Arceus-Ice

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QC Checks 3/3 (steelphoenix, Fireburn, Sweep)
GP Checks 2/2 (fleurdyleurse, Winry.)

rip fireburn

Overview
########

With a lack of Ice-resistant Pokemon in Ubers, Ice Arceus has the ability to wreak havoc to unprepared teams thanks to its access to Ice-type STAB moves, which is rare, as well as excellent coverage in Thunder and Fire Blast. Its Ice typing causes many problems, however, such as a crippling weakness to Stealth Rock and no notable resistances, making Ice Arceus difficult to fit into a team, especially when an Arceus forme is typically chosen to cover up weaknesses in a team. However, the return of viable Defog users in Latios and Latias help with the Stealth Rock issue, and having an Arceus forme that can deal with Mega Salamence, a huge threat, is useful for some offensive teams.

Calm Mind
########
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Recover
move 4: Thunder / Fire Blast
item: Icicle Plate
evs: 248 HP / 8 SpA / 252 Spe
nature: Timid

Moves
========

Calm Mind allows Ice Arceus to threaten the opposing team and maintaining offensive presence with the boosted Special Attack while also being able to survive many special moves thanks to the boosted Special Defense. Judgment is the most reliable and powerful Ice-type STAB move Ice Arceus has access to; due to a lack of Ice-resistant Pokemon in the tier, it is very spammable. Recover gives Ice Arceus the longevity it needs to consistently check threats or accumulate enough Calm Mind boosts to potentially sweep teams. Thunder is the coverage move of choice, preventing Primal Kyogre and Water Arceus from checking Ice Arceus while also hitting Ho-Oh super effectively. Fire Blast is an alternative that can be used to OHKO Ferrothorn and Mega Scizor and heavily damage Klefki and Aegislash. Ice Beam can be used over Judgment, giving up some power for a chance to freeze the foe, which can prove useful in a Calm Mind war.

Set Details
========

248 HP EVs give Ice Arceus the bulk it needs to check Mega Salamence and Rayquaza while minimizing Stealth Rock damage at the same time. Maximum Speed EVs and a Timid nature allow Ice Arceus to, at worst, tie with other Arceus formes and Mega Salamence. The rest of the EVs are put into Special Attack; however, relinquishing the HP EVs to maximize Special Attack is an option to allow Ice Arceus to 2HKO Ho-Oh with a +1 Thunder, something that cannot be done with 8 Special Attack EVs.

Usage Tips
========

Ice Arceus's Judgment is very potent in ORAS Ubers, and it should be used whenever it can be used. Be very careful when switching Ice Arceus in, however, as its poor defensive typing and weakness to Stealth Rock can make it KOed more easily. Switching Ice Arceus in to revenge kill a foe is a great way to avoid damage and get it in safely. Try to weaken possible checks to Ice Arceus such as Ho-Oh before revealing it, or your opponent might try to preserve them to stop it. Ice Arceus works best as a late-game cleaner with Calm Mind and Judgment, but can also be used early-game to revenge kill Dragon-types if necessary.

Team Options
========

Defog is absolutely necessary when using Ice Arceus to remove entry hazards, as Stealth Rock will remove 25% of Ice Arceus's health upon every switch in if it is not removed; Ice Arceus is also very weak to Toxic Spikes. Latios, Latias, and Giratina-O are good options for Defog users. Stealth Rock setters, such are Dialga, Primal Groudon and Mega Diancie, are appreciated to punish Ho-Oh switch-ins and chip at other enemy Pokemon, allowing Ice Arceus to clean up later. Primal Groudon is a great teammate due to its resistances to Fire and Steel, ability to set Stealth Rock up, and its ability to check Ho-Oh, Primal Kyogre, Aegislash, and Klefki, all of which are huge threats to Ice Arceus.

Other Options
########

Ice Arceus doesn't have many other viable options. Ancient Power could be used to 2HKO Ho-Oh without any boosts or Special Attack investment, but is usually not worth the trade off unless you absolutely need ways to get around Ho-Oh. Refresh is a way to deal with status, but the subsequent lack of coverage leaves Ice Arceus walled by a lot of Pokemon and is not typically worth bothering with.

Checks & Counters
########

**Ho-Oh**: Ho-Oh is able to switch in and OHKO Ice Arceus with Sacred Fire with great ease. A +1 Thunder can 2HKO it after Stealth Rock, however.

