ORAS OU Mega Camrupt Trickroom RMT

Hi! I'm speklez. A somewhat nw guy at pokemon showdown... but I've been playing pokemon for a long time and I've learn from my past mistakes. This is a Trickroom team built around mega camerupt. It started with mega aggron, then mega slowbro, then Cam... with the help with XxGoomyTheGodxX and Mob Squad on Pokemon showdown (well Goomy had more TR experience) this Tr team has gotten me far...
so without further ado, here's the team
mega_camerupt_by_reganismyfirstname-d7ytwp3.jpg

Camerupt (M) @ Cameruptite
Ability: Solid Rock
Shiny: Yes
EVs: 248 HP / 4 Def / 232 SpA
- Stealth Rock
- Fire Blast
- Earth Power
- Hidden Power [Grass]

Mega camerupt... this beast is amazing in Trickroom...
With 145 base SpAtt after mega evolving + sheer force, it can KO a lando T with a fire blast.
Stealth rock is for crippling pokes who threaten the team like chesto rotom-w
but thats where HP grass comes in... earth power is for knocking out steel and opposing ground types.
cresselia_by_returnofolympus-d6utu0r.jpg

Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
- Trick Room
- Psychic
- Ice Beam
- Moonlight
upload_2015-7-14_14-50-47.png

Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Spe
- Toxic
- Tri Attack
- Trick Room
- Thunderbolt

Pory2 and Cress are my Trickroom settlers. i usually start with Pory2 as the lead, then move straight to cam, but it doesnt work out so good sometimes.
toxic on pory poisons opposers and i have two SpA moves.
Cress is somewhat the same, but with moonlight to keep her healthy...

Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Conk is a good sweeper in and out of trickroom... its a classic conk set. in xy, my conk would allways get burned alot in battles so guts helped me keep it going.
max Att helps it deal good damage. Drain and Mach are Stab, while Icepunch is for dealing with dragon types, while knock off deals with pokes like eviolite chansey... it is by far the most annoying pokemon ever... T-Orb gliscor sucks too...
pkm_redesign___skarmory_by_fonteart-d65o5zu.jpg

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Taunt

When you see a skarmory, you think its gonna send out SR or spikes, but as you can see, its moveset contains nothing of the sort... i use defog for SR cause it ruins the team, and taunt is for taunting the taunters. they completely stop the trickroom... if skarm is lucky, he can taunt taunters like gengar.
upload_2015-7-14_14-51-46.png

Dragalge (M) @ Black Sludge
Ability: Adaptability
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Sludge Wave
- Hidden Power [Fire]
- Scald

Last but not least we have Dragalge...it was my toxic spiker then i replaced it with scald...
Draco meteor is STAB, sludge wave is for dealing with fairy types. HP fire for steel types, Maybe opposing Skarm, and scald for fire types like other camerupt, mega zardX and Y, and heatran...

Well there you have it, the TR team that can go fast like sanic... there are times where this team has failed me, and where it brought me to victory... if you like to make any edits, I'm all ears!

Importable:

Camerupt (M) @ Cameruptite
Ability: Solid Rock
Shiny: Yes
EVs: 248 HP / 4 Def / 232 SpA
- Stealth Rock
- Fire Blast
- Earth Power
- Hidden Power [Grass]

Cresselia @ Mental Herb
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
- Trick Room
- Psychic
- Ice Beam
- Moonlight

Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Spe
- Toxic
- Tri Attack
- Trick Room
- Thunderbolt

Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Defog
- Brave Bird
- Taunt

Dragalge (M) @ Black Sludge
Ability: Adaptability
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Sludge Wave
- Hidden Power [Fire]
- Scald
 
I'm not particularly experienced with TR teams, so I'm not going to try to help you out too much with the actual team, but I'd like to offer some advice that might find useful for the RMT itself:

1. You can edit your own posts to add that image if you want, down the bottom on the same line as 'like' and 'reply' but to the left.
2. Hide tags can be used by putting Hide in square brackets - [] - before what you want to hide and /Hide in square brackets afterward. This can help clean up the post a bit, especially with 'Importable' sections.
3. I would recommend adding more description to your sets. The mods are looking for 3 lines worth of writing, not 1-2 lines split onto 3 (looking at you Camerupt).

Team related things:

1. Because this is a dedicated trick room team I would recommend using more -Spe natures and 0 Spe Ivs on pokemon that are slow anyway.
2. Your Camerupt doesn't have full EV investment of a nature, which is really important.

I'm not entirely sure how to improve your team due to lack of experience with this play-style myself, but hopefully I've been helpful in other ways. Enjoy battling!
 
Skarmory doesn't fit well on TR. TR teams need to apply as much offensive pressure as possible to take advantage of the brief turns TR provides. Skarmory's passiveness goes against this concept. your team also lacks power, meaning you won't be able to break your opponent down as much as you'd like before TR ends. to fix this and make your team more threatening, I recommend trying a Crawdaunt in Skarmory's place, a nice fit for TR teams because of her low speed and impressive power.

with this change, you lose your steel. that's not good because you become more vulnerable to pokémon like Mega Altaria and lose a resistance to priority moves like CB Brave Bird and Bullet Punch, which your TR sweepers dislike. to make up for the loss, I would think about using a TR Bronzong over Cresselia. between Porygon2 and Bronzong, you cover most of the things Cresselia was keeping in check so letting her go isn't too big a deal. here are the sets:
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stealth Rock
- Explosion

recommended Explosion to give one of your sweepers the chance to come in unscathed the following turn. Earthquake is an option over it if you would like something to hit things like Heatran. HP Ice can also be used if you want something to hit Garchomp and Landorus-T harder.
with Bronzong as the SRer, you have the flexibility to use another move on Mega Camerupt. I recommend using Stone Edge to do big damage to things like Talonflame, who resists Camerupt's moves and troubles the team. additionally, your Mega Camerupt is missing 24 EVs. use 252 HP / 252 SpA / 4 SpD with a Quiet nature and 0 speed IVs to take full advantage of TR.

