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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
RarelyUsed
Tank137

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
RarelyUsed
Tank97

Evolutions

Strategies

  • en
There are separate strategies for these formes:
Written by Ping_Pong_Along

Overview

Mega Camerupt is a potent tank that rips through many common threats thanks to a combination of Sheer Force, a sky-high Special Attack, and powerful STAB attacks, as well as a unique Fire / Ground typing and impressive defensive stats. With five resistances and an immunity, Mega Camerupt checks many common threats, such as Escavalier, Eelektross, and Jolteon. Between Fire Blast and Earth Power, Mega Camerupt has solid coverage that allows it to run Stealth Rock to provide team support and Toxic to cripple checks such as Alomomola and Jellicent or Hidden Power Ice to hit Flygon.

Mega Camerupt's typing may only give it two weaknesses, but unfortunately they are a 2x weakness to Ground-type attacks and a 4x weakness to Water-type attacks, both of which are extremely common. It's also easily worn down because it lacks any form of recovery and is hurt by all entry hazards, taking neutral damage from Stealth Rock. Additionally, with a wretched base 20 Speed, Mega Camerupt is easily one of the slowest Pokemon in RU, only outspeeding Ferroseed and Speed tying with Escavalier.

Tank

Move 1
  • Fire Blast
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power110 BP
    Accuracy85%
Move 2
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 3
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Hidden Power Ice
    Varies in type based on the user's IVs.
    TypeNormal
    CategorySpecial
    Power60 BP
    Accuracy100%

Moves

Fire Blast does tremendous damage against nearly all foes that are weak or neutral to it. It OHKOes Virizion, Mega Glalie, Escavalier, Rotom-C, and Sigilyph, it has a chance to OHKO Scrafty after Stealth Rock damage, and it 2HKOes Aromatisse and most Meloetta sets. Earth Power hits the Fire- and Rock-types that resist Fire Blast super effectively, as well as Electric- and Poison-types. It OHKOes Emboar, Delphox, Houndoom, Choice Band and Rock Polish Rhyperior, Qwilfish, Swords Dance Drapion, and Jolteon, and it 2HKOes Alomomola, Seismitoad, and Jellicent, though Jellicent can use Recover repeatedly to stay ahead of Mega Camerupt's damage output and has a high chance to OHKO Mega Camerupt with Scald after Stealth Rock damage. Stealth Rock provides valuable team support. Toxic cripples many of Mega Camerupt's switch-ins, such as Alomomola, Flygon, and Seismitoad. Hidden Power Ice is a guaranteed OHKO against offensive Flygon and has a good chance to OHKO defensive Flygon after Stealth Rock damage. Flamethrower can be used over Fire Blast for greater accuracy at the cost of power. Will-O-Wisp could also be used to cripple foes, but Toxic is better at wearing down Alomomola and Jellicent.

Set Details

176 EVs in Special Attack and a Modest nature allow Mega Camerupt to do massive damage and secure a 2HKO on Alomomola. 84 EVs in Speed allow Mega Camerupt to outspeed uninvested Cofagrigus. On the turn that Camerupt Mega Evolves, it outspeeds uninvested base 50 Speed Pokemon, such as Rhyperior and Registeel. 248 EVs in HP improve Mega Camerupt's overall bulk. Solid Rock on non-Mega-Evolved Camerupt helps it take less damage on a poorly predicted switch in. A more defensive spread of 248 HP / 176 Def / 84 Spe with a Bold nature can be used to check Emboar. Another alternate spread of 248 HP / 176 SpD / 84 Spe can be used to check Houndoom, Delphox, Jolteon, and Rotom-C, though these spreads come at a major loss in power and reduce Mega Camerupt's ability to break through Alomomola, Jellicent, and Mega Audino.

Usage Tips

Mega Camerupt pressures the opponent into switching, which gives it an opportunity to set up Stealth Rock or hit a foe on the switch. One of the major challenges of Mega Camerupt is knowing when to switch it in. As a result, Mega Camerupt benefits tremendously from good prediction. Predicting Volt Switches from Rotom-C, Magneton, Jolteon, and Eelektross gives you a free switch to Mega Camerupt and nets a free turn if the foe is holding a Choice item. Mega Camerupt is also a good sponge for a predicted Knock Off from Escavalier, Drapion, Sneasel, or Eelektross, as well as a predicted Trick from Rotom-C, Choice Scarf Delphox, or Choice Scarf Meloetta. Thanks to its typing, Mega Camerupt can also switch freely into Will-O-Wisp and Thunder Wave. Toxic should be used when anticipating a Water-type switch-in, such as Alomomola, Seismitoad, or Jellicent, as this will help wear them down throughout the rest of the match. If running Hidden Power Ice, try to hit Flygon on the turn it switches in.

Team Options

Healing Wish support from Mesprit, Audino, or Musharna helps Mega Camerupt survive longer and punch more holes into the opponent's team. Wish support from Alomomola, Aromatisse, or Audino helps Mega Camerupt last longer on more balanced teams. Mega Camerupt appreciates Heal Bell or Aromatherapy support to prevent it from being worn down by poison damage, so Uxie, Aromatisse, Audino, Vileplume, Togetic, Lanturn, Musharna, Granbull, and Lapras make for good partners. Trick Room turns Mega Camerupt's low Speed into an advantage, so setters such as Aromatisse, Cofagrigus, Musharna, Bronzong, Smeargle, and Uxie synergize well with it. Mega Camerupt appreciates switching in safely, so VoltTurn support from Jolteon, Rotom-C, Magneton, Lanturn, Eelektross, Flygon, Meloetta, and Uxie helps. A good way to mitigate Mega Camerupt's poor Speed is by paralyzing foes, so paralysis spreaders make for effective teammates, such as Qwilfish, Druddigon, Granbull, Uxie, and Jolteon.

