PU Archeops

pancake

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[OVERVIEW]

Archeops is one of the most threatening offensive Pokemon in PU. Its amazing Speed tier and sky-high offensive stats allow it to outspeed and 2HKO a huge chunk of the metagame. It has a wide movepool that includes powerful STAB moves like Acrobatics and Stone Edge, many coverage options like Earthquake and Knock Off, and a wide range of utility moves like Defog and Taunt that allow it to threaten and support offensive and defensive Pokemon alike. Furthermore, its useful typing gives it STAB moves that are difficult to switch into and the ability to switch into the STAB moves of Pokemon like Kangaskhan and Weezing. There is, however, one big thing that holds Archeops back: its ability, Defeatist, renders it completely useless offensively when it is below half health. Despite its access to recovery in Roost, Archeops's weakness to Stealth Rock and relatively low defenses mean that it has a decent amount of difficulty staying out of Defeatist range. Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move in Acrobatics, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Palossand.

[SET]
name: Offensive
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / U-turn
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Archeops's most powerful STAB move and hits targets that do not resist it insanely hard, even though it requires Archeops to not have an item to be used effectively. Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Togedemaru, Aggron, and Lanturn for super effective damage. Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to stay healthy in order to check Pokemon like Choice Scarf Pyroar throughout the match. Taunt prevents Pokemon like Weezing, Type: Null, and Miltank from setting up entry hazards, recovering HP, or crippling Archeops with Will-O-Wisp or other status moves. Meanwhile, Stone Edge hits opposing Archeops and Eelektross the hardest, as it is Archeops's best Rock-type STAB option. U-turn is yet another option that works very well with other Volt Switch or U-turn users by gaining a lot of momentum, as it lets Archeops pivot out of its checks and into Pokemon that can beat them without losing momentum.

Set Details
========

Maximum Speed and Attack investment and a Jolly nature capitalize on Archeops's good Speed tier while letting it hit as hard as possible. No item is used to power up Acrobatics, making Archeops very difficult to switch into.

Usage Tips
========

It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless offensively, even though it still has utility moves. There are many different ways to do this. Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. In conjunction with Taunt, Roost works especially well against more passive Pokemon like Weezing that can only cripple Archeops with status moves. Additionally, try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up, it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves, like Zangoose's Quick Attack and Assault Vest Hitmonchan's Mach Punch, can bring it below 50% HP after Stealth Rock. Generally, switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. Archeops should instead be brought in on more passive Pokemon, on a predicted switch, or on a predicted utility move. Also, Acrobatics is a pretty spammable move due to its sheer power, and it should be used as much as possible, especially when it can weaken the opponent's Archeops check, like Ferroseed. Because of this, only use U-turn in very specific situations when you want to pivot out of a counter like Regirock without losing momentum, as Archeops can chip away at its checks very effectively by just using Acrobatics. Finally, Taunt can also be used to prevent Pokemon like Miltank from recovering their HP or setting up entry hazards. In this way, it helps break stall teams, as the ability to prevent recovery is very useful against stall staples like Audino.

Team Options
========

Archeops really appreciates entry hazard removal support from the likes of Skuntank and Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep out of Defeatist range. Hitmonchan also offers priority support, which helps against Abomasnow and Lycanroc, while Skuntank can trap and remove threats that can revenge kill Archeops like Choice Scarf Jynx. Archeops can help them by pressuring Pokemon like Weezing, which checks them both. Many of Archeops's checks and counters, such as Carracosta and Regirock, are pressured by entry hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. Archeops can help them by revenge killing and pressuring Pokemon that might try to set up on them, like Oricorio-G. Furthermore, Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, Gurdurr, and Alolan Raichu can take advantage of these Pokemon by setting up. In exchange, Archeops can outspeed many of the Pokemon that can revenge kill these setup sweepers, such as Togedemaru and Swanna, by virtue of its amazing Speed tier, and it can use Taunt to help them destroy stall teams. Finally, while Archeops is a decent soft check to Fire- and Normal-types like Pyroar and Kangaskhan, it should not be your primary switch-in to these Pokemon. As a result, more sturdy checks like Carracosta, Gastrodon, and Gurdurr make decent teammates. Many of these checks are slow, and Archeops can compensate for this with its high Speed.

[STRATEGY COMMENTS]
Other Options
=============

A suicide lead set with a Focus Sash makes a very effective lead that can block Defog with Head Smash, weaken a target immensely with Endeavor, and beat most other suicide leads thanks to Taunt. However, it is very niche, and suicide leads that can set multiple hazards, like Crustle, are usually better. Archeops can also use Defog or Stealth Rock if it has no teammates that are able to use these moves. However, Archeops really enjoys a teammate's entry hazard removal support in order to stay out of Defeatist range, and it is impossible to remove hazards without switching into them. Also, giving up a better utility move like Taunt for Stealth Rock is not ideal because Archeops cannot beat many entry hazard setters. Knock Off is another option that cripples Pokemon like Regirock and Ferroseed that try to switch into Archeops by removing their recovery or other important items like Eviolite, but more coverage or better utility moves like Taunt are better in more situations. Tailwind is an option that Archeops can use right before it is KOed in order to aid a slower teammate in sweeping, but typically a different utility move is more useful. A mixed attacker set with Heat Wave, Earth Power, and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost because Life Orb wears it down. Just using a Hasty nature with Earth Power instead of Earthquake and no item is a decent variation on the full mixed set that has an easier time against Carracosta and Regirock than the standard set, but it is weaker against Lanturn and Magmortar and the Defense-lowering nature makes it even more vulnerable to priority. Finally, a Choice Band set hits very hard with Stone Edge and Earthquake, but it lacks a good Flying-type STAB move or reliable STAB move in general. It also loses out on utility such as Roost and Taunt, and a Choice-locked Archeops can be taken advantage of and played around.

Checks and Counters
===================

**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Gastrodon, Musharna, Ferroseed, and Mesprit, that Archeops cannot hit super effectively and that can recover their HP, in the case of Gastrodon and Musharna, or retaliate with their STAB moves. Musharna should certainly watch out for Taunt, though, and Ferroseed and especially Mesprit are worn down very easily, even more so if Archeops has U-turn.

**Rock-types**: Regirock and defensive Carracosta are not even 2HKOed by Earthquake, and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once and bring Archeops into Defeatist range with their respective priority moves, but they are shaky checks at best due to their inability to withstand Earthquake.

**Electric-types**: Eelektross, Rotom-S, and Oricorio-E resist Acrobatics, are immune to Earthquake, and can retaliate with their super effective STAB moves. However, they should all watch out for Stone Edge, especially the latter two. Zebstrika, Choice Scarf Togedemaru, and Choice Scarf Manectric can all outspeed Archeops and OHKO it, but they cannot switch into it, as Earthquake demolishes them.

