QC: Carbonific / Jio
GP: Fireflame479
[OVERVIEW]
* With one of the lowest Speed stats at base 20, Mega Camerupt can play in Trick Room teams very well.
* Its decent bulk allows Mega Camerupt to take on some strong neutral attacks such as Mega Kangaskhan's Double-Edge and Mega Salamence's Draco Meteor.
* Mega Camerupt's high Special Attack and ability Sheer Force allow it to hit for large amounts of damage. Mega Camerupt can OHKO Mega Metagross and 2HKO Tapu Lele.
* Mega Camerupt is checked by the very common Tapu Fini due to its 4x weakness to Water-type attacks and Tapu Fini's good special bulk. Mega Camerupt is also threatened by Landorus-T, which can OHKO it with Earthquake.
* Mega Camerupt faces competition from Heatran even on full Trick Room teams and from Mega Charizard Y on semi-Trick Room teams, as they are also Fire-types that can spam Heat Wave. The former is particularly notable due to it not using a Mega slot.
[SET]
name: Trick Room Attacker
move 1: Heat Wave / Eruption
move 2: Earth Power
move 3: Nature Power / Flamethrower / Fire Blast
move 4: Protect
item: Cameruptite
ability: Solid Rock
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe
[SET COMMENTS]
* Heat Wave is a good STAB spread move that hits Grass- and Steel-types such as Tapu Bulu, Kartana, and Celesteela, which has an immunity to Earth Power, hard. Heat Wave also gets a power boost from Sheer Force. Eruption does slightly more damage than Heat Wave, has higher accuracy, and has synergy with Grassy Terrain recovery, but Heat Wave is more consistent because Eruption's damage depends on Mega Camerupt's HP. Mega Camerupt is able to threaten the Grass-types that resist Ground with its STAB Fire-type moves.
* Earth Power is a single target move that can hit Steel- and Rock-types such as Aegislash, particularly if it runs Wide Guard, and Tyranitar for heavy damage.
* Nature Power in Grassy Terrain transforms into Energy Ball, which is a good answer for opposing Water-types. Flamethrower is a single target move that can hit Wide Guard Celesteela. It's also useful as a backup move if Mega Camerupt is using Eruption and is low on HP. Fire Blast OHKOes specially defensive Amoongus and Celesteela, but its bad accuracy makes it less consistent than Flamethrower.
* Protect is a very important move. It allows Mega Camerupt to protect itself from double targeting and gives it a free turn for a teammate.
* Solid Rock is the pre-Mega ability of choice because it reduces damage from super effective attacks and allows Camerupt to switch into attacks more freely.
* The given EV spread with a Quiet nature and 0 Speed IVs maximizes Mega Camerupt's damage output and minimizes its Speed, which is important for successful use under Trick Room.
* Mega Camerupt is good mid-game when Trick Room is set up and threats are weakened or eliminated. Mega Camerupt can also be used early-game to punch holes in the opposing team, but Trick Room must be set up.
* For successful use, Mega Camerupt requires Trick Room, so a Trick Room setter such as Porygon2, Gothitelle, or Oranguru is necessary in tandem with Mega Camerupt. Oranguru works especially well because with Instruct, it can provide Mega Camerupt with two attacks instead of one.
* Tapu Bulu is an excellent teammate because it sets up Grassy Terrain, which turns Nature Power into Energy Ball and weakens Earthquake. Tapu Bulu is useful outside of Trick Room if you failed to set it up. In return, Mega Camerupt can take on Poison-type attacks and threatens Steel-types.
* Ferrothorn is also a good teammate. It can take on Water-types such as Tapu Fini, switch into Ground-type attacks, and function under Trick Room. In return, Mega Camerupt can freely switch into a Fire-type attack.
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