other suggestions:
  1. you should be using -Spe natures and 0 Spe IVs on your pokémon. you are using a TR team and don't want things being faster than you when the move is activated.
  2. Porygon2 needs Recover. without healing, she becomes incapable of consistently setting up TR and handling the threats you need her to. I would use Recover over Toxic and consider Ice Beam over Thunderbolt. Ice Beam has superior coverage and lets you deal with dragons better, which is important with the loss of Cresselia.
  3. consider giving Conkeldurr Flame Orb. as I said before, TR teams need as much offensive presence as possible and Flame Orb gives Conkeldurr a lot more immediate power. a Sheer Force set has equal amounts of power and can also be considered, but I think your team appreciates the status absorption from Guts more.
you can find these modifications below:
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Stone Edge
- Fire Blast
- Earth Power
- Hidden Power [Grass]

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP/ 252 Def / 8 SpA
Relaxed Nature
IVs: 0 Spe
- Recover
- Tri Attack
- Trick Room
- Ice Beam

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Draco Meteor
- Sludge Wave
- Hidden Power [Fire]
- Scald
nice team, liked!
 
Last edited:
cool team, I barely ever see any Trick Room teams.

Some changes I'd make are: Giving Porygon2 recovery, a more offensive Conkeldurr set, replacing Skarmory and Life Orb / Draco Plate on Dragalge.

I'd recommend replacing Tri Attack with Recover on Porygon2, Tri Attack really doesn't hit too much in particular and you're usually better off running Ice Beam or Thunderbolt as your main offensive move.
As for a more offensive Conkeldurr set, I'd recommend the Sheer Force + Life Orb set as it hits very hard and takes advantage of Trick Room. When under Trick Room, you need to hit hard and as fast as possible due to it only lasting 4 turns.
I'd replace Skarmory as well, as Skarmory does not fit on Trick Room very well and uses up turns with setting up hazards. Trick Room really doesn't have the time for Spike stacking and so instead, I'd recommend a slow offensive Steel type over Skarmory, Doublade in particular comes to mind as I've seen it used to success on Trick Room.
As I mentioned, you need to hit as hard as possible under Trick Room and so I would replace Dragalge's item with a Life Orb, Draco Plate, or even Choice Specs so it can deal massive damage as soon as it comes out.
As Perennial mentioned, make everything -Spe natures with 0 Speed IVs as you always want to move first under Trick Room

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Mach Punch
- Superpower
- Ice Punch
- Knock Off
You can use Poison Jab over Knock Off if you want to lure Fairies such as Mega Altaria, Clefable, and Mega Gardevoir.

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Gyro Ball
- Sacred Sword
- Shadow Sneak

In short:
Recover > Tri Attack on Porygon2, possibly Ice Beam > Thunderbolt aswell
Sheer Force Conkeldurr > Guts Conkeldurr
Doublade > Skarmory
Life Orb / Draco Plate / Choice Specs > Black Sludge on Dragalge
Make everything -Spe natures and 0 Speed IVs

hope I could help!
 
Glad to see someone else trying trick room! Your team looks pretty solid overall, but there are a few major problems I'd like to point out.
  • Mega Camerupt would enjoy ancientpower or rock slide more than HP Grass. HP grass is incredibly weak and would only be good for gastrodon and mega swampert, two mons camerupt should not try to take on.
  • Don't run Tri Attack on Porygon2 unless you are running Foul Play, otherwise just use ice beam and thunderbolt. Also recover is required for one of his slots.
  • Porygon2 should have max SpA with a quiet nature. Otherwise you'd be wasting Trick Room turns because it would be too passive.
  • You're better off with a Trick Room lead that can set up Stealth Rock than relying on Mega Camerupt as a hazard setter. Mega Camerupt should run iron head/flash cannon/toxic/will-o-wisp. Bronzong is a solid option in place of Skarmory.
  • If you're going to use Cresselia, you should have Lunar Dance to keep momentum and gurantee a free switch-in. I'd forgo moonlight.
  • Conkeldurr should have Flame Orb or Toxic Orb. Flame Orb if running Drain Punch, Toxic Orb if running Hammer Arm. Facade is also an excellent move
  • You would really benefit from a fast, powerful pokemon to clean up late game. Or maybe you could add another Trick Room setter instead. Keldeo or Thundurus would be good options. Both would replace Cresselia.
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe / 0 Atk
- Fire Blast
- Earth Power
- Ancientpower
- Toxic

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe / 0 Atk
- Trick Room
- Recover
- Foul Play
- Tri Attack

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Drain Punch
- Mach Punch
- Facade
- Ice Punch

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Gyro Ball
- Explosion

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 30 SpA / 0 Spe
- Draco Meteor
- Sludge Wave
- Scald
- Hidden Power [Fire]

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Flying]

Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Thunderbolt
- Hidden Power Flying
- Focus Blast
 
Last edited:
As for a more offensive Conkeldurr set, I'd recommend the Sheer Force + Life Orb set as it hits very hard and takes advantage of Trick Room.

Guts + Flame Orb hits about as hard as Sheer Force + Life Orb and protects from status. As soon as people realise you're not running Guts they will have no fear statusing Conkeldurr.
 
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