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless offensively thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit, and Kabutops, priority users such as Gurdurr, Abomasnow, and Hitmonchan, and faster Pokemon such as Lycanroc and Floatzel can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of these Pokemon cannot switch in when Archeops is healthy due to its sheer power.
 
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[OVERVIEW]

  • Archeops is one of the most threatening offensive Pokemon in PU. Its sky high offensive stats and amazing Speed tier allow it to outspeed and 2HKO almost the entire metagame.
  • It has a wide movepool that includes powerful STAB moves, many coverage options, and a wide range of utility moves that allow it to threaten and support offensive and defensive Pokemon alike.
  • Its useful typing gives it STAB moves that are difficult to switch into whilst being able to switch into the STAB moves of some Pokemon, like Pyroar and Kangaskhan. (eh i wouldn't be so optimistic about the point of switching it into attacks, as generally pyroar and kanga's strongest attacks will put it to defeatist range and then archeops would then be too weak to beat them 1v1 if they continue to challenge it (not to mention arch needs to watch for roost+eq mindgames from kanga). the occasional fake out pivot vs kanga would be nice, but the idea here is that it's really not a great switch in into much of anything outside of super passive things like dino and togetic.)
  • There is one big thing that holds Archeops back- its ability, Defeatist, renders it almost completely useless when it is below half of its health.
  • A weakness to Stealth Rock and relatively low defenses mean that it has trouble staying out of Defeatist range or even alive.
  • Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Musharna.

[SET]
name: Offensive Roost
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / Defog
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

  • Acrobatics is Archeops' most powerful STAB move which hits targets that do not resist it insanely hard.
  • Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Lycanroc, and Alolan Raichu for super-effective damage.
  • Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to check Pokemon like Pyroar throughout the match.
  • Taunt prevents Pokemon like Weezing, Musharna and Miltank from setting up hazards, recovering their HP or crippling Archeops with Thunder Wave or Toxic.
  • Stone Edge hits opposing Archeops and Oricorio the hardest. (i'd remove the oricorio mention, as acrobatic does fine vs it. replace that by mentioning that its archeops' best option for hitting eelektross, 2hkoing it.)
  • Defog lets Archeops support its teammates by removing Spikes, Toxic Spikes, and Stealth Rock for Pokemon that are weak to them.
  • U-turn works very well with other Pokemon who can use Volt Switch or U-turn by gaining a lot of momentum.

Set Details
========

  • Maximum Attack and Speed investment and a Jolly nature is used to capitalize on Archeops' good Speed tier while hitting as hard as possible.
  • No item is used to power up Acrobatics, making Archeops very difficult to switch into.

Usage Tips
========

  • It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless. There are many different ways to do this.
  • Try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves can now bring it down below 50% HP.
  • Generally switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. (as an addendum to this, i'd add a point about how archeops should try to pivot via weak attacks, double switches, or u-turn/volt switch in situations where it can get a good match up, because those are typically the most optimal ways of bringing it in.)
  • Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP.
  • Acrobatics is a pretty spammable move due to its sheer power, and should be used as much as possible especially when the opponent's Archeops check can be weakened like Piloswine.
  • Finally, use Taunt in order to prevent Pokemon like Weezing, Miltank and Musharna from recovering their HP or setting up hazards.

Team Options
========
  • Archeops really appreciates hazard removal support from the likes of Skuntank, Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep itself out of Defeatist range.
  • Ironically, many of Archeops' checks and counters, such as Piloswine, Carracosta, and Regirock are pressured by hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners.
  • Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, and Alolan Raichu can take advantage of these Pokemon by using their set-up moves.
  • Finally, while Archeops is a decent check to Fire- and Normal-types, it should not be your primary switch-in. As a result, Pokemon like Carracosta, Gastrodon and Gurdurr make decent teammates.
archeops loves momentum support from pokemon with u-turn, volt switch, and the like, so there should be a separate section talking about that as well as good partners and perhaps mentioning what else they may have to offer.

[STRATEGY COMMENTS]
Other Options
=============
  • A Choice Band set hits very hard with Stone Edge and Earthquake, but lacks good Flying-type STAB or reliable STAB in general. (also no roost which blows)
  • Suicide lead set with Focus Sash makes a very effective lead that can block Defog with Head Smash. (and annoy bulky things with endeavor once it has been weakened. also head smash is more for spinners since you can taunt defoggers anyway tho it's nice for destroying stuff like swanna and what not)
  • Archeops can also use Stealth Rock if it has no teammates who are able to use it. (but it generally prefers to just attack/wallbreak)
  • Knock Off cripples Pokemon like Musharna and Palossand that try to switch into Archeops. (musharna is not really the ideal knock off target due to it frequently carrying a z-move. i think something like bronzor is a better mention)
  • A mixed attacker set with Heat Wave, Earth Power and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost.

Checks and Counters
===================

**Rock-types**: Regirock and Defensive Carracosta are not even 2HKOed by Earthquake and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once or twice and OHKO with priority moves, but are shaky checks at best due to Earthquake.

**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Piloswine, Ferroseed, Musharna, Gastrodon and Mesprit that Archeops cannot hit super effectively and can retaliate back by recovering their HP or using their respective STAB moves. Musharna should certainly watch out for Taunt, though, and Mesprit and Piloswine are worn down pretty easily.

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit and Kabutops, as well as priority users such as Lycanroc, Shiftry, Skuntank and Hitmonchan, can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of them cannot switch in when Archeops is healthy due to its sheer power.

perhaps a separate section regarding **chip damage** would make sense since stealth rock in particular is really hindering to it, but also things like status and rocky helmet wear it down to defeatist range and when it gets to that range it makes it much more prone to committing to using roost, which can of course be taken advantage of.
great job with this btw.
 

TJ

Banned deucer.
is the Smogon Tour Season 34 Championis a Past SPL Championis a Two-Time Past SCL Champion
THIS IS FINALLY QC READY

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[OVERVIEW]

  • Archeops is one of the most threatening offensive Pokemon in PU. Its sky high offensive stats and amazing Speed tier allow it to outspeed and 2HKO almost the entire metagame. tier is probably the best word
  • It has a wide movepool that includes powerful STAB moves, many coverage options, and a wide range of utility moves that allow it to threaten and support offensive and defensive Pokemon alike.
  • Its useful typing gives it STAB moves that are difficult to switch into whilst being able to switch into the STAB moves of some Pokemon, like Pyroar and Kangaskhan. it cant really switch in on like specs pyroar
  • There is one big thing that holds Archeops back- its ability, Defeatist, renders it almost completely useless when it is below half of its health.
  • A weakness to Stealth Rock and relatively low defenses mean that it has trouble staying out of Defeatist range or even alive.
  • Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Musharna. ? it still breaks through them (eq for carra and taunt acro for mush)

[SET]
name: Offensive Roost
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / Defog
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

