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Camerupt

In-battle formes

Base

HP:70
Attack:100
Defense:70
Sp. Atk:105
Sp. Def:75
Speed:40
Min (-ve nature, 0 IVs)76
Default116
Max Neutral179
Max Positive196
Max Neutral (+1)268
Max Positive (+1)294
Max Neutral (+2)358
Max Positive (+2)392
ZeroUsed
Choice Specs179
Specially Defensive116

Mega

HP:70
Attack:120
Defense:100
Sp. Atk:145
Sp. Def:105
Speed:20
Min (-ve nature, 0 IVs)40
Default76
Max Neutral139
Max Positive152
Max Neutral (+1)208
Max Positive (+1)228
Max Neutral (+2)278
Max Positive (+2)304
ZeroUsed
Choice Specs139
Specially Defensive76

Evolutions

Strategies

  • en
Written by Sputnik

Overview

Camerupt is a terrifying wallbreaker thanks to its amazing power and almost unresisted STAB Fire / Ground coverage. Its access to the horrifyingly powerful Eruption is complemented by its secondary Ground STAB and allows it to greatly threaten common defensive Pokemon such as Bronzor, Mareanie, and Mawile. Camerupt's unique Fire / Ground typing also gives it an interesting niche defensively as a check to certain Electric-types such as Rotom-S and Raichu. It also packs some good support options, such as Stealth Rock and Lava Plume. However, Camerupt is unfortunately handicapped by a terrible Speed stat that leaves it outpaced by common offensive Pokemon such as Swanna, Exeggutor, and Torterra. This can limit Camerupt's utility in matchups against offensive teams. Camerupt's STAB combination, while very good, can often be played around by many common defensive cores, making Camerupt a very prediction-reliant wallbreaker at times. Its weakness to common Water- and Ground-type attacks also gives it poor matchups against common offensive Pokemon like Swanna, Floatzel, and Marowak. Said weaknesses greatly limit the defensive set as well, and it tends to require more support from its teammates than its competition as a result. It also has notably less bulk than other Stealth Rock setters, such as Golem and Torterra, and has a much narrower defensive niche than they do.

Choice Specs

Move 1
  • Eruption
    Less power as user's HP decreases. Hits foe(s).
    TypeFire
    CategorySpecial
    Power150 BP
    Accuracy100%
Move 2
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 3
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4

Moves

Eruption is extremely powerful when Camerupt is at full health and is quite spammable, as even frailer Pokemon that resist it like Swanna and Simisear are OHKOed after Stealth Rock. Fire Blast allows Camerupt to still use a strong Fire-type STAB attack after its health has been reduced. Hidden Power Ice prevents Camerupt from being walled by Altaria, which is one of the few Pokemon that can confidently switch into Camerupt's STAB attacks.

Set Details

A Modest nature is preferred for maximum power output. Timid can be run if outspeeding Adamant Golem and Crustle is really important to your team, but it isn't recommended. Solid Rock allows Camerupt to take some weaker Ground-type attacks that would otherwise KO it. Notably, it allows it to survive Choice Scarf Electivire's Earthquake from full health in a pinch.

Usage Tips

Camerupt is generally an excellent option early-game, when it can fire off its powerful attacks to blow a hole in the opponent's defensive core; defensive entry hazard setters like Bronzor and Mareanie, for example, will be forced to flee from Camerupt, preventing them from getting their hazards up early and allowing Camerupt to fire off one of its powerful attacks. Camerupt's unique typing also grants it the ability to switch into Choice Scarf users such as Rotom-S and Electivire locked into an Electric-type move. Take advantage of these opportunities, as Camerupt can have some issues getting in, especially against offensive builds, due to its low bulk and somewhat exploitable defensive typing. Pivoting or aggressively double switching can allow Camerupt to get in against such offensive teams. Getting rid of entry hazards on your side of the field is important when using Camerupt, as losing health cuts into Eruption's Base Power and Camerupt needs Eruption at its maximum damage output if it wants to seriously dent Pokemon such as Lickilicky. Refrain from using Eruption if it looks like Camerupt will have to take a hit before moving, and use Fire Blast instead if this is the case.

Team Options

Cleaners appreciate Camerupt's ability to wallbreak early-game, as it allows them to clean up late-game with greater efficiency. Options such as Z-Rain Dance Swanna, Rock Polish Torterra, and Z-Me First Pinsir work well in this regard. Grass-types like Silvally-Grass, Gourgeist-XL, and Leafeon pair well with Camerupt, as they comfortably switch into both types that hit it super effectively. Camerupt, meanwhile, can take a few Fire- and Bug-type attacks, though it would be unwise to do so if Eruption is still needed. Silvally-Grass stands out in particular, as it can also remove entry hazards with Defog and use U-turn to get Camerupt in safely. It is worth noting, however, that this type pairing needs a check to Swanna, which hits both Camerupt and the Grass-types with its STAB attacks. An offensive Electric-type such as Electivire or a defensive answer like Bronzor can work in this regard. Camerupt in general greatly appreciates pivots that can get it in safely. Other options such as Silvally-Water, Electivire, and Komala can work in this regard, as they can use U-turn, Volt Switch, and Parting Shot to get Camerupt in safely. Entry hazard removal is imperative, as Camerupt must be as healthy as possible if it wants Eruption to be at full power. Defog support from the likes of Altaria, Silvally-Water, and Swanna can work well.

