Your argument about Emboar's raw power is pretty convincing, I'll have to admit, and it does have the moves that it fundamentally needs to succeed. I ran some Head Smash and Wild Charge calcs and they are quite impressive. However, that doesn't quite cover everything about an offensive threat.
The main thing that I notice here is that most of Emboar's deadliest moves cause recoil. Flare Blitz, Wild Charge, and especially Head Smash take their toll on this 'mon after a few uses, and against the defensive teams that Emboar mostly attempts to break, this can be a game-changer thanks to recoil stacking with other stall staples like hazards and status. Yes, I know that Darmanitan, Entei, and Infernape also run Flare Blitz from time to time, but in that case it's those mons' only recoil move. Besides, Darm and Ape can often U-turn out anyway, avoiding recoil altogether, and Entei mostly uses Flare Blitz as a sort of last resort for when Sacred Fire is out of PP. Emboar, on the other hand, can be running a grand total of 3 recoil moves on its wallbreaker set, and those are its most vital moves, making it really hard to do enough damage to make an impact. Even if you do manage to hit a 'mon like Salamence or Suicune for that insane damage that you've showcased, you may still kill yourself in the process, and the defensive 'mon can heal itself or switch into a teammate capable of doing so. Its other STAB move, Superpower, doesn't help either, and its attack-lowering side-effect often lets any user of the move down.
Obviously, it has an adverse matchup against offense as well most of the time. It's in the same category as other slow wallbreakers like Pangoro in that it's very hard to switch something into it, but it has too many offensive checks to make it work. Moltres, Krookodile, Salamence, the Nidos, Mega Blastoise, Mega Swampert, Feraligatr, Mega Sharpedo, Mamoswine, and others can kill it off easily or scare it out, potentially setting up game-winning boosts in the process. Its low speed is far too easily taken advantage of, and once again, it can still murder itself if it has to switch in too many times thanks to rapidly accumulating recoil.
In short, while its attacks may hurt like the dickens, Emboar has pathetic staying power. All of its moves bar Grass Knot have annoying side effects that can play right into the hands of an opponent. If i wanted to use this thing at all, I'd probably use it in Trick Room or something so that its pitiful speed actually becomes an asset, but even then I'd probably use Escavalier or something of that nature. I agree that it isn't outclassed in every aspect, but it comes pretty close, and the recoil is the nail in the coffin when it comes to its viability. Still unranked in my eyes.
The main thing that I notice here is that most of Emboar's deadliest moves cause recoil. Flare Blitz, Wild Charge, and especially Head Smash take their toll on this 'mon after a few uses, and against the defensive teams that Emboar mostly attempts to break, this can be a game-changer thanks to recoil stacking with other stall staples like hazards and status. Yes, I know that Darmanitan, Entei, and Infernape also run Flare Blitz from time to time, but in that case it's those mons' only recoil move. Besides, Darm and Ape can often U-turn out anyway, avoiding recoil altogether, and Entei mostly uses Flare Blitz as a sort of last resort for when Sacred Fire is out of PP. Emboar, on the other hand, can be running a grand total of 3 recoil moves on its wallbreaker set, and those are its most vital moves, making it really hard to do enough damage to make an impact. Even if you do manage to hit a 'mon like Salamence or Suicune for that insane damage that you've showcased, you may still kill yourself in the process, and the defensive 'mon can heal itself or switch into a teammate capable of doing so. Its other STAB move, Superpower, doesn't help either, and its attack-lowering side-effect often lets any user of the move down.
Obviously, it has an adverse matchup against offense as well most of the time. It's in the same category as other slow wallbreakers like Pangoro in that it's very hard to switch something into it, but it has too many offensive checks to make it work. Moltres, Krookodile, Salamence, the Nidos, Mega Blastoise, Mega Swampert, Feraligatr, Mega Sharpedo, Mamoswine, and others can kill it off easily or scare it out, potentially setting up game-winning boosts in the process. Its low speed is far too easily taken advantage of, and once again, it can still murder itself if it has to switch in too many times thanks to rapidly accumulating recoil.
In short, while its attacks may hurt like the dickens, Emboar has pathetic staying power. All of its moves bar Grass Knot have annoying side effects that can play right into the hands of an opponent. If i wanted to use this thing at all, I'd probably use it in Trick Room or something so that its pitiful speed actually becomes an asset, but even then I'd probably use Escavalier or something of that nature. I agree that it isn't outclassed in every aspect, but it comes pretty close, and the recoil is the nail in the coffin when it comes to its viability. Still unranked in my eyes.





