  • Acrobatics is Archeops' most powerful STAB move which hits targets that do not resist it insanely hard. like?
  • Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Lycanroc, and Alolan Raichu for super-effective damage. it does 0 to regi so remove that imo. you also lose to lycanroc.. nobody is switching in lycanroc on archeops
  • Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to check Pokemon like Pyroar throughout the match. say scarf pyroar
  • Taunt prevents Pokemon like Weezing, Musharna and Miltank from setting up hazards, recovering their HP or crippling Archeops with Thunder Wave or Toxic. or willo
  • Stone Edge hits opposing Archeops and Oricorio the harder. and eeletross
  • Defog lets Archeops support its teammates by removing Spikes, Toxic Spikes, and Stealth Rock (or just say entry hazards) for Pokemon that are weak to them. what pokemon?
  • U-turn works very well with other Pokemon who can use Volt Switch or U-turn by gaining a lot of momentum. why did you mention here if you didnt slash? and you should expand on this by mentioning the mons with volt switch

Set Details
========

  • Maximum Attack and Speed investment and a Jolly nature is used to capitalize on Archeops' good Speed tier while hitting as hard as possible. archeops' speed tier is very significant and i think you should say more about it
  • No item is used to power up Acrobatics, making Archeops very difficult to switch into.
  • mention abillity

Usage Tips
========

  • It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless. There are many different ways to do this. such as..?
  • Try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves can now bring it down below 50% HP. like?
  • Generally switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. exactly lol but didnt you say it should switch into it earlier? im confused
  • Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. why not add this to the first sentence of usage tips?
  • Acrobatics is a pretty spammable move due to its sheer power, and should be used as much as possible especially when the opponent's Archeops check can be weakened like Piloswine. meh pilo isnt a good example b/c ice shard
  • Finally, use Taunt in order to prevent Pokemon like Weezing, Miltank and Musharna from recovering their HP or setting up hazards.

Team Options
========
  • Archeops really appreciates hazard removal support from the likes of Skuntank, Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep itself out of Defeatist range.
  • Ironically, many of Archeops' checks and counters, such as Piloswine, Carracosta, and Regirock are pressured by hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners.
  • Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, and Alolan Raichu can take advantage of these Pokemon by using their set-up moves.
  • Finally, while Archeops is a decent check to Fire- and Normal-types, it should not be your primary switch-in. As a result, Pokemon like Carracosta, Gastrodon and Gurdurr make decent teammates. ??? you said switch this in on pyroar earlier "Its useful typing gives it STAB moves that are difficult to switch into whilst being able to switch into the STAB moves of some Pokemon, like Pyroar and Kangaskhan."
[STRATEGY COMMENTS]
Other Options
=============
  • A Choice Band set hits very hard with Stone Edge and Earthquake, but lacks good Flying-type STAB or reliable STAB in general.
  • Suicide lead set with Focus Sash makes a very effective lead that can block Defog with Head Smash.
  • Archeops can also use Stealth Rock if it has no teammates who are able to use it.
  • Knock Off cripples Pokemon like Musharna and Palossand that try to switch into Archeops.
  • A mixed attacker set with Heat Wave, Earth Power and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost.
  • toxic lures gastro palo
  • hp grass also lures gastro

Checks and Counters
===================

**Rock-types**: Regirock and Defensive Carracosta are not even 2HKOed by Earthquake and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once or twice and OHKO with priority moves, but are shaky checks at best due to Earthquake.

**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Piloswine, Ferroseed, Musharna, Gastrodon and Mesprit that Archeops cannot hit super effectively and can retaliate back by recovering their HP or using their respective STAB moves. Musharna should certainly watch out for Taunt, though, and Mesprit and Piloswine are worn down pretty easily. would include tbolt weezing in here

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit and Kabutops, as well as priority users such as Lycanroc, Shiftry, Skuntank and Hitmonchan, can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of them cannot switch in when Archeops is healthy due to its sheer power.
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yogi

I did not succumb...
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THIS IS FINALLY QC READY

QC 0/3:
GP 0/2:

[OVERVIEW]

  • Archeops is one of the most threatening offensive Pokemon in PU. Its sky high offensive stats and amazing Speed tier allow it to outspeed and 2HKO almost the entire metagame. (rearrange the order to reflect the order of "sky high offensive stats and amazing speed tier", just a nit-pick however) (also not quite sure I agree with "2hkoing almost the entire metagame" because in theory it has quite a few things that aren't 2hko'd)
  • It has a wide movepool that includes powerful STAB moves, many coverage options, and a wide range of utility moves that allow it to threaten and support offensive and defensive Pokemon alike. (i'd include some of these moves here to give a basic idea of what it's using or can use)
  • Its useful typing gives it STAB moves that are difficult to switch into whilst being able to switch into the STAB moves of some Pokemon, like Pyroar and Kangaskhan. (i'm not a fan of mentioning pyroar as the most common set, which is choice specs, is able to put it into defeatist range almost all of the time with hyper voice and fire blast, meaning it loses 1v1) (if you're going to switch into something it'll be more passive pokemon that aren't able to put it into defeatist range)
  • There is one big thing that holds Archeops back- its ability, Defeatist, renders it almost completely useless when it is below half of its health. (i'd say cripples it offensively "not renders it completely useless", as it has both roost and taunt as utility moves)
  • A weakness to Stealth Rock and relatively low defenses mean that it has trouble staying out of Defeatist range or even alive. (this point actually undersells it quite a bit, it has ways to stay out of defeatist and such)
  • Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Musharna. (specifically name acrobatics here)

[SET]
name: Offensive Roost
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / Defog
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

  • Acrobatics is Archeops' most powerful STAB move which hits targets that do not resist it insanely hard. (but requires it to not have an item to use it effectively)
  • Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Lycanroc, and Alolan Raichu for super-effective damage. (lanturn and magmortar also deserve a mention, as they're not ohko'd by acrobatics and are able to retaliate hard)
  • Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to check Pokemon like Pyroar throughout the match. (remove pyroar, you cannot switch into it if it's choice specs)
  • Taunt prevents Pokemon like Weezing, Musharna and Miltank from setting up hazards, recovering their HP or crippling Archeops with Thunder Wave or Toxic. (musharna does 50% minimum with psyshock so I don't think it's a suitable mention, something like type: null would probably be better, as without a swords dance it's unable to break archeops) (taunt can also allow archeops to roost on more passive pokemon too)
  • Stone Edge hits opposing Archeops and Oricorio the hardest. (specify oricorio-e, as the rest are nailed by acrobatics) (stone edge is also its best rock-type stab option)
  • Defog lets Archeops support its teammates by removing Spikes, Toxic Spikes, and Stealth Rock for Pokemon that are weak to them. (lets it act as a form of hazard removal on more offensive teams)
  • U-turn works very well with other Pokemon who can use Volt Switch or U-turn by gaining a lot of momentum. (very basic. U-turn can be used to pivot on pokemon that commonly check it without draining momentum; at the moment it feels like a really bare bones usage tips bullet point)

