Camerupt

Magma Armor
Cannot be frozen. Halves the amount of steps required to hatch eggs.
Solid Rock
Reduces damage from super effective hits by 1/4.
Type Tier
Fire / Ground UU
Statistics
Min- Min Max Max+
HP
70
- 281 344 -
Atk
100
212 236 299 328
Def
70
158 176 239 262
SpA
105
221 246 309 339
SpD
75
167 186 249 273
Spe
40
104 116 179 196
Name Item Ability Nature

Support

Leftovers Solid Rock Modest
Moveset EVs
~ Lava Plume / Flamethrower
~ Earth Power
~ Stealth Rock
~ Yawn / Explosion / Toxic
228 HP / 72 SpA / 208 SpD

This set is Camerupt's attempt to support the team. With only its STAB moves, Flying-types that resist Fire such as Mantine and Altaria are free to switch in, so set up Stealth Rock to punish them. The choice of Fire STAB is between power (Flamethrower) and burn rate (Lava Plume). The final slot is to give Camerupt some additional status inducing ability. Yawn can help to cause switches to rack up Stealth Rock damage or sleep a counter, and Toxic punishes any bulky Pokémon switching in (as an added bonus, Ground hits super effectively against both types that are immune to Toxic). Alternatively, Explosion can be used to hopefully take one opponent down once you've set Stealth Rock up.

Name Item Ability Nature

Choice Band

Choice Band Solid Rock Brave
Moveset EVs
~ Earthquake
~ Stone Edge
~ Overheat
~ Explosion
6 HP / 252 Atk / 252 SpA

Camerupt can be a very slow, but very powerful Choice Bander. Earthquake is obvious for STAB, with Stone Edge to cover Flying-types, especially those that resist both your STAB moves. Camerupt lacks a physical Fire attack, so Overheat is your best bet for secondary STAB and hits very hard even without a boost. Explosion destroys anything that isn't resistant or immune.

Name Item Ability Nature

Choice Specs

Choice Specs Solid Rock Quiet
Moveset EVs
~ Earth Power
~ Fire Blast / Overheat
~ Hidden Power Ice / Hidden Power Grass
~ Explosion
6 HP / 252 Atk / 252 SpA

Choice Specs Camerupt is another dangerous set against which there are few safe switch-ins. Earth Power and a Fire move are obvious choices, but deciding on a Hidden Power is tricky. Ice ruins Altaria but otherwise has limited use; Grass takes down Quagsire and Gastrodon as well as dealing a hefty amount to Solrock, Lunatone and most other Water-types. Explosion is great as a finishing move. If you wish to use Camerupt in a Trick Room team, Eruption can be placed in the Fire slot.

Name Item Ability Nature

Rock Polish

Leftovers / Life Orb Solid Rock Mild
Moveset EVs
~ Rock Polish
~ Fire Blast
~ Earth Power
~ Explosion
8 Atk / 252 SpA / 248 Spe

Camerupt is slow, but 40 Speed isn't completely unusable. After one Polish the above EV spread gives you just enough speed to outpace Jolly Purugly, and you're free to sweep. Explosion is good for a last gasp, but Hidden Power Ice or Grass is worth consideration, as both allow you to OHKO the 4x weak Pokemon that would otherwise wall you.

Name Item Ability Nature

Sleep Talk, Physical

Leftovers / Life Orb Solid Rock Adamant
Moveset EVs
~ Rest
~ Sleep Talk
~ Stone Edge
~ Earthquake
228 HP / 96 Atk / 184 SpD

Its immunity to both Thunder Wave and Will-O-Wisp already made Camerupt a good status absorber, but with this set it can absorb sleep, too. Stone Edge and Earthquake provide good coverage if you wish go the physical route. Life Orb gives some extra power, but Leftovers is usually the preferred item for a Pokémon you want to stick around for a while. This set makes a great switch into most versions of Ninetales.

Name Item Ability Nature

Sleep Talk, Special

Leftovers / Life Orb Solid Rock Modest
Moveset EVs
~ Rest
~ Sleep Talk
~ Lava Plume
~ Earth Power
228 HP / 96 SpA / 184 SpD

This is like the above, except special. Lava Plume helps to grab some burn support with a nice 30% chance per hit, making Camerupt a further asset. Earth Power covers guys like Heatran and Tyranitar, should you use this in OU, or any of the various Fire and Rock-types in UU.

Other Options

Roar is a solid option over Yawn on the first set. Sunny Day and SolarBeam are available to help contend with Water-types, but Camerupt's sluggishness prevents them from being primary options. Will-O-Wisp is always a good status option if the Lava Plume burn rate is insufficient.

EVs

For the Support set, you'll want to focus on HP first. 228 EVs allows for maximum Leftovers recovery. Use a Modest nature, with a little investment in Special Attack and the rest in Special Defense. If by some chance you're using Camerupt in OU, a Quiet nature and 96 EVs in Attack allow you to OHKO Blissey with Explosion.

For the Choice Bander, go with a Brave nature and maxed out Attack and Special Attack. Use the same spread for Choice Specs, but with a Quiet nature instead of Brave. If you're using either set in Trick Room, make sure to set your speed IV to zero.

For Rock Polish, 248 is the highest amount of EVs that allows you to outspeed a specific threat, though only one Pokemon (Purugly) rests at 112 Speed. You can drop it to 240 for base 110 Pokemon (Froslass and Jumpluff), or even 216 for base 105 (Rapidash, Scyther, Electabuzz, Manectric and Lopunny) if you wish to invest more in Attack. If you're willing to take a drop in power, a Speed boosting nature and 236 EVs allow you to beat Jolly Swellow.

Both Sleep Talk sets should follow the same spread as the support set, with Adamant and Attack EVs for the physical version.

Opinion

The ability to inflict burns with Lava Plume is a welcome new addition to Camerupt's movepool, as is Earth Power which enables him to use both STABs without the need to split offensive EVs. Solid Rock is a very cool ability and goes some way towards helping Camerupt survive a turn or two longer. Camerupt does fill a few unique niches, such as possessing immunity to both Thunder Wave and Will-O-Wisp and immunity to Electric combined with neutrality to the two Hidden Power types it's most often seen with, but is frequently outclassed by Heatran in OU, who has a greater number of resistances and generally superior stats. In UU Camerupt is far better, and makes a versatile attacker that's difficult to counter thanks to good type coverage and strong attacks on both sides of the spectrum.

Counters

Water-types generally work well. Mantine is best since it resists both STABs and has massive Special Defense (though sets with Stone Edge should be avoided), but most other UU Water-types like Blastoise, Gastrodon and Quagsire do decently, though they can be worn out after too many Ground attacks.

Altaria is another very good counter, with resistance to both STAB attacks, Natural Cure to remove any status Camerupt may be throwing around, and Earthquake to hit Camerupt hard. Solrock and Lunatone resist both STAB attacks, but the former has poor Special Defense while the latter often lacks an attack to really threaten Camerupt. Grumpig's Thick Fat and abundant Special Defense let it take Camerupt with ease.

In OU play, Blissey walls any purely special set with ease, though Explosion should be avoided. Cresselia walls Camerupt almost as well as Blissey and can take an Explosion without fainting instantly. Gyarados and Salamence fear status and Stone Edge but otherwise make fairly safe switches. Milotic walls most sets easily and doesn't mind burns nearly as much thanks to Marvel Scale, and most other bulky Water Pokémon like Suicune and Swampert do the job as well.