Pre ladder thoughts:
Camerupt: Ban. The fact that it hits like a truck and has access to decent utility moves and being knock off resistant is extremely good. It can go mixed to not entirely get stopped by yama.
Typh: Stay in NU. Like what Goomy said, this thing isn't really as much a problem in game than it is an annoyance. On paper, it is extremely limiting and hard to deal with, but it can be easily stopped by playing smartly around it.
Will add more in later.
So I managed to get my reqs. Just gonna convey some post laddering thoughts. First off, to be honest,
the biggest problem about our suspects is that they both occupy the same tier in the same period of time. Fire spamming is pretty much the main thing they have in common and that is what causes a lot of problems for the tier. It is possible to build a team that counters both (as well as taking on majority of the fire spammers), but it'll probably be a bad team when it comes to facing any other thing that doesn't concentrate on fire spam. Let's just think about it. The main way to check fire spam in NU is usually, Yama, Mantine, Pelipper, Prinplup, AV Mag, Regirock, Carracosta and the NFE Dragons (occasionally we have the shaky Flash Fire checks as well). Most of them have no reliable way to recover on them and even if they do, some are extremely prone to certain coverages that the suspect carries (Pel is weak to Wild Charge on Typh and Rock Slide on Rupt). This makes it such that the tier becomes even more matchup reliant than it already was considering that the checks can easily be worn down (yes the suspects too but i'll get to that in a bit).
So the big question now is "Do we ban 1 of the 2 suspect? If so, who do we ban and what is the implication of choosing no ban or ban on both." Obviously, the aim of this is to create a tier in which we have a balanced metagame where there is no insanely big threat(s) that is so cost free and splashable to the point where there is little to no reason not to run it. When we look at powerhouse fire types (isolating fire types is the best way to identify the problem) like Mag, Pyroar, Rapidash (uh..), Ninetales, Simisear and the two suspects, we notice that a lot of them share similarities with the suspect except for a few things. Typh's greatest assets is it's access to Blaze and Flash Fire simultaneously as well as Eruption. It gets something insanely powerful to hit right from the get go and it can play mind games with its really good abilities makes it extremely versatile which allows it to be a pseudo check to Fire Spam for offensive teams making it sort of like a lovechild of FF Ninetales and Blaze Simisear and a volcano. One more major thing to take into consideration is that
it can actually use hazards to it's advantage if you opt to run Blaze. I'm sure all those who played XY will understand. You don't really give a damn about hazards when you're using Blaze Typh. Flash Fire definitely gives you an immunity to fire spam, but considering that typh is usually paired with it's own fire check partner, running Blaze over Flash Fire is not that large of a stretch. However because of how the metagame has shifted heavily towards that of fast threats and threats with priority meaning that in order for you to abuse blaze you will need ample support. So does that mean it is less broken in any way shape or form?
no. But will banning it really help reduce the tier's vulnerability to fire spam?
no. This is simply because what was once Typh's role can easily be filled it by something else like Simisear or Pyroar and all they need is the same, if not slightly more, support. In other words, this means that whatever checks Typh are the main blanket checks to majority of the fire spammers in the tier, hence meaning that Typh isn't the main culprit who is skewing up the tier by being stupidly cost free and splashable as well as forcing people to run niche checks.
Now that we have assessed Typh, lets take a look at Rupt. Unlike the powerhouse fire types that we identified above, Rupt actually has a very workable bulk as well as a good typing to work with (70/100/105 with some great resistances to some common types in NU) and because of it's low speed,
it can actually run speed to catch opposing walls off guard. Whenever we look at a mon like Rupt, we think that because it has an extremely low speed, it is not as big of a threat as others. The biggest pro to using Rupt right now is due to
it's low cost of being a mega with high offensive output. It is Knock Off resistant and it doesn't have to worry so much about hazard because it doesn't rely on a HP-aligning move like Eruption to wreck havoc. I actually went ahead and tried
+Spe nature Rupt and it still retained a lot of it's original power while being able to outspeed walls that are usually EV'd to outspeed neutral max speed Rupts. Not only that, but because it also has a semi workable physical movepool, it is also capable of running mixed to, once again, catch walls off guard while being able to get a lot of free switch ins on various mons that are pretty popular in the meta like Xatu, Garb, Plume and Mush to just name a few. Not only does it have this great offensive presence but if you opt to run an extremely bulkier version of Rupt, it would still work well because it still has a good ability to allow it to function well. So does that mean it is less broken in any way shape or form because it has the speed tier of a snail?
no. But will banning it really help reduce the tier's vulnerability to fire spam?
yes. Because this would allow the tier to be less divided when it comes to checks to Fire spam as majority of the Fire spam checks are now blanket Fire spam checks, meaning NU will no longer need to worry about packing multiple mons to check Fire Spam as Rupt is the culprit as it is really cost free (with the main cost being it's speed and it's easily mitigated by either a) packing something for offense or b) running trick room) and it is really splashable due to it's lack of extreme vulnerability to rocks as well as being knock off resistant.
after really considering it through and playing using a variety of the suspects. I've concluded that should we ban Typh but not Rupt, NU will not change much in the long run because threats like Pyroar, Ninetales and Simisear are all capable of taking over Typh's original role whereas Rupt's role is extremely unique to itself. Banning both Typh and Rupt may sound like a sound idea but considering that our main aim is to not have teambuilding be such a pain in the ass as well as having the tier be more enjoyable to players, I feel that by
banning Rupt and not banning Typh, the tier will not have so much restriction in team building because checks for Typh are typical blanket checks for majority of the fire types.