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No. 0323 C
Camerupt

Camerupt

Region
Hoenn · 3ª generation
Rarity
Rare
Attack side
Mixed
As an enemy
Jumper
Recommended build C
  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Tackle → Take Down

Group damage 8,666/s (3,117 without the buff)

Estimate from the game’s formulas, not from matches. How we calculate

Recommended build

Bonds only come from winning a rift arena (1 per win). Fused moves fire together, each on its own cooldown, so the group’s damage is the sum.

  1. Start with this move Magnitude → Drill Run Quake · evolves with Power
  2. 1st bond: fuse with move 1 Swords Dance Buff · Deals no damage: builds (physical) ATTACK while active.
  3. Bond 2: add to the group Body Slam → Giga Impact Melee · evolves with Power
  4. Bond 3: add to the group Tackle → Take Down Melee · evolves with Vigor

Group damage 8,666/s (3,117 without the buff)

Estimated damage per second against a horde, with every move evolved and the buff fully stacked. How we calculate

  • Buff in group
  • −25% damage taken (melee)

Level-up cards, in order

  1. Power up to 40
  2. Reflexes up to 10
  3. Vigor 1 is enough (unlocks the evolution)
  4. Sprint up to 2
  5. Armor up to 9
  6. Synthesis the rest

Item

Choice Band — ×1.4 damage but locks the active slot. Take it once the group is built (or always fuse into the active slot).

Focus Sash — the only protection against Arceus’ hits (1 extra life every 60 s).

Variant for after minute 30

In Arceus’ Judgment, legendaries double their HP and damage every 5 s. Slow, stun, pull and poison beat raw damage.

  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

For team play

In a group, buffs and healing are yours only, but poison, slow and burn on enemies are shared and turn on anyone’s Hex.

  1. Start with this move Magnitude → Drill Run
  2. 1st bond: fuse with move 1 Swords Dance
  3. Bond 2: add to the group Body Slam → Giga Impact
  4. Bond 3: add to the group Sand Tomb → High Horsepower
  • Buff in group
  • −25% damage taken (melee)
  • Pulls enemies

Moves it can learn

Estimated damage per second against a horde, with this Pokémon’s multiplier applied.

MovesTypeCategoryShapePower Nv1Nv5Evolution
Magnitude Ground Physical Quake 176 568 1,329Power
Ember Fire Special Projectile 44 289 1,264Power
Fire Spin Fire Special Orbit 108 431 1,025Synthesis
Body Slam Normal Physical Melee 71 346 949Power
Hyper Beam Normal Special Charge 173 514 925Power
Tackle Normal Physical Melee 55 306 840Vigor
Quick Attack Normal Physical Dash 83 348 828Sprint
Bonemerang Ground Physical Boomerang 55 333 800Power
Spikes Ground Physical Mine 38 217 799Power
Flame Charge Fire Physical Dash 79 329 780Sprint
Sand Tomb Ground Physical Vortex 73 308 774Vigor
Rapid Spin Normal Physical Spin 57 250 726Sprint
Heat Wave Fire Special Nova 63 266 684Vigor
Bulldoze Ground Physical Aura 71 366 659Power
Hyper Voice Normal Special Nova 57 252 659Reflexes
Flame Wheel Fire Physical Trail 46 192 614Sprint
Substitute Normal Physical Turret 35 199 502Armor
Flamethrower Fire Special Cone 54 178 478Reflexes
Mud Shot Ground Special Nova 31 169 478Power
Will-O-Wisp Fire Special Turret 28 158 458Reflexes
Swords Dance Normal Status Buff Deals no damage: builds (physical) ATTACK while active.
Nasty Plot Normal Status Buff Deals no damage: builds SPECIAL ATTACK while active.
Agility Normal Status Buff Deals no damage: builds SPEED while active.
Harden Normal Status Buff Deals no damage: builds DEFENSE while active.

Damage taken by type

Weak

  • Water×2.56
  • Ground×1.6

Resists

  • Electric×0.3
  • Fire×0.6
  • Poison×0.6
  • Bug×0.6
  • Steel×0.6
  • Fairy×0.6
  • Grass×0.96
  • Ice×0.96
  • Rock×0.96

Sprites by

CHUNSOFT, Emmuffin, Prismatic. SpriteCollab, CC BY-NC 4.0.