Archeops

Pokedots

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[OVERVIEW]

With its gargantuan mixed attacking stats and a blazing Speed that lets it outspeed almost all of the unboosted metagame, Archeops has established itself as one of the best Pokemon in the tier. Its offensive stats are matched with an equally strong offensive movepool, with a wide variety of both special and physical moves that allow Archeops to potentially beat almost every one of its counters. In particular, STAB Acrobatics is one of the most spammable and powerful attacks in the tier, though it comes at the price of not being able to viably run an item. Archeops's typing is even decent defensively, giving it resistances to Normal-, Fire-, Bug-, and Flying-type moves, and its access to reliable recovery in Roost and support moves in Taunt, Defog, and Stealth Rock gives Archeops both defensive and supportive utility. While these would all be traits of an easily OverUsed or even Ubers Pokemon, Archeops's wings are clipped by Defeatist, which makes Archeops virtually useless when it's below half HP. A Stealth Rock weakness and low defenses don't do Archeops any favors in compensating for its ability, either. In addition, very common Pokemon such as Rhydon, Musharna, and Regirock check Archeops with ease if it lacks the appropriate coverage move.

[SET]
name: Attacker
move 1: Acrobatics
move 2: Earthquake
move 3: Hidden Power Grass / Focus Blast / Aqua Tail
move 4: Roost
item:
ability: Defeatist
nature: Naive / Jolly
evs: 252 Atk / 4 SpA / 252 Spe

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

Acrobatics is a powerful Flying-type STAB move and Archeops's most spammable move. Earthquake hits Steel- and Electric-types such as Mawile, Klinklang, and Lanturn and hits Garbodor without making contact. Hidden Power Grass nails bulky Rock-, Ground-, and Water-types such as Rhydon, Carracosta, and Quagsire for, most of the time, 4x super effective damage. Focus Blast hits almost all of Hidden Power Grass's targets except for Quagsire for about the same damage, with the bonus of beating Regirock, Ferroseed, and Miltank, but its low accuracy makes it rather unreliable. Aqua Tail is another option to 2HKO Rhydon, but it doesn't target anything else. Roost lets Archeops recover health on forced switches and against Pokemon that can't do much to it as to keep it out of Defeatist range, but it typically doesn't get too many opportunities to use it. Knock Off nails Rotom, does good damage to Musharna, and removes Leftovers and Eviolite from the likes of Regirock and Rhydon, respectively, making them significantly easier to wear down and beat, notably letting Archeops 2HKO tank Rhydon with Hidden Power Grass or Focus Blast. U-turn lets Archeops pivot out of its checks and counters, gain momentum, and progressively wear them down, especially if the foe's Leftovers have been removed. Substitute takes advantage of the switches Archeops forces and allows it to dodge Sucker Punch from the likes of Skuntank and Shiftry.

Set Details
========

Maximum Speed investment and a Naive nature let Archeops outspeed the majority of the tier and Speed tie with other base 110 Speed Pokemon such as Tauros while not weakening any of its moves. A Jolly nature can be run if Archeops opts to run a physical move over Hidden Power Grass or Focus Blast. The rest of the EVs are placed into Attack in order to give Acrobatics and Earthquake a powerful punch. Archeops can opt to run maximum Special Attack investment in order to 2HKO standard tank Rhydon with Hidden Power Grass or Focus Blast and Regirock with Focus Blast, and it can still hit hard physically due to its naturally high Attack and the high Base Power of Acrobatics. No item is used as to double Acrobatics's power.

Usage Tips
========

Because of Archeops's frailty, its Stealth Rock weakness, and the threat of getting down to Defeatist range, it should rarely switch into even resisted hits, especially if it doesn't have Roost. Generally, it's best to bring Archeops in on a teammate's U-turn, Volt Switch, or Baton Pass or on a predicted switch, preventing it from taking any damage. Once in, Acrobatics is usually Archeops's most spammable move due to its high Base Power and great neutral coverage, and even if the opponent has a Pokemon that resists Flying such as Klinklang or Barbaracle, Archeops can simply go for the appropriate coverage move in the next turn and KO it. If the opponent has a bulky Rock-type such as Carracosta, Rhydon, or Regirock, it's best to go for Hidden Power Grass or Focus Blast as they switch in in order to 3HKO or 2HKO them, or at least use Knock Off to make them easier to wear down. If one of Archeops's counters such as Musharna, Regirock, or Miltank (the latter two are counters only if it lacks Focus Blast, though) is on the opposing team, double switch into a teammate that threatens them in order to maintain momentum and potentially make them take entry hazard damage. Roost off damage on forced switches to stay out of Defeatist range.

Team Options
========

Water-, Grass-, and Fighting-type partners, such as Samurott, Torterra, and Sawk, handle the Rock-, Water-, and, to a lesser extent, Steel-types that check Archeops. Generally speaking, Archeops appreciates special wallbreakers, such as Life Orb Haunter and Magmortar, that can pressure the Pokemon that wall it. Entry hazard control from the likes of Xatu, Prinplup, Shiftry, and Sandslash is recommended, especially when Archeops lacks Roost, as not only is it weak to Stealth Rock, but it also becomes useless in Defeatist range; Archeops doesn't need this support, however, as it is generally found on offensive teams. Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes to help Archeops wear down its checks and counters. Sweepers such as Swords Dance Samurott, Swords Dance Mawile, and Tauros love Archeops's ability to lure Rock- and Steel-types and Quagsire and weaken them with its wide coverage so that they can sweep late-game. U-turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile helps Archeops get in safely.

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

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

Acrobatics is a powerful Flying-type STAB move and has good neutral coverage by itself. Roost provides Archeops with reliable recovery and allows it to remain healthy throughout the match. Taunt prevents the foe from using support moves, setting up, and healing themselves, allowing Archeops to beat Pokemon it otherwise wouldn't such as Mega Audino and Weezing. Earthquake hits the Steel- and Electric-types that resist Acrobatics such as Mawile and Lanturn and lets Archeops get at least some damage on bulky Rock-types, in addition to hitting Garbodor without making contact. Defog supports the team by getting rid of entry hazards, and while Archeops has a terrible matchup against most Stealth Rock setters, it handles Garbodor pretty well. U-turn allows Archeops to pivot out of its switch-ins and gain momentum.
Set Details
========

Maximum HP investment allows Archeops to take both physical and special hits better, and maximum Speed investment and a Jolly nature allow it to outspeed common Pokemon it checks such as Pyroar and Speed tie with the likes of Tauros and Jumpluff. No item is used as to maximize the power of Acrobatics.

Usage Tips
========

Archeops can come in on the Normal-, Fire-, Flying-, and Flying-types it checks throughout the game, but it will often find itself taking around 50% damage from these Pokemon. Because of this, Archeops often wants to use Roost after switching in, particularly if it took Stealth Rock damage. If Archeops didn't take too much damage, however, it can spam Acrobatics to deal good damage against anything that doesn't resist it. However, if there is a bulky Rock-type on the opposing team, Archeops can either Taunt it as it comes in to prevent it from setting up Stealth Rock or switch to a teammate that threatens it. Other typical answers to Archeops lose to this set, however, as Pokemon such as Musharna, Seismic Toss Miltank, Weezing, and Mega Audino without Surf can't inflict status on Archeops, set up, or recover HP because of Taunt and can't 2HKO Archeops with their unboosted attacking options. Defog Archeops can switch into (Toxic) Spikes setters such as Garbodor and Weezing, Defog away their entry hazards, and Taunt them, though it has to play around Will-O-Wisp in the latter's case and hates getting poisoned by Gunk Shot and Sludge Bomb; moreover, keep in mind that Defog Archeops has a uniformly terrible matchup against most Stealth Rock setters.

Team Options
========

BulkyCheops fits on most playstyles as a glue Pokemon that checks Fire-, Normal-, and Flying-types, stallbreaks, and even removes entry hazards while still being extremely fast and hitting hard. Archeops appreciates Water-, Ground-, and Fighting-type partners, such as Samurott, Torterra, and Hariyama, that can check and beat the Rock- and, to a lesser extent, Steel-types that handle Archeops. Grass- and Electric-types such as Torterra, Vileplume, and Lanturn put a stop to the Water- and Electric-types that beat Archeops. Pokemon such as Hariyama and Assault Vest Magmortar that check the Ice-types Archeops struggles with are also decent partners. Although it's not necessary by any means, entry hazard control from the likes of Shiftry and Prinplup helps Archeops check foes with greater ease, as it won't have to take Stealth Rock damage when coming in.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Endeavor
move 4: Head Smash
item: Focus Sash
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Stealth Rock is necessary for all teams, and Archeops is a decent setter for hyper offensive ones. Taunt prevents the foe from setting up entry hazards, weather, or a boosting move. Endeavor allows Archeops to essentially eliminate a foe by bringing it down to 1 HP once its Focus Sash is broken. Head Smash allows Archeops to smash Xatu and to KO itself to prevent the foe from using Rapid Spin or Defog.
Set Details
========

Maximum Speed investment and a Jolly nature are necessary to outspeed as much as possible and to guarantee Archeops at least two turns on the field, and maximum Attack investment makes Head Smash even more powerful. Focus Sash lets Archeops survive any non-multi-hit move if it hasn't taken any prior damage.

Usage Tips
========

Archeops should typically lead in order to avoid getting its Focus Sash broken and set up Stealth Rock as early as possible. In most scenarios, Archeops should prioritize setting Stealth Rock first. If the opponent leads off with an entry hazard setter of their own or a setup sweeper, Archeops can Taunt them. A lot of 50/50s are created when Archeops is up against Pokemon with multi-hit moves such as Rhydon, Crustle, and Klinklang. In the former two cases, it's generally best to go for Stealth Rock rather than to Taunt them unless the cost of Stealth Rock on Archeops's side is too high. Klinklang's case is trickier, however; if Archeops's team has an answer to it, it's generally safe to set up Stealth Rock, but if the team doesn't, it might be better for Archeops's to Taunt Klinklang to prevent it from sweeping or creating huge holes in Archeops's team right after the first turn. After Archeops has been knocked down to its Focus Sash, go for Endeavor to effectively KO the foe by bringing it down to 1 HP. On the other hand, if Archeops is up against a spinner or Defogger, it should use Head Smash to KO itself with recoil as to prevent it from using Rapid Spin or Defog. If the opponent has Xatu but nothing that can revenge kill Archeops with its Focus Sash broken, nail Xatu with Head Smash on the predicted switch to prevent it from bouncing back Stealth Rock; if the opponent does have a priority attacker or a Pokemon that outspeeds Archeops, it might be best to lead with something else, or you can risk the 50/50 if necessary. Judging whether Xatu checks something important on Archeops's team or if its only role in that match is to bounce back Stealth Rock can ease prediction.
Team Options
========

Archeops fits best on hyper offensive teams that want a fast Stealth Rock lead that can Taunt opposing leads. Archeops doesn't need much support, so it can be paired with just about any other offensive Pokemon, such as Swords Dance Samurott and Lilligant. An answer to Klinklang, such as Gurdurr or Poliwrath, is appreciated, as not only does Klinklang play obnoxious mind games with Archeops, but it also is one of the biggest threats to the fast, frail offensive teams that Archeops finds a home on. A spinblocker or Defog deterrent, such as Mismagius or Pawniard, respectively, prevents spinners and Defoggers from getting rid of Archeops's Stealth Rock. Pursuit trappers such as Skuntank and Liepard can prevent Archeops from having to play mind games with Xatu, but this isn't always necessary.

