Loading...
Loading...
Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-08)
Mega Camerupt sits at 0.06% usage and rank 195 in singles. Its Fire/Ground typing leaves a four-times weakness to Water and a straightforward weakness to Ground, so it struggles to find a stable rotation slot. It remains a fringe pick without a clear metagame justification.
Playstyle:Every set runs Cameruptite with Sheer Force and a Quiet nature investing in Special Attack plus a sliver of Special Defense. Earth Power, Eruption and Ancient Power form the offensive core, Protect handles switch reads, and Substitute offers breathing room on fragile switches. The whole package revolves around Sheer Force boosting its high-power STAB moves and Ancient Power's accuracy.
In doubles Mega Camerupt reaches 1.45% usage and rank 58, serving as a staple special attacker in Trick Room squads. Ground and Fire coverage hit a broad range of targets, Ancient Power plugs Fairy and Flying holes, and Earth Power cuts through Sand Stream users like Tyranitar.
Playstyle:In doubles Protect climbs to 23.9%, nearly tied with Earth Power and Heat Wave as the top three options, while Eruption falls to 6.9%. The build still locks Cameruptite, Quiet and Sheer Force, but Heat Wave replaces Eruption as the Fire spread move of choice, pouring damage under Trick Room set up by partners like Farigiraf.
Camerupt holds a 0.02% usage rate in singles, well outside the 200-ranked tier, leaving it on the fringe of the format. A base 40 Speed means it almost always moves last against common wallbreakers above base 60, and the 4× weakness to Water leaves it vulnerable to rain setters and pivots alike. The roles it can fill — Yawn for forcing switches, Stealth Rock for chip damage, Overheat for wallbreaking — are easily replicated by other picks.
Playstyle:The only workable path is running Shuca Berry to eat one Water hit, then either forcing the switch with Yawn or laying Stealth Rock for the team to clean up — the 55% Sassy spread pushes defenses and drops Speed to be as slow as possible so it can sit under Trick Room or shrug off a Tailwind lead. 77.5% Solid Rock softens the Ground weakness from 2× to 1.5×, which keeps non-Water Ground hits from one-shotting it. The 4× Water weakness remains the load-bearing flaw.
Doubles usage sits at 0.04%, well short of mainline, but the 1253-game sample shows a clear identity split. It operates either as a slow Trick Room nuke or as a Choice Scarf Eruption revenge killer — 15.9% Protect paired with 12.4% Eruption and 12.3% Earth Power means it spreads damage and picks targets alike. Solid Rock at 51.9% and Anger Point at 36.2% define the two archetypes respectively.
Playstyle:Protect at 15.9% is standard double-battle fare, but the real signature is Eruption 12.4% paired with Choice Scarf 15.5% — the Scarf Anger Point set eats a hit to max Attack and fires off a 150-base-power spread Fire move that ignores Eruption's HP-based drop, generating extreme revenge-killing pressure. The 21.5% Charcoal set is a different beast entirely: with 8% Leftovers and the 15.4% Quiet max-SpA/max-SpD spread, it leans on Earth Power and Heat Wave for sustained pressure. Protect 15.9% lets it dodge its own Fire and Ground recoil.