Metagame Sword and Shield CAP Metagame Discussion

cbrevan

spin, spin, spin
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Sword and Shield CAP Metagame Discussion

Welcome to Gen 8! Use this thread to discuss anything relating to the SS CAP metagame, from potential cores you want to try to team builds you think will be effective. If its related to the SS CAP Metagame, chances are this is a good place to post it. Because of the changes this generation, there is a ton of things for us to discuss about the metagame. Some potential topics include dynamaxing CAPs, CAPs performing in a lower power setting than Gen 7, and potential uses for new items, such as Heavy Duty Boots.

I'd also like to note that Gen 8 CAP is now a ladderable format on PS!, so join us on the server and in the CAP room to explore the new gen!
 

Jho

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SwSh is a fun meta, here's some stuff I've been having fun with.


Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Acrobatics
- Bullet Punch
So we all know what Cawmadore does. It clicks Belly Drum and it sweeps if there are none of the hard stops to it on the opposing team right? Well with Dynamax in the new Meta, Cawm can break through a lot of its old counters whilst getting Speed and Attack boosts thanks to Max Air Stream and Max Knuckle respectively, making it much harder to stop than in previous generations. As long as Dynamax is with us I think Cawmadore is a legitimate threat and not just something you use to get past the low ladder.


Hatterene-Gmax (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Mystical Fire
- Trick Room

Copperajah-Gmax @ Life Orb
Ability: Heavy Metal
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Heavy Slam
- Heat Crash
- Power Whip
- Rock Slide
There are definitely better spreads for these lol.

Another generation of CAP, more Trick Room abusers to try out. Both of these mons are pretty strong with the downside of being absurdly slow, which is not a downside really with Fidgit around. With Trick Room losing most of its usual abusers I've been testing out a lot of the newer mons to find something to replace them and have found pretty good success with these 2. Both use G-Max incredibly well and offer some form of utility in either being a secondary setter or additional Hazards. These may come to be the face of Gen8 TR builds. Other mons which are cool on TR are Dracovish and Cursola but I haven't had as much success with either of those as I have with these 2.
 
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Figure i might as well give my ten cents on a mon that has been treating me well
Image result for jumbao


Jumbao @ Life Orb
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Moonblast
- Focus Blast
- Synthesis

Offensive jumbao is goooooood atm. Heatran is gone, as is most decent flying types. Drought is pretty good as a anti-meta tool atm, with all the rain, Barraskewdas and Dracovishs running amuck.

252+ Atk Choice Band Strong Jaw Dracovish Fishious Rend vs. 0 HP / 0 Def Jumbao in Sun: 135-160 (41.5 - 49.2%) -- guaranteed 3HKO

At best, Draco 2HKOs with Band and SR up, but Jumbao also outspeeds and heals it off pretty easy. It's definitely missing HP ground and Flame Burst, especially with Aegislash and Corviknight in the meta (which you NEED a counter for if using this jumb). A very fun mon either way rn. Highly recommend
 
With the buffs on Rapid Spin, may as well discuss the best CAP spinner ATM

Image result for colossoil

Colossoil @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Rapid Spin
- Facade

I don't think anyone would be surprised that Colossoil faired well this gen. Currently, Colo has, one of, if not the strongest Knock Off in the game atm--this coupled with it's STAB eq make it pretty difficult to switch into. But this is nothing new. Rapid Spin, now with a passable 50 BP and a speed boost putting this already decently fast mon (95 Spe) makes this thing a beast. When at +1, Colo basically becomes scarfed without being choiced-limiting its counters to fairly few.

As far as being a legit spinner, Colo still aint bad. It has mixed matchups with ST settlers, beating Exca, TTar, Mew, and Mollusk--though has a bit of issues with Tomo, Snael and Kommo. However, none of these really like switching into Knock Offs. As well, Colo is pretty hard to spin block. No Ghosts in the current meta can reliably switch in to either of Colo's STAB moves Calcs below.