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

A Choice Band set with Stone Edge / Earthquake / U-turn / Knock Off or Aerial Ace gives Archeops ridiculous power, 2HKOing stupidly bulky Pokemon such as Prinplup, and Archeops even has Switcheroo to cripple walls and be able to use its coverage afterwards. A Life Orb also gives a significant power boost while allowing Archeops to switch moves, use Roost, and even go mixed, but the recoil will eventually bring Archeops down to Defeatist range, especially if it switches into Stealth Rock. Carrying an item in general, however, is a pretty subpar option on Archeops, as STAB Acrobatics is just too good to give up.
Stone Edge hits Rotom-S and Pelipper, which are otherwise solid checks, super effectively, but other coverage moves pair better with Acrobatics. Taunt on offensive Archeops sets allows it to get past all of non-Surf Mega Audino, Musharna, Weezing, and Seismic Toss Miltank, but its coverage moves are typically more useful, and Archeops is forced to run Roost alongside Taunt. BulkyCheops can set up Stealth Rock if nothing else on its team can. Tailwind is an option to support its teammates, with Archeops usually sacrificing itself to set Tailwind up when it isn't needed anymore to let a slower teammate outspeed the foe. Iron Tail can also work on certain teams to 3HKO Mega Audino and Granbull.

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

**Bulky Rock-types**: Bulky Rock-types such as Rhydon, Carracosta, and Regirock are found on most teams as Stealth Rock setters and check Archeops with relative ease, as they don't take much damage from Earthquake. They have to watch out for Hidden Power Grass or Focus Blast from the mixed set, however, and due to their lack of reliable recovery, they can be worn down by a combination of U-turn and entry hazards, especially if their Leftovers or, in the case of Rhydon, Eviolite gets removed by Knock Off.

**Water-types**: Bulky Water-types such as Prinplup and Carracosta can switch into Archeops well and KO it with their Water-type STAB moves. Samurott and Kabutops can revenge kill Archeops with Aqua Jet, but they aren't reliable switch-ins because they get 2HKOed by Acrobatics and Earthquake, respectively. Carracosta and Shuca Berry Barbaracle can use physical sets as setup fodder, but they are KOed by Hidden Power Grass from the mixed set.

**Physically Bulky Pokemon**: Some physically bulky Pokemon, even those that don't resist Acrobatics, such as Mega Audino, Musharna, Miltank, Piloswine, and Weezing, wall Archeops because of their high bulk and because they aren't weak to Archeops's coverage moves. A lot of these can be beaten by sets with Taunt and Roost, however.

**Stealth Rock**: Not only is Archeops weak to Stealth Rock, but it also gets brought down to Defeatist range after switching into it three times, making Stealth Rock especially deadly for it.

**Faster Pokemon, Choice Scarf Users, and Priority Moves**: Faster Pokemon and Choice Scarf users, such as Floatzel, Zebstrika, and Choice Scarf Rotom, can outspeed and KO Archeops, but they can only switch into it once at best. STAB super effective priority attacks from the likes of Piloswine and Samurott can KO Archeops, but even neutral or non-STAB super effective priority moves such as Gurdurr's Mach Punch, Shiftry's Sucker Punch, and Hariyama's Bullet Punch can spell doom for Archeops by bringing it down to Defeatist range.
 
Last edited:

Punchshroom

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I feel that HP Grass + Focus Blast on Archeops would be a tad redundant; Focus Blast should be slashed after HP Grass. Reason being that Focus Blast kind of already hits everything HP Grass would (bar Quagsire) with less accuracy but also nabs extra coverage on threats like Kangaskhan, Regirock, and Klinklang (~26.25% to straight up OHKO, factoring in accuracy).

The specially offensive mixed set is cool and adapts to current meta changes, but I feel a physically inclined Archeops set should still be listed. While the specially offensive set has better corebreaking power and can snag 2HKOes more easily, the physical set has more actual KOing potential (mostly due to a stronger Acro which makes it easier to spam) and makes for a better endgame cleaner by clicking Acro. Some examples in the difference of neutral / immediate power between the two include the special set not 2HKOing offensive CM Uxie, not 3HKOing Prinplup, and faring worse against Rotom than I thought possible for an offensive Archeops variant (:/), while physical Archeops stands a good chance to 2HKO pivot Lanturn with Acro + EQ after SR damage (100% 2HKO with Knock Off + EQ) and has a 3/4 chance to straight up OHKO Pyroar with EQ (while the special set can't at all).

Basically I believe the physical Archeops variant is still worth a set (albeit below the specially offensive mixed variant as that is likely the set to prepare for), as its Flying STAB is just too good an asset to not consider capitalizing on. A head start on the set:

name: Physically Offensive
move 1: Acrobatics
move 2: Earthquake
move 3: Knock Off
move 4: U-turn / Roost
item: none
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

Let's say standard tank Rhydon switches into Knock Off while taking SR damage. After a U-turn, Rhydon straight up dies to Acro + EQ, which is to say holy shit Archeops wears shit down quick. Pretty much every Acro sponge in the tier gets worn down fast by Knock Off + U-turn (or in Rotom's case, straight up dies), and all of these attacks still have greater neutral (aka killing) power outside of their intended targets.; you can't argue that the special set isn't a bit more specialized, nor does it eclipse the physical set enough to exclude it from the list of sets.

I don't know where Stone Edge would go on this set; it probably doesn't need it tbh :P

Pokedots whoops I messed up the EV spread; corrected.
 
Last edited:

boltsandbombers

i'm sorry mr. man
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this sprite is hurting my eyes ._.
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[OVERVIEW]

  • Gargantuan mixed attacking stats
  • One of the fastest Pokemon in NU
  • Wide variety of moves that allow it to potentially beat almost every one of its common checks and counters
  • STAB Acrobatics is one of the most powerful and spammable moves in the meta, though it comes at the price of not being able to hold an item
  • Decent typing defensively gives it resistances to Normal-, Fire-, Bug-, and Flying-moves, and access to reliable recovery in Roost
  • Support moves in Taunt, Defog, and Stealth Rock, though these don't find too much use in its offensive set
  • Defeatist, combined with bad defenses and a weakness to Stealth Rock I'm assuminf you will but be sure to emphasize how big of a downside defeatist is
  • Weakness to common priority in Aqua Jet
  • Checked by common Pokemon such as Rhydon, Regirock, and Musharna regirock loses to focus blast, rhydon loses to hp grass or fblast mush is a more reliable answer but it struggles to take acro's after being knocked off; my point here is that while it does have a great coverage movepool it can be checked by common pokemon depending on what coverage move it uses which should be noted

[Set]
name: Mixed Attacker
move 1: Acrobatics
move 2: Hidden Power Grass / Focus Blast
move 3: Earthquake
move 4: Heat Wave / Roost
item: none
ability: Defeatist
nature: Naive
evs: 4 Atk / 252 SpA / 252 Spe

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

  • Acrobatics is a powerful Flying STAB move and Archeops's most spammable move
  • Hidden Power Grass hits bulky Rock-, Ground-, and Water-types such as Rhydon, Carracosta, and Quagsire for most of the time super effective damage
  • Focus Blast hits almost all of Hidden Power Grass's targets except for Quagsire for about the same damage, with the bonus of beating Regirock, Ferroseed, and Miltank, but it has bad accuracy and can't be expect to reliable hit its targets twice I mean you have a 50ish percent to hit 2 fblasts which isnt awful, I'd just leave it at being unreliable
  • Earthquake hits Electric-types such Electivire and most importantly Lanturn, which isn't 2HKOed by Earth Power idk if you need to mention earth power since its not that good in the first place, try and reword that part
  • Heat Wave hits Steel-types such as Klinklang, Ferroseed, and Mawile super effectively, though it's important to note that it's fairly redundant if Archeops chooses to run Focus Blast
  • Roost lets Archeops recover health on forced switches and Pokemon that can't do much to it and so keep it out of Defeatist range, but it typically doesn't get too many opportunities to use it
  • Knock Off for Rotom and Psychic-types, which wall this set otherwise
put a mention (not slash) of substitute here as it takes advantage of forced switches and with the 7 relevant sucker punch users in the tier it seems like solid choice

Set Details
========

  • Maximum Speed investment and a Naive nature let Archeops outspeed the majority of the tier, while not weakening any of its moves and tie with opposing base 110s like tauros (and raichu if you feel thats worth including)
  • The rest of the EVs are dumped into Special Attack in order to make its special coverage move as powerful as possible, notably letting it 2HKO standard tank Rhydon, while still hitting hard physically thanks to Archeops's naturally high Attack and the high base power of Acrobatics
  • 72 Attack EVs can let Archeops always 2HKO defensive Garbodor with Earthquake
Usage Tips
========

  • Because of the Archeops's frailty, Stealth Rock weakness, and the threat of getting down to Defeatist range, it should rarely switch into even resisted hits, especially if it doesn't have Roost. Generally it's best to bring Archeops in on a U-Turn, Volt Switch, or Baton Pass, or on a predicted switch, preventing it from taking any damage
  • Once in, Acrobatics is usually Archeops most spammable move due to its high base power and great neutral coverage, and even if the opponent has a resist such as Mawile or Carracosta, Archeops can simply go for the appropriate coverage move in the next turn
  • If the opponent has a bulky Rock-type such as Carracosta, Rhydon, or Regirock, it's best to go for Hidden Power Grass or Focus Blast as they switch in in order to 2HKO them
  • If one of Archeops hard counters such as Musharna or Regirock and Miltank if it lacks Focus Blast is in the opposing team, double switch into a teammate that threatens them in order to maintain momentum, and potentially make them take entry hazard damage
  • Roost off damage on forced switches to stay out of Defeatist range

Team Options
========

  • Entry hazard control from the likes of Xatu, Prinplup, and Sandslash is highly recommended, especially when Archeops lacks Roost, as not only is it weak to Stealth Rock, it also becomes useless in Defeatist range I'd move this bullet point lower down since archeops stacks weaknesses with most if not all entry hazard removers and this set fits best on offensive teams which generally dont need hazard removal, and from experience keeping off sr isnt a huge deal since you're not going to be switching it into stuff often or at all
  • Water-, Grass-, and Fighting-type partners, such as Samurott, Torterra, and Sawk, handle the Rock- and Water-, and to a lesser extent Steel-types that check Archeops with ease
  • Generally speaking, Archeops appreciates special wallbreakers, such as Life Orb Haunter or Magmortar, that can pressure the Pokemon that wall Archeops
  • Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes and thus help Archeops wear down its counters
  • Sweepers such as Swords Dance Samurott and Mawile and Tauros love Archeops's ability to lure Rock- and Steel-types and Quagsire with its wide coverage so that they can sweep late-game
  • U-Turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile to get in safely

