the sun remover.



Chlorophyll mons are ofc at the party, providing great speed to handle offensive teams. if Venusaur is by far the most common, as
with Weather Ball coverage, is going pretty hard in the current meta, one may find less common Chlorophyll mons with Lilligant-Hisui running its vanilla type (much better in camo) or Shiftry for the Fire STAB (without running Sunny Day lol).
Other things exist but are less common, we can mention Fire move abusers,

or

and defensive mons for more balanced sun,

,

,

, etc.
Sun is a devastating archetype you have to take into account or else you could quickly lose. How to?
Sun counterplay

(

) might not be the
best counterplay to sun but, realistically, any Gking resisting Fire is an excellent sun counterplay by virtue of being able to remove sun by simply pivoting around, forcing your opponent to put the sun setter again at the cost of giving away momentum.

Almost always
/x, Alomomola is able to withstand sun boosted moves from either Slither Wing or Walking Wake and stall sun out with Protect. Careful though, sun teams often try to exploit Mola considering it's a very common and annoying mon for them.
is simply amazing to wall Fire or Water (Hydro Steam) moves. They aren't so many users but Latios comes to mind as viable, especially thanks to recovery. Stall can think to Dondozo. BO / offense can rely on defensive Garchomp.
Fire immunity: If none of them are particularly viable, things like Ceruledge, Armarouge or Heatran can be a nice counterplay. Careful though, you will need Air Balloon if you run the Steel type otherwise Slither deletes you with Earthquake which is not ideal lol.
Diversify counterplay: Don't ever think you're safe cuz you have a
Glowking! A simple defensive mon won't be able to stop sun ; especially due to how diversified are sun threats (Wake, Raging Bolt, Tusk, Slither, Venusaur, Cinderace, Heatran, etc). You need to layer the counterplay, with either multiple resists / defensive answers or with a combination of both offensive and defensive counterplay.
Priorities: Sun, as an offense archetype, relies on killing before being killed, without a real defensive backbone (although you may encounter slightly bulkier sun too sometimes). Thus, things like Rillaboom, Kingambit or Arcanine-Hisui can work pretty well to out offense sun breakers. You will need chip though cuz sun sweepers/breakers often have a decent bulk.
Rain - It's raining men - The Weather Girls
Not as scary as sun, rain still has a solid niche in the metagame.
Rain setters:

As always, the premier rain setter. Pelipper does offer some defensive utility (even though you may have to run bad moves for that), while being able to pivot out. Pivoting really is what makes Pelipper a great setter, able to bring safely your threats.

Well, this one isn't able to pivot but can still help you get out of trouble thanks to move like Hypnosis (high reward high risk) or Encore. Can run the Ground type that may be valuable for rain too.
Rain abusers:

Yup, this mon is still free in Camomons. Just imagine having a 130 base power STAB increasing your spa by 1 each time you click it, that's what Archaludon is about. However, do not make the mistake to go with
without having coverage (Flash Cannon) to hit the most common Great Tusk or you'll be very disappointed when they'll freely come on Electro Shot. You can also run Steel type with AV to have some defensive utility vs things like PZ, Latios, etc.





Swift Swimers. One of them (at least) is mandatory for rain, especially considering Archaludon lacks speed and will never be able to win by itself de facto. Barraskewda is the most common Swift Swimer with massive Flip Turn and good coverage with either Close Combat (raw damage) or Poison Jab (target Alomomola). Basculegion is slower but has Wave Crash for bigger damage than Liquidation and Psychic Fang coverage for stuff like Gking. Kingdra hits less hard but is able to go mixed thanks to Dragon or Flying coverage. Overqwil has SD to pierce its way through bulky things while being decently fast. Finally, Beartic is another mon able to setup with SD but with a much wider coverage and a great bulk. However and, unfortunately, you have to run Jolly with near max speed if you want to outspeed mons like Pult at +2, making it a "quite slow" Swift Swimer.







Those mons are either abusing strong rain boosted Water moves (Hydro Pump, Surf, Surging Strikes, etc) and/or are abusing rain accurate moves like Hurricane (Walking Wake, Iron Jugulis, Tornadus) and/or Thunder (Latios, Dragapult, etc) to provide more offensive coverage to your rain team.
On the defensive side, both
and
types are benefiting from rain counteracting the Fire weakness while offering great resists. Here a non-exhaustive list of things you may see / consider:
:




:






What else?

Ironically, one of the greatest threat for rain are Water mons cuz, rain teams often forget a "real" Water resist considering they have enough Water mons to handle Water attacks. However, this might not be the case when things like Dragapult, Latios or Latias fires boosted Water move. For start, you may look for a Water immunity. Volcanion is just the best one, abusing rain itself with insanely powerful Steam Eruption while preventing opposing Water mons to just click the Water move.
are often great partners for Water mons, resisting both Elec and Grass. However, the "Dragon" mon is often Archaludon, dissipating the urge to have one.