**Steel-types**: While not all Steel-types common in Ubers resist Ice, they all have the bulk to take Judgment and heavily damage Ice Arceus with their STAB attacks. Some Steel-types, such as Klefki, Mega Scizor, and Aegislash, are hard to beat without Fire Blast.

**Water-types**: Water-types such as Primal Kyogre and Water Arceus resist Judgment and can win Calm Mind wars due to Ice Arceus not resisting Water.

**Fire-types**: Fire-types are large threats to Ice Arceus; Primal Groudon is neutral to Ice and is commonly seen with a Fire-type STAB move or Rock-type coverage move, making it difficult for Ice Arceus to beat it. Mega Blaziken can also switch into Ice Arceus and OHKO it with its STAB moves. Fire Arceus can also deal with Ice Arceus easily thanks to its resistance to Ice.

**Fighting-types**: Fighting-types such as Mega Mewtwo X, Mega Lucario, and Mega Blaziken can switch into Judgment, Thunder, and Fire Blast, and OHKO Ice Arceus with their Fighting-type STAB moves.

**Rock-types**: While Rock-types such as Tyranitar, Mega Diancie, and Rock Arceus do not resist Ice, they can switch in and easily KO Ice Arceus with their STAB moves.

Overview
########
  • The lack of Ice resists in the ORAS Ubers metagame actually work wonders for this Pokemon
  • Great bulk and STAB Ice attacks make it a threat, many teams may find themselves weak to this mon
  • Still has the annoying SR weakness, but good defoggers in Latis help with this
  • Awful defensive typing, this sucks because an Arceus forme is typically chosen to cover up weaknesses in a team and Ice Arceus brings nothing
Calm Mind
########
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Recover
move 4: Thunder / Fire Blast
item: Icicle Plate
evs: 248 HP / 8 SpA / 252 Spe
nature: Timid

Moves
========
  • Judgment for strong reliable STAB
  • Calm Mind to boost stats and become a serious threat to teams
  • Recover to stay alive
  • Thunder for Kyogre and Water Arceus
  • Fire Blast if you are worried about Mega Scizor, Klefki and Aegislash
  • Ancient Power to eliminate Ho-Oh as a check
  • Ice Beam has a freeze chance, may be useful in CM wars
Set Details
========
  • 248 HP for bulk while being able to switch into SR 5 times instead of 4
  • Max Speed with Timid to tie at worst with other Arceus and a key threat in Mega Salamence
  • Max SpA over max HP is an alternative to 2HKO Ho-Oh with Thunder or OHKO after SR
Usage Tips
========
  • Ice STAB is very potent in ORAS Ubers, use whenever the chance is given
  • Be very careful how you bring it in, bad defensive typing and SR can cause serious problems to Ice Arceus' longevity, bringing it in after something is KO'd is the best way to avoid taking too much damage
  • Try to weaken possible checks before revealing Ice Arceus or your opponent may try to preserve them to stop it
  • Works best at cleaning late game with Calm Mind
Team Options
========
  • Defoggers - Latis, Giratina-O, Mega Scizor
  • Stealth Rock setters - Primal Groudon, Dialga, Mega Diancie
  • Fighting/Fire/Rock/Steel resists - will expand on writeup
  • Ho-Oh check if not running Ancient Power - Primal Groudon, Mega Salamence, Tyranitar
  • Primal Kyogre / Water Arceus check if not running Thunder - Primal Groudon, Latis, Palkia
  • Checks for Klefki / Aegislash / other steels that resist Ice - Primal Groudon, Ho-Oh
Other Options
########
  • Refresh
  • Will-O-Wisp / Other status moves
  • Ancient Power
  • uhhh...
Checks & Counters
########
  • Ho-Oh - Beats you 100% without Ancient Power or you can 2HKO with max SpA Thunder at +1
  • Steel-types - While not all resist Ice they can be very troublesome with status moves and Steel STAB, some are hard to break without Fire Blast
  • Water-types - Primal Kyogre and Water Arceus wall you for days without Thunder
  • Fire-types - Primal Groudon, Mega Blaziken and Fire Arceus can take Judgment and KO with Fire STAB, arent very affected by Ancient Power
  • Fighting-types - Mega Lucario, Mega Mewtwo X, Fighting Arceus and Mega Blaziken can switch in and OHKO with Fighting STAB
  • Rock-types - Rock Arceus and Tyranitar deal serious damage with their STAB moves and are also neutral to Ice
  • Blissey - Takes attacks easily and recovers off the damage, Toxic stalls you out
 
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This looks qc ready to me, if anyone has viable ideas for other options hit me with em, i cant picture anything else being useful. pls no swords dance set
 