While Mega Camerupt generally runs Stealth Rock, it appreciates other Stealth Rock setters, such as Uxie, Mesprit, Druddigon, Seismitoad, Bronzong, Omastar, and Smeargle, so that it can run both Toxic and Hidden Power Ice. Spikes support from the likes of Qwilfish, Omastar, Garbodor, Accelgor, and Smeargle can help Mega Camerupt more easily OHKO or 2HKO foes. Qwilfish and Garbodor are also helpful for absorbing Toxic Spikes, which would otherwise wear Mega Camerupt down. Bulky Water-types, particularly those with Water Absorb or Storm Drain, help to patch up Mega Camerupt's weakness to Water-type attacks, so Seismitoad, Lapras, Mantine, Alomomola, Lanturn, Pelipper, and Qwilfish are great options that appreciate Mega Camerupt's ability to check Grass-types. Defog and Rapid Spin support prevents Mega Camerupt from being worn down as easily, so Flygon, Togetic, Shiftry, Hitmonlee, and Kabutops make for good partners.

Electric-types such as Jolteon, Eelektross, Magneton, and Rotom-C pair well with Mega Camerupt for their ability to check Water- and Flying-types. Eelektross and Rotom-C synergize particularly well with Mega Camerupt because of their immunity to Ground-type attacks. Grass-types such as Shiftry, Vileplume, and Virizion also help against Water-types, as well as Ground-types. Mega Camerupt's offensive prowess is appreciated by late-game cleaners such as Sneasel, Hitmonlee, Fletchinder, and Medicham because it allows them to sweep more easily.

Other Options

A faster EV spread of 168 HP / 176 SpA / 164 Spe can be used to outspeed uninvested Rhyperior. Ancient Power can be used instead of Toxic or Hidden Power Ice to hit the rare Pelipper and Mantine, which otherwise wall Mega Camerupt, as well as to OHKO Fletchinder; against everything else, though, Fire Blast or Earth Power deals greater damage. RestTalk is an option to improve Mega Camerupt's longevity and make it less dependent on Wish support, though this comes at the cost of coverage and its support moves. Roar could be used to rack up entry hazard damage and to provide your team with a phazer, but generally it is better to either attack or cripple the foe. Yawn is a similar option that forces the opponent to decide whether they want to switch or let their Pokemon fall asleep.

Nearly all other options are inferior to the main set. Eruption and Overheat do not receive a boost from Sheer Force, making them weaker than Fire Blast. Earthquake also does not receive a boost from Sheer Force, which means that Earth Power deals more damage even against specially defensive foes. Sheer Force negates the burn chance from Lava Plume, making it a weaker version of Flamethrower. Heat Wave sacrifices Flamethrower's perfect accuracy for a minuscule increase in power. Rock Slide gets a Sheer Force boost, but it only hits the relatively obscure Mantine for more damage than Ancient Power. Stone Edge does not get a Sheer Force boost and therefore should never be used. Rock Polish with full Speed investment and a Timid nature might at first seem appealing to patch up Mega Camerupt's poor Speed, but in reality, it's still too slow to outspeed a significant portion of the tier even at +2 Speed.

Checks and Counters

Water-types: Alomomola, Jellicent, Seismitoad, Poliwrath, Gastrodon, and Quagsire all resist Fire Blast and either OHKO or 2HKO Mega Camerupt with Scald, though all of them are 2HKOed by Earth Power on the switch. Even more terrifying for Mega Camerupt are Mantine and Pelipper, which, in addition to resisting Fire Blast, are immune Earth Power. Samurott, Omastar, Clawitzer, and Kabutops each OHKO Mega Camerupt with Hydro Pump, Scald, or Waterfall, though they're all OHKOed by Earth Power.

Ground-types: While they often have difficulty switching into its attacks, Ground-types such as Torterra, Piloswine, Choice Band Flygon, and Rhyperior can OHKO Mega Camerupt with Earthquake. Flygon's other sets 2HKO Mega Camerupt with either Earthquake or Earth Power.

Powerful Attackers: Life Orb Hitmonlee can OHKO Mega Camerupt with High Jump Kick even without Stealth Rock damage. Choice Band Emboar and Granbull both OHKO Mega Camerupt with Earthquake. Exploud OHKOes Mega Camerupt with Surf, and unboosted Swords Dance Drapion OHKOes Mega Camerupt after Stealth Rock damage with Aqua Tail.

Mega Audino: Mega Audino, while uncommon in RU, has enough special bulk that Mega Camerupt has trouble breaking through it. Mega Audino can use the combination of Wish and Protect until Mega Camerupt runs out of PP for Fire Blast. Toxic can help Mega Camerupt break through Mega Audino, though Mega Camerupt is hampered by Mega Audino's access to Heal Bell.

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
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
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
90%
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
50
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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