[AG] Arceus-Fairy

[OVERVIEW]

Fairy Arceus has an incredible offensive and defensive typing that threatens many common Pokemon. It can easily take on common metagame picks such as Yveltal, Dragon Arceus, and Giratina while being the closest thing to a counter to Mega Rayquaza. Fairy Arceus has an incredible movepool that includes recovery, status, hazard removal, and amazing coverage to go along with its excellent stats. It can power through teams with Calm Mind, can reliably set up Stealth Rock by forcing out Pokemon that have Magic Bounce, and functions as an excellent glue that can fit on nearly every team. While Fairy has few weaknesses, it also has few resistances, making it hard to find opportunities to freely switch in. Furthermore, Fairy Arceus often has difficulty harming common Pokemon such as Primal Groudon, Ho-Oh, Steel Arceus, and Primal Kyogre along with having a crippling weakness to Mega Gengar.

[SET]
name: Support
move 1: Judgment
move 2: Recover
move 3: Toxic / Will-O-Wisp / Roar
move 4: Defog / Stealth Rock / Roar
item: Pixie Plate
ability: Multitype
nature: Bold
evs: 252 HP / 240 Def / 16 Spe

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

Judgment is Fairy Arceus's only STAB move, coming in at an impressive 120 Base Power after the boost from Pixie Plate. Recover is necessary to keep Fairy Arceus healthy throughout the match, allowing it to maintain the bulk it needs to check certain Pokemon. Toxic hits Ho-Oh, Lugia, and support Arceus while making Fairy Arceus harder to switch in on; it puts opposing Pokemon on a timer and removes Lum Berries, at the cost of worsening Fairy Arceus's matchup versus Steel- and Poison-types. Will-O-Wisp allows Fairy Arceus to safely take on offensive Arceus formes and other physical setup sweepers, but it comes with a worse matchup against stall and Fire-types. Roar forces the opponent's Pokemon out, removing boosts and racking up chip damage should entry hazards be up. Defog removes hazards for the rest of the team, allowing for more and easier switching. Stealth Rock allows Fairy Arceus to punish switching by getting chip damage, pairing up very well with Roar.

Set Details
========

The 16 Speed EVs let Fairy Arceus outspeed maximum Speed neutral-natured base 90 Speed Pokemon such as Ho-Oh as well as anything slower, such as bulky Primal Groudon or Geomancy Xerneas before boosting. The remaining EVs let Fairy Arceus be as physically bulky as possible. Defense investment is used over Special Defense because Anything Goes is full of powerful physical attackers.

Usage Tips
========

Early on in the game, Fairy Arceus should be spamming its status moves to cripple switch-ins for teammates. Fairy Arceus functions as a good anti-lead as well due to its excellent hazard removal and bulk. Until Mega Rayquaza is knocked out, Fairy Arceus should be kept as healthy as possible to check it. If your opponent has a Mega Gengar, aggressively double switch because Fairy Arceus is easily trapped and KOed by a super effective Sludge Wave. Fairy Arceus is a great switch-in for common Pokemon such as Yveltal, Mega Diancie, and Mega Mewtwo X. Defog should be used whenever the hazards on the field harm your team more than your opponent's team, particularly if hazards are only on your side or you are playing against a Spikes-stacking team. Stealth Rock should be set up as early as possible to break Focus Sashes and punish any switching throughout the match. If it is removed, reapply it at the next opportunity.

Team Options
========

Fairy Arceus partners well with Rock Arceus and Zekrom, as they can take on Ho-Oh without much trouble. Bulky Yveltal, Ho-Oh, and Skarmory are also excellent teammates because they are able to defeat any setup sweepers that attempt to boost on Fairy Arceus. Physically bulky Pokemon such as Water Arceus and Lugia pair well with Fairy Arceus due to their ability to take on Primal Groudon, a common Fairy Arceus check. Fairy Arceus is one of the most reliable hazard removers in the tier, so Pokemon that need hazards gone, like Ho-Oh and Mega Rayquaza, have great synergy with Fairy Arceus. Should you decide to run Stealth Rock instead, Pokemon that want hazards up on the opponent's side in order to sweep, such as Darkrai and Xerneas, are great teammates. Pokemon that can take on Poison and Steel Arceus, such as Primal Groudon, Ground Arceus, and Klefki, are useful as well. However, Fairy Arceus is largely a self-sufficient Pokemon and one that can function as a glue for teams requiring its support.

