Camerupt (QC 2/3) Written

boltsandbombers

i'm sorry mr. man
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camerupt-mega.gif

QC: hollywood / Blastral /
GP: /


Overview
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Mega Camerupt is one of the most fearsome wallbreakers in the tier thanks to its outstanding STAB combination and high Special Attack combined with Sheer Force. Sheer Force boosts the power of strong moves such as Fire Blast and Earth power to outstanding levels. Mega Camerupt's Fire / Ground typing allows it to check various threats such as Mawile, Rotom, Garbodor, Klinklang, and Pyroar. Due to the power and coverage given my Mega Camerupt's STAB moves, it has the flexibility to utilize support moves such as Stealth Rock, Substitute, and Will-O-Wisp. Unfortunately, Mega Camerupt's awful base Speed means that it almost always has to take a hit before responding with an attack. In addition, Mega Camerupt is plagued by a nasty 4x weakness to Water-type attacks, which is problematic for it in a tier filled with the likes of Mantine, Samurott, Carracosta, and Seismitoad.

Offensive
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name: Offensive
move 1: Fire Blast
move 2: Earth Power
move 3: Hidden Power Electric / Stealth Rock
move 4: Will-O-Wisp / Substitute
ability: Solid Rock
item: Cameruptite
evs: 92 HP / 252 SpA / 164 Spe
nature: Modest

Moves
========

Fire Blast is an extremely powerful STAB move that deals massive damage if not OHKOing any Pokemon that does not resist it. Earth Power is Mega Camerupt's secondary STAB move, which complements Fire Blast by hitting all Water-types bar Mantine and Pelipper for heavy damage, as well as Rock-types such as Rhydon, Carracosta, and Barbaracle. Earth Power also deals heavy damage to Thick Fat Hariyama, scoring a 2HKO after some prior damage. Hidden Power Electric targets Mantine and Specially Defensive Pelipper which would otherwise easily shrug off Mega Camerupt's attacks. Alternatively, if your team can put enough pressure on those Pokemon Stealth Rock is a solid choice in this slot since Mega Camerupt forces many switches, and can easily blow past Xatu; an very important quality for a Stealth Rock user. Will-O-Wisp cripples the majority of Mega Camerupt's typical switch-ins such as Mantine, Seismitoad, and Thick Fat Hariayma because they lack reliable recovery. Substitute is another utility move that can take advantage of the switches Mega Camerupt forces.

Set Details
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Maximum Special Attack and a Modest nature is used to hit as hard as possible, and 164 Speed EVs outspeed uninvested base 40 Pokemon such as Rhydon and Gurdurr after mega evolving. Alternatively, a bulkier spread of 248 HP / 136 SpA / 124 SpD can be used if outspeeding said Pokemon is not as beneficial in exchange for more bulk. 136 Special Attack EVs specifically allows Mega Camerupt to OHKO physically defensive Xatu with Fire Blast.

Usage Tips
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Offensive Mega Camerupt is best played aggressively, firing off powerful attacks when given the opportunity. Use Mega Camerupt's typing to switch into anc check threats such as (Mega) Audino, Garbodor, Rotom, and Pyroar to get a free turn to fire off an attack or set up Stealth Rock. As most team's typically have specially bulky Water-types like Mantine or Pelipper as well as Assault Vest Hariyama as their typical Fire-type switch in, Mega Camerupt should utilize the fact that baits in these Pokemon and hit them with the appropriate coverage or utility move, Hidden Power Electric and Will-O-Wisp respectively. Earth Power is generally a pretty safe attack to go for, as it hits all Fire-type resists for heavy damage.

Team Options
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Due to the fact that Water-types are major nuisances for Mega Camerupt, Grass- and Electric-type Pokemon such as Lilligant, Cacturne, Exeggutor, Rotom, and Zebstrika pair well. Water-types such as Samurott, Carracosta, and Mantine also make for good teammates because they appreciate Mega Camerupt's ability to check Grass- and Electric-types. Samurott notably makes for a great teammate since it struggles to break past Mantine and Pelipper to a lesser extent, which Mega Camerupt baits in and deals heavy damage with Hidden Power Electric. From a general standpoint, setup sweepers such as Klinklang, Sneasel, and Cacturne appreciate Mega Camerupt's wallbreaking powers. Garbodor is a great teammate to set up Spikes and Toxic Spikes alongside Mega Camerupt's Stealth Rock, and Mega Camerupt handles the grounded Poison-types that absorb Garbodor's Toxic Spikes.