252 Atk Guts Colossoil Earthquake vs. 252 HP / 252 Def Aegislash: 145-172 (71 - 84.3%) -- guaranteed 2HKO

252 Atk Guts Colossoil Knock Off (97.5 BP) vs. 252 HP / 212+ Def Jellicent: 426-504 (105.4 - 124.7%) -- guaranteed OHKO

252 Atk Guts Colossoil Knock Off (97.5 BP) vs. 252 HP / 252 Def Eviolite Corsola-Galar: 240-284 (74 - 87.6%) -- guaranteed 2HKO

The land whale is good folks. That is all
 

Jho

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With dynamax gone we have a much more stable meta that I've been playing quite a lot of so just gonna drop a few thoughts on things I've had success with.

:flareon::sylveon::vaporeon:
Somehow these 3 have a niche in an OU based metagame. Crazy. Flareon and Sylveon are both good answers to the strong fairies in the meta, namely Jumbao and Clefable. Whilst Flareon is able to soft check G-Darm, Sylveon offers a better check to Hydreigon and Dragapult. Both fit onto the common balance builds that are super common right now and offer teammates such as Seismitoad, Equilibra, and Rotom-H recovery with their Wishes. Vaporeon, on the other hand, also offers Wish support whilst also being a Water Immunity, a role which is almost mandatory with Dracovish in the metagame. It is also a solid answer to G-Darm. My sample size of games is fairly low so I may be off base but I do think these have a niche in the meta.

:clefable::jumbao:
The fairies. Both of these Pokemon are extremely potent wallbreakers with a Life Orb with very few checks. Whilst Jumbao has the downside of being checked by Aegislash and Corviknight which Clefable does not, it makes up for it by having a much better Speed tier and being considerably stronger. Anyone who has played gen8 OU knows how much of a nuisance Life Orb Clefable is, its coverage and respectable strength leave it with very few defensive answers.

:equilibra::tomohawk::arghonaut:
Aside from Jumbao I believe these are the strongest mons CAP has to offer to the metagame. Equilibra does what it has always done which is click Doom Desire. Most teams steel resists lack recovery, Pokemon such as Seismitoad and Rotom-H get worn down pretty quickly by repeated Doom Desires which makes Equilibra extremely potent. Tomohawk is a pretty strong, bulky attacker with great utility options. Being able to soft check G-Darm, Equilibra, and Hydreigon as well as hard wall Excadrill whilst offering Intimidate and Rapid Spin support make it a great option for balance teams. Arghonaut, on the other hand, is CAPs best answer to G-Darm, hard walling the standard sets and even being able to use it to set up spikes.

I'm enjoying this meta a lot, it's certainly a lot different to USM and takes some getting used to but I'm really liking it so far.
 

Jordy

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I've been playing CAP a little lately, and I think that Dugtrio is very problematic within the current metagame.


Dugtrio synergizes incredibly well with offensive Fairy-types like Jumbao, Kerfluffle, and Clefable, as it's able to trap Mollux; the single best check to these Pokemon. In particular, I think that Dugtrio is problematic alongside Kerfluffle. It can trap so many more Pokemon reliably with Parting Shot, such as Toxapex and specially defensive Clefable, and Kerfluffle's just able to create opportunities for it very easily, so you either have to sack something to Kerfluffle, or risk having it get trapped by Dugtrio. What I'm essentially trying to say is that Dugtrio requires very little skill to use effectively, and turns the metagame into a stale mirror matchup metagame that lacks good counterplay to offensive Fairy-types; it all revolves around who gets to trap the Fairy-type check first, be it Mollux, Clefable, Equilibra, or Toxapex.

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Stone Edge
- Sucker Punch

This is definitely the best Dugtrio set right now, mostly because it's also able to trap opposing Kerfluffle.

This is unrelated to Dugtrio, but Aegislash isn't a good Jumbao check; run Shadow Ball.
 
Let's talk a bit of a type of Pokémon that does very well in the current metagame :
Life orb + Coverage

:clefable: :jumbao: :pyroak: :dragapult: :cyclohm: :stratagem: :krillowatt:

All these pokémon are the main abusers of life orb + coverage, as they are bulky/fast enough to pretty much always put in work with their very good coverage. Along with some chip damage on everything in the opposite team (hazards basically), they can usually cleanly sweep. I will try to break down their respective strenghts and weaknesses here.

