ADV Camerupt (Full Revamp)

http://www.smogon.com/rs/pokemon/camerupt

ADV Camerupt needs match DP Camerupt in number of sets... not. The Standard set isn't very exceptional, and the whole analysis barely glosses over how to use Camerupt. Used DP Damage Calculator for all the calc's, its the same thing right...?
[SET]
name: Sleep Talk
move 1: Earthquake
move 2: Flamethrower / Fire Blast
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Brave
evs: 92 HP / 176 Atk / 240 SpD

[SET COMMENTS]
<p>Camerupt, with its unique Fire / Ground Typing, walls Electric-Types quite effectively. With the massive EV investment in Sp.Def, even a Zapdos with 383 Sp.Atk (the highest of any Electric-Type) only manages to do 24% - 28% with Hidden Power Ice or Grass. Timid Raikou's unboosted Crunch only hits for 23% - 25%, making Camerupt one of the best Calm Mind Raikou counters in the game. Though by far the most effective of its uses, Camerupt's walling potential is not limited to Electric-types. It switches in on Weezing with relative ease, though Sludge Bomb does take its toll. Heal Bell Celebi's Psychic only does 28% - 31%, while Fire Blast hits for 67% - 79%. While Camerupt doesn't exactly wall them, it can be used to beat Jirachi, Jynx, and Alakazam in a pinch. Wish Jirachi has only about a 1% chance of 2HKOing Camerupt with a +1 Psychic, while Camerupt has an 80.7% chance of 2HKOing Jirachi with Earthquake. Jynx and Alakazam miss out on the 2HKO and are both OHKOed by Earthquake.

<p>In UU, Camerupt stops, but falls short of beating, the ever popular Hypno + Vileplume combo. Sunny Day + Solar Beam users, barring nasty luck, are shut down, and Victreebel can be walled in a pinch. Ninetales, Manectric, and Electabuzz have no chance of overcoming Camerupt without Hidden Power Water.</p>

<p>Rest and Sleep Talk, combined with a sandstorm immunity, gives Camerupt some much needed durability and allows it to completely wall special versions of Gengar. Letting it utilize dual STAB is an obvious choice, with Ground and Fire only being resisted by Flygon, Salamence, Gyarados, Moltres, and Charizard in OU and Mantine, Solrock, and Lunatone in UU. If being used in UU, Fire Blast completely outclasses Flamethrower. However, in OU, you may find your Fire Blast PP getting rapidly depleted by Zapdos, Suicune, and Dusclops, which makes Flamethrower a suitable replacement.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Overheat / Fire Blast
move 3: Rock Slide / Hidden Power Rock
move 4: Explosion
item: Choice Band
nature: Brave
evs: 4 HP / 252 Atk / 252 SpA

[SET COMMENTS]
<p>A set tailored to the OU environment, though it also works in UU. Many players will give all of one-turn for Camerupt before it either has to switch out or get killed, and Choice Band lets Camerupt make the most out of it. A boosted Earthquake will put major dents in bulky Water-types, while your Fire-move cripples the other half of physical walls. The third move is really just filler, allowing you to stop Gyarados and Salamence from walking all over you if you have good prediction. And even then you could just unleash an Explosion on them, and perhaps open up a sweep for a MoPcross or the like.</p>

[SET]
name: Tank
move 1: Earthquake
move 2: Fire Blast / Flamethrower
move 3: Toxic
move 4: Explosion
item: Leftovers
nature: Brave
evs: 28 HP / 188 Atk / 136 SpA / 156 SpD

[SET COMMENTS]
<p>This is basically a diluted, less prediction-based version of the Choice Band set. Power is sacrificed for ease of use and the ability to switch in. The first time Camerupt gets in, the first move it should be using is Toxic. It cripples its most common counters, Water-types and Salamence, and with Fire Blast and Earthquake looming right overhead, opponents won't take the risk to switch in a Steel-type or something with Natural Cure. Afterwards, Toxic should be withheld unless their originally statused Pokemon can no longer switch in. Explosion gives you the opprotunity to wreck another Pokemon on your opponent's team.</p>

[Other Options]
<p>Hidden Power Electric, Hidden Power Ice, and Hidden Power Grass are a nasty surprise to Gyarados, Salamence, Flygon, and Swampert, respectively, though the only ones that can be OHKOed are the dragons, and even then Max SpA is needed. Eruption can be used just to flaunt how cool a Pokemon Camerupt is (conversely, it can also easily show how pathetic it is), but its other Fire-moves are more reliable.</p>

[EVs]
<p>For the Sleep Talk set, HP is foregone for Special Defense because the only physical attack Camerupt should be taking is Sludge Bomb from Weezing / Vileplume. Attack investment is needed for some important OHKOs and 2HKOs, as well as giving bulky Water-type switch-ins a nice parting gift.</p>