[SET]
name: Physical Attacker
move 1: Acrobatics
move 2: Earthquake
move 3: Knock Off
move 4: U-turn / Roost
item: none
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

  • Acrobatics is a powerful Flying STAB move that hits a lot of the metagame neutrally
  • Earthquake hits the Steel-, Rock-, and Electric-types that resist Acrobatics, such as Mawile, Rhydon, and Lanturn, for super effective damage
  • Knock Off gets rid Rhydon's Eviolite and the likes of Carracosta's and Regirock's Leftovers recovery, making them significantly easier to wear down and beat, and also hits the Rotom forms super effectively or neutrally
  • U-turn lets Archeops pivot out of its checks and counters, gain momentum, and progressively wear them down, especially if the foe's Leftovers have been Knocked Off I think that u-turn is terrible, since the chip damage on its checks and counters is pointless as hell since using the mixed set is much more effective at beating its checks and counters; I'd reckon that aqua tail is much more beneficial here and u-turn could be bumped down to a moves mention or a slash after roost either is fine
  • Roost lets Archeops regain lost health against Pokemon that can't do much against it or forced switches, keeping it out of Defeatist range
put a mention (not slash) of substitute here as it takes advantage of forced switches and with the 7 relevant sucker punch users in the tier it seems like solid choice imo

Set Details
========

  • Straightforward spread; maximum Attack and Speed investment with a Jolly nature to hit as hard a possible and outspeed most of the metagame and tie with opposing base 110s like tauros (and raichu if you feel thats worth including)
  • No item is held to double Acrobatics's power

Usage Tips
========

  • Archeops shouldn't switch in directly into other Pokemon, even on resisted hits, because of its frailty, Stealth Rock weakness, and the possibility of falling to Defeatist range, and so should be instead brought in through U-Turn, Volt Switch, Baton Pass, or a double switch
  • Once in, Acrobatics is Archeops's most spammable move and will hit anything that doesn't resist it, and even some that do, for big damage; even bulky resists such as Klinklang are KOed by the combination of Acrobatics and Earthquake with a little prior damage
  • When up against bulky Rock-types such as Rhydon, Carracosta, and Regirock, however, it's best to Knock Off as they switch in to get rid of their Eviolite or Leftovers recovery, and then U-turn out to get chip damage on them. After knocking off their item, in the case of Rhydon, Archeops can KO it with the combination of Acrobatics and Earthquake, while in the case of the others, Archeops can spam U-turn until they are in Earthquake range
  • Spamming U-Turn in general is a good idea, as Archeops can then leave otherwise counters, such as Mega Audino, Miltank, and Musharna, in Acrobatics 2HKO range, especially if Archeops knocked off their items beforehand.
  • Keep in mind that while Archeops wants to switch in multiple times to wear down its counters, Archeops can't come in as often as it wants to because Stealth Rock may bring it down to Defeatist range
  • Roost off damage, if Archeops has it, on forced switches to stay out of Defeatist range

Team Options
========

  • Hazard control from the likes of Prinplup and Xatu is highly recommended, especially if Archeops doesn't have Roost, as not only is Archeops weak to Stealth Rock, it also becomes nearly useless when it gets to Defeatist range
  • Water-, Grass-, and Fighting-types, such as Samurott, Torterra, and Hariyama, that can check and plummel through the Rock-, Water-, and to a lesser extent Steel-types that wall Archeops are very helpful partners
  • Special wallbreakers such as Cacturne, special Samurott, and Magmortar in general beat the physically bulky Pokemon, such as Miltank and Musharna, that wall Archeops
  • Sweepers such as Tauros, Samurott, Calm Mind Psychic-types, and Scyther that clean after Archeops weakens Rock-, Water-, and Steel-types with a combination of Knock Off and U-turn, and its strong Acrobatics and Earthquake
  • Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes and thus help Archeops wear down its counters, and entry hazard stacking in general pairs well with Knock Off and U-Turn
  • U-Turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile to get in safely

[Set]
name: Bulky Cheops (I'd just name this BulkyChops or just Bulky)
move 1: Acrobatics
move 2: Roost
move 3: Taunt / Defog
move 4: Earthquake / Defog
item: none
ability: Defeatist
nature: Jolly
evs: 248 HP / 8 Def / 252 Spe

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

  • Acrobatics is a powerful Flying STAB move and has good coverage by itself
  • Roost provides Archeops with reliable recovery that is invaluable to its role as a bulky pivot (pivot isn't really the word I want to use, help?)
  • Taunt prevents the foe from using support moves, setting up, or healing themselves, and so allows it to beat Pokemon it otherwise wouldn't such as Cro Mega Audino and Weezing
  • Earthquake hits the Steel- and Electric-types that resist Acrobatics such as Mawile and Lanturn, and let it get at least some damage on bulky Rock-types
  • Defog supports the team by getting rid of hazards, and while Archeops has a terrible match-up against most Stealth Rock setters, it can beat Garbodor

Set Details
========

  • Max HP investment allows Archeops to take both physical and special hits better, and max Speed investment and a Jolly nature allow it to outspeed common Pokemon it checks such as Pyroar and at least speed tie with the likes of Tauros and Jumpluff.
  • No item is used to maximize the power of Acrobatics

Usage Tips
========

  • Archeops can come in on the Normal-, Fire-, Flying-, and Flying-types it checks throughout the game I feel like this is overexaggerating archeops's bulk, as most powerful hits from fire/flying/normal mons will typically do around 50% which forces archeops to roost more often
  • After coming in, Archeops can typically spam Acrobatics to get off good damage against anything that doesn't resist it idk you dont usually click acro since its often forced to roost off damage, acro is moreso after you've weakened the flying resists or need to revenge kill something
  • However, if there is a bulky Rock-type on the opposing team, Archeops can either Taunt them as they come in to prevent them from setting up Stealth Rock or hard switch to a teammate that threatens them
  • Other typical answers to Archeops lose to this set, however, as Pokemon such as Musharna, Seismic Toss Miltank, Weezing, and Mega Audino without Surf can't status Archeops, set up, or recover HP because of Taunt, and can't 2HKO Archeops with their unboosted attacking options
  • If Archeops took significant damage coming in, and especially if it took Stealth Rock damage, Archeops wants to Roost back HP to be able to switch in again
  • Defog Archeops can switch into (Toxic) Spikes setters such as Garbodor and Weezing, though it has to play around Will-O-Wisp in the latter's case, and Defog away their entry hazards and Taunt them; keep in mind Defog Archeops has a uniformly terrible matchup against most Stealth Rock setters, however
in the last bullet point note how it really dislikes potential poisons from gunk shot/sludge bomb

Team Options
========

  • Fits on most playstyles as a glue that checks Fire-, Normal-, and Flying-types, stallbreaks, and even removes hazards while still being extremely fast and hitting hard, and is in general easy to fit into a team
  • Appreciates Water-, Ground-, and Fighting-type partners, such as Samurott, Torterra, and Hariyama, that can check and beat the Rock- and to a lesser extent Steel-types that handle Archeops
  • Grass- and Electric-types such as Torterra, Vileplume, and Lanturn put a stop to the Water- and Electric-types that beat Archeops
  • Pokemon such as Hariyama and Assault Vest Magmortar that check the Ice-types Archeops struggles with are decent partners

[Set]
name: Suicide Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Endeavor
move 4: Head Smash
item: Focus Sash
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

  • Stealth Rock is Stealth Rock, and the main goal of this set is to set it up
  • Taunt prevents the foe from setting up hazards, weather, or using a boosting move
  • Endeavor allows Archeops to essentially eliminate a foe by bringing it down to 1 HP once its Focus Sash is broken
  • Head Smash allows Archeops to kill itself to prevent the foe from using Rapid Spin or Defog and it hits xatu !_!

Set Details
========

  • Maximum Speed is to outspeed as much as possible and so guarantee Archeops at least two turns, and Maximum attack is to give Head Smash a little more oomph
  • Focus Sash lets Archeops survive any non-multi-hit move if it hasn't taken any prior damage

Usage Tips
========

  • Archeops should typically lead, in order to avoid getting its Focus Sash broken and get up Stealth Rock as early as possible
  • In most scenerios, Archeops should prioritize setti Stealth Rock first
  • If the opponent lead off with an entry hazard setter of their own, Archeops can choose to Taunt them
  • A lot of 50/50s are created when Archeops is up against Pokemon with multi-hit moves such as Rhydon, Crustle, and Klinklang. In the first two's cases, it's generally best to go for Stealth Rock rather than to Taunt them unless the cost of Stealth Rock on Archeops's side is too high. Klinklang's case is trickier, however; if Archeops's team has an answer to it it's generally safe to set up Stealth Rock, but if the team doesn't, it might be better for Archeops's to Taunt Klinklang to prevent it from sweeping or creating huge holes on Archeops's team from the first turn
  • After Archeops has its sash broken, go for Endeavor to effectively KO the foe by bringing it down to 1 HP
  • On the other hand, if Archeops is up against a spinner or Defogger, it should Head Smash to KO itself with recoil and so prevent them from using Rapid Spin or Defog
  • If the opponent has a Xatu on the opposing team and the opponent has nothing that can revenge kill Archeops with its Focus Sash broken, smash it with Head Smash predicting a switch-in to prevent it from bouncing back Stealth Rock; if the opponent does have priority or something that outspeeds Archeops, it might be best to lead with something else or, if necessary, risk the 50/50. Judge whether Xatu checks something important on Archeops's team or if it's only role in that match would be to bounce back Stealth Rock to ease prediction

Team Options
========

  • Archeops fits best on hyper offense teams that want a Stealth Rock lead that can Taunt opposing leads
  • In its actual role as a lead, Archeops doesn't need almost any support and so can be paired with just about any other offensive Pokemon list generic offensive mons here
  • An answer to Klinklang is appreciated as not only does it play obnoxious mind games with Archeops, it is also one of the biggest threats to the fast, frail offensive teams Archeops finds a home in examples
  • A spinblocker and Defog deterrent, such as Mismagius and Pawniard respectively, prevents spinners and Defoggers from getting rid of Archeops's Stealth Rock. However, hazard control outside of Xatu is not too common, so this isn't necessary the second sentence here isnt rly that true, remove it
  • Pursuit trappers such as Liepard and Pawniard can prevent Archeops from having to play mind games with Xatu, but again this isn't necessary and Archeops functions just fine without this support

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

  • Choice Band; ridiculous power, 2HKOing stupidly bulky Pokemon such as Prinplup, and Switcheroo to cripple walls and then be able to use its coverage, but gives up Acrobatics
  • Taunt on offensive sets
  • Stone Edge I'll still be honest I still dont think stone edge does anything useful apart from hitting just rotom-s and rotom-f, you can keep it but I wouldnt mind it gone
  • Life Orb; ridiculous power+can switch moves+go mixed, but gives up Acrobatics and can bring itself down to Defeatist range, so Band, which is already an inferior set, is generally better
add tailwind and iron tail

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

**Bulky Rock-types**: Bulky Rock-types such as Rhydon, Carracosta, and Regirock are found on most teams as Stealth Rock setters and check Archeops with relative ease, as they don't take much from Earthquake. They have to watch out for Hidden Power Grass or Focus Blast from the mixed set, however, and can be worn down by a combination of U-Turn and hazards, especially if their Leftovers or, in the case of Rhydon, Eviolite got knocked off, from the physical set because of their lack of reliable recovery.

