Pokémon Camerupt

Status
Not open for further replies.

Albacore

sludge bomb is better than sludge wave
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
camerupt.gif

Name : Camerupt
Typing : Fire/Ground
Dex number : #323

Stats :

HP : 70 -> 70
Attack : 100 -> 120
Defense : 70 -> 100
Special Attack : 105 -> 145
Special Defense : 75 -> 105
Speed : 40 -> 20

Abilities:

Magma Armor : This Pokemon cannot become frozen.
Solid Rock : This Pokemon receives 3/4 damage from super effective attacks.
Anger Point : If this Pokemon is hit by a critical hit, its Attack is boosted by 12.
Sheer Force (only for Mega-Evolution) : This Pokemon's attacks with secondary effects do 1.3x damage; nullifies the effects

Notable moves (STAB in bold):

Fire Blast
Earth Power

Ancient Power
Stealth Rock
Will-O-Wisp
Yawn
Hidden Power Ice
Hidden Power Grass
Flamethrower
Rock Slide
Flash Cannon
Earthquake
Rock Polish
Roar
Rest
Sleep Talk
Stone Edge
Growth
Sunny Day
Toxic

Analysis :

After spending most of its time in the depths of NU and PU, Camerupt gets a new lease of life in ORAS courtesy of its Mega. Mega-Camerupt is indeed a huge improvement over the regular form, boasting solid defenses as well as a fantastic ability in Sheer Force, which Camerupt can easily abuse with moves like Fire Blast, Earth Power, and Ancient Power. This ability, backed up by its very good SpA stat, enables it to hit extremely hard, even severely denting a lot of Pokemon that resist its moves. Its dual STAB gives it excellent coverage which is rounded off superbly by Ancient Power or Rock Slide. It also has a solid defensive typing, which lets it counter Electric types such as Mega-Manectric and Raikou. It also has a few useful resists to Fairy, Fire, which, backed up by its good defenses, gives it the ability to check a large number of threats. However, MCamerut's horrendous Speed leaves it very easy to revenge kill, and it is very easily checked by most Water Types and Ground Types. It is also, unlike its regular form to an extent, too slow to pull off an effective Rock Polish set, speed isn't necessarily a bad thing however, since it makes it a very good Trick Room sweeper, however, contrary to popular belief, it does not require Trick Room support to be effective at all : it can stand on its own as a bulky, powerful wallbreaker even in OU.

Potential movesets :

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Will-O-Wisp / Stealth Rock / Toxic / Hidden Power Ice / Hidden Power Grass / Flamethrower
 
Last edited:
Another minor nitpick but Earthquake should be in bold as it's a STAB attack as well.
Also an EV spread of 168 HP/252 SpA/88 Spe compromises a bit of bulk, but allows you to out speed Slowbro who is a threat that will likely rise in usage due to the new mega. Not to mention it's base form is still viable in OU as well. This can help because if you out speed, you can 2HKO Slowbro on the switch, even without rocks up. It's situational but it may have its merits.
 
imo in the last slot HP grass should be slashed first because it hits mega slowbro, rotom-w, swampert, and other stuff that is getting common in the new ORAS meta.
 
Either HP Grass or WoW sound like the best options, burning enemies on the switch obviously has it's merits but I agree that HP Grass has the best overall potential to dish out damage to MegaCam's checks and counters.
 
I personally find him underwhelming.. I was expecting a ampharos v.2 but I think even with sheer force ampharos outdamages, outspeeds, and has better typing overall.

Pair this thing with Primal Groudon in doubles though..
 
So on one hand I look at this guy and feel immediately discouraged based on the horrible weaknesses to water and ground, but I got to thinking, this guy functions a lot like a stronger heatran (who is everywhere) and heatran always spends plenty of time on the field and is generally effective.

At first glance it seems like "oh, camerupt is just going to be obviously ohko'd by everything in OU" but he actually has plenty of switch ins and opportunity to launch a nuke.

Scizor, Clefable, Manetric, Jirachi, Ferrothorn, Gothitelle, Magnezone, Mandibuzz, Skarmory, Sylveon, Venusaur, Zapdos, Klefki, Victini, Volcarona, Sableye, Beedrill

That's just a simple list of things that heatran always comfortable switches in to, and it really is a decent chunk of OU. Those are simply things that camel can switch into safely, and doesn't take into account any "checking" duties i.e. surviving 1 hit and hitting back. That list might include things like Gengar, Heracross, Altaria, and so on.