Clefable @ Life Orb
Ability: Magic Guard
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt / Thunder
- Flamethrower / Fire Blast
- Moonlight
:clefable:
Clefable is the most common, and one of the most dangerous coverage abusers in the metagame. While fairy + fire is one of the most powerful offensive combinations, electric provides it the ability to threaten a lot of checks (Pex, Snaelstrom, Gyarados, Volkraken). Mold breaker is one of the best overall abilities, preventing it from being worn down by hazards and status and making Moonlight fully useful.
Checks : :mollux: :pyroak: :rotom-heat::clefable: (the spdef one) ( :toxtricity: :plasmanta: :crucibelle: )
Flaws : It's pretty slow and surprisingly frail compared to the defensive variants. Also, but it's the case for every pokémon in this list, it has no other use than hitting.

Jumbao @ Life Orb
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Solar Beam
- Focus Blast
- Synthesis
:Jumbao:
Jumbao is another strong life orb abuser. It also abuses the very good fairy type along with grass and fighting. It's very fast and pretty bulky with a solid recovery (66%) and the ability to get up sun.
Checks : :mollux: :toxapex: :corviknight: :kitsunoh: :pyroak: :aegislash: ( :crucibelle: :plasmanta: :toxtricity: )
Flaws : Its coverage is lacking after it lost its fire move. Also any poison type (which are pretty common) can wall it easily. I see it falling in viability after Dugtrio's gone, but still a solid pick.

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Surf / Volt Switch
- Earth Power / Volt Switch
:krillowatt:
Krilowatt has always been a nightmare to switch into. Combine that with Magic guard, a very good bulk and a lot of speed and you have the perfect life orb abuser.
Checks : :ferrothorn: :pyroak: :clefable: (yup) (some more mons can take hits and offensively check it, but I'm talking about reliable and stable checks)
Flaws : Lack of recovery. Also it can get trapped by Dugtrio for now, which almost invalidates it.

Stratagem @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Paleo Wave
- Fire Blast
- Energy Ball / Earth Power
- Dazzling Gleam / Earth Power
:stratagem:
Stratagem is a bit slept on right now imo. It's the fastest coverage abuser, while still having good firepower. This set is really hard to switch into while being outsped by very few mons.
Checks : :arghonaut: (to an extent) :revenankh: :clefable:
Flaws : It's very frail, therefore weak to priorities. It doesn't recover and takes damage from the life orb, so it's easily worn down if played uncarefully.

Pyroak @ Life Orb
Ability: White Smoke
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Energy Ball / Giga Drain
- Synthesis
- Earth Power
:pyroak:
We're now entering the "nicher" picks. Pyroak makes great use of its good coverage with this set. It has a very solid bulk to the point at which we can call it a defensive mon. Also it's pretty unpredictable.
Checks : :clefable: :rotom-heat: :pajantom: :hydreigon: :pyroak: :mandibuzz: :snaelstrom: :tomohawk: :toxapex:
Flaws : It lacks strenght, is weak to rocks and to toxic.

Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Shadow Ball
- Draco Meteor
- Thunderbolt
- Fire Blast / Flamethrower
:dragapult:
Dragapult is the fastest non-scarf mon in the metagame. Combine this with a good coverage and the godlike ghost stab, and you get a very solid life orb user.
Checks : :clefable: :sylveon: :mollux: :bisharp: :colossoil: :mandibuzz: (to an extent) :tyranitar:
Flaws : It lacks power and is quickly worn down by life orb + status + hazards.

Cyclohm @ Life Orb
Ability: Static
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Fire Blast / Flamethrower
- Slack Off
:cyclohm:
Cyclohm is another bulky mon with recovery and good coverage (also it's surprisingly powerful). It just has a different typing and a slightly different coverage.
Checks : :mollux: :clefable: :krillowatt: :pyroak: :rotom-heat: :sylveon:
Flaws : Lack of speed, meh defensive typing.
 
In my experience with CAP, the best core in CAP right now is :Mollux: + :Dugtrio: + :Jumbao:
Note: Jumbao can be replaced by other fairy types like Kerfluffle and Clefable

Mollux walls offensive fairy pressure while providing hazard support like Stealth Rocks or Toxic Spikes.
Due to the lack of Flame burst and HP Ground, Jumbao gets wrecked by Mollux, and steel types that are not weak to fighting. Jumbao also handles the rock and ground types Mollux is afraid of and even psychic types if it runs shadow ball.
Dugtrio traps and removes Jumbao's defensive checks while helping Mollux by hitting rock types with EQ or reversal and psychic types with sucker punch.