**Water-types**: Bulky Water-types, such as Prinplup and Carracosta, can switch into Archeops well and KO it with their Water STAB moves. Samurott and Kabutops can revenge kill Archeops with Aqua Jet, but they aren't reliable switch ins because they get 2HKOed by Acrobatics and Earthquake, respectively. Carracosta and Shuca Berry Barabaracle can use physical sets as setup fodder, but are KOed by Hidden Power Grass from the mixed set.

**Physically Bulky Pokemon**: Some physically bulky Pokemon such as Mega Audino, Musharna, Miltank, Piloswine, and Weezing wall Archeops even though they don't resist Acrobatics because of their high bulk, and aren't weak to Archeops's coverage. A lot of these can be beaten by sets with Taunt and Roost, however.

**Stealth Rock**: Not only is Archeops weak to Stealth Rock, it also becomes useless in Defeatist range after switching into it three times, making Stealth Rock especially deadly for it.

**Faster Pokemon, Choice Scarf Users, and Priority**: Faster Pokemon and Choice Scarf users, such as Floatzel, Zebstrika, and Choice Scarf Rotom, can outspeed and KO Archeops, but at best can only switch into it once. STAB super effective priority from the likes of Piloswine and Samurott can KO Archeops, but even neutral or non-STAB super effective priority, such as Gurdurr's Mach Punch, Kangaskhan's Sucker Punch, and Hariyama's Bullet Punch, can spell doom for Archeops by bringing it down to Defeatist range.
I dont know exactly how to describe it but in some way mention how the physical set is much more proficient at just spamming acrobatics / revenge killing since it is relatively less prediction reliant in regards to what move it chooses. Dont have any calcs to show but sometimes 4 Atk Acrobatics just isnt enough to revenge some offensive mons, and I know the GP is a little stiffy on cross referencing sets but I think you should be able to work this in somehow. If you're not sure on something talk to me on PS.

Add mentions of Shiftry and Skuntank where you think they'd be appropriate.

Implement what I said above and the changes in bold, and you're good to go.
QC 1/3
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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252 Atk Archeops Knock Off (97.5 BP) vs. 252 HP / 0 Def Eviolite Rhydon: 64-76 (15.4 - 18.3%) -- possible 6HKO
252 Atk Archeops Aqua Tail vs. 252 HP / 0 Def Rhydon: 356-420 (85.9 - 101.4%) -- 6.3% chance to OHKO

That actually straight up knocks Rhydon out right away; I would definitely give a bigger mention to Aqua Tail, which as boltsandbombers said can probably replace U-turn as the main slash on the set. Meanwhile change this to:
  • Aqua Tail allows Archeops to 2HKO Rhydon or OHKO it after a Knock Off, instead of having to first knock its Eviolite off and then beat it the next time it switches in
Stone Edge can see a remention in OO since Rotom-S seems to have been gaining some popularity, and add a side note that it hits Pelipper as well as Archeops can struggle to break through it otherwise (you don't need to mention Rotom-F since the special set can smack it).

Mention Garbodor as an EQ target on the physical set, as being able to dispatch of it without incurring damage (which can knock it into Defeatist range) is very notable.

Edit: Pokedots that still isn't right. Aqua Tail should replace U-turn as a slash, so you should outright remove U-turn from the set and just delegate it to a mention in Moves (and list Aqua Tail above U-turn accordingly).

QC 2/3
 
Last edited:

boltsandbombers

i'm sorry mr. man
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After some rethought I think the EV spread for the mixed set should be 252 Atk / 4 SpA / 252 Spe, still with Naive. The only thing you get out of max spa is a 2HKO on tank Rhydon after rocks and a guaranteed 2HKO on Regirock with Focus Blast, and having max attack ensures a 2HKO on Garbodor, you deal 43.4 - 51.3% to defensive Mawile, and probably some other stuff. 4 SpA HP Grass still clean 2HKOs Dual Dance Rhydon as well, so I would definitely make this the main spread unless anyone strongly disagrees. You can mention using max spa in set details.
 

Disjunction

Everything I waste gets recycled
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Hello Pokedots my good friend I'm here to provide you with a big QC check, courtesy of several QC members after a bit of discussion!

The most notable change I suggested was merging the mixed attacking set with the physical attacking set. They have the same ev's and the same purpose, just with a slight change in moves. The set we all agreed on was this-

name: Offensive
move 1: Acrobatics
move 2: Earthquake
move 3: Hidden Power Grass / Focus Blast / Aqua Tail
move 4: Roost / Knock Off
item: none
ability: Defeatist
nature: Naive / Jolly
evs: 252 Atk / 4 Def / 252 Spe

I'll do the rest of the check once you cut out the shit you're already going to cut out and make the necessary edits. (it's also 2:30 AM and I don't want to think about a full check for an analysis this big) I've read this over, though, and it reads very well. Awesome job, honestly n_n
 

Disjunction

Everything I waste gets recycled
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Alright, now that that's over with comments in bold
(fyi there's been some more discussion on slashes so we may have to change some stuff around again D:)

caw caw
[OVERVIEW]

(Somewhere in here you should mention Archeops's amazing speed tier as its another one of its many defining traits)
With its gargantuan mixed attacking stats and blazing Speed, Archeops has established itself as one of the best Pokemon in the metagame. Its offensive stats are matched with just as good an offensive movepool, with a wide variety of both special and physical moves that allow Archeops to potentially beat almost every one of its counters. STAB Acrobatics in particular is one of the most spammable and powerful attacks in the tier, though it comes at the price of not being able to viably run an item. Archeops's typing is even decent defensively, giving it resistances to Normal-, Fire-, Bug-, and Flying-type moves, and its access to reliable recovery in Roost and support moves in Taunt, Defog, and Stealth Rock give Archeops both defensive and supportive utility. While these would all be traits of an easily Over Used or even Ubers Pokemon, Archeops's wings are clipped by several severe flaws. Most important among these is its terrible ability Defeatist, which makes Archeops virtually useless when under half HP. A Stealth Rock weakness and frail defenses don't do Archeops any favors in compensating for its ability, either. In addition, very common Pokemon such as Rhydon, Musharna, and Regirock check Archeops with ease if it lacks the appropriate coverage move. Nonetheless, when played well and with the right support, Archeops becomes an offensive powerhouse.

[SET]
name: Attacker
move 1: Acrobatics
move 2: Earthquake
move 3: Hidden Power Grass / Focus Blast / Aqua Tail
move 4: Roost / Knock Off
item: none
ability: Defeatist
nature: Naive / Jolly
evs: 252 Atk / 4 SpA / 252 Spe

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

Acrobatics is a powerful Flying STAB move and Archeops's most spammable move. Earthquake hits Steel- and Electric-types such as Mawile, Klinklang, and Lanturn, and hits Garbodor without making contact. Hidden Power Grass nails bulky Rock-, Ground-, and Water-types such as Rhydon, Carracosta, and Quagsire for, most of the time, 4x super effective damage. Focus Blast hits almost all of Hidden Power Grass's targets except for Quagsire for about the same damage, with the bonus of beating Regirock, Ferroseed, and Miltank, but its bad accuracy makes it rather unreliable. Aqua Tail is another option to 2HKO tank Rhydon, though it doesn't target anything else. Roost lets Archeops recover health on forced switches and Pokemon that can't do much to it and so keep it out of Defeatist range, but it typically doesn't get too many opportunities to use it. Knock Off nails Rotom, does good damage to Musharna, and removes Leftovers and Eviolite from the likes of Regirock and Rhydon, respectively, making them significantly easier to wear down and beat, in particular letting Archeops 2HKO tank Rhydon with Hidden Power Grass or Focus Blast. Substitute takes advantage of the switches Archeops forces and allows it to dodge Sucker Punch from the likes of Skuntank and Shiftry.

Set Details
========

Maximum Speed investment and a Naive nature let Archeops outspeed the majority of the tier and speed tie with other base 110s such as Tauros, while not weakening any of its moves. The rest of the EVs are dumped into Attack in order to give Acrobatics a powerful punch, and notably 2HKO Garbodor with Earthquake. Archeops can opt to run maximum investment in Special Attack in order to 2HKO standard tank Rhydon with Hidden Power Grass or Focus Blast and Regirock with Focus Blast, and it can still hit hard physically due to its naturally high Attack and Acrobatics high base power. No item is used to double Acrobatics's power. (Mention in here Jolly if you're using the purely physical set)

Usage Tips
========

Because of Archeops's frailty, Stealth Rock weakness, and the threat of getting down to Defeatist range, it should rarely switch into even resisted hits, especially if it doesn't have Roost. Generally, it's best to bring Archeops in on a U-Turn, Volt Switch, or Baton Pass, or on a predicted switch, preventing it from taking any damage. Once in, Acrobatics is usually Archeops's most spammable move due to its high base power and great neutral coverage, and even if the opponent has a resist such as Mawile or Barbaracle, Archeops can simply go for the appropriate coverage move in the next turn and KO them. If the opponent has a bulky Rock-type such as Carracosta, Rhydon, or Regirock, it's best to go for Hidden Power Grass or Focus Blast as they switch in in order to 2HKO them. If one of Archeops's hard counters such as Musharna, Regirock, and Miltank, the latter two if it lacks Focus Blast, is in the opposing team, double switch into a teammate that threatens them in order to maintain momentum, and potentially make them take entry hazard damage. Roost off damage on forced switches to stay out of Defeatist range

Team Options
========

Water-, Grass-, and Fighting-type partners, such as Samurott, Torterra, and Sawk, handle the Rock- and Water-, and to a lesser extent Steel-types that check Archeops. Generally speaking, Archeops appreciates special wallbreakers, such as Life Orb Haunter or Magmortar, that can pressure the Pokemon that wall Archeops. Entry hazard control from the likes of Xatu, Prinplup, Shiftry, and Sandslash is recommended, especially when Archeops lacks Roost, as not only is it weak to Stealth Rock, it also becomes useless in Defeatist range; Archeops doesn't need this support, however, as it is generally found on offensive teams. Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes and thus help Archeops wear down its counters. Sweepers such as Swords Dance Samurott and Mawile and Tauros love Archeops's ability to lure Rock- and Steel-types and Quagsire with its wide coverage so that they can sweep late-game. U-Turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile helps Archeops get in safely.

[SET]
name: Physical Attacker
move 1: Acrobatics
move 2: Earthquake
move 3: Knock Off
move 4: Roost / Aqua Tail
item: none
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Acrobatics is a powerful Flying STAB move that hits a lot of the metagame neutrally, and hits like a truck from Archeops's fully invested Attack. Earthquake hits the Steel-, Rock-, and Electric-types that resist Acrobatics, such as Mawile, Rhydon, and Lanturn, for super effective damage, and hits Garbodor super effectively without making contact. Knock Off gets rid Rhydon's Eviolite and the likes of Carracosta's and Regirock's Leftovers recovery, making them significantly easier to wear down and beat, and also hits the Rotom forms super effectively or neutrally. Roost lets Archeops regain lost health against Pokemon that can't do much against it or on forced switches, keeping it out of Defeatist range. Aqua Tail allows Archeops to 2HKO Rhydon right away or OHKO after knocking off its Eviolite. U-turn lets Archeops pivot out of its checks and counters, gain momentum, and progressively wear them down, especially if the foe's Leftovers have been Knocked Off.

