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323 - Camerupt

  Type Ability


(1) Solid Rock
(2) Simple
(HA) Anger Point

Evolutions


Numel
Level 33
Camerupt

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak

 
















Stats

HP+20ATK+10DEFSPASPDSPEBST+30
90110701057540490

Wild Hold Items

  • 50%: Rawst Berry
  • 5%: Rawst Berry

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Growl None 100 40 Priority: 0. Lowers the target's Attack by one stage.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
1 Focus Energy None None 20 Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail.

This effect is passed on by baton pass.
4 Mud-Slap 30 100 20 Priority: 0. Has a 100% chance to lower the target's accuracy by one stage.
7 Headbutt 70 100 15 Priority: 0. Has a 30% chance to make the target flinch.
10 Ember 40 100 25 Priority: 0. Has a 10% chance to burn the target.
13 Scary Face None 100 10 Priority: 0. Lowers the target's Speed by two stages.
16 Curse None None 10 Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
19 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
22 Flame Burst 70 100 15 Priority: 0. If this move successfully hits the target, any Pokémon adjacent to the target are damaged for 1/16 their max HP.
25 Mud Bomb 65 85 10 Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
28 Lava Plume 80 100 15 Priority: 0. Has a 30% chance to burn the target.
31 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
33 Stockpile None None 20 Priority: 0. Raises the user's Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied.

If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not.
35 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
39 Heavy Slam None 100 10 Priority: 0. The greater the user's weight compared to the target's, the higher power this move has, to a maximum of 120.

User's weight
43 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
46 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
50 Growth None None 20 Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.
54 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
58 Ancient Power 60 100 5 Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
62 Headlong Rush 120 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.
66 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
70 Eruption 150 100 5 Priority: 0. Power increases with the user's remaining HP and is given by 150 * HP / max HP, to a maximum of 150 when the user has full HP.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM22 Solar Beam 120 100 10 Priority: 0. User charges for one turn before attacking.
TM26 Earthquake 100 100 10 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
TM37 Sandstorm None None 10 Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
TM38 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM43 Flame Charge 60 100 20 Priority: 0. Raises the user's Speed by one stage.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM49 Echoed Voice 50 100 15 Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM50 Overheat 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
TM59 Incinerate 60 100 15 Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM61 Will-O-Wisp None 85 15 Priority: 0. Burns the target.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM66 Power Gem 90 100 10 Priority: 0. 10% chance to drop opponents Sp. Def by one stage
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM69 Rock Polish None None 20 Priority: 0. Raises the user's Speed by two stages.
TM71 Stone Edge 100 80 5 Priority: 0. User's critical hit rate is one level higher when using this move.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM87 Rock Climb 80 95 10 Priority: 0. Has a 20% chance to confuse the target.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Heat Wave 100 90 10 Priority: 0. Has a 10% chance to burn the target.
Tutor After You None None 15 Priority: 0. The target will act next this turn, regardless of Speed or move priority.
If the target has already acted this turn, this move will fail.
Tutor Stealth Rock None None 20 Priority: 0. Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to rock moves.

rapid spin removes this effect from its user's side of the field.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Pre-Evolution Moves

Species Method Move
Numel Lvl 55 Fissure

Encounter Locations

Location     Level Spawn Percent
Reversal Mountain Inside, B1F Cave 41-44 10.0
Reversal Mountain Outside Dark Grass (Doubles) 40-43 20.0