The other funny thing about this core, is that they counter each other in a rock paper scissors fashion.
Mollux wrecks Jumbao and most offensive fairies but gets trapped by Dugtrio to the point Shed Shell is seen as the go to item.
Dugtrio traps and kills Mollux unless sun is out because if it is, Lava Plume from 0 spa mollux OHKO 0/4 Dug or running fire blast outside of sun which has a 68.8% to OHKO, which can be guaranteed after stealth rocks but this is pretty uncommon.
Jumbao beats Dugtrio (especially trace Jumbao because it traps Dug with its own arena trap) unless your a mad lad who runs sludge wave.
 
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I’d like to mention a set that has honestly become an essential part of my team:

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

Chandelure is a surprisingly good mon in CAP, being a spinblocker and a wallbreaker with a very useful typing. This thing destroys Mollux like nothing else. It blocks Rapid Spin, can break it with Psychic or even just waiting for a SpD drop from Shadow Ball. A scarf set is probably better, unless you’re running a Sticky Web team like me. With webs, it can beat nearly every relevant spinner, and if it gets a Flash Fire boost and/or sun support from Jumbao, Fire Blast becomes absolutely terrifying, even 2HKOing some things that resist it.

Calcs:
252 SpA Choice Specs Chandelure Psychic vs. 252 HP / 252+ SpD Mollux: 224-264 (56.8 - 67%) -- guaranteed 2HKO after Black Sludge recovery

252 SpA Choice Specs Chandelure Psychic vs. 252 HP / 252+ SpD Arghonaut: 230-272 (55.5 - 65.7%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Choice Specs Chandelure Fire Blast vs. 252 HP / 252+ SpD Snaelstrom: 214-253 (55.4 - 65.5%) -- 98.8% chance to 2HKO after Poison Heal

252 SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 4 SpD Crucibelle: 166-196 (47 - 55.5%) -- 74.2% chance to 2HKO

252 SpA Choice Specs Flash Fire Chandelure Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey in Sun: 336-396 (52.3 - 61.6%) -- guaranteed 2HKO
ik chansey got HM01ed, but this seriously shows how ridiculous this thing can be. And I have actually gotten my Chandelure on the field with both Flash Fire and sun before, so this is actually realistic.
 

quziel

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So, the first tournament of the gen is over, and because of that I'd like to share some sets that I was able to use, and some that I forgot to bring.

The first is pretty obvious, and is the reason for a lot of my wins, as its a stupidly good mon, CB Aegislash:


Aegislash @ Choice Band
Ability: Stance Change
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Shadow Claw
- Iron Head
- Close Combat
- Shadow Sneak


This is a fairly simple set; its stupid easy to get in thanks to an insanely useful Steel/Ghost typing and base 140 defenses in shield forme, and thanks to Steel/Ghost/Fighting Coverage its also stupid difficult to effectively wall if you predict right. This is one of the easiest Kerfluffle answers to use thanks to its sheer offensive presence, and does a pretty good job vs Jumbao, even if it has to watch out for Shadow Ball. Not a huge amount else to say other than good breaker, good defensive synergy, pair with a secondary fairy check like broken Corvi.


Sigilyph @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock / Stored Power
- Dazzling Gleam / Heat Wave
- Calm Mind
- Roost


Sigil is a really cool wincon atm, being able to pretty easily set up on Equilibra, which is still a super used mon, turn Pex and Argh into essentially lost teamslots, and generally forces out Kerfluffle, while being completely immune to any kind of hazard pressure. This set and the LO set both have pretty compelling reasons for use, and are both def worth trying out.


Aurumoth @ Choice Specs
Ability: No Guard
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Overheat
- Healing Wish

I didn't get to show this one off, but its a fairly cool moth set which maximizes its breaking power and coverage, while offering a unique defensive niche as well, a mon that can resist Excadrill's EQ while not being either Corvi or Hawk. Overheat + Psychic forces most Mollux based cores into a pretty scary guessing game, and Focus Blast means that stuff like Colossoil can't switch in basically ever. The secondary reason I'm using this set is because along with Jumbao its one of the few viable healing wish users, which can be super cool for sweepers like Gyarados who naturally break their own answers.