SparksBlade

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i think Grass Knot could be used be added to OO. At +1 you 2HKO almost every Primal Kyogre(judging from Fireburn's Kyogre analysis, Spdef Ogre isn't a thing), and guaranteed 2HKO every Primal Kyogre after rocks(except 252/252+ ones).
 
there is like a 3% damage difference between grass knot and thunder (which is first slash) and neither 2HKOes o_o

+1 0 SpA Arceus-Ice Grass Knot (120 BP) vs. 252 HP / 252+ SpD Primal Kyogre: 156-184 (38.6 - 45.5%) -- 14.1% chance to 2HKO after Stealth Rock (14% chance is a bit unreliable to make it worth noting)
+1 0 SpA Arceus-Ice Thunder vs. 252 HP / 252+ SpD Primal Kyogre: 144-170 (35.6 - 42%) -- guaranteed 3HKO after Stealth Rock

(Thunder 2HKOes non sp def Kyogre after rocks)

unless im calcing the wrong spreads or something a 3% dmg difference doesnt seem worthy of note
 
Shouldn't Arceus-Ice run 252 SpA EVs rather than HP, and another coverage move instead of Recover? Just bring it on something that it can force out like Latias, Yveltal or Giratina, CM on the switch and sweep. Ice STAB + 2 coverage moves lets you hit almost the entire metagame for neutral or even SE damage.
Basically it plays like CM+3 attacks Mewtwo except it trades speed and special attack for a better offensive STAB and bulk (and let's not kid ourselves, Psychic in ubers is just as bad as Ice defensively).

Also mention Mega Gengar as a partner so it can trap and remove Blissey. Sticky Web support is also useful since base 120 is outsped by a lot of common and frail mons such as Darkrai and Skymin.
 
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Heyo,
dunno how you feel about that, but i think you Should add CM-Rock Arceus To CnC, not really sure if it's really common enough for that though.
 

SparksBlade

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welp that's my bad, i just remembered the other 2 moves and then jumped to calc and looked at arceus' movepool and just posted here, forgot thunder completely.
 

shrang

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Yeah, run max SpA please. Iceceus has a great offensive typing and a shitty defensive one, so you'd want to take advantage of the good one and not the crap one.
 

tehy

Banned deucer.
Is ancientpower really worth running over thunder? The power boost is less than 10% so unless it gets notable KOs that seems fairly irrelevant, the accuracy is admittedly nice and i guess the boosts could be cool, but why lose to waters (specifically cm primal ogre) when it's not even that much better against its 1 target?

Edit: max SpD after rocks, an extra 58% to KO at +1, but after a lefties round it's almost undoable. 248 is unchanged.
 
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I talked with Sweep and Edgar on IRC and they both agreed that Max HP was the best option because max SpA doesnt do anything notable asides from 2HKOing Ho-Oh with Thunder or OHKOing it after rocks, this is what edgar said about it:
<edgar> thts an argument I guess but like
<edgar> I feel like
<edgar> rocks are most likely not going to be on the field
<edgar> especially on a team with Arceus-Ice
<edgar> so
<edgar> even if u hit it with thunder
<edgar> it still destroys back with sacred fire
<edgar> your main concern when using arceus ice is getting rid of rocks
<edgar> so that not only makes the matchup vs ho-oh even worse
<edgar> but makes the sp.atk investment useless

i'll try to find out what other QC members agree on.
 

steelskitty

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there's very little benefit to running max satk as opposed to max hp as others have stated. just stick with max hp for the calm mind set and put max satk in OO; a niche of max satk is 2HKOing a predicted klefki switch-in with Fire Blast, guaranteed, while you have like a 10% chance with 0 satk and no hazards. also it does this to pogre +1 252 SpA Arceus-Ice Thunder vs. 252 HP / 252+ SpD Primal Kyogre: 176-208 (43.5 - 51.4%) -- 99.6% chance to 2HKO after Stealth Rock as opposed to +1 8 SpA Arceus-Ice Thunder vs. 252 HP / 252+ SpD Primal Kyogre: 144-170 (35.6 - 42%) -- guaranteed 3HKO after Stealth Rock, but is otherwise useless aside from the trivial benchmark of KOing a ho-oh switch-in after SR as opposed to only having like a 30% chance to do so with 8 SAtk. Bulk is better otherwise as it likes having the HP for what it _can_ check (helps sponge random Espeeds from Rayquaza, EKiller if you need to pick off one that's left at like 30-40%, lives Adamant +1 Mence Return after Spikes guaranteed, you know).

