It would have been great to have those as separate tests, as I'm on the fence on whether it's each one individually or the combination of both that puts such a strain on teambuilding. Mega Camerupt finds its checks in its low Speed stat, even if there are few safe switch-ins to it, while Typhlosion suffers from the need of using a Choice item. It mainly seems to me that having to account for both of them at the same time is what limits teambuilding so much, yet Typhlosion seems to stick out as the most problematic one of the duo.
But now onto individual opinion;
In all honesty, Mega Camerupt is a nightmare to slower teams. I see people using its typing as an excuse, while apparently overlooking the fact that it gets handy resistances to Steel, Poison, and Fire, plus an immunity to Electric. With a respectable bulk of 70/100/105 it even has the ability to switch into a few of the commonly used Pokemon, such as Klinklang, Mawile, Ferroseed, Regirock, Garbodor, and proceed to take out huge chunks of HP out of whatever tries to switch into it. Most of the time Camerupt gets to come in the one using it is at advantage, as the combination of Fire Blast + Earth Power is powerful enough to allow it to pick its own counters by the other two moves it chooses. Hidden Power Electric, Will-O-Wisp, and Rock Slide pretty much ensure Camerupt's break through its most reliable counters in Hariyama and Mantine, which in return have no way of reliable recovery to reliably check Camerupt repeatedly in a match. The only real downfall of Camerupt is that its Speed gives it a really hard time against offense which is probably the most consistent playstyle in NU right now, which is also the reason I don't see it as having such a big impact on the metagame only by itself.
As of now I'm really undecided on my verdict on Mega Camerupt, but I'd tend towards not banning.
hell.exe
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And here is the Pokemon that I find as the most unhealthy of the two being suspected. Unlike Mega Camerupt that usually has only one turn to deal big damage, Typhlosion has the Speed and power to threaten out a whole lot of the metagame while also being able to 2HKO another big part of the metagame that would try to switch in. While base 100 Speed may not be the goal speed tier, it is enough to pressure pretty much all styles of play; as of now, whatever style you decide to go with, you
have to have a Typhlosion switch-in, you cannot afford to just soft checking it. I find this as very limitating in terms of teambuilding, especially for offense, where your best and only bet would be either Hariyama or another Typhlosion, which by default leaves your team open to other common threats such as Flying-spam or bulky CM Psychics. Besides that, when its Hidden Ability was released I was part of those who thought it would also be a nerf of Typhlosion, but I stand corrected now as I realised how much Flash Fire buffed its influence, to the point where the mere presence of a Typhlosion in the opposing team will restrict you from using any Fire-type move. Now, of course, every big threat also has its flaws- in this case being the need of a Choice item, most of the time Choice Specs. The fact that Typhlosion is so dependent on Choice Specs to do its wallbreaking job consistently also makes it easier to manage, as most of the time your safest switch-in won't have to worry about a second hit, yet even then it pressures the opposing team a lot due to the fact that its most reliable switch-ins have no means of reliable recovery.
Having to specificaly address a Pokemon in absolutely every play style you decide to go with seems too much in my opinion, thus as of right now I'm inclided to banning Typhlosion.
I suppose it's laddering time now, so everyone bring out your Vibrava.