MZ
And now for something completely different
QC: Dundies, galbia, Anty
GP: The Dutch Plumberjack, P Squared
[OVERVIEW]
Camerupt's unique defensive typing makes it stand out as a premier switch-in to the Electric-types in PU. It also has access to Stealth Rock, can check numerous other threats with its unique typing, and hits hard even without investment. However, it is fairly frail even with defensive investment, weak to common Water- and Ground-type attackers, and extremely slow, making it easy to pressure offensively. It also faces competition from other Ground-types, most notably Stunfisk and Gabite, which are far bulkier; however, they lack Camerupt's neutrality to Ice, which allows Camerupt to take on Rotom-F far more easily.
[SET]
name: Specially Defensive
move 1: Stealth Rock
move 2: Fire Blast / Lava Plume
move 3: Earth Power
move 4: Protect / Toxic
item: Leftovers
ability: Solid Rock
nature: Calm
evs: 248 HP / 8 Def / 252 SpD
[SET COMMENTS]
Moves
========
Camerupt can use its free turns from checking Electric-types to set up Stealth Rock to cripple opposing teams. Fire Blast is Camerupt's preferred Fire-type attack, as it hits fairly hard even without investment, but Lava Plume can be used for better accuracy and an increased chance to burn. Earth Power provides excellent neutral coverage versus Pokemon that resist Fire such as Gabite and Simipour. Protect is helpful to give Camerupt extra Leftovers recovery and scout moves for Choice sets, but Toxic is a viable alternative to cripple bulkier foes such as Audino. Roar can also be used to phaze setup sweepers such as Clefairy and Huntail as well as rack up extra chip damage.
Set Details
========
Solid Rock helps Camerupt take slightly reduced damage from super effective hits, although most strong super effective attacks will still OHKO regardless; nevertheless, it can help Camerupt take weaker attacks such as Stunfisk's Earth Power better. A specially defensive EV spread is used to better take on Rotom-F, although the HP investment is slightly reduced to take less damage from Stealth Rock.
Usage Tips
========
Camerupt should be used to block Volt Switches and take on opposing Electric-types and should be kept healthy as long as opponents still have an Electric-type to prevent them from gaining free momentum. However, be wary of Life Orb Rotom-F and Surf Raichu, which are still capable of breaking through Camerupt. Set up Stealth Rock as early as possible to wear down foes quickly. Avoid taking physical hits as much as possible, as Camerupt is very frail and takes significant damage from every physical attacker in the tier. Protect can be used for additional Leftovers recovery, but avoid overusing it, as it provides opponents a free turn to set up or switch.
Team Options
========
Camerupt supports Pokemon weak to Electric that give the opponent free opportunities to use Volt Switch such as Vullaby and Politoed. It also helps wallbreakers such as Stoutland and Dodrio by providing Stealth Rock support to wear down foes. Water-type switch-ins such as Politoed and Roselia are required thanks to Camerupt's extreme weakness to those attacks, and Ground-type checks such as Leafeon and Tangela can help mitigate Camerupt's other weakness. Pawniard is a good offensive partner, as Camerupt weakens Gabite and Water-types on the switch in and checks Stunfisk, while Pawniard checks Choice item Normal-types for Camerupt.
[STRATEGY COMMENTS]
Other Options
=============
Yawn is an option for Camerupt to force switches, but it is generally inferior to Roar. Hidden Power Ice hits Dragon-types like Altaria and Gabite, which can otherwise switch into Camerupt. A physically defensive spread is possible to better handle foes such as Monferno and Pawniard, but this leaves Camerupt far weaker versus Rotom-F. Choice Specs, Rock Polish, or other offensive sets can also be attempted, but they are generally too slow and frail to be useful, even at +2 Speed.
Checks and Counters
===================
**Water-types**: Offensive Water-types such as Simipour and Floatzel can switch into Fire Blast or Stealth Rock and OHKO Camerupt with their STAB moves, although they don't particularly enjoy switching into Earth Power. Politoed and Lumineon can tank Camerupt's hits much more comfortably and threaten it with Scald, and Lumineon can also remove Camerupt's Stealth Rock with Defog.
**Ground-types**: Ground-types such as Gabite and Golem can threaten Camerupt with Earthquake and switch into Fire Blast, but they must be wary of being burned by Lava Plume or hit with Earth Power. Vibrava totally walls Camerupt and can remove its entry hazards with Defog.
**Altaria**: Altaria totally walls all Camerupt sets lacking Hidden Power Ice and can cripple it with Toxic or do significant damage with Draco Meteor or Earthquake.
**Strong Physical Attackers**: Due to Camerupt's mediocre physical bulk, it can be OHKOed or 2HKOed by most of the physical attackers in the tier, leaving it unable to take on prominent threats such as Fraxure and Machoke.
**Passive Damage**: Because Camerupt lacks recovery, it can slowly be worn down by entry hazards, poison, and weaker attacks over longer games.