Set Details
========

This is a pretty straightforward spread; maximum Attack and Speed investment with a Jolly nature makes Archeops as strong as possible and gives it a stronger and more spammable Acrobatics than other sets and lets it outspeed most of the metagame, tying with other base 110s such as Tauros. No item is held to double Acrobatics's power.

Usage Tips
========

Archeops shouldn't switch in directly into other Pokemon, even on resisted hits, because of its frailty, Stealth Rock weakness, and the possibility of falling to Defeatist range, and so should be instead brought in through U-Turn, Volt Switch, Baton Pass, or a double switch. Once in, Acrobatics is Archeops's most spammable move and will hit anything that doesn't resist it, and even some that do, for big damage; even bulky resists such as Klinklang are KOed by the combination of Acrobatics and Earthquake with a little prior damage. When up against bulky Rock-types such as Rhydon, Carracosta, and Regirock, however, it's best to Knock Off as they switch in to get rid of their Eviolite or Leftovers recovery, and then U-turn out to get chip damage on them; in the case of Rhydon, Archeops can even just 2HKO with Knock Off followed by Aqua Tail. After knocking off their item, Archeops can spam U-turn, double switch to force them to take hazard damage, or use Acrobatics or Earthquake as they come in until they are in Earthquake KO range. Spamming U-Turn, if Archeops has it, in general is a good idea, as Archeops can then leave otherwise counters, such as Mega Audino, Miltank, and Musharna, in Acrobatics 2HKO range, especially if Archeops knocked off their items beforehand. Keep in mind that while Archeops wants to switch in multiple times to wear down its counters, Archeops can't come in as often as it wants to because Stealth Rock may bring it down to Defeatist range. Roost off damage, if Archeops has it, on forced switches to stay out of Defeatist range.

Team Options
========

Water-, Grass-, and Fighting-types, such as Samurott, Torterra, and Hariyama, that plummel through the Rock-, Water-, and to a lesser extent Steel-types that wall Archeops are very helpful partners. Archeops appreciates entry hazard control from the likes of Prinplup, Shiftry, and Xatu, especially if Archeops doesn't have Roost, as not only is Archeops weak to Stealth Rock, it also becomes nearly useless when it gets to Defeatist range; this often isn't necessary on the offensive teams Archeops finds itself in, however. Special wallbreakers such as Cacturne, special Samurott, and Magmortar in general beat the physically bulky Pokemon, such as Miltank and Musharna, that wall Archeops. Sweepers such as Tauros, Samurott, Mawile, and Scyther can clean the opposing team after Archeops weakens Rock-, Water-, and Steel-types with a combination of Knock Off and U-turn, and its strong Acrobatics and Earthquake. Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes and thus help Archeops wear down its counters, and entry hazard stacking in general pairs well with Knock Off and U-Turn. U-Turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile is very helpful to let Archeops come in safely.

ded set

[SET]
name: BulkyChops
move 1: Acrobatics
move 2: Roost
move 3: Taunt / Defog
move 4: Earthquake / Defog
item: none
ability: Defeatist
nature: Jolly
evs: 248 HP / 8 Def / 252 Spe

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

Acrobatics is a powerful Flying STAB move and has good neutral coverage by itself. Roost provides Archeops with reliable recovery and allows it to remain healthy throughout the match. Taunt prevents the foe from using support moves, setting up, or healing themselves, and so allows Archeops to beat Pokemon it otherwise wouldn't such as Cro Mega Audino and Weezing. Earthquake hits the Steel- and Electric-types that resist Acrobatics such as Mawile and Lanturn, and lets Archeops get at least some damage on bulky Rock-types, in addition to hitting Garbodor without making contact. Defog supports the team by getting rid of hazards, and while Archeops has a terrible match-up against most Stealth Rock setters, it handles Garbodor pretty well. (U-turn is worth a mention here. I don't care about whether it deserves a slash, but bulkychops is typically so lacking in coverage/weak enough it usually just prefers the momentum on stuff compared to piss EQ or average acro damage)

Set Details
========

(Change the 248 HP EVs to 252 EVs. Archeops's max HP is 354 which is indivisible by 4, meaning it still has 4 switch ins to SR. There's no reason to run 248. If you're unconvinced, I had a test battle with kay to prove it http://replay.pokemonshowdown.com/nu-263658004)
Max HP investment allows Archeops to take both physical and special hits better, and max Speed investment and a Jolly nature allow it to outspeed common Pokemon it checks such as Pyroar and at least speed tie with the likes of Tauros and Jumpluff. No item is used to maximize the power of Acrobatics.

Usage Tips
========

Archeops can come in on the Normal-, Fire-, Flying-, and Flying-types it checks throughout the game, however it will often find itself taking around 50% damage from these. Because of this, a lot of the time Archeops wants to use Roost after switching in, particularly if it took Stealth Rock damage. If Archeops didn't take too much damage, however, Archeops can spam Acrobatics to get off good damage against anything that doesn't resist it. However, if there is a bulky Rock-type on the opposing team, Archeops can either Taunt them as they come in to prevent them from setting up Stealth Rock or switch to a teammate that threatens them. Other typical answers to Archeops lose to this set, however, as Pokemon such as Musharna, Seismic Toss Miltank, Weezing, and Mega Audino without Surf can't status Archeops, set up, or recover HP because of Taunt, and can't 2HKO Archeops with their unboosted attacking options. Defog Archeops can switch into (Toxic) Spikes setters such as Garbodor and Weezing, though it has to play around Will-O-Wisp in the latter's case and hates Gunk Shot and Sludge Bomb poisons, and Defog away their entry hazards and Taunt them; keep in mind Defog Archeops has a uniformly terrible matchup against most Stealth Rock setters, however.

Team Options
========

Bulky Chops fits on most playstyles as a glue that checks Fire-, Normal-, and Flying-types, stallbreaks, and even removes hazards while still being extremely fast and hitting hard, and is in general easy to slap into a team. Archeops appreciates Water-, Ground-, and Fighting-type partners, such as Samurott, Torterra, and Hariyama, that can check and beat the Rock- and to a lesser extent Steel-types that handle Archeops. Grass- and Electric-types such as Torterra, Vileplume, and Lanturn put a stop to the Water- and Electric-types that beat Archeops. Pokemon such as Hariyama and Assault Vest Magmortar that check the Ice-types Archeops struggles with are also decent partners. Though not necessary by any means, entry hazard control from the likes of Shiftry and Prinplup helps Archeops check stuff with greater ease as it won't have to take Stealth Rock damage when coming in.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Endeavor
move 4: Head Smash
item: Focus Sash
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Stealth Rock is necessary for all teams, and Archeops is a decent setter for hyper offense. Taunt prevents the foe from setting up hazards, weather, or using a boosting move. Endeavor allows Archeops to essentially eliminate a foe by bringing it down to 1 HP once its Focus Sash is broken. Head Smash allows Archeops to kill itself to prevent the foe from using Rapid Spin or Defog and smacks Xatu.

Set Details
========

Maximum Speed is to outspeed as much as possible and so guarantee Archeops at least two turns, and maximum Attack is to make Head Smash even more powerful. Focus Sash lets Archeops survive any non-multi-hit move if it hasn't taken any prior damage

Usage Tips
========

Archeops should typically lead, in order to avoid getting its Focus Sash broken and get up Stealth Rock as early as possible. In most scenerios, Archeops should prioritize setting Stealth Rock first. If the opponent leads off with an entry hazard setter of their own or a setup sweeper, Archeops can Taunt them. A lot of 50/50s are created when Archeops is up against Pokemon with multi-hit moves such as Rhydon, Crustle, and Klinklang. In the first two's cases, it's generally best to go for Stealth Rock rather than to Taunt them unless the cost of Stealth Rock on Archeops's side is too high. Klinklang's case is trickier, however; if Archeops's team has an answer to it, it's generally safe to set up Stealth Rock, but if the team doesn't, it might be better for Archeops's to Taunt Klinklang to prevent it from sweeping or creating huge holes on Archeops's team from the first turn. After Archeops has its sash broken, go for Endeavor to effectively KO the foe by bringing it down to 1 HP. On the other hand, if Archeops is up against a spinner or Defogger, it should Head Smash to KO itself with recoil and so prevent them from using Rapid Spin or Defog. If the opponent has a Xatu on the opposing team and the opponent has nothing that can revenge kill Archeops with its Focus Sash broken, smash it with Head Smash predicting a switch-in to prevent it from bouncing back Stealth Rock; if the opponent does have priority or something that outspeeds Archeops, it might be best to lead with something else or, if necessary, risk the 50/50. Judging whether Xatu checks something important on Archeops's team or if it's only role in that match would be to bounce back Stealth Rock can ease prediction.

Team Options
========

Archeops fits best on hyper offense teams that want a fast Stealth Rock lead that can Taunt opposing leads. In its actual role as a lead, Archeops doesn't need almost any support and so can be paired with just about any other offensive Pokemon, such as Swords Dance Samurott and Lilligant. An answer to Klinklang, such as Gurdurr and Poliwrath, is appreciated as not only does it play obnoxious mind games with Archeops, it is also one of the biggest threats to the fast, frail offensive teams Archeops finds a home in. A spinblocker and Defog deterrent, such as Mismagius and Pawniard respectively, prevents spinners and Defoggers from getting rid of Archeops's Stealth Rock. Pursuit trappers such as Skuntank and Liepard can prevent Archeops from having to play mind games with Xatu, but this isn't necessary and Archeops functions just fine without this support.

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

A Choice Band gives Archeops ridiculous power, 2HKOing stupidly bulky Pokemon such as Prinplup, and Archeops even has Switcheroo to cripple walls and then be able to use its coverage. A Life Orb also gives a significant power boost but allows Archeops to switch moves and even go mixed, but the recoil can bring down Archeops to Defeatist range. Carrying an item in general, however, is a pretty subpar option on Archeops, as STAB Acrobatics is just too good to give up. (list what moves cb/lo will run. edge is your main stab and you have different options for flying stab since acro isn't boosted etc)

Stone Edge hits Rotom-Fan and Pelipper, who are otherwise solid checks, super effectively, however other coverage pairs better with Acrobatics. Taunt on offensive Archeops sets allows it to get past all of non-Surf Mega Audino, Musharna, Weezing, and Seismic Toss Miltank, but coverage moves are typically more useful, and Archeops is forced to run Roost alongside Taunt. Tailwind is an option to support its teammates, with it usually sacking itself to set Tailwind up it isn't needed anymore and thus letting a slower teammate outspeed the foe. Iron Tail can also work on certain teams to 3HKO Mega Audino and Granbull.

(mention Stealth Rock for the bulky set here because it's ok as our only combined rocker and fast stallbreaker.)