Also corvi is basically the easiest mon to use in the meta, and covers like 50 different defensive options at once.
 
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I didn't get to show this one off, but its a fairly cool moth set which maximizes its breaking power and coverage, while offering a unique defensive niche as well, a mon that can resist Excadrill's EQ while not being either Corvi or Hawk. Overheat + Psychic forces most Mollux based cores into a pretty scary guessing game, and Focus Blast means that stuff like Colossoil can't switch in basically ever. The secondary reason I'm using this set is because along with Jumbao its one of the few viable healing wish users, which can be super cool for sweepers like Gyarados who naturally break their own answers.
Ive been thinking that since Auro lost QD and TG, it really isn't that good, but this set and write up surprises how its actually really good.
Maybe will give this a shot on one of my teams.
 
Some Emergency stuff we have to talk about.
Pokemon Home is here which means unreleased Pokemon are finally legal. Here are my initial thoughts on some threats I consider relevant to the meta.

:Kyurem-Black:
After 3 generations of being an Box Art Legendary stuck in OU, Kyurem-Black is back with a vengeance. With access to DD and a physical Ice STAB in Ice Spear (though very inconsistent BP), we have a terrifying sweeper on our hands. There are fairies and steel-types to help curb its onslaught but still this is scary.

Set: Oh dear god it has DD
DD
Fusion Bolt
Outrage/Dragon Claw
Icicle Spear
EV: 4 HP/252 Atk/252 Speed
Item: LO/Heavy-Duty Boots

Btw, have thought of mixed DD set by changing some EV and replacing Icicle Spear and Outrage for Ice Beam and Earth Power/Focus Blast. I think Earth Power is def worth considering because with Spear+Fusion, you have bolt beam coverage and the only Pokemon who resists that is Rotom Heat. To bad Heat is slammed by Earth Power because Teravolt nullifies Levitate. EP also helps against Equilibra because of Teravolt which is nice. Also, here is a calc of Kyurem-Black against Argonaught (the best Unaware mon in CAP).

252 Atk Teravolt Kyurem-Black Fusion Bolt vs. 252 HP / 124 Def Arghonaut: 246-290 (59.4 - 70%) -- guaranteed 2HKO after Leftovers recovery


:Melmetal:
CAP TR has great setters but not the best abusers which held the play style back a bit. :Melmetal: is here with Double Iron Bash which is a 144 BP (thanks to Iron Fist), multi-hit STAB move with a 51% of flinch. Its coverage is also pretty good with Ice Punch, Thunder Punch, Superpower, and EQ. I wish it had Drain Punch and BP, and I think its a bit one of a one trick pony as far as move pool is concerned but Melmetal is still a beast.

:Blastoise:
It has Shell Smash, Spout Spam, and great coverage options. No mega sucks though.
Imagine 135 SPA at +2 with Mega Launcher. Disgusting. Also imagine if Blastoise learned Orign Pulse and had Mega? Also disgusting.
But due to having no mega, I don't think Blast can make it work in CAP. Still a fun toy to play around with.

:Celebi:
Good status clerics are hard to come by in CAP, so this is nice. Plus all the other things Celebi can do.
Celebi and Jirachi makes Jumbao really want to start running shadow ball now.

:Terrakion:
On the one hand, a meta with Dug and fairies seems bad to Terrakion. But it can still be a great scarf user or wallbreaker.

:Keldeo:
:Jumbao: and :Mollux: wreck it. Hard. But its still Keldeo. OU 100% and can handle the ground and steel types like Drill and Equil really well.


:Ninetales-alola:
Aurora Veil Hyper offensive teams are back. This + Kyurem-Black seems like a scary combo. To bad a bunch of Pokemon got Defog.

:Jirachi:
Its Jirachi and its back. Obnoxious 60% rate of flinch and para, solid typing, jack of all trades stats, and nice range of support moves. Even though Clef has Fire Blast, it has to tank an Iron Head, not flinch, and not miss Fire Blast. Same thing with Jumbao though Jumbao usually goes with Focus Blast or Shadow Ball. Kerfluffle will try to kill with Focus Blast or run away with Parting Shot making Jirachi a good check to the fairies with proper prediction. Mollux wants nothing to do with Zen Headbutt but Jirachi has to fear fire moves. Dug still wrecks it unless you run away with U-Turn. Fire Punch does decent against Corviknight.