I only made the list to make it obvious that, yes, camerupt will get on the field and do something even without trick room up.

Now, he can't really switch into Lati@s, Talonflame, or Gardevior like heatran can, but he's also stronger than heatran on both sides of the spectrum and ground subtype has it's own obvious merits vs steel.

I think tomorrow I'll give it a try with wish support (rather than trick room team)
 
Another minor nitpick but Earthquake should be in bold as it's a STAB attack as well.

It is not affected by Sheer force whereas the other STAB are which is why I believe it wasn't highlighted since it is just an inferior option to Earth Power which accomplishes the same thing but with more power behind it, and uses the higher stat.
 
It is not affected by Sheer force whereas the other STAB are which is why I believe it wasn't highlighted since it is just an inferior option to Earth Power which accomplishes the same thing but with more power behind it, and uses the higher stat.
STAB moves are always bolded in these threads as long as they are listed. If there wasn't enough merit for them to be used the wouldn't be on the list at all.
 
STAB moves are always bolded in these threads as long as they are listed. If there wasn't enough merit for them to be used the wouldn't be on the list at all.

Well it clearly doesn't have anything over earth power in this case for obvious reasons. So if anything it is better off removed, since mixed walls are just going to tank it off.
 
I'm surprised nobody compared him to Charizard Y yet.

Charizard Y has much higher special bulk, acceptable speed, and sun>sheer force.

252+ SpA Sheer Force Camerupt Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey: 142-168 (22.1 - 26.1%) -- 6.5% chance to 4HKO
252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey in Sun: 160-190 (24.9 - 29.5%) -- 100% chance to 4HKO

I don't really see a valid reason to use mega camerupt in OU over Charizard Y other than taking normal damage from rocks.
 
While niche, earthquake does have presence on any form of mixed attacking sets. I wouldn't recommend it but hey, it's a STAB

Rockslide is the physical move of choice in mix sets though, I don't recall seeing or anyone advocating earthquake over earth power on mix sets, since it punishes on the switch Rotom-W or Charizard/Talonflame that wouldn't take damage from FB/EP on the switch. Fireblast and Earthpower are more or less mandatory.

Aside that an EQ off a poorly invested 120 base attack with no items/abilities to boost is not going to be dealing any substantive damage.
 
Last edited:
Celebi and Rotom-W are great partners for this beast. Celebi can set up rocks, U-turn into Camerupt, Baton Pass Nasty Plot boosts, soak up water attacks, and so on. Rotom-W is a good pivot and has a very very useful ground immunity plus a resistance to water-type attacks.
 
I'm surprised nobody compared him to Charizard Y yet.

Charizard Y has much higher special bulk, acceptable speed, and sun>sheer force.

252+ SpA Sheer Force Camerupt Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey: 142-168 (22.1 - 26.1%) -- 6.5% chance to 4HKO
252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey in Sun: 160-190 (24.9 - 29.5%) -- 100% chance to 4HKO

I don't really see a valid reason to use mega camerupt in OU over Charizard Y other than taking normal damage from rocks.
Camerupt takes hits better, shuts down most Electric types (notably Manectric, Raikou, and Thundurus), and has much better secondary STAB. Earth Power is much more spammable than any of Char-Y's coverage moves. Camerupt's typing also lets is check a bunch of threats in one slot. They really don't share anything outside of a strong Fire Blast tbh. That's like asking why someone would use Greninja when Specs Keldeo has a stronger Hydro Pump. They share a common move, but the similarities end there.
 
Seeing those offenses makes me wish it didnt take such a Dive in Speed so it can try Rock Polish. its just too slow to use it effectively now as even at +2 Mega Camerupt isnt gonna be outspeeding much. There is using it in its base form on something you threaten out but post Mega that +2 Speed wont help you at all.

Anyways I was wondering if its possible to take a more defensive approach to mega camel? I used a Special Defensive variant back in the day that did pretty good and now it has even more bulk on both sides but no Leftovers or Solid Rock(but really its weaknesses to Water/Ground were so bad Solid Rock wasnt saving it very often)
 
Either HP Grass or WoW sound like the best options, burning enemies on the switch obviously has it's merits but I agree that HP Grass has the best overall potential to dish out damage to MegaCam's checks and counters.