<p>Choice Band Camerupt needs all the firepower it can muster, while the tank set requires a mix of bulk and power.</p>

[Opinion]
<p>Camerupt is an oft overlooked Pokémon, capable of stopping some of both the OU and UU metagames' biggest threats. The Sleep Talk set is probably the most effective set to use in UU, where status runs wild and very few Pokémon can safely switch in. When used in OU, make sure your team knows how to deal with Gyarados, Salamence, and Flygon, which are very common and will switch in on Camerupt all day. The Choice Band set's effectiveness is dependent almost solely on prediction. The tank set's strength lies in supporting the team. The Pokemon that Camerupt draws in are fantastic, ones that usually are crucial in walling other dangerous Pokemon, and if you use Camerupt to get rid of them you can go for a sweep.</p>

[Counters]
<p>Dugtrio is the best counter to Camerupt. If you know your opponent has Camerupt, bait it out with an Electric-type and thereafter send Dugtrio in. Everything else must fear taking an Explosion. Sleep Talk Zapdos stalls out Sleep Talk Camerupt and only fears Choice Banded Rock Slide. Salamence, Gyarados, and Flygon were already mentioned, as long as they avoid Toxic. Claydol's high Special Defense makes it a very safe switch, though it can easily become setup fodder for something else. Bulky Water-types are usually safe switches into the camel.</p>

<P>In UU, Lunatone and Mantine take Camerupt's STAB like a champ, though a Choice Banded Rock Slide still hurts. Bulky Water-types work, especially since they almost always carry Rest and don't fear Toxic. Hidden Power Water Electric-Types will completely turn the tables on Camerupt as well.</p>
 
An ability tag isn't required when the Pokemon only is able to have 1 ability. Remove it. I'll look this over more carefully later.
 
[SET]
name: Resttalker
move 1: Earthquake
move 2: Flamethrower / Fire Blast (Spaces added)
move 3: Rest
move 4: Sleep Talk
item: Leftovers
nature: Brave
evs: 92 HP / 176 Atk / 240 SDef

[SET COMMENTS]
<p>Camerupt, with its unique Fire/Ground Typing, walls Electric-types incredibly effectively. With the massive EV investment in Sp. Def, even a Zapdos with 383 Sp.(no space)Atk (the highest of any Electric-type) only manages to do 24-28% with Hidden Power Ice/Grass. Timid Raikou's unboosted Crunch only hits for 23-25%, making Camerupt one of the best CMRaikou counters in the game. Though by far the most effective of its uses, Camerupt's walling potential is not limited to Electric-types. It switches in on Weezing with relative ease, though Sludge Bomb can take a toll. Heal Bell Celebi's Psychic only does 28-31%, while Fire Blast hits for 67-79%. While Camerupt doesn't exactly wall them, it can be used to beat Jirachi, Jynx, and Alakazam in a pinch. Wish Jirachi has only about a 1% chance of 2HKOing Camerupt with a +1 Psychic, while Camerupt has an 80.67% chance of 2HKOing Jirachi with Earthquake. Jynx and Alakazam miss out on the 2HKO and are both OHKO'd by Earthquake. In UU, Camerupt, though falling short from beating, does stop the ever popular Hypno-Vileplume combo. Sunnybeamers, barring nasty luck, are shut down, and Victreebel can be walled in a pinch.</p>

<p>Resttalk, combined with a sandstorm immunity, gives Camerupt some much needed durability and allows it to completely wall Special versions of Gengar. Letting it utilize dual STAB is an obvious choice, with Ground and Fire only being resisted by Flygon, Salamence, Gyarados, Moltres, and Charizard in OU and Mantine, Solrock, and Lunatone in UU. If being used in UU, Fire Blast completely outclasses Flamethrower. However, in OU, you may find your Fire Blast PP getting rapidly depleted by Zapdos, Suicune, and Dusclops, which makes Flamethrower a suitable replacement.</p>

[SET]
name: CBer
move 1: Earthquake
move 2: Overheat / Fire Blast
move 3: Rock Slide / Hidden Power Rock
move 4: Explosion
item: Choice Band
nature: Brave
evs: 4 HP / 252 Atk / 252 SAtk

[SET COMMENTS]
<p>A set tailored to the UU environment, though it also works in OU. Many players will give all of one-turn for Camerupt before it either has to switch out or get killed, and Choice Band lets Camerupt make the most out of it. CB Earthquake will put major dents in bulky Water-types, while your Fire-move cripples the other half of physical walls. The third move is really just a filler, allowing you to stop Gyarados and Salamence from walking all over you if you have good prediction. And even then you could just unleash an Explosion on them, and perhaps open up a sweep for a MoPcross or the like.</p>