Specially Defensive
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name: Specially Defensive
move 1: Flamethrower
move 2: Earth Power
move 3: Stealth Rock / Rest
move 4: Will-O-Wisp / Sleep Talk
ability: Solid Rock
item: Cameruptite
evs: 248 HP / 8 SpA / 252 SpD
nature: Calm

Moves
========

Flamethrower is a powerful STAB move that hits fairly hard even uninvested. Earth Power complements Flamethrower, hitting Water- and Rock-types such as Prinplup, Seismitoad, Lanturn, and Rhydon. Stealth Rock is a great utility move and Mega Camerupt is a solid user of it due to its power and typing. Will-O-Wisp cripples typical Fire-type switch ins such as Hariyama and Mantine. Rest and Sleep talk provide a form of recovery to heal off damage taken and status conditions, the latter ensuring that Mega Camerupt isn't helpless when asleep. Sleep Talk also allows Mega Camerupt to absorb Lilligant and Vivillon's Sleep Powder and retaliate back, provided you get lucky with Sleep Talk.

Set Details
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Maximum HP and Special Defense investment with a Calm nature allows Mega Camerupt to better handle check special attackers such as Typhlosion, Rotom, Pyroar, Magmortar, and Ninetales.

Usage Tips
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This set much more inclined to taking hits from offensive Fire- and Electric-types, so Mega Camerupt should play as a pivot into said Pokemon in order to set up Stealth Rock or fire off an attack.Usage of Rest and Sleep Talk is rather simple; Rest should be used to heal mega camerupt and dispose it of any status ailments, and Sleep Talk should be used while asleep. These two moves also allow Mega Camerupt to switch into and absorb status moves, albeit being immune to two of them. Will-O-Wisp should be used to cripple typical switch ins such as Hariyama, Mantine, and Archeops.

Team Options
========

Grass-type Pokemon make for great teammates as they can check Water- and Ground-types for Mega Camerupt, as such Pokemon like Vileplume, Tangela, and Exeggutor pair well. Toxic Spikes setters such as Weezing and Garbodor pair well as Mega Camerupt greatly threatens opposing Poison-types that are used to absorb Toxic Spikes, although pairing Mega Camerupt and Garbodor stacks a Ground weakness. Water-type pokemon such as Mantine, Pelipper, Samurott, and Quagsire pair well as they appreciate Mega Camerupt's ability to check Electric- and Grass-types.


Other Options
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Yawn takes advantage of the switches Mega Camerupt forces. Hidden Power Grass hits Seismitoad and Quagsire, but they take heavy amounts of damage from Earth Power anyway. Rock Slide and Ancientpower are alternate ways of hitting Mantine and Pelipper while also nailing Air Balloon Ninetales. Roar phazes setup sweepers.

Checks & Counters
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**Specially Defensive Water-types**: Specially Defensive Water-types such as Mantine, Pelipper, Seismitoad, and Prinplup are solid checks to Mega Camerupt. The former two resist or are immune to both of Mega Camerupt's STAB moves, but take heavy damage from Hidden Power Electric. Seismitoad and Prinplup easily sponge Fire Blasts and can take two Earth Powers if necessary, but are much shakier checks due to their lack of recovery and the fact that they take neutral damage from Earth Power.

**Offensive Water-types**: Offensive Water-types such as Samurott, Carracosta, Simipour, and Barbaracle are effective but softer checks compared to defensive Water-types. All of these Pokemon can switch into Fire Blast and threaten out Mega Camerupt with their STAB moves. In terms of Fire resists, Carracosta and Barbaracle are safer switch-ins to them, but are obviously heavily damaged by Earth Power. Same can be said for all the others, apart from the stray Air Balloon Lanturn.

**Ground-types**: Although most cannot switch into Mega Camerupt's attacks, Ground-type Pokemon such as Rhydon, Sandslash, Torterra, Golurk, and opposing Mega Camerupt can revenge kill Mega Camerupt with a super effective STAB move. Note that Rhydon needs some Speed investment to outspeed offensive Mega Camerupt and opposing Mega Camerupt can potentially need to win a speed tie in order to revenge Mega Camerupt.

**Residual Damage**: Despite Mega Camerupt's respectable bulk, residual damage from taking repeated hits, entry hazards, and potential poision damage puts a timer on camerupt's longevity. Offensive pressure and lures is another thorn in Mega Camerupt's side, since Pokemon that Mega Camerupt would normally be able to switch into often have a secondary STAB move or carry Hidden Power Water to hit it.
 
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I think HP Electric is important enough to get its own moveslot, maximum coverage is pretty much necessary on offensive Rupt. The other moves can probably just be slashed together in move 4 like Wisp > SR > Sub or something

When you mention a bulkier spread for offensive, idt it should run max SpA. 248 HP / 136 SpA / 124 SpD Modest is one I usually use, hits a jump point in SpA and has enough power to kill standard Xatu with Fire Blast, and the rest goes into SpD because even with just max HP it can almost never switch in on anything.
 