HP Grass is only going to hit harder than STAB on 4x weaknesses, i.e., Swampert, and Earth Power can already hit Pert pretty hard. Not worth running any HP, imo; doesn't get Sheer Force boost. Fire/ground/rock is fantastic coverage already, so SR/WoW would probably work best for 4th slot. And for anyone curious, Flash Cannon is really not worth running, either.

Anyways I was wondering if its possible to take a more defensive approach to mega camel? I used a Special Defensive variant back in the day that did pretty good and now it has even more bulk on both sides but no Leftovers or Solid Rock(but really its weaknesses to Water/Ground were so bad Solid Rock wasnt saving it very often)

I'm sure it's possible, but why would you ever use up a valuable mega slot when Heatran gets better bulk, better defensive typing, similar coverage, and passive recovery?
 
HP Grass is only going to hit harder than STAB on 4x weaknesses, i.e., Swampert, and Earth Power can already hit Pert pretty hard. Not worth running any HP, imo; doesn't get Sheer Force boost. Fire/ground/rock is fantastic coverage already, so SR/WoW would probably work best for 4th slot. And for anyone curious, Flash Cannon is really not worth running, either.
WoW and SR can only really be set up on a switch, which you'd most likely rather be hammering with an attack anyways. I'd leave SR to another pokemon since this is meant to be an offensive set for the most part. HP grass hits swamp, quagsire, and Rotom-W harder than any of the other moves. I still believe WoW may be the better choice, but HP Grass at least beats out the effectiveness of SR on MegaCam.

Edit: also why is flash cannon less viable? I wasn't really considering it because it doesn't help much with coverage, but I'd imagine it deals a fair amount of damage otherwise? Or is it just because of the lack of coverage it yields.
 
WoW and SR can only really be set up on a switch, which you'd most likely rather be hammering with an attack anyways. I'd leave SR to another pokemon since this is meant to be an offensive set for the most part. HP grass hits swamp, quagsire, and Rotom-W harder than any of the other moves. I still believe WoW may be the better choice, but HP Grass at least beats out the effectiveness of SR on MegaCam.

Edit: also why is flash cannon less viable? I wasn't really considering it because it doesn't help much with coverage, but I'd imagine it deals a fair amount of damage otherwise? Or is it just because of the lack of coverage it yields.

I did forget about Rotom-W, so I suppose that does make HP Grass a little more favorable. I also don't disagree that attacks should be used over status moves on M-rupt, generally speaking. It's just that its first three moves provide it with just about all it needs. Flash Cannon can be used to hit fairy-types more accurately but with a little less power than Fire Blast, and HP Grass hits Swampert and Rotom-W, but I guess that's reason enough to keep it.
 
It all really depends on how much usage Swamp sees once the meta settles down. I'm not quite sure that HP grass is worth the slot if it'll really only boil down to using it for Rotom-W. Yawn also could be useful if you predict the switch, because then they will be forced to switch out again. Not to mention that first switch in was likely their counter to Mega Cam, they'll be forced to switch to something much less favorable.
 
I kinda like SR on Mega-Camerupt, but only as filler, I never make it my main rock setter. the thing is, MCamerupt has one filler slot. I'd say Wisp is probably best overral since it completely ruins Azumarill and not much really enjoys taking it anyway (and pretty much all things that are immune to Wisp are destroyed by Earth/Ancient Power)

Also, I firmly believe MCamerupt is far better than MAmpharos, at least offensively speaking. It's mu h more powerful thanks to Sheer Force and a higher powered main STAB. Just to give you an idea:

252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 252 HP / 96+ SpD Mew: 160-189 (39.6 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 96+ SpD Mew: 229-271 (56.6 - 67%) -- guaranteed 2HKO after Leftovers recovery

That's a pretty massive difference in power. Also, MCamerupt's STAB provide much better coverage (not having to rely on Focus Blast to hit Steels is very nice) and Fire Blast is much more spammable than Dragon Pulse or Thunderbolt (the only immunity to Fire Blast in OU gets destroyed the following turn)

btw, has anyone been trying out a RestTalk set? Seems like it could work since 90% of the time you just use your dual STABs, so I'd say you can even afford to drop Rock-type coverage.
 