[SET]
name: Standard
move 1: Earthquake
move 2: Fire Blast / Flamethrower
move 3: Toxic
move 4: Explosion
item: Leftovers
nature: Brave
evs: 28 HP / 188 Atk / 136 SpA / 156 SDef

[SET COMMENTS]
<p>This is basically a watered-down version of the Choice Band set. Power is sacrificed for ease of use and the ability to switch in. The first time Camerupt gets in, the first move it should be using is Toxic. It cripples its most common counters, Water-types and Salamence, and with Fire Blast and Earthquake looming right overhead, (comma) opponents won't take the risk to switch in a Steel-type or something with Natural Cure. Afterwards, Toxic should be withheld unless their originally statused Pokemon can no longer switch in. Explosion gives you the opprotunity to wreck another Pokemon on your opponent's team.</p>

[Other Options]
<p>Hidden Power Electric, Hidden Power Ice, and Hidden Power Grass are a nasty surprise to Gyarados, Salamence, Flygon, and Swampert, respectively, though the only ones that can be OHKO'd are the dragons, and even then Max Sp.(no space)Atk is needed. Eruption can be used just to flaunt how cool a Pokemon Camerupt is (conversely, it can also easily show how pathetic it is) (maybe a suggestion on how to use it?).</p>

[EVs]
<p>For the Resttalking set, HP is foregone for Special Defense because the only physical attack Camerupt should be taking is Sludge Bomb from Weezing / Vileplume. Attack investment is needed for some important OHKO's and 2HKO's, as well as giving bulky Water switch-ins a nice parting gift.</p>

<p>CBCamerupt needs all the firepower it can muster, while Standard Camerupt requires a mix of bulk and power.</p>

[Opinion]
<p>Camerupt is a very overlooked Pokemon, capable of stopping some of both the OU and UU metagames' biggest threats. The Resttalking set is probably the most effective set to use in UU, where status runs amuck(removed "s") and where very few Pokemon can safely switch in. When used in OU, make sure your team knows how to deal with Gyarados, Salamence, and Flygon, which are very common and will switch in all day. The CB set's effectiveness is dependent almost solely on prediction. The Standard set's strength lies in supporting the team. The Pokemon that Camerupt draws in are fantastic, ones that usually are crucial in walling other dangerous Pokemon, and if you use Camerupt to get rid of them you can go for a sweep.</p>

[Counters]
<p>Dugtrio is the best counter to Camerupt. Once you know your opponent has one, bait it in with an Electric-type and send Dugtrio in. Everything else must fear taking an Explosion. Resttalking Zapdos stalls out Sleep Talking Camerupt and only fears CB Rock Slide. Salamence, Gyarados, and Flygon were already mentioned, as long as they avoid Toxic. Claydol's high Special Defense makes it a very safe switch, though it can easily become setup fodder for something else. Bulky Waters are usually safe switches into the camel.</p>

<P>In UU, Lunatone and Mantine take(removed "s") Camerupt's STAB like a champ, though a CB Rock Slide still hurts. Bulky Waters work, especially since they almost always carry Rest and don't fear Toxic. HP Water Electrics will completely turn the tables on Camerupt as well.</p>

Why would you use HP Rock over Rock Slide?

Also, most of the paragraphs are really long and tight for room, making them hard to read. I would switch it up into sections; a paragraph about the moves, one about the EVs and damage calculations, and one miscellaneous.

thanks
 
In addition to diinbong's changes, I have some stuff, too.

- Don't abbreviate things, like put Choice Band over CB. Resttalk also looks rather shoddy to me, just say Rest and Sleep Talk or something, as well as making bulky Waters bulky Water-types.

- For your actual sets, in slashes, add a space, so something like: Flamethrower / Fire Blast is better. For EVs, the correct way is SpA and SpD, not SAtk or SDef.

- When you say OHKO's, it's wrong. It's OHKOes. OHKOes is the verb form of OHKO, and if you said OHKO's, it would be OHKO has something.

EDIT: Hidden Power Rock is used for the accuracy, diinbong was just wondering why. I don't really see the point, though, in relying on an unSTABed lower base power move to sweep.

EDIT 2: Oh, so diinbong filled in some changes, too. e_e
 
That's a good point; HP Rock is generally preferred on slower things in RSE for the accuracy. It averages more damage over time than Rock Slide too.
 
I'm just quickly glancing at it right now, but do you think standard should be the first listed set? If it is the standard set, it usually is the most used one and the one the players who want to try Camerupt wish to use.
 
All changes added to the OP. Thanks, everyone.

As for the "Standard" set, I simply used the name of the existing set because I had no clue what else to call it.
 
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