Super weird and bad idea but those 2 are Rapid Spinner + pivot abusing Rain Dish... Does that make them good? Prob not... But feel free to try and lmk!
Rain counterplay
First, let's make it clear right now: rain is less of threat with respect to sun. That being said, here how to deal with it:

(

) and
mons
"Wait, what? Are you telling us rain counterplay is the same as sun counterplay?!!" Yes sir. How lucky we are! Those things both help handling sun and rain at the same time! We all love role compression!
Something to prevent
Archaludon from going crazy. Well, yeah, checking Water boosted moves and this thing it's a bit different lol. Defensive counterplay does exist ; although it's not so easy.
variant of Gking (resisting Elec).

with the
should be able to cover pretty much every Archaludon set by beating them 1v1 thanks to CM.
At the very least, you will need offensive counterplay to prevent it from sweeping. This is quite easy in Camo considering Archa cannot tera to prevent something like, idk, GREAT TUSK, from revenge killing it. So yeah, finding a rker isn't difficult tbh.
Water immunity:

Priorities: see Sun above.
Overall, just like it is in OU, weather (sun) is a crucial playstyle in Camomons that you should be aware of. If it can struggle a little more due to Gking reign over the meta, it tries to compensate with more threats (Slither, Heatran, etc). Rain, while less threatening and more limited, also is part of the meta thanks to a titan banned in OU, Archaludon.
VII. Other playstyles
I won't be super long on this one but I still want to give you an idea of what's possible, although not particularly good / very difficult to play, to play.
Grassy Surge offense
Based on Rillaboom, those teams mostly rely on abusing the Grassy Seed, either with mon like Hawlucha with Unburden, either with bulky setup like Latias, Enamorus-T, Iron Crown, etc.
Psychic Surge offense
Based on Indeedee, thoses teams rely on abusing both the Psychic Seed with mon like Hawlucha and super boosted Expanding Force with mons like Deoxys-Speed, Iron Valiant, Espeon, Mew, etc.
Electric Surge offense
Based on Pincurchin, thoses teams rely on abusing both the Electric Seed with mon like Hawlucha and Quark Drive paradox mons such as Iron Moth, Iron Valiant, Iron Leaves, Iron Treads, etc. You may also try Raging Bolt with insane Rising Voltage or super fast Raichu-Alola with Surge Surfer.

Snow team
Abusing either Ninetales-Alola (immediate setter) or Slowking-Galar (has to click Chilly Reception), snow is an archetype relying on abusing both super busted Blizzard from PZ and Slush Rush mons such as Beartic, Sandslash-Alola or Cetitan. You may also encounter Ice type mon abusing the def boost to setup, like Great Tusk, Latias, Mew or Terapagos. You can exploit Weather Ball coverage with mons like Zapdos, Raging Bolt, etc.

Sand team
Relying on either Tyranitar (more offensive) or Hippowdon (more balanced), sand teams are mainly abusing Sand Rush mons like Excadrill, Lycanroc or Houndstone. They are less offensive cuz there are less abusers, often taking the shape of a standard bulky offense but with Ttar + Sand Rush.
Stall
Ofc, stall does exist. They often rely on 4/5 boots + 1/2 mons inherently resisting hazards and able to take knock off for their teammates. They abuse mons like Toxapex, Skarmory, Clodsire, etc that can handle setup while putting hazards. They also run super fat stuff like Blissey, Avalugg, Dondozo, Hydrapple, etc with the only purpose to take hits and prevent the opponent from breaking.
I'm just mentionning screens (Light Clay banned) and Sticky HO as I feel those playstyles are either very difficult to play (screens without Light Clay) or very inneffective (sticky into levi and full boots).
BONUS. "You didn't talk about Calm Mind yet, what happened to you Siamato?! You changed.."
I know my readers would have been disappointed if I didn't talk about CM (and bulky setup overall) so here we go!
Here the list of viable Calm Minders (B+ and above):
Not so many tbh especially with respect to what we have experienced in the past. However, you surely have recognized few of them deemed troublesome last generation such as Lati@s and Reuniclus. So... what keeps them in leash this time?
Have you ever heard about big TING-LU??! This mon is by iself one of the biggest nerf to bulky setup that ever existed. Due its amazing special bulk, Ting-Lu is always able to take a hit from bulky CMers and phaze them with Whirlwind while being also able to threat them with Ruination (and STAB Heavy Slam sometimes). This is one of the reason (but certainly not the last) explaining why Ting-Lu is so amazing in Camomons.
However, Ting-Lu all alone is not sufficient to guarantee you won't lose to bulky setup and especially CMers (especially long run).
Here are some other things preventing you to outright lose to them:





with Toxic. In gen9, most CMers can't protect themselves from Toxic by running a poison move (often due to Toxic's removal from their movepool).
- Slow pivot (




into Encore (


) or strong physical attacker (
)
- Salt Cure.exe (
) but be beware of Covert Cloak + not enough against lefto + recovery
- Setup 1v1 (




)
- Sheer power with decent special bulk (


)
- Unaware stuff even though most aren't very good (



)
- Single shot Trick choice lock item (




) or Sticky Bards (
)
Overall, I felt like CM was fine this whole generation, although Latias can be quite frustrating sometimes as counterplay may vary from a set to another (I hate Sub Latias).
Conclusion
Noooo, I'm tired of writing this post!!

Please, just let me rest in peace already, it's been more than 6 months

Happy ladding time and good luck to those trying to get a spot in OMPL to play Camo!
~Siam
ato