Finally finished the skeleton, ready for checks
question: I've seen a spread for spdef camel of 248 / 44 / 216 thrown around here and there, does that deserve a mention somewhere?
 
if you know what it does specifically, you can make mention of it in set details if you think it's important enough :)
All I remember is that it hits a jump point in spdef but I was messing around with some calcs and I couldnt find any instances where the extra 44 spa evs helped. I'll just keep the spread as is.
 
Disagree that HP Electric is good enough for its own slot. It depends a lot on your team. If you're relying on Camerupt to pivot into and take advantage of bulky Grasses and Poisons and shit, then it's more important not to get walled by Mantine, but otherwise it's not as big of a deal imo and you can afford to run Sub/Wisp or Rocks + filler. I'm not sure about the best slashing but maybe like
- fire blast
- earth power
- will-o-wisp / hp electric
- will-o-wisp / stealth rock / substitute

hp electric is just for mantine.
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 248 HP / 0 SpD Archeops: 197-232 (55.8 - 65.7%) -- guaranteed 2HKO
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 248 HP / 8 SpD Pelipper: 184-217 (56.9 - 67.1%) -- guaranteed 2HKO after Leftovers recovery

max speed? really? almost no base 50s run 0 speed, even defensive ones in the hands of good players, because that speed tier is one of the most important ones in NU. maaaaaybe make the spread beat base 40s, but max is completely unnecessary imo.

generally speaking I just really don't like running anything less than max spa modest on offensive megarupt. missing out on any ohkos sucks because megarupt is so slow, and any additional damage on it can mean the difference between getting off another kill or not. if other QC is cool with the spread in set details, we can keep it, but I'd rather take the additional EVs from HP than SpA.

again, don't say hp electric is for archeops because it's not.

pelipper doesn't beat special samurott.

specifically mention spdef seismitoad in water-types in c&c bc it takes 2 earth powers and tspikes in residual damage.
 
Disagree that HP Electric is good enough for its own slot. It depends a lot on your team. If you're relying on Camerupt to pivot into and take advantage of bulky Grasses and Poisons and shit, then it's more important not to get walled by Mantine, but otherwise it's not as big of a deal imo and you can afford to run Sub/Wisp or Rocks + filler. I'm not sure about the best slashing but maybe like
- fire blast
- earth power
- will-o-wisp / hp electric
- will-o-wisp / stealth rock / substitute

hp electric is just for mantine.
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 248 HP / 0 SpD Archeops: 197-232 (55.8 - 65.7%) -- guaranteed 2HKO
252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 248 HP / 8 SpD Pelipper: 184-217 (56.9 - 67.1%) -- guaranteed 2HKO after Leftovers recovery

max speed? really? almost no base 50s run 0 speed, even defensive ones in the hands of good players, because that speed tier is one of the most important ones in NU. maaaaaybe make the spread beat base 40s, but max is completely unnecessary imo.

generally speaking I just really don't like running anything less than max spa modest on offensive megarupt. missing out on any ohkos sucks because megarupt is so slow, and any additional damage on it can mean the difference between getting off another kill or not. if other QC is cool with the spread in set details, we can keep it, but I'd rather take the additional EVs from HP than SpA.

again, don't say hp electric is for archeops because it's not.

pelipper doesn't beat special samurott.

specifically mention spdef seismitoad in water-types in c&c bc it takes 2 earth powers and tspikes in residual damage.
I wasn't too keen on max speed, but that's what mont said a while back. Making the spread 92 / 252 / 164 for now (base 40s)
For the slashes, it doesnt seem logical to have wisp slashed first in two slots, so I slashed rock before hp electric.
The alternate spread I originally had was 248 hp / 252 spa / 8 spd but that was replaced with the new one - want some other qc opinion on that.
I specified in team options SD samurott for that reason.
Think I got everything else.
 
cool, I'm good with everything else. will-o-wisp slashed first both times is because it's the best filler imo but we can slash it last in slot4. idrc.

1/3
 
Slash HP Electric first before SR on offensive

The last bullet in offensive's UT looks like an unfinished thought, fill in the rest

Remove EQ from OO, add Rock Slide and Ancient Power

Water-types section in C&C is too wordy. Split it into one section for spdef Water-types (Pelipper, Mantine, Toad), and another for offensive ones.

Add a section for offensive pressure too, it's not that bulky so Rotom's Shadow Ball can wear it down. HP Water from random shit also fucks it up

Mostly nitpicky stuff and you should be able to add this easily so QC 2/3

let's get something up for this before it gets stolen
 
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