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

**Bulky Rock-types**: Bulky Rock-types such as Rhydon, Carracosta, and Regirock are found on most teams as Stealth Rock setters and check Archeops with relative ease, as they don't take much from Earthquake. They have to watch out for Hidden Power Grass or Focus Blast from the mixed set, however, and can be worn down by a combination of U-turn and hazards, especially if their Leftovers or, in the case of Rhydon, Eviolite got knocked off, because of their lack of reliable recovery.

**Water-types**: Bulky Water-types, such as Prinplup and Carracosta, can switch into Archeops well and KO it with their Water STAB moves. Samurott and Kabutops can revenge kill Archeops with Aqua Jet, but they aren't reliable switch ins because they get 2HKOed by Acrobatics and Earthquake, respectively. Carracosta and Shuca Berry Barabaracle can use physical sets as setup fodder, but are KOed by Hidden Power Grass from the mixed set.

**Physically Bulky Pokemon**: Some physically bulky Pokemon such as Mega Audino, Musharna, Miltank, Piloswine, and Weezing wall Archeops even though they don't resist Acrobatics because of their high bulk, and aren't weak to Archeops's coverage. A lot of these can be beaten by sets with Taunt and Roost, however.

**Stealth Rock**: Not only is Archeops weak to Stealth Rock, it also becomes useless in Defeatist range after switching into it three times, making Stealth Rock especially deadly for it.

**Faster Pokemon, Choice Scarf Users, and Priority**: Faster Pokemon and Choice Scarf users, such as Floatzel, Zebstrika, and Choice Scarf Rotom, can outspeed and KO Archeops, but at best can only switch into it once. STAB super effective priority from the likes of Piloswine and Samurott can KO Archeops, but even neutral or non-STAB super effective priority, such as Gurdurr's Mach Punch, Shiftry's Sucker Punch, and Hariyama's Bullet Punch, can spell doom for Archeops by bringing it down to Defeatist range.
tag me when you're done bud :)
edit: ok just saw you had the small mention of Archeops's speed in the first sentence but I think you should expand on it a bit more because it is one of Archeops's most defining traits :)
 
Last edited:

Empress

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[OVERVIEW]

With its gargantuan mixed attacking stats and blazing Speed letting it outspeed almost all of the non-Scarfed unboosted metagame, Archeops has established itself as one of the best Pokemon in the tier. Its offensive stats are matched with just as good an equally strong offensive movepool, with a wide variety of both special and physical moves that allow Archeops to potentially beat almost every one of its counters. In particular, STAB Acrobatics in particular is one of the most spammable and powerful attacks in the tier, though it comes at the price of not being able to viably run an item. Archeops's typing is even decent defensively, giving it resistances to Normal-, Fire-, Bug-, and Flying-type moves, and its access to reliable recovery in Roost and support moves in Taunt, Defog, and Stealth Rock give Archeops both defensive and supportive utility. While these would all be traits of an easily Over(remove space)Used or even Ubers Pokemon, Archeops's wings are clipped by (not a fan of puns like these, but I'll let the second checker decide if it should stay or go) several severe flaws. Most important among these is its terrible ability Defeatist, which makes Archeops virtually useless when it's below under half HP. A Stealth Rock weakness and frail low defenses don't do Archeops any favors in compensating for its ability, either. In addition, very common Pokemon such as Rhydon, Musharna, and Regirock check Archeops with ease if it lacks the appropriate coverage move. Nonetheless, when played well and with the right support, Archeops becomes an offensive powerhouse. (Concluding sentences are not allowed)

[SET]
name: Attacker
move 1: Acrobatics
move 2: Earthquake
move 3: Hidden Power Grass / Focus Blast / Aqua Tail
move 4: Roost
item: none
ability: Defeatist
nature: Naive / Jolly
evs: 252 Atk / 4 SpA / 252 Spe

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

Acrobatics is a powerful Flying-type STAB move and Archeops's most spammable move. Earthquake hits Steel- and Electric-types such as Mawile, Klinklang, and Lanturn, (RC) and hits Garbodor without making contact. Hidden Power Grass nails bulky Rock-, Ground-, and Water-types such as Rhydon, Carracosta, and Quagsire for, most of the time, 4x super effective damage. Focus Blast hits almost all of Hidden Power Grass's targets except for Quagsire for about the same damage, with the bonus of beating Regirock, Ferroseed, and Miltank, but its bad low accuracy makes it rather unreliable. Aqua Tail is another option to 2HKO tank Rhydon, (iirc it 2HKOes the Double Dance set too) though it doesn't target anything else. Roost lets Archeops recover health on forced switches and against Pokemon that can't do much to it and so as to keep it out of Defeatist range, but it typically doesn't get too many opportunities to use it. Knock Off nails Rotom, does good damage to Musharna, and removes Leftovers and Eviolite from the likes of Regirock and Rhydon, respectively, making them significantly easier to wear down and beat, in particular notably letting Archeops 2HKO tank Rhydon with Hidden Power Grass or Focus Blast. U-turn lets Archeops pivot out of its checks and counters, gain momentum, and progressively wear them down, especially if the foe's Leftovers have been Knocked Off removed. Substitute takes advantage of the switches Archeops forces and allows it to dodge Sucker Punch from the likes of Skuntank and Shiftry.

Set Details
========

Maximum Speed investment and a Naive nature let Archeops outspeed the majority of the tier and speed Speed tie with other base 110s Speed Pokemon such as Tauros, (RC) while not weakening any of its moves. A Jolly nature can be run if Archeops opts to run a physical move over Hidden Power Grass or Focus Blast. The rest of the EVs are dumped placed into Attack in order to give Acrobatics and Earthquake a powerful punch. Archeops can opt to run maximum investment in Special Attack investment in order to 2HKO standard tank Rhydon with Hidden Power Grass or Focus Blast and Regirock with Focus Blast, and it can still hit hard physically due to its naturally high Attack and Acrobatics the high base power Base Power of Acrobatics. No item is used as to double Acrobatics's power.

Usage Tips
========

Because of Archeops's frailty, Stealth Rock weakness, and the threat of getting down to Defeatist range, it should rarely switch into even resisted hits, especially if it doesn't have Roost. Generally, it's best to bring Archeops in on a U-Turn teammate's U-turn, Volt Switch, or Baton Pass, or on a predicted switch, preventing it from taking any damage. Once in, Acrobatics is usually Archeops's most spammable move due to its high base power Base Power and great neutral coverage, and even if the opponent has a Pokemon that resists Flying such as Klinklang or Barbaracle, Archeops can simply go for the appropriate coverage move in the next turn and KO them it. If the opponent has a bulky Rock-type such as Carracosta, Rhydon, or Regirock, it's best to go for Hidden Power Grass or Focus Blast as they switch in in order to 3HKO or 2HKO them, or at least use Knock Off to make them easier to wear down. If one of Archeops's counters such as Musharna, Regirock, and or Miltank, (RC) (the latter two are counters only if it lacks Focus Blast, though), (RC) is in on the opposing team, double switch into a teammate that threatens them in order to maintain momentum, (RC) and potentially make them take entry hazard damage. Roost off damage on forced switches to stay out of Defeatist range.

Team Options
========

Water-, Grass-, and Fighting-type partners, such as Samurott, Torterra, and Sawk, handle the Rock-, (AC) and Water-, and, (AC) to a lesser extent, (AC) Steel-types that check Archeops. Generally speaking, Archeops appreciates special wallbreakers, such as Life Orb Haunter or and Magmortar, that can pressure the Pokemon that wall Archeops it. Entry hazard control from the likes of Xatu, Prinplup, Shiftry, and Sandslash is recommended, especially when Archeops lacks Roost, as not only is it weak to Stealth Rock, but it also becomes useless in Defeatist range; Archeops doesn't need this support, however, as it is generally found on offensive teams. Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes and thus to help Archeops wear down its checks and counters. Sweepers such as Swords Dance Samurott, Swords Dance and Mawile, (AC) and Tauros love Archeops's ability to lure and weaken Rock- and Steel-types and Quagsire with its wide coverage so that they can sweep late-game. U-Turn U-turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile helps Archeops get in safely.

[SET]
name: BulkyCheops
move 1: Acrobatics
move 2: Roost
move 3: Taunt / Defog
move 4: Earthquake / Defog
item: none
ability: Defeatist
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

Acrobatics is a powerful Flying-type STAB move and has good neutral coverage by itself. Roost provides Archeops with reliable recovery and allows it to remain healthy throughout the match. Taunt prevents the foe from using support moves, setting up, or and healing themselves, and so allows allowing Archeops to beat Pokemon it otherwise wouldn't such as Mega Audino and Weezing. Earthquake hits the Steel- and Electric-types that resist Acrobatics such as Mawile and Lanturn, (RC) and lets Archeops get at least some damage on bulky Rock-types, in addition to hitting Garbodor without making contact. Defog supports the team by getting rid of entry hazards, and while Archeops has a terrible match-up against most Stealth Rock setters, it handles Garbodor pretty well. U-turn allows Archeops to pivot out of its switch-ins and gain momentum.

Set Details
========

Maximum HP investment allows Archeops to take both physical and special hits better, and maximum Speed investment and a Jolly nature allow it to outspeed common Pokemon it checks such as Pyroar and at least speed Speed tie with the likes of Tauros and Jumpluff. No item is used as to maximize the power of Acrobatics.

Usage Tips
========

Archeops can come in on the Normal-, Fire-, Flying-, and Flying-types it checks throughout the game, however but it will often find itself taking around 50% damage from these Pokemon. Because of this, a lot of the time Archeops often wants to use Roost after switching in, particularly if it took Stealth Rock damage. If Archeops didn't take too much damage, however, Archeops it can spam Acrobatics to get off deal good damage against anything that doesn't resist it. However, if there is a bulky Rock-type on the opposing team, Archeops can either Taunt them it as they it comes in to prevent them it from setting up Stealth Rock or switch to a teammate that threatens them it. Other typical answers to Archeops lose to this set, however, as Pokemon such as Musharna, Seismic Toss Miltank, Weezing, and Mega Audino without Surf can't inflict status on Archeops, set up, or recover HP because of Taunt, and they can't 2HKO Archeops with their unboosted attacking options. Defog Archeops can switch into (Toxic) Spikes setters such as Garbodor and Weezing, Defog away their entry hazards, and Taunt them, though it has to play around Will-O-Wisp in the latter's case and hates getting poisoned by Gunk Shot and Sludge Bomb poisons, and Defog away their entry hazards and Taunt them; moreover, keep in mind that Defog Archeops has a uniformly terrible matchup against most Stealth Rock setters, however.