[SET]
name: Calm Mind
move 1: Judgment
move 2: Calm Mind
move 3: Recover
move 4: Earth Power
item: Pixie Plate
ability: Multitype
nature: Timid
evs: 184 Def / 72 HP / 252 Spe

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

Judgment is Fairy Arceus's most powerful STAB move, getting further boosted by Pixie Plate and any Special Attack boosts that Fairy Arceus might acquire. Calm Mind allows Fairy Arceus to power through its checks and sweep while allowing it to take on opposing special attackers more easily; it also allows Fairy Arceus to power through most balanced and stall teams with just a few boosts. Recover allows Fairy Arceus to maintain its health while setting up, most notably letting it set up without consequence on Pokemon too weak to seriously harm it. Earth Power breaks past the Fire-, Poison-, and Steel-types that wall Fairy Arceus, only notably missing out on Ho-Oh.

Set Details
========

Maximum Speed investment with a Timid nature allows Fairy Arceus to Speed tie with opposing variants of Arceus and outspeed many common threats such as Mega Rayquaza and Mega Diancie. 184 Defense EVs and 72 HP EVs allow Fairy Arceus to nearly always survive a Dragon Ascent from a +1 Adamant Mega Rayquaza after Stealth Rock while maintaining respectable mixed bulk. Fairy Arceus can boost its Special Attack and Special Defense stats, making investing in them largely unneeded.

Usage Tips
======

Try to reveal as little as possible about Fairy Arceus's set in order to make the opponent believe that it is a defensive set, potentially allowing you to get two turns of setup before they bring in their answer. Once its checks have been sufficiently weakened so that they can be defeated after a Calm Mind boost, bring Fairy Arceus in on something it forces out and begin boosting. Some good Pokemon for Fairy Arceus to set up against are passive Pokemon such as Dragon Tail Giratina, Mega Sableye, and attackers such as Yveltal and Mega Mewtwo X, since they deal very little damage to it. Other relatively weak special support Pokemon such as Mega Diancie are also good setup fodder for Calm Mind Fairy Arceus. Once Fairy Arceus gets going, it is very difficult to stop, but not impossible. Don't sacrifice it against Pokemon it cannot KO such as Ho-Oh just because you don't want to lose the boosts; unlike Geomancy Xerneas, it can set up more than once. Avoid Toxic if possible; burn and paralysis let Fairy Arceus defeat Darkrai more easily, but being badly poisoned stops it from sweeping. Keeping Earth Power unrevealed can be nice to take advantage of the opponent's confidence in their Fairy-resistant Pokemon, but don't avoid using it when it is appropriate to just because you don't want them to find out.

Team Options
========

Magic Bounce Pokemon like Mega Diancie take on Klefki, a major headache for this set; they also make the opponent think twice about using Toxic. Skarmory is able to take priority attacks for Fairy Arceus when it is low on HP, as well as damaging attackers with Rocky Helmet and forcing out attackers such as Extreme Killer Arceus and Choice Scarf Genesect. Other Steel-type counters such as Primal Groudon, Ground Arceus, Ho-Oh, and Primal Kyogre are nice to take take Steel-type attacks and retaliate by breaking holes in the opponent's team. Poison-type counters such as the aforementioned Primal Groudon and Ground Arceus are also nice, especially considering their ability to check both Poison- and Steel-types.

Stealth Rock users are very beneficial partners to Fairy Arceus, as they are able to wear down Ho-Oh and break Lugia's Multiscale. Fairy Arceus and Xerneas are good teammates because they can break down each other's checks and counters; there are usually at most one or two Pokemon that resist Fairy on a team, so any chip damage can be the difference between being KOed while trying to sweep and knocking out the opposing Pokemon. Ho-Oh, for instance, only needs 20% chip damage before it is KOed by a Thunder from a +2 Xerneas. Rock Arceus and Zekrom are easily able to come in on any attack from Ho-Oh, barring a Choice Band-boosted Earthquake, and outspeed it and OHKO with their respective Judgment and Bolt Strike, making them excellent teammates. Water Arceus can do the same, but it misses out on the OHKO.

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

Thunder Wave cripples sweepers by greatly lowering their Speed stat, but is usually inferior to either Will-O-Wisp or Toxic. Refresh can cure status and increase longevity but it is often niche due to its inability to remove confusion and sleep. Iron Defense can be an option on Calm Mind variants to beat physical attackers, but Fairy Arceus usually prefers coverage. Magic Coat bounces back hazards and status such as Darkrai's Dark Void, but using it requires careful prediction.