Set Details
========

  • Maximum Attack and Speed investment and a Jolly nature is used to capitalize on Archeops' good Speed tier while hitting as hard as possible. (just flip the order of the speed tier and hitting hard around)
  • No item is used to power up Acrobatics, making Archeops very difficult to switch into.
  • explain defeatist here, even though it's a detrimental ability

Usage Tips
========

  • It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless. There are many different ways to do this. (similar to the way you phrased this in the intro I disagree. defeatist cripples it yes, but it isn't useless as it has utility moves to help mitigate how detrimental its ability is) (I'd like expansion on how it can stay out of defeatist)
  • Try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves can now bring it down below 50% HP. (could you possibly adapt this to if archeops is using defog as its 4th slot option too?) (vague with priority example)
  • Generally switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. (it should be brought in against more passive pokemon or by either a predicted double switch or slow momentum moves)
  • Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. (merge with the first point and expand with taunt too)
  • Acrobatics is a pretty spammable move due to its sheer power, and should be used as much as possible especially when the opponent's Archeops check can be weakened like Piloswine (rip piloswine).
  • Finally, use Taunt in order to prevent Pokemon like Weezing, Miltank and Musharna from recovering their HP or setting up hazards. (exactly the same pokemon that you mentioned in moves and is worded almost exactly the same too; taunt can be used to prevent pokemon setting up along with helping it break bulkier teams, especially stall)

Team Options
========
  • Archeops really appreciates hazard removal support from the likes of Skuntank, Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep itself out of Defeatist range. (hitmonchan is able to offer priority support, checking things like lycanroc and abomasnow while being a decent special tank; skuntank is able to trap pokemon like choice scarf jynx) (how does archeops help its teammates? it's able to break physical walls like weezing, which check both hitmonchan and physical skuntank)
  • Ironically, many of Archeops' checks and counters, such as Piloswine (rip piloswine), Carracosta, and Regirock are pressured by hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. (this isn't ironic) (mesprit provides a slow pivot, ability to check most priority users, and has access to healing wish to heal archeops) (ferroseed and qwilfish do? expand) (golurk does?) (how does archeops help its teammates?)
  • Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, and Alolan Raichu can take advantage of these Pokemon by using their set-up moves. (wait, alolan raichu has to be at +2 and have its z move intact to beat gastrodon, so I don't think it's a suitable example) (same as before, a bit more expansion is needed)
  • Finally, while Archeops is a decent check to Fire- and Normal-types, it should not be your primary switch-in. As a result, Pokemon like Carracosta, Gastrodon and Gurdurr make decent teammates. (urk, it really isn't a decent fire- or normal-type check, at all. it's a soft check to most at best) (expand on teammates and explain how they help) (archeops helps in return by?)
this really needs beefed up, it's lacking in explanation in several areas
[STRATEGY COMMENTS]
Other Options
=============
  • A Choice Band set hits very hard with Stone Edge and Earthquake, but lacks good Flying-type STAB or reliable STAB in general. (also lacks recovery with roost or utility with taunt, while choice band locked archeops can be very easily abused and worked around)
  • Suicide lead set with Focus Sash makes a very effective lead that can block Defog with Head Smash. (endeavour and taunt need a mention)
  • Archeops can also use Stealth Rock if it has no teammates who are able to use it.
  • Knock Off cripples Pokemon like Musharna and Palossand that try to switch into Archeops. (remove these in my opinion, as musharna primarily uses a z move set and palossand runs colbur; mention things like regirock which lose its leftovers and passive recovery)
  • A mixed attacker set with Heat Wave, Earth Power and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost. (life orb constantly chips down its hp)
  • mention earth power with a hasty nature can be used over earthquake on the standard set to hit the likes of carracosta and regirock harder, but struggles against lanturn and magmortar more while making it more susceptible to priority moves due to the -def the nature offers

Checks and Counters
===================

**Rock-types**: Regirock and Defensive Carracosta are not even 2HKOed by Earthquake and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once or twice and OHKO with priority moves, but are shaky checks at best due to Earthquake. (lycanroc can only really switch into acrobatics once, as it's a 59% chance to 2hko (not including stealth rock being up)) (kabutops doesn't ohko with aqua jet from full and nor does lycanroc, with only the choice band sets having a chance to do so; I know this is pedantic but yeah)

**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Piloswine (rip piloswine), Ferroseed, Musharna, Gastrodon and Mesprit that Archeops cannot hit super effectively and can retaliate back by recovering their HP or using their respective STAB moves. Musharna should certainly watch out for Taunt, though, and Mesprit and Piloswine (rip piloswine) are worn down pretty easily. (not so sure about mesprit, it's only really able to retaliate with thunder wave) (also please specify which pokemon have reliable recovery as it appears that they can all heal themselves, which isn't the case)

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless thanks to its ability (offensively). As a result, Choice Scarf users such as Primeape, Mesprit and Kabutops, as well as priority users such as Lycanroc, Shiftry, Skuntank and Hitmonchan, can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of them cannot switch in when Archeops is healthy due to its sheer power. (I feel very iffy about adding skuntank and shiftry, because sucker punch resolves in a 50/50 most of the time between roosting and attacking) (you've already mentioned lycanroc and mesprit and kabutops)
QC 1/3. Good work!
 
Last edited:

MZ

And now for something completely different
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[OVERVIEW]

  • Archeops is one of the most threatening offensive Pokemon in PU. Its amazing Speed tier and sky high offensive stats allow it to outspeed and 2HKO a huge chunk of the metagame.
  • It has a wide movepool that includes powerful STAB moves like Acrobatics and Stone Edge, many coverage options like Earthquake and Heat wave, and a wide range of utility moves like Defog and Knock Off that allow it to threaten and support offensive and defensive Pokemon alike.
  • Its useful typing gives it STAB moves that are difficult to switch into whilst being able to switch into the STAB moves of some Pokemon, like Kangaskhan and Weezing.
  • There is one big thing that holds Archeops back- its ability, Defeatist, renders it completely useless offensively when it is below half of its health.
  • Despite its access to recovery in Roost, a weakness to Stealth Rock and relatively low defenses mean that it has a decent amount of difficulty staying out of Defeatist range.
  • Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move in Acrobatics, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Musharna.