I don't think Ancient Power is good at all and it's certainly not deserving of a main slash; the loss of a way to hit POgre is rather awkward and if you want to KO Ho-Oh after rocks you can just use max satk thunder (+1 0 SpA Arceus-Ice Ancient Power vs. 248 HP / 52 SpD Ho-Oh: 204-240 (49.1 - 57.8%) -- 87.5% chance to OHKO after Stealth Rock, +1 252 SpA Arceus-Ice Thunder vs. 248 HP / 52 SpD Ho-Oh: 226-266 (54.4 - 64%) -- guaranteed OHKO after Stealth Rock). I'd move Ancient Power to OO because of this.

qc 1/3 once you implement this

something that should be talked about is how much it actually needs Recover; a Pokemon with a worse defensive typing than Arceus-Electric very rarely finds the opportunity to Recover on things and foregoing the move ensures that it can run both Thunder and Fire Blast and decrease the size of its pool of checks & counters. I'd be fine with the set order looking like:
- Calm Mind
- Judgment
- Fire Blast / Recover
- Thunder / Recover

which could possibly be a bit messy. other qc chime in please, Arceus-Ice is a very common and important pkmn in ORAS Ubers and I think its analysis needs to be as accurate as possible b/c of this.
 
this is written up, the overview feels scarce to me so any idea of what to add to it would be great. otherwise i think this is ready for the 3rd check.
 
In the intro mention its excellent coverage with judgment and either thunder or fire blast. Also mention that having an Arceus that can aggressively deal with Mega Mence is nice for some offensive teams.

Quickly mention somewhere, maybe when you mention teammates, that this is also very weak to Toxic Spikes, especially in conjunction with SR.

QC 3/3
 

fleurdyleurse

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hi
Overview
########

With a lack of Ice -resists in ORASant Pokemon in Ubers, Ice Arceus finds itself withas the ability to causewreak havoc to unprepared teams thanks to its rareaccess to Ice-type STAB moves, and hwhich is rare, as well as excellent coverage to go with it in Thunder orand Fire Blast. TheIts Ice typing causes many problems, however, withsuch as a crippling weakness to Stealth Rock and no notable resistances, making it difficult to fit Ice Arceus into a teams, especially when an Arceus forme is typically chosen to cover up weaknesses in a team. However, the return of viable Defog users in Latios and Latias help with the Stealth Rock issue, and having an Arceus forme that can aggressively deal with a huge threat in Mega Salamence, a huge threat, is niceuseful for some offensive teams.

Calm Mind
########
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Recover
move 4: Thunder / Fire Blast
item: Icicle Plate
evs: 248 HP / 8 SpA / 252 Spe
nature: Timid

Moves
========

Calm Mind allows Ice Arceus to constantly threaten the enemyopposing team and, maintaining offensive presence with the boosted Special Attack while also being able to survive manking Sy special hits withmoves thanks to the boosted Special Defense. Judgment is the most reliable and powerful Ice-type STAB to offer, andmove Ice Arceus has access to; due to a lack of Ice -resistsant Pokemon in the tier, it is very spammable. Recover gives Ice Arceus the longevity it needs to consistently check threats, or accumulate enough Calm Mind boosts to potentially sweep teams. Thunder is the coverage move of choice, preventing Primal Kyogre and Water Arceus from easily checking Ice Arceus, while also hitting Ho-Oh super effectively. Fire Blast is an alternative that can be used to OHKO Ferrothorn and Mega Scizor, while also hitteavily damaging Klefki and Aegislash for great damage. Ice Beam is can alternativebe used over Judgment, tradgiving up some power for a chance to freeze chancthe foe, which couldan prove useful in a Calm Mind war.

Set Details
========

248 HP EVs give Ice Arceus the bulk it needs to check Mega Salamence and Rayquaza while also minimizing Stealth Rock damage at the same time. Maximum Speed EVs withand a Timid nature allow Ice Arceus to, at worst, tie with other Arceus formes, and Mega Salamence. The rest of the EVs goare put into Special Attack,; however, relinquishing the HP EVs to maximumize Special Attack EVs over HP is an option to allow Ice Arceus to 2HKO Ho-Oh with a +1 Thunder, something that cannot be done with 8 Special Attack EVs.