:Primarina:
Didn't think to much of it, until I discussed it with some other CAP players and faced one. Excellent offensive and defensive typing, a solid 126 SpA, and great coverage in Hydro Pump, Moonblast, Ice Beam, and Psychic that hits a lot of the top tiers for super effective damage. Its speed stat is the same as Clef and its physical bulk isn't that good, but this is a threat teams should be prepared for.

:Venusaur:
I first wrote this off as not a big deal because there is no permanent weather, but after some thought and testing, Venu is quite scary.
First, CAP has way better Sun setters than OU in the form of Jumbao. Sidenote Venu gave me flashbacks to Gen 5 CAP where some would run EQ to beat my :Mollux:. Metagame wise, being a fast poison type gives you a great revenge killer against the fairy types. Finally, it got some big move pool buffs. While it lost HP Fire, it got the weather dependent but otherwise superior Weather Ball. Also, it got EP so it doesn't need to be mixed to wreck :Mollux: anymore as well as some other things.

:Zeraora:
This is a Pokemon that has great potential but had some issues that stopped it from being OU last gen. But in SwSh, it has a lot of promise. First, it has a similar stat distribution to Dragapult. Same HP and Def, but while Drag has 8 more Atk, Zera has 2 more SpA, 5 more SpD, and 1 more point speed. That last bit means Zera is the fasted unboosted Pokemon in the meta. Zera has great coverage options on both sides, can get free switches with Volt Absorb, and has boosting moves in CM and Bulk Up. Based on its design and move pool, I really wanted Zera to be a electric/fighting with Iron Fist as a hidden ability but it does not. Oh well.

PLS Read Edit: OU Council just sent Kyurem-Black and Melmetal to Ubers. Def can understand Kyurem-Black, Melmetal not so much. Which makes me pretty sad because I really wanted to do a lot of testing and abusing these 2 beasts. CAP Council, can we test and see if Melmetal is to broke for CAP?
 
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Small follow up to previous post, in addition to Pokemon Home allowing unreleased Pokes to be legal, some pre-existing Pokemon now have their move pools expanded. Im only looking at Pokemon that are currently in OU. If I forget anything notable, pls tell me and I will update this post.

Generally, every Poke from Sun/Moon got Toxic back. So toxic stall is going to be seen more frequently.

:Bisharp:
Due to losing Knock Off and Pursuit this gen, I was confused why Bisharp is in OU (personally I think its ass). Now it has Knock Off again so it remove items and hits harder than it used to with Throat Chop. So now I can get behind Bisharp being in OU.

:Clefable:
The Pokemon with the huge move pool just got bigger. Soft-boiled is way better reliable recovery than Wish or Moonlight and you can replace Protect with Soft-Boiled on the Wish passing set if you want. Heal Bell/Aromatherapy is also nice because prior to Pokemon Home, good status clerics were hard to come by. Clef got Knock Off back for item control. But the biggest thing is that Clef got Unaware back! This is huge and means Clef can be used to check set up sweepers.

:Cloyster:
Cloyster got back Explosion and Rapid Spin. Explosion was sometimes seen on Shell Smash sets and a nice suicide button even with it getting nerf in Gen 5. The buffed Rapid Spin is a really nice move to have. The speed boost can help out Cloyster if it hasn't set up Shell Smash.

:Hydreigon:
Regained Roost and Defog. Which means the LO +3 attacks, Defog, and Taunt sets are back. Maybe run Roost on the NP set?

:Mew:
Just like Clef, one of the biggest move pools on a Pokemon just got bigger. Currently, Mew is mainly used as a diet Deoxys-s. Fast Mono-psychic suicide lead with SR, Spikes, and Taunt. Bulky sets were pretty dead because the only reliable recovery Mew had was the crappy Life Dew. Now, Mew got both Soft-Boiled and Roost back so bulky support sets are back and ready to go. It also got back Defog which is nice because good Defog users were perviously hard to come by until Pokebank. It also regained Knock Off and Heal Bell just like Clef which is nice. But Soft-Boiled is the biggest win.

:Pelipper:
Bird got Defog back. Nice.

