skeleton thing atm; bear with me, it is my first thread thing
Overview
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Move 1: Heat Wave
Move 2: Earth Power
Move 3: Hidden Power Ice/ Ancient Power
Move 4: Protect
Ability: Solid Rock (Sheer Force)
Item: Cameruptite
EVs: 252 HP / 252 SAtk / 4 SDef
Nature: Quiet
Moves
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Set Details
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Team Options
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Other Options
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Checks & Counters
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Overview
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- due to most threats being at 100~ speed, trick room is very effective
- viable trick room mega pokemon
- pretty much only viable in trick room
- requires some support
- bulky 70/100/105 defenses
- base 145 satk with sheer force bonuses
- hard to send out (without damage) without having another mon faint
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Move 1: Heat Wave
Move 2: Earth Power
Move 3: Hidden Power Ice/ Ancient Power
Move 4: Protect
Ability: Solid Rock (Sheer Force)
Item: Cameruptite
EVs: 252 HP / 252 SAtk / 4 SDef
Nature: Quiet
Moves
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- heat wave and earth power are a must for max damages and sheer force and STAB
- third move is interchangable; hidden power ice does well against Landorus-T (which is prominent in VGC'15), hp grass makes you not die to every water type alive; helps camel hit mons that it normally can't hit with it's STAB moves
- Eruption is also possible over the hidden powers; however it is only 225 base atk (with STAB) and 100% accuracy; even 1% of damage will make it do less than Heat Wave. ALWAYS consider hidden powers before eruption.
Set Details
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- 252 HP 252 SAtk are probably most popular due to not needing speed (because of Trick Room) and because of natural bulk. It maximizes the damage and bulk that camel can get.
- don't use not mega camel. always use mega camel. not mega camel is bad.
- 0 Speed IVs is needed on Camel
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- ALWAYS use camel in trick room. if not in trick room, the chances of it attacking is much lower due to it being a mega and people double-targeting it.
- TR only has 4 turns after usage; use them wisely. don't use them all switching out back and forth.
- scarcely switch it in. most likely when you do (to a neutral attack), it'll take quite some damage. pair that with a priority move (like sucker punch) next move and it's done for.
Team Options
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- Trick Room: necessary. don't consider mega camel without trick room. viable tr users include cress... and pretty much cress; apparently jellicent and goth are also things
- Helping Hand: despite camerupt's massive power, it can't even KO stuff like aegislash-shield. +it ensures KOs on stuff that take it neutrally
- redirection: camel dies to stuff. redirection ensures that it won't die to stuff. name amoonguss here due to helping the water type coverage because rage powder redirects stuff like hydro (and resists) and then can hit water types with giga drain. name storm drain here due to not having to waste a move (rage powder/follow me) since the turns of TR are vital and can't exactly be wasted.
- stuff to beat water types: camel can't even touch water types, and it cries when it sees rotom-w. bring a grass type to help camel actually do something to water types; amoonguss can usually function the best in tr
- feint: people will most likely use protect to stall out trick room. feint not only removes protect, it makes it so that camel can attack (and likely KO) the pokemon. It also removes wide guard, which is a problem if camel is spamming heat wave. (hitmontop (intimidate/feint/fo support)
- something to beat things that camel can't kill: dragon types, water types, levitating fire types. name amoonguss, sylveon, ttar (and other things if i can think of them)
Other Options
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- fire blast
- HP grass
- rock slide
- eruption
- solarbeam (if in sun)
Checks & Counters
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- Dragon Types: resist heat wave, most popular ones are immune to earth power (hydra, mence). usually 2HKOed by hidden power ice and can usually OHKO camerupt in return. A huge problem if ancientpower/hp ice isn't used. Apparently latios is a threat too, but i have yet to see one that was actually well used. I will see if it is worth mentioning since I really haven't seen one (used well) yet.
- Water Types: Rotom-W and Milotic: rotom-w has levitate and resists camerupt's STAB moves; a huge problem if you don't carry HP grass or have a teammate to kill it. Milotic has amazing SDef so it can tank camerupt's earth power with ease. make sure you have a way to beat these on your team.
- levitating/flying fire types: resist/immune to camerupt's STABs and is hard to defeat without ancient power.
- anything that counters trick room or hinders it's usage
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