Usage Tips
========

Ice Arceus's STABJudgment is very potent in ORAS Ubers, and should be used whenever ithe chance is given be used. Be very careful how youwhen switching it in, however, as the very badits poor defensive typing and weakness Stealth Rock weakness can cause serious problems to its longevitmake it KOed more easily. BringSwitching Ice Arceus in after somethinga foe is KO'ed is a great way to avoid damage and get it in safely. Try to weaken possible checks to Ice Arceus such as Ho-Oh before revealing it, or your opponent mayight try to preserve them to stop it. Ice Arceus works best as a late -game cleaner with Calm Mind and its great STABJudgment, but can also be used early-game to revenge kill Dragon-types if necessary.

Team Options
========

Defog is absolutely necessary when using Ice Arceus to keepremove hazards at bay, as Stealth Rock will chunkremove 25% of Ice Arceus's health upon every switch in if it is not removed, and; it is also very weak to Toxic Spikes. Latios, Latias, and Giratina-O are good options for Defog users. Stealth Rock usetters, such as Dialga, Primal Groudon, and Mega Diancie, are appreciated to punish Ho-Oh switch-ins and chip at other enemy Pokemon, allowing Ice Arceus to clean up later, win th examples including Dialga, Primal Groudon and Mega Diancie. Primal Groudon is especially a great teammate and should always be partnered with to Ice Arceus, due to its resistances to Fire and Steel, ability to set Stealth Rock up, as well as its ability to check Ho-Oh, Primal Kyogre, Aegislash, and Klefki;, all of which are huge threats to Ice Arceus.

Other Options
########

Ice Arceus doesn't have many other viable options. Ancient Power is acould possibility be used to 2HKO Ho-Oh without any boosts or Special Attack investment, but is usually not worth the trade off unless you absolutely need ways to get around Ho-Oh. Refresh is a way to deal with status, but the subsequent lack of coverage leaves Ice Arceus walled by a lot of Pokemon and is not typically worth bothering with.

Checks &amp; Counters
########

**Ho-Oh**: A very common Pokemon that canHo-Oh is able to switch in and OHKO Ice Arceus with Sacred Fire without many problems great ease. A +1 Thunder can 2HKO it after Stealth Rock, however.

**Steel-types**: While not all of the Steel-types seecommon in Ubers resist Ice, they all have the bulk to take Judgment and deal hugeheavily damage it with their STAB attacks. Some Steel-types, such as Klefki, Mega Scizor, and Aegislash, are hard to beat without Fire Blast.

**Water-types**: Water-types such as Primal Kyogre and Water Arceus resist Judgment, and can win Calm Mind wars due to Ice Arceus not resisting Water.

**Fire-types**: Fire-types are large threats to Ice Arceus; Primal Groudon is neutral to Ice and is commonly seen with a Fire STAB move or Rock-type coverage, making it a risky situationdifficult for Ice Arceus to beat it. Mega Blaziken can also switch in at least onto Ice Arceus and OHKO it with eithers STAB moves. Fire Arceus can also resistsdeal with Ice and can win 1v1 against IArceus easily, thanks to its resistance Arto Iceus.

**Fighting-types**: Fighting-types, including Mega Mewtwo X, Mega Lucario, and Mega Blaziken, can switch into Judgment, Thunder or, and Fire Blast, and OHKO Ice Arceus with their Fighting-type STAB moves.

**Rock-types**: While Rock-types such as Tyranitar, Mega Diancie, and Rock Arceus are neutral todo not resist Ice, they can switch in andeasily KO Ice Arceus win thanks to their Rock-type STAB attackmoves.


GP 1/2
 
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Winry

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Overview
########

With a lack of Ice-resistant Pokemon in Ubers, Ice Arceus has the ability to wreak havoc to unprepared teams thanks to its access to Ice-type STAB moves, which is rare, as well as excellent coverage in Thunder and Fire Blast. Its Ice typing causes many problems, however, such as a crippling weakness to Stealth Rock and no notable resistances, making Ice Arceus difficult to fit into a team, especially when an Arceus forme is typically chosen to cover up weaknesses in a team. However, the return of viable Defog users in Latios and Latias help with the Stealth Rock issue, and having an Arceus forme that can deal with Mega Salamence, a huge threat, is useful for some offensive teams.