Specially Defensive

Move 1
Move 2
  • Lava Plume
    30% chance to burn adjacent Pokemon.
    TypeFire
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 3
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 4
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4

Moves

Camerupt is a decent Stealth Rock setter thanks to its ability to force out common Pokemon such as Rotom-S and Bronzor. Toxic allows Camerupt to punish common switch-ins, such as Swanna, Silvally-Water, and Altaria. It also allows it to punishes bulkier Pokemon that might look to take advantage of Camerupt. Earth Power is generally the superior option in the last slot, as it allows Camerupt to immediately threaten Pokemon such as Combusken, Electivire, and Raichu. Protect can also work to scout for Choice item users and rack up Leftovers recovery, but it can allow threatening Water-types to get in safely. Will-O-Wisp can be used to spread burns, and Yawn can be used to potentially spread sleep and force switches, but Lava Plume and Toxic take care of that as is, and the utility provided by the other moves is generally better.

Set Details

Camerupt works best as a specially defensive wall, as its purpose is to check threats such as Raichu and Rotom-S. Solid Rock is the preferred ability, as it allows Camerupt to take a couple of weaker super effective attacks, such as Earthquake from Choice Scarf Electivire and Jolly Torterra.

Usage Tips

Camerupt should be used throughout the game to set up Stealth Rock and check certain special attackers like Rotom-S, Silvally-Dragon, and special Combusken. Switch into Pokemon that Camerupt can deal with, such as Rotom-S, Raichu, and Muk, to set up Stealth Rock or stop the latter two from setting up with Earth Power. Camerupt's reputation as a fearsome wallbreaker can help force some switches until the set is revealed. This can give Camerupt some opportunities to set up Stealth Rock early-game or cripple a normal switch-in like Swanna or Lickilicky with Toxic. Camerupt rewards scouting for powerful attacks and potentially deadly coverage moves. Be cautious to not overestimate Camerupt's bulk, as even invested it has issues taking powerful attacks from the likes of Exeggutor, Beheeyem, and Simisear. Camerupt should mainly look for opportunities to check certain Electric-types and set up Stealth Rock.

Team Options

Camerupt fits well on balance teams that need a bulky check to the aforementioned Electric-types that can also set up Stealth Rock. Water-types such as Silvally-Water and Floatzel pair very well with this set, as they appreciate Camerupt's ability to take Electric-type attacks and can take the Water-type attacks that threaten Camerupt in return. Grass-types such as Leafeon and Silvally-Grass also work well with Camerupt, as they resist both Water- and Ground-type attacks that could be thrown Camerupt's way. Strong wallbreakers such as Exeggutor, Choice Band Torterra, and Beheeyem appreciate Camerupt setting Stealth Rock up for them in order to break the opposing team down. Choice Band Torterra in particular can take Ground-type attacks for Camerupt and appreciates Camerupt's favorable matchup against Pokemon such as Bronzor and Gourgeist-XL. Camerupt appreciates entry hazard removal from the likes of Silvally-Water, Altaria, and Komala to prevent itself from getting worn down too quickly.

Other Options

A spread with maximum HP and Special Attack investment and a Quiet nature can be used on the Choice Specs set on Trick Room teams. Roar can be used on the defensive set to force the opposing Pokemon to switch around and rack up Stealth Rock damage. Expert Belt or Firium Z can be used on the offensive set to give Camerupt a better matchup against teams that look to get around it by switching to Pokemon that resist or are immune to its attacks, but the loss of consistent power makes this generally unfavorable. Rock Polish could be used to turn Camerupt into a cleaner, but it is easily revenge killed by the tier's Choice Scarf users and is annoyed by many of the priority options in the tier.

Checks and Counters

Water-types: Solid Rock is not enough to save Camerupt from its 4x Water weakness, as all offensive Water-types are capable of OHKOing it with their STAB moves. Swanna, Floatzel, and Simipour all fall into this category, although they don't appreciate switching into the Choice Specs set. Defensive Water-types such as Poliwrath and Silvally-Water are capable of taking offensive Camerupt's hits better and still heavily threaten it with their STAB moves.

Ground-types and Ground-type Coverage: Many of the tier's more powerful Ground-types threaten to KO Camerupt, even through Solid Rock. Choice Band Torterra, Golem, and Marowak are all very threatening to Camerupt, although none of them want to switch into its attacks. Similarly, Ground-type coverage on Pokemon such as Electivire and Rapidash threatens to 2HKO Camerupt.

Strong Wallbreakers: Camerupt's somewhat modest bulk and relative sluggishness mean that even the defensive set is threatened by strong wallbreakers. Choice Band Komala, Choice Band Golem, and Bouffalant all threaten Camerupt with their powerful attacks. In addition, Choice Specs Exeggutor and opposing Camerupt are also powerful enough to threaten the specially defensive variant of Camerupt.

Residual Damage: Camerupt's lack of reliable recovery and vulnerability to all entry hazards mean that it is worn down quickly. Said vulnerability also means that Eruption's power is weakened every time Camerupt switches into battle with hazards up.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
40
Accuracy
100%
PP
25
10% chance to burn the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
150
Accuracy
100%
PP
5
Less power as user's HP decreases. Hits foe(s).
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
Accuracy
30%
PP
5
OHKOs the target. Fails if user is a lower level.
 
Power
70
Accuracy
100%
PP
15
Damages Pokemon next to the target as well.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
100%
PP
10
More power the heavier the user than the target.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
40
Raises the user's Attack by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn adjacent Pokemon.
 
Power
Accuracy
100%
PP
30
Hits adjacent Pokemon. Power varies; 2x on Dig.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
65
Accuracy
85%
PP
10
30% chance to lower the target's accuracy by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
200
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
Accuracy
PP
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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