Last edited:
I kinda like SR on Mega-Camerupt, but only as filler, I never make it my main rock setter. the thing is, MCamerupt has one filler slot. I'd say Wisp is probably best overral since it completely ruins Azumarill and not much really enjoys taking it anyway (and pretty much all things that are immune to Wisp are destroyed by Earth/Ancient Power)

Also, I firmly believe MCamerupt is far better than MAmpharos, at least offensively speaking. It's mu h more powerful thanks to Sheer Force and a higher powered main STAB. Just to give you an idea:

252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 252 HP / 96+ SpD Mew: 160-189 (39.6 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 96+ SpD Mew: 229-271 (56.6 - 67%) -- guaranteed 2HKO after Leftovers recovery

That's a pretty massive difference in power. Also, MCamerupt's STAB provide much better coverage (not having to rely on Focus Blast to hit Steels is very nice) and Fire Blast is much more spammable than Dragon Pulse or Thunderbolt (the only immunity to Fire Blast in OU gets destroyed the following turn)

btw, has anyone been trying out a RestTalk set? Seems like it could work since 90% of the time you just use your dual STABs, so I'd say you can even afford to drop Rock-type coverage.

The only problem I see with RestTalk that becoming set-up bait for something dangerous as MegaSalamence is not the best idea around (and generally I'm not a fan of using restalkers which can't phaze or at least stop set-up sweepers). Plus Altaria may also use you as set-up bait, which isn't that good news as well. Although if I considered Rest, I would rather do it with Aromatherapy / Heal Bell support (especially if sleep mechanics stay the same in next game and don't refresh on switch).
 
The only problem I see with RestTalk that becoming set-up bait for something dangerous as MegaSalamence is not the best idea around (and generally I'm not a fan of using restalkers which can't phaze or at least stop set-up sweepers). Plus Altaria may also use you as set-up bait, which isn't that good news as well. Although if I considered Rest, I would rather do it with Aromatherapy / Heal Bell support (especially if sleep mechanics stay the same in next game and don't refresh on switch).
Going on from what you said, I'd also argue that if you're already going to be using aromatherapy, it might be a good idea to just pass wishes to MegaCam. You're providing the same effect Rest would have on camerupt by healing HP and removing status, but you still have the versatility to choose which moves you want, plus the addition of your other 2 slots being free.

Also the only status Cam really fears is Poison as he's immune to Burn and pseudo-immune to paralysis. Sleep is rarely seen in the Ou meta game compared to the other status effects.

To be honest, while the added longevity of Rest would be nice on paper, it's unlikely Camerupt will be staying in for more than a couple turns at a time, as he's almost always guaranteed to hit last. This is already a detriment to Camerupt's defenses as he's nearly guaranteed to take another heavy hit before getting to rest, unless you predict a switch. But then, the most likely scenario is that they just switched in to something that can force Cam out, so now you just have a sleeping Camerupt who won't have any say on what he can hit when he comes back in, or if he's just going to accidentally hit rest and waste a valuable turn.

Outside support is what I'd go to in order to help Mega Camerupt deal with HP loss and status, I just don't think he can afford to lose the ability to choose which attack he uses.
 
one of the main niche that imo will give camerupt usage in the ou metagame is its ability to efficiently stop volt-turn. volt switch users are prevented from generating momentum and unlike many other ground types camerupt is not hurted by any other move of volt switch users, instead it can threaten them with its powerful moves and force the switch to something that will have to tank fire blast or earth power sheer force boosted; on the other side cam resists u-turn so even if it can't stop them from generating momentum at least it doesn't get hitted a lot.
 
one of the main niche that imo will give camerupt usage in the ou metagame is its ability to efficiently stop volt-turn. volt switch users are prevented from generating momentum and unlike many other ground types camerupt is not hurted by any other move of volt switch users, instead it can threaten them with its powerful moves and force the switch to something that will have to tank fire blast or earth power sheer force boosted; on the other side cam resists u-turn so even if it can't stop them from generating momentum at least it doesn't get hitted a lot.
Lando-T and Rotom-W both hit you super effectively :/

252 Atk Landorus-T Earthquake vs. 252 HP / 0 Def Camerupt: 356-420 (103.4 - 122%) -- guaranteed OHKO
0 SpA Rotom-W Hydro Pump vs. 252 HP / 0 SpD Camerupt: 472-564 (137.2 - 163.9%) -- guaranteed OHKO


You don't threaten them under any circumstances and U-turn users will still get some chip damage and switch initiative off of you.
 
Status
Not open for further replies.
Back
Top