Team Options
========

BulkyCheops Chops fits on most playstyles as a glue Pokemon that checks Fire-, Normal-, and Flying-types, stallbreaks, and even removes entry hazards while still being extremely fast and hitting hard, and is in general easy to slap into a team (I think you already implied this, but you can leave it in if you desire clarification.). Archeops appreciates Water-, Ground-, and Fighting-type partners, such as Samurott, Torterra, and Hariyama, that can check and beat the Rock- and, (AC) to a lesser extent, (AC) Steel-types that handle Archeops. Grass- and Electric-types such as Torterra, Vileplume, and Lanturn put a stop to the Water- and Electric-types that beat Archeops. Pokemon such as Hariyama and Assault Vest Magmortar that check the Ice-types Archeops struggles with are also decent partners. Though Although it's not necessary by any means, entry hazard control from the likes of Shiftry and Prinplup helps Archeops check stuff foes with greater ease, (AC) as it won't have to take Stealth Rock damage when coming in.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Endeavor
move 4: Head Smash
item: Focus Sash
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Stealth Rock is necessary for all teams, and Archeops is a decent setter for hyper offense ones. Taunt prevents the foe from setting up entry hazards, weather, or using a boosting move. Endeavor allows Archeops to essentially eliminate a foe by bringing it down to 1 HP once its Focus Sash is broken. Head Smash allows Archeops to kill smash Xatu and KO itself to prevent the foe from using Rapid Spin or Defog and smacks Xatu.

Set Details
========

Maximum Speed is investment and a Jolly nature are necessary to outspeed as much as possible and so to guarantee Archeops at least two turns on the field, and maximum Attack is to investment makes Head Smash even more powerful. Focus Sash lets Archeops survive any non-multi-hit move if it hasn't taken any prior damage. (period)

Usage Tips
========

Archeops should typically lead, (RC) in order to avoid getting its Focus Sash broken and get set up Stealth Rock as early as possible. In most scenerios scenarios, Archeops should prioritize setting Stealth Rock first. If the opponent leads off with an entry hazard setter of their own or a setup sweeper, Archeops can Taunt them. A lot of 50/50s are created when Archeops is up against Pokemon with multi-hit moves such as Rhydon, Crustle, and Klinklang. In the first two's former two cases, it's generally best to go for Stealth Rock rather than to Taunt them unless the cost of Stealth Rock on Archeops's side is too high. Klinklang's case is trickier, however; if Archeops's team has an answer to it, it's generally safe to set up Stealth Rock, but if the team doesn't, it might be better for Archeops's to Taunt Klinklang to prevent it from sweeping or creating huge holes on in Archeops's team from right after the first turn. After Archeops has its sash Focus Sash broken, go for Endeavor to effectively KO the foe by bringing it down to 1 HP. On the other hand, if Archeops is up against a spinner or Defogger, it should use Head Smash to KO itself with recoil and so as to prevent them it from using Rapid Spin or Defog. If the opponent has a Xatu on the opposing team and the opponent has but nothing that can revenge kill Archeops with its Focus Sash broken, smash it nail Xatu ("smash with Head Smash" is too repetitive imo) with Head Smash on the predicted predicting a switch-in to prevent it from bouncing back Stealth Rock; if the opponent does have a priority attacker or something a Pokemon that outspeeds Archeops, it might be best to lead with something else, (AC) or, if necessary, you can risk the 50/50 if necessary. Judging whether Xatu checks something important on Archeops's team or if it'(remove apostrophe)s only role in that match would be is to bounce back Stealth Rock can ease prediction.

Team Options
========

Archeops fits best on hyper offense teams that want a fast Stealth Rock lead that can Taunt opposing leads. In its actual role as a lead, Archeops doesn't need almost any much support, (AC) and so it can be paired with just about any other offensive Pokemon, such as Swords Dance Samurott and Lilligant. An answer to Klinklang, such as Gurdurr and orPoliwrath, is appreciated, (AC) as not only does it Klinklang play obnoxious mind games with Archeops, but it is also one of the biggest threats to the fast, frail offensive teams that Archeops finds a home in. A spinblocker and Defog deterrent, such as Mismagius and Pawniard, (AC) respectively, prevents spinners and Defoggers from getting rid of Archeops's Stealth Rock. Pursuit trappers such as Skuntank and Liepard can prevent Archeops from having to play mind games with Xatu, but this isn't always necessary and Archeops functions just fine without this support.

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

A Choice Band set packing with Stone Edge / Earthquake / U-turn / Knock Off or Aerial Ace gives Archeops ridiculous power, 2HKOing stupidly bulky Pokemon such as Prinplup, and Archeops even has Switcheroo to cripple walls and then be able to use its coverage. A Life Orb also gives a significant power boost but allows while allowing Archeops to switch moves, pack use Roost, and even go mixed, but the recoil will eventually bring Archeops down to Defeatist range, especially if it switches into Stealth Rock. Carrying an item in general, however, is a pretty subpar option on Archeops, as STAB Acrobatics is just too good to give up.

Stone Edge hits Rotom-FanS and Pelipper, who which are otherwise solid checks, super effectively, however but other coverage moves pairs better with Acrobatics. Taunt on offensive Archeops sets allows it to get past all of non-Surf Mega Audino, Musharna, Weezing, and Seismic Toss Miltank, but its coverage moves are typically more useful, and Archeops is forced to run Roost alongside Taunt. BulkyCheops can set up Stealth Rock if nothing else on its team can. Tailwind is an option to support its teammates, with it Archeops usually sacking sacrificing itself to set Tailwind up when it isn't needed anymore and thus to letting a slower teammate outspeed the foe. Iron Tail can also work on certain teams to 3HKO Mega Audino and Granbull. (Yikes; the move is that weak against them?)

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

**Bulky Rock-types**: Bulky Rock-types such as Rhydon, Carracosta, and Regirock are found on most teams as Stealth Rock setters and check Archeops with relative ease, as they don't take much damage from Earthquake. They have to watch out for Hidden Power Grass or Focus Blast from the mixed set, however, and due to their lack of reliable recovery, they can be worn down by a combination of U-turn and entry hazards, especially if their Leftovers or, in the case of Rhydon, Eviolite got knocked off, gets removed by Knock Off because of their lack of reliable recovery.

**Water-types**: Bulky Water-types, such as Prinplup and Carracosta, can switch into Archeops well and KO it with their Water-type STAB moves. Samurott and Kabutops can revenge kill Archeops with Aqua Jet, but they aren't reliable switch-(AH)ins because they get 2HKOed by Acrobatics and Earthquake, respectively. Carracosta and Shuca Berry Barabaracle can use physical sets as setup fodder, (RC) but are KOed by Hidden Power Grass from the mixed set.

**Physically Bulky Pokemon**: Some physically bulky Pokemon, even those that don't resist Acrobatics, such as Mega Audino, Musharna, Miltank, Piloswine, and Weezing, (AC) wall Archeops even though they don't resist Acrobatics because of their high bulk, and they aren't weak to Archeops's coverage moves. A lot of these can be beaten by sets with Taunt and Roost, however.

**Stealth Rock**: Not only is Archeops weak to Stealth Rock, but it also becomes useless in gets brought down to Defeatist range after switching into it three times, making Stealth Rock especially deadly for it.

**Faster Pokemon, Choice Scarf Users, and Priority Moves**: Faster Pokemon and Choice Scarf users, such as Floatzel, Zebstrika, and Choice Scarf Rotom, can outspeed and KO Archeops, but at best they can only switch into it once at best. STAB super effective priority attacks from the likes of Piloswine and Samurott can KO Archeops, but even neutral or non-STAB super effective priority moves, such as Gurdurr's Mach Punch, Shiftry's Sucker Punch, and Hariyama's Bullet Punch, can spell doom for Archeops by bringing it down to Defeatist range.

GP 1/2
 
Last edited:

Lumari

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GP 2/2
[OVERVIEW]

With its gargantuan mixed attacking stats and a blazing Speed letting that lets it outspeed almost all of the unboosted metagame, Archeops has established itself as one of the best(fix double space) Pokemon in the tier. Its offensive stats are matched with an equally strong offensive movepool, with a wide variety of both special and physical moves that allow Archeops to potentially beat almost every one of its counters. In particular, STAB Acrobatics(double space) is one of the most spammable and powerful attacks in the tier, though it comes at the price of not being able to viably run an item. Archeops's typing is even decent defensively, giving it resistances to Normal-, Fire-, Bug-, and Flying-type moves, and its access to reliable recovery in Roost and support moves in Taunt, Defog, and Stealth Rock gives Archeops both defensive and supportive utility. While these would all be traits of an easily OverUsed or even Ubers Pokemon, Archeops's wings are clipped by Defeatist, which makes Archeops virtually useless when it's below half HP. A Stealth Rock weakness and low defenses don't do Archeops any favors in compensating for its ability, either. In addition, very common Pokemon such as Rhydon, Musharna, and Regirock check Archeops with ease if it lacks the appropriate coverage move.

[SET]
name: Attacker
move 1: Acrobatics
move 2: Earthquake
move 3: Hidden Power Grass / Focus Blast / Aqua Tail
move 4: Roost
item: none (only recognised item names go here)
ability: Defeatist
nature: Naive / Jolly
evs: 252 Atk / 4 SpA / 252 Spe

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

Acrobatics is a powerful Flying-type STAB move and Archeops's most spammable move. Earthquake hits Steel- and Electric-types such as Mawile, Klinklang, and Lanturn and hits Garbodor without making contact. Hidden Power Grass nails bulky Rock-, Ground-, and Water-types such as Rhydon, Carracosta, and Quagsire for, most of the time, 4x super effective damage. Focus Blast hits almost all of Hidden Power Grass's targets except for Quagsire for about the same damage, with the bonus of beating Regirock, Ferroseed, and Miltank, but its bad low accuracy makes it rather unreliable. Aqua Tail is another option to 2HKO Rhydon, though but it doesn't target anything else. Roost lets Archeops recover health on forced switches and against Pokemon that can't do much to it as to keep it out of Defeatist range, but it typically doesn't get too many opportunities to use it. Knock Off nails Rotom, does good damage to Musharna, and removes Leftovers and Eviolite from the likes of Regirock and Rhydon, respectively, making them significantly easier to wear down and beat, notably letting Archeops 2HKO tank Rhydon with Hidden Power Grass or Focus Blast. U-turn lets Archeops pivot out of its checks and counters, gain momentum, and progressively wear them down, especially if the foe's Leftovers have been removed. Substitute takes advantage of the switches Archeops forces and allows it to dodge Sucker Punch from the likes of Skuntank and Shiftry.


Set Details
========

Maximum Speed investment and a Naive nature let Archeops outspeed the majority of the tier and Speed tie with other base 110 Speed Pokemon such as Tauros while not weakening any of its moves. A Jolly nature can be run if Archeops opts to run a physical move over Hidden Power Grass or Focus Blast. The rest of the EVs are placed into Attack in order to give Acrobatics and Earthquake a powerful punch. Archeops can opt to run maximum Special Attack investment in order to 2HKO standard tank Rhydon with Hidden Power Grass or Focus Blast and Regirock with Focus Blast, and it can still hit hard physically due to its naturally high Attack and the high Base Power of Acrobatics. No item is used as to double Acrobatics's power.