GP: The Dutch Plumberjack, P Squared
[OVERVIEW]
Camerupt's unique defensive typing makes it stand out as a premier switch-in to the Electric-types in PU. It also has access to Stealth Rock, can check numerous other threats with its unique typing, and hits hard even without investment. However, it is fairly frail even with defensive investment, weak to common Water- and Ground-type attackers, and extremely slow, making it easy to pressure offensively. It also faces competition from other Ground-types, most notably Stunfisk and Gabite, which are far bulkier; however, they lack Camerupt's neutrality to Ice, which allows Camerupt to take on Rotom-F far more easily.
[SET]
name: Specially Defensive
move 1: Stealth Rock
move 2: Fire Blast / Lava Plume
move 3: Earth Power
move 4: Protect / Toxic
item: Leftovers
ability: Solid Rock
nature: Calm
evs: 248 HP / 8 Def / 252 SpD
[SET COMMENTS]
Moves
========
Camerupt can use its free turns from checking Electric-types to set up Stealth Rock to cripple opposing teams. Fire Blast is Camerupt's preferred Fire-type attack, as it hits fairly hard even without investment, but Lava Plume can be used for better accuracy and an increased chance to burn. Earth Power provides excellent neutral coverage versus Pokemon that resist Fire such as Gabite and Simipour. Protect is helpful to give Camerupt extra Leftovers recovery and scout moves for Choice sets, but Toxic is a viable alternative to cripple bulkier foes such as Audino. Roar can also be used to phaze setup sweepers such as Clefairy and Huntail as well as rack up extra chip damage.
Set Details
========
Solid Rock helps Camerupt take slightly reduced damage from super effective hits, although most strong super effective attacks will still OHKO regardless; nevertheless, it can help Camerupt take weaker attacks such as Stunfisk's Earth Power better. A specially defensive EV spread is used to better take on Rotom-F, although the HP investment is slightly reduced to take less damage from Stealth Rock.
Usage Tips
========
Camerupt should be used to block Volt Switches and take on opposing Electric-types and should be kept healthy as long as opponents still have an Electric-type to prevent them from gaining free momentum. However, be wary of Life Orb Rotom-F and Surf Raichu, which are still capable of breaking through Camerupt. Set up Stealth Rock as early as possible to wear down foes quickly. Avoid taking physical hits as much as possible, as Camerupt is very frail and takes significant damage from every physical attacker in the tier. Protect can be used for additional Leftovers recovery, but avoid overusing it, as it provides opponents a free turn to set up or switch.
Team Options
========
Camerupt supports Pokemon weak to Electric that give the opponent free opportunities to use Volt Switch such as Vullaby and Politoed. It also helps wallbreakers such as Stoutland and Dodrio by providing Stealth Rock support to wear down foes. Water-type switch-ins such as Politoed and Roselia are required thanks to Camerupt's extreme weakness to those attacks, and Ground-type checks such as Leafeon and Tangela can help mitigate Camerupt's other weakness. Pawniard is a good offensive partner, as Camerupt weakens Gabite and Water-types on the switch in and checks Stunfisk, while Pawniard checks Choice item Normal-types for Camerupt.
[STRATEGY COMMENTS]
Other Options
=============
Yawn is an option for Camerupt to force switches, but it is generally inferior to Roar. Hidden Power Ice hits Dragon-types like Altaria and Gabite, which can otherwise switch into Camerupt. A physically defensive spread is possible to better handle foes such as Monferno and Pawniard, but this leaves Camerupt far weaker versus Rotom-F. Choice Specs, Rock Polish, or other offensive sets can also be attempted, but they are generally too slow and frail to be useful, even at +2 Speed.
Checks and Counters
===================
**Water-types**: Offensive Water-types such as Simipour and Floatzel can switch into Fire Blast or Stealth Rock and OHKO Camerupt with their STAB moves, although they don't particularly enjoy switching into Earth Power. Politoed and Lumineon can tank Camerupt's hits much more comfortably and threaten it with Scald, and Lumineon can also remove Camerupt's Stealth Rock with Defog.
**Ground-types**: Ground-types such as Gabite and Golem can threaten Camerupt with Earthquake and switch into Fire Blast, but they must be wary of being burned by Lava Plume or hit with Earth Power. Vibrava totally walls Camerupt and can remove its entry hazards with Defog.
**Altaria**: Altaria totally walls all Camerupt sets lacking Hidden Power Ice and can cripple it with Toxic or do significant damage with Draco Meteor or Earthquake.
**Strong Physical Attackers**: Due to Camerupt's mediocre physical bulk, it can be OHKOed or 2HKOed by most of the physical attackers in the tier, leaving it unable to take on prominent threats such as Fraxure and Machoke.
**Passive Damage**: Because Camerupt lacks recovery, it can slowly be worn down by entry hazards, poison, and weaker attacks over longer games.
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