:Rotom-Heat: :Rotom-Wash::Rotom-Mow:
The appliances got Defog back.

:Seismitoad:
Knock Off and Refresh. Refresh was sometimes seen to help deal with status and improve longevity. This is pretty nice to have when you consider that so many Pokemon can learn Toxic again. I still miss :Swampert: though.

:Togekiss:
Roost, Soft-Boiled, Defog, and Heal Bell. Ive talked about why these moves are good to have. Support set is back.

Pokemon Home really caused some big changes in the current meta game. Some old threats got buffed and new threats are coming to CAP. Right now, I have no idea what direction the meta is going to take but it will be interesting to see what happens. The only thing I can predict right now is that Kyurem-Black is finally getting sent to Ubers where it belongs and hazard removal is going to be a lot more common now.

Edit: I was correct. Kyurem-Black got quick banned. It took it 3 generations since it first came out but better late than never.
 
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Small follow up to previous post, in addition to Pokemon Home allowing unreleased Pokes to be legal, some pre-existing Pokemon now have their move pools expanded. Im only looking at Pokemon that are currently in OU. If I forget anything notable, pls tell me and I will update this post.

Generally, every Poke from Sun/Moon got Toxic back. So toxic stall is going to be seen more frequently.

:Bisharp:
Due to losing Knock Off and Pursuit this gen, I was confused why Bisharp is in OU (personally I think its ass). Now it has Knock Off again so it remove items and hits harder than it used to with Throat Chop. So now I can get behind Bisharp being in OU.

:Clefable:
The Pokemon with the huge move pool just got bigger. Soft-boiled is way better reliable recovery than Wish or Moonlight and you can replace Protect with Soft-Boiled on the Wish passing set if you want. Heal Bell/Aromatherapy is also nice because prior to Pokemon Home, good status clerics were hard to come by. Clef got Knock Off back for item control. But the biggest thing is that Clef got Unaware back! This is huge and means Clef can be used to check set up sweepers.

:Cloyster:
Cloyster got back Explosion and Rapid Spin. Explosion was sometimes seen on Shell Smash sets and a nice suicide button even with it getting nerf in Gen 5. The buffed Rapid Spin is a really nice move to have. The speed boost can help out Cloyster if it hasn't set up Shell Smash.

:Hydreigon:
Regained Roost and Defog. Which means the LO +3 attacks, Defog, and Taunt sets are back. Maybe run Roost on the NP set?

:Mew:
Just like Clef, one of the biggest move pools on a Pokemon just got bigger. Currently, Mew is mainly used as a diet Deoxys-s. Fast Mono-psychic suicide lead with SR, Spikes, and Taunt. Bulky sets were pretty dead because the only reliable recovery Mew had was the crappy Life Dew. Now, Mew got both Soft-Boiled and Roost back so bulky support sets are back and ready to go. It also got back Defog which is nice because good Defog users were perviously hard to come by until Pokebank. It also regained Knock Off and Heal Bell just like Clef which is nice. But Soft-Boiled is the biggest win.

:Pelipper:
Bird got Defog back. Nice.

:Rotom-Heat: :Rotom-Wash::Rotom-Mow:
The appliances got Defog back.

:Seismitoad:
Knock Off and Refresh. Refresh was sometimes seen to help deal with status and improve longevity. This is pretty nice to have when you consider that so many Pokemon can learn Toxic again. I still miss :Swampert: though.

:Togekiss:
Roost, Soft-Boiled, Defog, and Heal Bell. Ive talked about why these moves are good to have. Support set is back.

Pokemon Home really caused some big changes in the current meta game. Some old threats got buffed and new threats are coming to CAP. Right now, I have no idea what direction the meta is going to take but it will be interesting to see what happens. The only thing I can predict right now is that Kyurem-Black is finally getting sent to Ubers where it belongs and hazard removal is going to be a lot more common now.

Edit: I was correct. Kyurem-Black got quick banned. It took it 3 generations since it first came out but better late than never.
Refresh got snapped buddy
 
For the record, Kyurem-B and Melmetal are banned from CAP. The goal of the new policy is to be more restrictive than OU, not less, so they won't be unbanned.
Do you mind explaining the new policy? I always had the impression that CAP was generally a higher power level than OU, so wouldn’t it make sense to be less restrictive rather than more?
 

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