Usage Tips
========

Because of Archeops's frailty, its Stealth Rock weakness, and the threat of getting down to Defeatist range, it should rarely switch into even resisted hits, especially if it doesn't have Roost. Generally, it's best to bring Archeops in on a teammate's U-turn, Volt Switch, or Baton Pass (RC) or on a predicted switch, preventing it from taking any damage. Once in, Acrobatics is usually Archeops's most spammable move due to its high Base Power and great neutral coverage, and even if the opponent has a Pokemon that resists Flying such as Klinklang or Barbaracle, Archeops can simply go for the appropriate coverage move in the next turn and KO it. If the opponent has a bulky Rock-type such as Carracosta, Rhydon, or Regirock, it's best to go for Hidden Power Grass or Focus Blast as they switch in in order to 3HKO or 2HKO them, or at least use Knock Off to make them easier to wear down. If one of Archeops's counters such as Musharna, Regirock, or Miltank (the latter two are counters only if it lacks Focus Blast, though) is on the opposing team, double switch into a teammate that threatens them in order to maintain momentum and potentially make them take entry hazard damage. Roost off damage on forced switches to stay out of Defeatist range.


Team Options
========

Water-, Grass-, and Fighting-type partners, such as Samurott, Torterra, and Sawk, handle the Rock-, Water-, and, to a lesser extent, Steel-types that check Archeops. Generally speaking, Archeops appreciates special wallbreakers, such as Life Orb Haunter and Magmortar, that can pressure the Pokemon that wall it. Entry hazard control from the likes of Xatu, Prinplup, Shiftry, and Sandslash is recommended, especially when Archeops lacks Roost, as not only is it weak to Stealth Rock, but it also becomes useless in Defeatist range; Archeops doesn't need this support, however, as it is generally found on offensive teams. Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes to help Archeops wear down its checks and counters. Sweepers such as Swords Dance Samurott, Swords Dance Mawile, and Tauros love Archeops's ability to lure and weaken Rock- and Steel-types and Quagsire and weaken them with its wide coverage so that they can sweep late-game. U-turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile helps Archeops get in safely.


[SET]
name: BulkyCheops
move 1: Acrobatics
move 2: Roost
move 3: Taunt / Defog
move 4: Earthquake / Defog
item: none

ability: Defeatist
nature: Jolly
evs: 252 HP / 4 Def / 252 Spe

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

Acrobatics is a powerful Flying-type STAB move and has good neutral coverage by itself. Roost provides Archeops with reliable recovery and allows it to remain healthy throughout the match. Taunt prevents the foe from using support moves, setting up, and healing themselves, allowing Archeops to beat Pokemon it otherwise wouldn't such as Mega Audino and Weezing. Earthquake hits the Steel- and Electric-types that resist Acrobatics such as Mawile and Lanturn and lets Archeops get at least some damage on bulky Rock-types, in addition to hitting Garbodor without making contact. Defog supports the team by getting rid of entry hazards, and while Archeops has a terrible match-up matchup against most Stealth Rock setters, it handles Garbodor pretty well. U-turn allows Archeops to pivot out of its switch-ins and gain momentum.

Set Details
========

Maximum HP investment allows Archeops to take both physical and special hits better, and maximum Speed investment and a Jolly nature allow it to outspeed common Pokemon it checks such as Pyroar and Speed tie with the likes of Tauros and Jumpluff. No item is used as to maximize the power of Acrobatics.

Usage Tips
========

Archeops can come in on the Normal-, Fire-, Flying-, and Flying-types it checks throughout the game, but it will often find itself taking around 50% damage from these Pokemon. Because of this, Archeops often wants to use Roost after switching in, particularly if it took Stealth Rock damage. If Archeops didn't take too much damage, however, it can spam Acrobatics to deal good damage against anything that doesn't resist it. However, if there is a bulky Rock-type on the opposing team, Archeops can either Taunt it as it comes in to prevent it from setting up Stealth Rock or switch to a teammate that threatens it. Other typical answers to Archeops lose to this set, however, as Pokemon such as Musharna, Seismic Toss Miltank, Weezing, and Mega Audino without Surf can't inflict status on Archeops, set up, or recover HP because of Taunt (RC) and they can't 2HKO Archeops with their unboosted attacking options. Defog Archeops can switch into (Toxic) Spikes setters such as Garbodor and Weezing, Defog away their entry hazards, and Taunt them, though it has to play around Will-O-Wisp in the latter's case and hates getting poisoned by Gunk Shot and Sludge Bomb; moreover, keep in mind that Defog Archeops has a uniformly terrible matchup against most Stealth Rock setters.

Team Options
========

BulkyCheops fits on most playstyles as a glue Pokemon that checks Fire-, Normal-, and Flying-types, stallbreaks, and even removes entry hazards while still being extremely fast and hitting hard. Archeops appreciates Water-, Ground-, and Fighting-type partners, such as Samurott, Torterra, and Hariyama, that can check and beat the Rock- and, to a lesser extent, Steel-types that handle Archeops. Grass- and Electric-types such as Torterra, Vileplume, and Lanturn put a stop to the Water- and Electric-types that beat Archeops. Pokemon such as Hariyama and Assault Vest Magmortar that check the Ice-types Archeops struggles with are also decent partners. Although it's not necessary by any means, entry hazard control from the likes of Shiftry and Prinplup helps Archeops check foes with greater ease, as it won't have to take Stealth Rock damage when coming in.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Endeavor
move 4: Head Smash
item: Focus Sash
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Stealth Rock is necessary for all teams, and Archeops is a decent setter for hyper offensive ones. Taunt prevents the foe from setting up entry hazards, weather, or a boosting move. Endeavor allows Archeops to essentially eliminate a foe by bringing it down to 1 HP once its Focus Sash is broken. Head Smash allows Archeops to smash Xatu and to KO itself to prevent the foe from using Rapid Spin or Defog.

Set Details
========

Maximum Speed investment and a Jolly nature are necessary to outspeed as much as possible and to guarantee Archeops at least two turns on the field, and maximum Attack investment makes Head Smash even more powerful. Focus Sash lets Archeops survive any non-multi-hit move if it hasn't taken any prior damage.

Usage Tips
========

Archeops should typically lead in order to avoid getting its Focus Sash broken and set up Stealth Rock as early as possible. In most scenarios, Archeops should prioritize setting Stealth Rock first. If the opponent leads off with an entry hazard setter of their own or a setup sweeper, Archeops can Taunt them. A lot of 50/50s are created when Archeops is up against Pokemon with multi-hit moves such as Rhydon, Crustle, and Klinklang. In the former two cases, it's generally best to go for Stealth Rock rather than to Taunt them unless the cost of Stealth Rock on Archeops's side is too high. Klinklang's case is trickier, however; if Archeops's team has an answer to it, it's generally safe to set up Stealth Rock, but if the team doesn't, it might be better for Archeops's to Taunt Klinklang to prevent it from sweeping or creating huge holes in Archeops's team right after the first turn. After Archeops has been knocked down to its Focus Sash broken, go for Endeavor to effectively KO the foe by bringing it down to 1 HP. On the other hand, if Archeops is up against a spinner or Defogger, it should use Head Smash to KO itself with recoil as to prevent it from using Rapid Spin or Defog. If the opponent has Xatu but nothing that can revenge kill Archeops with its Focus Sash broken, nail Xatu with Head Smash on the predicted switch to prevent it from bouncing back Stealth Rock; if the opponent does have a priority attacker or a Pokemon that outspeeds Archeops, it might be best to lead with something else, or you can risk the 50/50 if necessary. Judging whether Xatu checks something important on Archeops's team or if its only role in that match is to bounce back Stealth Rock can ease prediction.


Team Options
========

Archeops fits best on hyper offensive teams that want a fast Stealth Rock lead that can Taunt opposing leads. Archeops doesn't need much support, so it can be paired with just about any other offensive Pokemon, such as Swords Dance Samurott and Lilligant. An answer to Klinklang, such as Gurdurr or Poliwrath, is appreciated, as not only does Klinklang play obnoxious mind games with Archeops, but it is also is one of the biggest threats to the fast, frail offensive teams that Archeops finds a home in or. A spinblocker and or Defog deterrent, such as Mismagius and or Pawniard, respectively, prevents spinners and Defoggers from getting rid of Archeops's Stealth Rock. Pursuit trappers such as Skuntank and Liepard can prevent Archeops from having to play mind games with Xatu, but this isn't always necessary.


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

A Choice Band set with Stone Edge / Earthquake / U-turn / Knock Off or Aerial Ace gives Archeops ridiculous power, 2HKOing stupidly bulky Pokemon such as Prinplup, and Archeops even has Switcheroo to cripple walls and then be able to use its coverage afterwards. A Life Orb also gives a significant power boost while allowing Archeops to switch moves, use Roost, and even go mixed, but the recoil will eventually bring Archeops down to Defeatist range, especially if it switches into Stealth Rock. Carrying an item in general, however, is a pretty subpar option on Archeops, as STAB Acrobatics is just too good to give up.

Stone Edge hits Rotom-S and Pelipper, which are otherwise solid checks, super effectively, but other coverage moves pair better with Acrobatics. Taunt on offensive Archeops sets allows it to get past all of non-Surf Mega Audino, Musharna, Weezing, and Seismic Toss Miltank, but its coverage moves are typically more useful, and Archeops is forced to run Roost alongside Taunt. BulkyCheops can set up Stealth Rock if nothing else on its team can. Tailwind is an option to support its teammates, with Archeops usually sacrificing itself to set Tailwind up when it isn't needed anymore to let a slower teammate outspeed the foe. Iron Tail can also work on certain teams to 3HKO Mega Audino and Granbull.

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

**Bulky Rock-types**: Bulky Rock-types such as Rhydon, Carracosta, and Regirock are found on most teams as Stealth Rock setters and check Archeops with relative ease, as they don't take much damage from Earthquake. They have to watch out for Hidden Power Grass or Focus Blast from the mixed set, however, and due to their lack of reliable recovery, they can be worn down by a combination of U-turn and entry hazards, especially if their Leftovers or, in the case of Rhydon, Eviolite gets removed by Knock Off.

**Water-types**: Bulky Water-types (RC) such as Prinplup and Carracosta (RC) can switch into Archeops well and KO it with their Water-type STAB moves. Samurott and Kabutops can revenge kill Archeops with Aqua Jet, but they aren't reliable switch-(AH)ins because they get 2HKOed by Acrobatics and Earthquake, respectively. Carracosta and Shuca Berry Barabaracle Barbaracle can use physical sets as setup fodder, (RC) but they are KOed by Hidden Power Grass from the mixed set.

**Physically Bulky Pokemon**: Some physically bulky Pokemon, even those that don't resist Acrobatics, such as Mega Audino, Musharna, Miltank, Piloswine, and Weezing, wall Archeops because of their high bulk (RC) and because they aren't weak to Archeops's coverage moves. A lot of these can be beaten by sets with Taunt and Roost, however.
**Stealth Rock**: Not only is Archeops weak to Stealth Rock, but it also gets brought down to Defeatist range after switching into it three times, making Stealth Rock especially deadly for it.

**Faster Pokemon, Choice Scarf Users, and Priority Moves**: Faster Pokemon and Choice Scarf users, such as Floatzel, Zebstrika, and Choice Scarf Rotom, can outspeed and KO Archeops, but they can only switch into it once at best. STAB super effective priority attacks from the likes of Piloswine and Samurott can KO Archeops, but even neutral or non-STAB super effective priority moves (RC) such as Gurdurr's Mach Punch, Shiftry's Sucker Punch, and Hariyama's Bullet Punch (RC) can spell doom for Archeops by bringing it down to Defeatist range.
 
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