[SET]
name: Offensive Roost
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / Defog qc agreed to drop this to OO and slash u-turn here instead
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

  • Acrobatics is Archeops' most powerful STAB move which hits targets that do not resist it insanely hard, even though it requires Archeops to not have an item to be used effectively.
  • Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Magmortar, Lanturn, and Alolan Raichu for super-effective damage. those mons seem listed at random kinda, like naming rock/elec/steel make sense but why 2 rocks no steels and magmortar of all things
  • Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to check Pokemon like Choice Scarf Pyroar throughout the match.
  • Taunt prevents Pokemon like Weezing, Type: Null and Miltank from setting up hazards, recovering their HP or crippling Archeops with Thunder Wave or Toxic.
  • Stone Edge hits opposing Archeops and Oricorio, especially Oricorio-E, the hardest, and it is its best Rock-type STAB option. id mention eelektross here instead now since it's way more relevant than oricorio-e. also aero OHKOs sensu after rocks so it aint for that
  • Defog lets Archeops support its teammates by removing Spikes, Toxic Spikes, and Stealth Rock for Pokemon that are weak to them, especially on more offensive teams. dropping to OO, nice that u already have u-turn here anyway though n_n
  • U-turn works very well with other Pokemon who can use Volt Switch or U-turn by gaining a lot of momentum, and it can let Archeops pivot out of its checks and into Pokemon that can beat them without losing momentum.

Set Details
========

  • Maximum Speed and Attack investment and a Jolly nature is used to capitalize on Archeops' good Speed tier while hitting as hard as possible.
  • No item is used to power up Acrobatics, making Archeops very difficult to switch into.

Usage Tips
========

  • It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless offensively, even though it still has utility moves. There are many different ways to do this.
  • Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. In conjunction with Taunt, Roost works especially well against more passive Pokemon like Weezing who can only cripple Archeops with status moves.
  • Taunt can also be used to prevent Pokemon like Miltank from recovering their HP or setting up entry hazards. In this way, it helps break stall teams, is the ability to prevent recovery is very useful against stall staples like Audino.
  • Try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves, like Zangoose's Quick Attack and Assault Vest Hitmonchan's Mach Punch, can now bring it down below 50% HP after Stealth Rock. If Archeops has Defog itself, try to pressure hazard setters so that they do not have the opportunity to set up Stealth Rock in the first place.
  • Generally switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. It should instead be brought in on more passive Pokemon, on a predicted switch, or a predicted utility move.
  • Finally, Acrobatics is a pretty spammable move due to its sheer power, and should be used as much as possible especially when the opponent's Archeops check can be weakened like Ferroseed.
just put something in here about what u wanna u-turn on, arch really does just shit on most of the tier and chips away at a ton of annoying checks so ur only gonna wanna click it in very specific situations/switchins

Team Options
========
  • Archeops really appreciates hazard removal support from the likes of Skuntank and Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep itself out of Defeatist range. Hitmonchan also offers priority support, which helps against Abomasnow and Lycanroc, while Skuntank can trap threats that can revenge kill Archeops like Choice Scarf Jynx. Archeops can help them by pressuring Pokemon like Weezing, which checks them both.
  • Many of Archeops' checks and counters, such as Carracosta and Regirock are pressured by entry hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. Archeops can help them by revenge killing and pressuring Pokemon that may try to set up on them, like Oricorio-G.
  • Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, Gurdurr and Alolan Raichu can take advantage of these Pokemon by using their set-up moves. In exchange, Archeops can outspeed many of the Pokemon that can revenge kill them by virtue of its amazing Speed tier and use Taunt to help them destroy stall teams.
  • Finally, while Archeops is a decent soft check to Fire- and Normal-types, it should not be your primary switch-in. As a result, more sturdy checks like Carracosta, Gastrodon and Gurdurr make decent teammates. Many of these Pokemon are slow, and Archeops can compensate for this with its high Speed.
[STRATEGY COMMENTS]
Other Options
=============
  • A suicide lead set with Focus Sash makes a very effective lead that can block Defog with Head Smash, weaken a target immensely with Endeavor, and beat most other suicide leads thanks to Taunt.
  • Archeops can also use Stealth Rock if it has no teammates who are able to use it. or defog. which should go here. but also talk about the drawback i.e. this mon loves hazard support but as a defogger it has to switch into rocks a lot which is why only do it if u have no other option and really want the removal
  • Knock Off cripples Pokemon like Regirock and Ferroseed that can try to switch into Archeops by removing their recovery or other important items like Eviolite. i would mention the drawback here in that it's just worse, like why would u /really/ want this
  • A mixed attacker set with Heat Wave, Earth Power and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost because Life Orb wears it down.
  • Just using a Hasty nature with Earth Power instead of Earthquake and no item is a decent variation on the full mixed set and has an easier time against Carracosta and Regirock than the standard set, but it is weaker to Lanturn and Magmortar and the Defense-lowering nature makes it even more vulnerable to priority.
  • A Choice Band set hits very hard with Stone Edge and Earthquake, but lacks good Flying-type STAB or reliable STAB in general. It also loses out on utility such as Roost and Taunt, and a Choice-locked Archeops can be taken advantage of and played around.

Checks and Counters
===================

**Rock-types**: Regirock and Defensive Carracosta are not even 2HKOed by Earthquake and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once and bring Archeops into Defeatist range with their respective priority moves, but are shaky checks at best due to Earthquake.

**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Gastrodon, Musharna, Ferroseed and Mesprit that Archeops cannot hit super effectively and can retaliate back by recovering their HP, in the case of Gastrodon and Musharna, or using their respective STAB moves. Musharna should certainly watch out for Taunt, though, and Mesprit and Ferroseed are worn down pretty easily. id put this above rock types, it's just more annoying to archeops on an average basis to deal with the fat things that it doesnt break all that well than some rocks that dont switch in

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless offensively thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit and Kabutops, priority users such as Gurdurr, Abomasnow, and Hitmonchan, and faster Pokemon such as Lycanroc and Floatzel can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of them cannot switch in when Archeops is healthy due to its sheer power.
qcstamp.gif
2/3
 
QC 2/3: YOBIBEARS, MEBAZARD
GP 0/2:

[OVERVIEW]
Archeops is one of the most threatening offensive Pokemon in PU. Its amazing Speed tier and sky high offensive stats allow it to outspeed and 2HKO a huge chunk of the metagame. It has a wide movepool that includes powerful STAB moves like Acrobatics and Stone Edge, many coverage options like Earthquake and Heat wave, and a wide range of utility moves like (mention Taunt rather than Knock Off since it's the one on the set) Defog and Knock Off that allow it to threaten and support offensive and defensive Pokemon alike. Furthermore, its useful typing gives it STAB moves that are difficult to switch into whilst being able to switch into the STAB moves of some Pokemon, like Kangaskhan and Weezing. There is, however, one big thing that holds Archeops back- its ability, Defeatist, renders it completely useless offensively when it is below half of its health. Despite its access to recovery in Roost, a weakness to Stealth Rock and relatively low defenses mean that it has a decent amount of difficulty staying out of Defeatist range. Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move in Acrobatics, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Musharna (i guess something like Gastrodon/Palossand is more relevant and better against Archeops right now).