Calm Mind
########
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Recover
move 4: Thunder / Fire Blast
item: Icicle Plate
evs: 248 HP / 8 SpA / 252 Spe
nature: Timid

Moves
========

Calm Mind allows Ice Arceus to threaten the opposing team and maintaining offensive presence with the boosted Special Attack while also being able to survive many special moves thanks to the boosted Special Defense. Judgment is the most reliable and powerful Ice-type STAB move Ice Arceus has access to; due to a lack of Ice-resistant Pokemon in the tier, it is very spammable. Recover gives Ice Arceus the longevity it needs to consistently check threats, [rc] or accumulate enough Calm Mind boosts to potentially sweep teams. Thunder is the coverage move of choice, preventing Primal Kyogre and Water Arceus from checking Ice Arceus, [rc] while also hitting Ho-Oh super effectively. Fire Blast is an alternative that can be used to OHKO Ferrothorn and Mega Scizor and, [rc] while also heavily damaging damage Klefki and Aegislash. Ice Beam can be used over Judgment, giving up some power for a chance to freeze the foe, which can prove useful in a Calm Mind war.

Set Details
========

248 HP EVs give Ice Arceus the bulk it needs to check Mega Salamence and Rayquaza while minimizing Stealth Rock damage at the same time. Maximum Speed EVs and a Timid nature allow Ice Arceus to, at worst, tie with other Arceus formes, [rc] and Mega Salamence. The rest of the EVs are put into Special Attack; however, [ac] relinquishing the HP EVs to maximize Special Attack is an option to allow Ice Arceus to 2HKO Ho-Oh with a +1 Thunder, something that cannot be done with 8 Special Attack EVs.

Usage Tips
========

Ice Arceus's Judgment is very potent in ORAS Ubers, and it should be used whenever it can be used. Be very careful when switching it Ice Arceus in, however, as its poor defensive typing and weakness to Stealth Rock can make it KOed more easily. Switching Ice Arceus in to revenge kill a foe is a great way to avoid damage and get it in safely. Try to weaken possible checks to Ice Arceus such as Ho-Oh before revealing it, or your opponent might try to preserve them to stop it. Ice Arceus works best as a late-game cleaner with Calm Mind and Judgment, but can also be used early-game to revenge kill Dragon-types if necessary.

Team Options
========

Defog is absolutely necessary when using Ice Arceus to remove entry hazards, as Stealth Rock will remove 25% of Ice Arceus's health upon every switch in if it is not removed; it Ice Arceus is also very weak to Toxic Spikes. Latios, Latias, and Giratina-O are good options for Defog users. Stealth Rock setters, such are Dialga, Primal Groudon and Mega Diancie, [ac] are appreciated to punish Ho-Oh switch-ins and chip at other enemy Pokemon, allowing Ice Arceus to clean up later. Primal Groudon is a great teammate, [rc] due to its resistances to Fire and Steel, ability to set Stealth Rock up, and as well as its ability to check Ho-Oh, Primal Kyogre, Aegislash, and Klefki, all of which are huge threats to Ice Arceus.

Other Options
########

Ice Arceus doesn't have many other viable options. Ancient Power could be used to 2HKO Ho-Oh without any boosts or Special Attack investment, but is usually not worth the trade off unless you absolutely need ways to get around Ho-Oh. Refresh is a way to deal with status, but the subsequent lack of coverage leaves Ice Arceus walled by a lot of Pokemon and is not typically worth bothering with.

Checks & Counters
########

**Ho-Oh**: Ho-Oh is able to switch in OHKO Ice Arceus with Sacred Fire with great ease. A +1 Thunder can 2HKO it after Stealth Rock, however.

**Steel-types**: While not all Steel-types common in Ubers resist Ice, they all have the bulk to take Judgment and heavily damage it Ice Arceus with their STAB attacks. Some Steel-types, such as Klefki, Mega Scizor, and Aegislash, are hard to beat without Fire Blast.

**Water-types**: Water-types such as Primal Kyogre and Water Arceus resist Judgment, [rc] and can win Calm Mind wars due to Ice Arceus not resisting Water.

**Fire-types**: Fire-types are large threats to Ice Arceus; Primal Groudon is neutral to Ice and is commonly seen with a Fire-type STAB move or Rock-type coverage move, making it difficult for Ice Arceus to beat it. Mega Blaziken can also switch into Ice Arceus and OHKO it with its STAB moves. Fire Arceus can also deal with Ice Arceus easily, [rc] thanks to its resistance to Ice.

**Fighting-types**: Fighting-types such as including Mega Mewtwo X, Mega Lucario, and Mega Blaziken, [rc] can switch into Judgment, Thunder, [ac] and Fire Blast, [rc] and OHKO Ice Arceus with their Fighting-type STAB moves.

**Rock-types**: While Rock-types such as Tyranitar, Mega Diancie, [ac] and Rock Arceus do not resist Ice, they can switch in and easily KO Ice Arceus with their STAB moves. [period]
2/2
 
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