[SET]
name: Offensive Roost (i'd just change the name to offensive without "roost" but it's personal preference really)
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / U-turn
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Archeops' most powerful STAB move which hits targets that do not resist it insanely hard, even though it requires Archeops to not have an item to be used effectively. Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Togedemaru, Aggron, and Lanturn for super-effective damage. Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to check Pokemon like Choice Scarf Pyroar throughout the match. Taunt prevents Pokemon like Weezing, Type: Null and Miltank from setting up hazards, recovering their HP or crippling Archeops with (Wisp from weezing is more relevant than those so be sure to mention) Thunder Wave or Toxic. Meanwhile, Stone Edge hits opposing Archeops and Eelektross the hardest, as it is its best Rock-type STAB option. U-turn is yet another option that works very well with other Pokemon who can use Volt Switch or U-turn by gaining a lot of momentum, and can let Archeops pivot out of its checks and into Pokemon that can beat them without losing momentum.

Set Details
========

Maximum Speed and Attack investment and a Jolly nature is used to capitalize on Archeops' good Speed tier while hitting as hard as possible. No item is used to power up Acrobatics, making Archeops very difficult to switch into.

Usage Tips
========

It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless offensively, even though it still has utility moves. There are many different ways to do this. Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. In conjunction with Taunt, Roost works especially well against more passive Pokemon like Weezing who can only cripple Archeops with status moves. Taunt can also be used to prevent Pokemon like Miltank from recovering their HP or setting up entry hazards. In this way, it helps break stall teams, is the ability to prevent recovery is very useful against stall staples like Audino. Additionally, try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves, like Zangoose's Quick Attack and Assault Vest Hitmonchan's Mach Punch, can now bring it down below 50% HP after Stealth Rock. Generally switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. It should instead be brought in on more passive Pokemon, on a predicted switch, or a predicted utility move. Also, Acrobatics is a pretty spammable move due to its sheer power, and should be used as much as possible especially when the opponent's Archeops check can be weakened like Ferroseed. Because of this, only use U-turn in very specific situations when you want to pivot out of a counter like Regirock without losing momentum, as Archeops can chip away at its checks very effectively by just using Acrobatics.

Team Options
========
Archeops really appreciates hazard removal support from the likes of Skuntank and Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep itself out of Defeatist range. Hitmonchan also offers priority support, which helps against Abomasnow and Lycanroc, while Skuntank can trap threats that can revenge kill Archeops like Choice Scarf Jynx. Archeops can help them by pressuring Pokemon like Weezing, which checks them both. Many of Archeops' checks and counters, such as Carracosta and Regirock are pressured by entry hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. Archeops can help them by revenge killing and pressuring Pokemon that may try to set up on them, like Oricorio-G. Furthermore, Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, Gurdurr and Alolan Raichu can take advantage of these Pokemon by using their set-up moves. In exchange, Archeops can outspeed many of the Pokemon that can revenge kill them by virtue of its amazing Speed tier and use Taunt to help them destroy stall teams. Finally, while Archeops is a decent soft check to Fire- and Normal-types, it should not be your primary switch-in. As a result, more sturdy checks like Carracosta, Gastrodon and Gurdurr make decent teammates. Many of these Pokemon are slow, and Archeops can compensate for this with its high Speed.

[STRATEGY COMMENTS]
Other Options
=============
A suicide lead set with Focus Sash makes a very effective lead that can block Defog with Head Smash, weaken a target immensely with Endeavor, and beat most other suicide leads thanks to Taunt. Archeops can also use Defog or Stealth Rock if it has no teammates who are able to use it. However, Archeops really enjoys hazard removal support in order to stay out of Defeatist range, and it is almost impossible to remove hazards without switching into them. Also, giving up a better utility move like Taunt for Stealth Rock is not ideal because Archeops cannot beat many hazard setters. Knock Off is another option which cripples Pokemon like Regirock and Ferroseed that can try to switch into Archeops by removing their recovery or other important items like Eviolite, but more coverage or better utility moves like Taunt are better in more situations. Add a Tailwind mention since it can be clutch when you are in defeatist. A mixed attacker set with Heat Wave, Earth Power and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost because Life Orb wears it down. Just using a Hasty nature with Earth Power instead of Earthquake and no item is a decent variation on the full mixed set and has an easier time against Carracosta and Regirock than the standard set, but it is weaker to Lanturn and Magmortar and the Defense-lowering nature makes it even more vulnerable to priority. Finally, a Choice Band set hits very hard with Stone Edge and Earthquake, but lacks good Flying-type STAB or reliable STAB in general. It also loses out on utility such as Roost and Taunt, and a Choice-locked Archeops can be taken advantage of and played around.

Checks and Counters
===================
**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Gastrodon, Musharna, Ferroseed and Mesprit that Archeops cannot hit super effectively and can retaliate back by recovering their HP, in the case of Gastrodon and Musharna, or using their respective STAB moves. Musharna should certainly watch out for Taunt, though, and Mesprit and Ferroseed are worn down pretty easily (mention that mesprit is useless if arch has U-turn pretty much).

**Rock-types**: Regirock and Defensive Carracosta are not even 2HKOed by Earthquake and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once and bring Archeops into Defeatist range with their respective priority moves, but are shaky checks at best due to Earthquake.

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless offensively thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit and Kabutops, priority users such as Gurdurr, Abomasnow, and Hitmonchan, and faster Pokemon such as Lycanroc and Floatzel can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of them cannot switch in when Archeops is healthy due to its sheer power.

Stuff like Eel and Rotom-Spin (even stunfisk if it's still on the VR) need an entry / mention since they are quite cool to deal with arch
solid analysis 3/3
 

frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
1/2 :)

add remove (comments)

(remember to use the comma before the last item in a list of three or more)

[OVERVIEW]
Archeops is one of the most threatening offensive Pokemon in PU. Its amazing Speed tier and sky-high (hyphen) offensive stats allow it to outspeed and 2HKO a huge chunk of the metagame. It has a wide movepool that includes powerful STAB moves like Acrobatics and Stone Edge, many coverage options like Earthquake and Heat Wave, and a wide range of utility moves like Defog and Taunt that allow it to threaten and support offensive and defensive Pokemon alike. Furthermore, its useful typing gives it STAB moves that are difficult to switch into and the ability whilst being able to switch into the STAB moves of some Pokemon, (remove comma) like Kangaskhan and Weezing. There is, however, one big thing that holds Archeops back: (hyphen to colon) its ability, Defeatist, renders it completely useless offensively when it is below half of its health. Despite its access to recovery in Roost, a Archeops's weakness to Stealth Rock and relatively low defenses mean that it has a decent amount of difficulty staying out of Defeatist range. Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move in Acrobatics, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Palossand.

[SET]
name: Offensive
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / U-turn
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Archeops's most powerful STAB move which and hits targets that do not resist it insanely hard, even though it requires Archeops to not have an item to be used effectively. Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Togedemaru, Aggron, and Lanturn for super effective (remove hyphen) damage. Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to stay healthy in order to (or something that emphasizes the connection between Roost's healing and Archeops checking these Pokemon) check Pokemon like Choice Scarf Pyroar throughout the match. Taunt prevents Pokemon like Weezing, Type: Null, (serial comma) and Miltank from setting up entry hazards, recovering their HP, (comma) or crippling Archeops with Will-O-Wisp or other status moves. Meanwhile, Stone Edge hits opposing Archeops and Eelektross the hardest, as it is its Archeops's best Rock-type STAB option. U-turn is yet another option that works very well with other Pokemon who can use Volt Switch or U-turn users by gaining a lot of momentum, and can let as it lets Archeops pivot out of its checks and into Pokemon that can beat them without losing momentum.

Set Details
========

Maximum Speed and Attack investment and a Jolly nature is used to capitalize on Archeops's good Speed tier while hitting letting it hit as hard as possible. No item is used to power up Acrobatics, making Archeops very difficult to switch into.

Usage Tips
========

It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless offensively, even though it still has utility moves. There are many different ways to do this. (this sentence implies that you will list these ways, but the section from "Taunt can also be used ... Audino" is somewhat tangential to the discussion of keeping Archeops healthy. consider removing this or moving that section) Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. In conjunction with Taunt, Roost works especially well against more passive Pokemon like Weezing who that (use which/that, not who, for Pokemon) can only cripple Archeops with status moves. Taunt can also be used to prevent Pokemon like Miltank from recovering their HP or setting up entry hazards. In this way, it helps break stall teams, is as the ability to prevent recovery is very useful against stall staples like Audino. Additionally, try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves, like Zangoose's Quick Attack and Assault Vest Hitmonchan's Mach Punch, can now bring it down below 50% HP after Stealth Rock. Generally, (comma) switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. It Archeops should instead be brought in on more passive Pokemon, on a predicted switch, or on a predicted utility move. Also, Acrobatics is a pretty spammable move due to its sheer power, and it should be used as much as possible, (comma) especially when it can weaken the opponent's Archeops check, (comma) can be weakened like Ferroseed. Because of this, only use U-turn in very specific situations when you want to pivot out of a counter like Regirock without losing momentum, as Archeops can chip away at its checks very effectively by just using Acrobatics.

Team Options
========
Archeops really appreciates entry hazard removal support from the likes of Skuntank and Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep itself out of Defeatist range. Hitmonchan also offers priority support, which helps against Abomasnow and Lycanroc, while Skuntank can trap and remove threats that can revenge kill Archeops like Choice Scarf Jynx. Archeops can help them by pressuring Pokemon like Weezing, which checks them both. Many of Archeops's checks and counters, such as Carracosta and Regirock, (comma) are pressured by entry hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. Archeops can help them by revenge killing and pressuring Pokemon that may might try to set up on them, like Oricorio-G. Furthermore, Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, Gurdurr, (comma) and Alolan Raichu can take advantage of these Pokemon by setting up. using their set-up moves. In exchange, Archeops can outspeed many of the Pokemon that can revenge kill them these setup sweepers by virtue of its amazing Speed tier, (comma) and it can use Taunt to help them destroy stall teams. Finally, while Archeops is a decent soft check to Fire- and Normal-types, (maybe give examples?) it should not be your primary switch-in to these Pokemon. As a result, more sturdy checks like Carracosta, Gastrodon, (comma) and Gurdurr make decent teammates. Many of these Pokemon (the checks or the Fire- and Normal-types?) are slow, and Archeops can compensate for this with its high Speed.

[STRATEGY COMMENTS]
Other Options
=============
A suicide lead set with Focus Sash makes a very effective lead that can block Defog with Head Smash, weaken a target immensely with Endeavor, and beat most other suicide leads thanks to Taunt. (elaborate on why this is in OO?) Archeops can also use Defog or Stealth Rock if it has no teammates who that are able to use it. However, Archeops really enjoys a teammate's hazard removal support in order to stay out of Defeatist range, and it is almost impossible to remove hazards without switching into them. Also, giving up a better utility move like Taunt for Stealth Rock is not ideal because Archeops cannot beat many hazard setters. Knock Off is another option which that cripples Pokemon like Regirock and Ferroseed that can try to switch into Archeops by removing their recovery or other important items like Eviolite, but more coverage or better utility moves like Taunt are better in more situations. Tailwind is an option that Archeops can use right before it is KOed in order to aid a slower teammate in sweeping, but typically a different utility move is more useful. A mixed attacker set with Heat Wave, Earth Power, (comma) and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost because Life Orb wears it down. Just using a Hasty nature with Earth Power instead of Earthquake and no item is a decent variation on the full mixed set and that has an easier time against Carracosta and Regirock than the standard set, but it is weaker to against Lanturn and Magmortar and the Defense-lowering nature makes it even more vulnerable to priority. Finally, a Choice Band set hits very hard with Stone Edge and Earthquake, but it lacks a good Flying-type STAB move or reliable STAB move in general. It also loses out on utility such as Roost and Taunt, and a Choice-locked Archeops can be taken advantage of and played around.

Checks and Counters
===================
**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Gastrodon, Musharna, Ferroseed, (comma) and Mesprit, (comma) that Archeops cannot hit super effectively and that can retaliate back by recovering recover their HP, in the case of Gastrodon and Musharna, or using retaliate with their respective STAB moves. Musharna should certainly watch out for Taunt, though, and Ferroseed and especially Mesprit are worn down very easily, even more so if Archeops has U-turn.

**Rock-types**: Regirock and Defensive defensive Carracosta are not even 2HKOed by Earthquake, (comma) and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once and bring Archeops into Defeatist range with their respective priority moves, but they are shaky checks at best due to their inability to withstand Earthquake.

**Electric-types**: Eelektross, Rotom-S, and Oricorio-E Rotom-Fan and Oricorio-Pom-Pom resist Acrobatics, are immune to Earthquake, and can retaliate with their super-effective super effective STAB moves. However, they should all watch out for Stone Edge, especially the latter two. Zebstrika, Choice Scarf Togedemaru, and Choice Scarf Manectric can all outspeed Archeops and OHKO it, but they cannot switch into it, (comma) as Earthquake demolishes them.

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless offensively thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit, (comma) and Kabutops, priority users such as Gurdurr, Abomasnow, and Hitmonchan, and faster Pokemon such as Lycanroc and Floatzel can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of them these Pokemon cannot switch in when Archeops is healthy due to its sheer power.
 

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[OVERVIEW]
Archeops is one of the most threatening offensive Pokemon in PU. Its amazing Speed tier and sky-high offensive stats allow it to outspeed and 2HKO a huge chunk of the metagame. It has a wide movepool that includes powerful STAB moves like Acrobatics and Stone Edge, many coverage options like Earthquake and Heat Wave, and a wide range of utility moves like Defog and Taunt that allow it to threaten and support offensive and defensive Pokemon alike. Furthermore, its useful typing gives it STAB moves that are difficult to switch into and the ability to switch into the STAB moves of Pokemon like Kangaskhan and Weezing. There is, however, one big thing that holds Archeops back: its ability, Defeatist, renders it completely useless offensively when it is below half health. Despite its access to recovery in Roost, Archeops's weakness to Stealth Rock and relatively low defenses mean that it has a decent amount of difficulty staying out of Defeatist range. Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move in Acrobatics, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Palossand.

[SET]
name: Offensive
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / U-turn
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is Archeops's most powerful STAB move and hits targets that do not resist it insanely hard, even though it requires Archeops to not have an item to be used effectively. Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Togedemaru, Aggron, and Lanturn for super effective damage. Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to stay healthy in order to check Pokemon like Choice Scarf Pyroar throughout the match. Taunt prevents Pokemon like Weezing, Type: Null, and Miltank from setting up entry hazards, recovering HP, or crippling Archeops with Will-O-Wisp or other status moves. Meanwhile, Stone Edge hits opposing Archeops and Eelektross the hardest, as it is Archeops's best Rock-type STAB option. U-turn is yet another option that works very well with other Volt Switch or U-turn users by gaining a lot of momentum, as it lets Archeops pivot out of its checks and into Pokemon that can beat them without losing momentum.

Set Details
========

Maximum Speed and Attack investment and a Jolly nature capitalize on Archeops's good Speed tier while letting it hit as hard as possible. No item is used to power up Acrobatics, making Archeops very difficult to switch into.

Usage Tips
========

It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless offensively, even though it still has utility moves. There are many different ways to do this. Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. In conjunction with Taunt, Roost works especially well against more passive Pokemon like Weezing that can only cripple Archeops with status moves. Additionally, try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up, (AC) it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves, like Zangoose's Quick Attack and Assault Vest Hitmonchan's Mach Punch, can bring it below 50% HP after Stealth Rock. Generally, switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. Archeops should instead be brought in on more passive Pokemon, on a predicted switch, or on a predicted utility move. Also, Acrobatics is a pretty spammable move due to its sheer power, and it should be used as much as possible, especially when it can weaken the opponent's Archeops check, like Ferroseed. Because of this, only use U-turn in very specific situations when you want to pivot out of a counter like Regirock without losing momentum, as Archeops can chip away at its checks very effectively by just using Acrobatics. Finally, Taunt can also be used to prevent Pokemon like Miltank from recovering their HP or setting up entry hazards. In this way, it helps break stall teams, as the ability to prevent recovery is very useful against stall staples like Audino.

Team Options
========
Archeops really appreciates entry hazard removal support from the likes of Skuntank and Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep out of Defeatist range. Hitmonchan also offers priority support, which helps against Abomasnow and Lycanroc, while Skuntank can trap and remove threats that can revenge kill Archeops like Choice Scarf Jynx. Archeops can help them by pressuring Pokemon like Weezing, which checks them both. Many of Archeops's checks and counters, such as Carracosta and Regirock, are pressured by entry hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. Archeops can help them by revenge killing and pressuring Pokemon that might try to set up on them, like Oricorio-G. Furthermore, Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, Gurdurr, and Alolan Raichu can take advantage of these Pokemon by setting up. In exchange, Archeops can outspeed many of the Pokemon that can revenge kill these setup sweepers (such as?) by virtue of its amazing Speed tier, and it can use Taunt to help them destroy stall teams. Finally, while Archeops is a decent soft check to Fire- and Normal-types like Pyroar and Kangaskhan, it should not be your primary switch-in to these Pokemon. As a result, more sturdy checks like Carracosta, Gastrodon, and Gurdurr make decent teammates. Many of these checks are slow, and Archeops can compensate for this with its high Speed.

[STRATEGY COMMENTS]
Other Options
=============
A suicide lead set with a Focus Sash makes a very effective lead that can block Defog with Head Smash, weaken a target immensely with Endeavor, and beat most other suicide leads thanks to Taunt. However, it is very niche, (AC) and suicide leads that can set multiple hazards, like Crustle, are usually better. Archeops can also use Defog or Stealth Rock if it has no teammates that are able to use it these moves. However, Archeops really enjoys a teammate's entry hazard removal support in order to stay out of Defeatist range, and it is almost (almost?) impossible to remove hazards without switching into them. Also, giving up a better utility move like Taunt for Stealth Rock is not ideal because Archeops cannot beat many entry hazard setters. Knock Off is another option that cripples Pokemon like Regirock and Ferroseed that try to switch into Archeops by removing their recovery or other important items like Eviolite, but more coverage or better utility moves like Taunt are better in more situations. Tailwind is an option that Archeops can use right before it is KOed in order to aid a slower teammate in sweeping, but typically a different utility move is more useful. A mixed attacker set with Heat Wave, Earth Power, and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost because Life Orb wears it down. Just using a Hasty nature with Earth Power instead of Earthquake and no item is a decent variation on the full mixed set that has an easier time against Carracosta and Regirock than the standard set, but it is weaker against Lanturn and Magmortar and the Defense-lowering nature makes it even more vulnerable to priority. Finally, a Choice Band set hits very hard with Stone Edge and Earthquake, but it lacks a good Flying-type STAB move or reliable STAB move in general. It also loses out on utility such as Roost and Taunt, and a Choice-locked Archeops can be taken advantage of and played around.

Checks and Counters
===================
**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Gastrodon, Musharna, Ferroseed, and Mesprit, that Archeops cannot hit super effectively and that can recover their HP, in the case of Gastrodon and Musharna, or retaliate with their STAB moves. Musharna should certainly watch out for Taunt, though, and Ferroseed and especially Mesprit are worn down very easily, even more so if Archeops has U-turn.

**Rock-types**: Regirock and defensive Carracosta are not even 2HKOed by Earthquake, and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once and bring Archeops into Defeatist range with their respective priority moves, but they are shaky checks at best due to their inability to withstand Earthquake.

**Electric-types**: Eelektross, Rotom-S, and Oricorio-E resist Acrobatics, are immune to Earthquake, and can retaliate with their super effective STAB moves. However, they should all watch out for Stone Edge, especially the latter two. Zebstrika, Choice Scarf Togedemaru, and Choice Scarf Manectric can all outspeed Archeops and OHKO it, but they cannot switch into it, as Earthquake demolishes them.

**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless offensively thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit, and Kabutops, priority users such as Gurdurr, Abomasnow, and Hitmonchan, and faster Pokemon such as Lycanroc and Floatzel can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of these Pokemon cannot switch in when Archeops is healthy due to its sheer power.
 

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