Perish Song is great to beat Baton Pass teams with an Ingrain user, but it has little other utility. Thunder is also a coverage option to beat Flying-types, especially Ho-Oh and Skarmory. Unlike Thunderbolt, Thunder deals more damage to super effective targets than Judgment does.

Stone Edge can be used to OHKO Ho-Oh from full HP, but that requires Fairy Arceus to go mixed with 144 Attack EVs. Flamethrower and Fire Blast are good tricks to smack around most unsuspecting Steel-types, but Fairy Arceus often has no moveslot to spare. Fully offensive Fairy Arceus is nice for the extra power, but the lack of bulk can often be annoying. Safeguard is a great move to block status for teammates and Fairy Arceus itself, but it must be used before the opponent launches the status, thus preventing it from being used to reliably take on Darkrai or Klefki.

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

**Steel-types**: Steel-types can switch into Fairy Arceus's STAB Judgment. Mega Scizor in particular is able to switch in on both Fairy Arceus’s STAB and coverage moves to deal heavy damage with Bullet Punch. Skarmory can also easily take any standard coverage hit and force Fairy Arceus out, while Steel Arceus doesn't really care about any attacks that Fairy Arceus uses. No Steel-type, however, appreciates Will-O-Wisp.

**Ho-Oh and Primal Groudon**: Ho-Oh and Primal Groudon are the most offensive Fairy Arceus switch-ins and can easily wall Arceus while dishing out severe damage. Ho-Oh's typing provides resistances to both Fairy Arceus's STAB move and its main coverage options, while Primal Groudon is able to boost to knock out Fairy Arceus or phaze it with Roar. Primal Groudon risks being worn down if it lacks Rest, however, and neither Primal Groudon nor Ho-Oh appreciates Toxic or the rarer coverage options.

**Lugia**: Lugia is a very solid Fairy Arceus counter that can wall both sets with ease, even after several boosts. It checks Fairy Arceus even after six Calm Minds and can phaze it, but this shouldn't be relied upon due to the commonality of Stealth Rock. While it is not crippling, Lugia also dislikes status, as burn and poison break the protection granted by Multiscale.

**Setup Sweepers**: If Fairy Arceus lacks Roar or if the opponent is down to their final Pokemon, it is setup bait for Pokemon such as Primal Groudon, Lum Berry + Magic Coat Arceus, Geomancy Xerneas, and opposing Calm Mind Arceus formes.

**Primal Kyogre**: Due to its superior stats and rain-boosted STAB moves, Primal Kyogre will nearly always win versus Fairy Arceus. It dislikes status unless it runs Rest, but it still easily powers through unless Fairy Arceus has significant boosts.

**Mega Gengar**: A super effective Sludge Wave from Mega Gengar deals heavy damage, and its ability, Shadow Tag, prevents Fairy Arceus from being withdrawn. While a boosted Fairy Arceus can potentially defeat it, Mega Gengar must be carefully played around throughout the match.

**Poison Arceus**: While it greatly dislikes Will-O-Wisp and cannot take boosted Earth Powers, Poison Arceus easily switches in on Toxic or Judgment and powers through Fairy Arceus with its super effective STAB moves.
 
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MZ

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QC agreed on some different sets, they're not too far off what you have right now but please use these instead because there's a few unnecessary slashes here

name: Defensive
move 1: Judgment
move 2: Recover
move 3: Toxic / Will-O-Wisp / Roar
move 4: Defog / Stealth Rock / Roar
item: Pixie Plate
Ability: Multitype
nature: Bold EVs: 248 HP / 244 Def / 16 Spe
With magic coat being alright for moves but unreliable enough at taking on rai and general stuff that roar just really is the better option to fit if you've already slotted both rocks and removal into another slot. Also 16 speed

Set Name: Keep Calm calm mind (if we named this we'd need to name every single CM arc set this which would kinda suck)
move 1: Judgment
move 2: Calm Mind
move 3: Recover
move 4: Earth Power
item: Pixie Plate
ability: Multitype
nature: Timid
EVs: 184 Def / 72 HP / 252 Spe
Thunderbolt can go in OO because it's way worse than EP aside from just annoying hooh which definitely isn't main set worthy, but sacrificing excellent coverage for wisp is just losing out on a key trait of fairyceus and you don't want to drop recovery ever
 

MZ

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Overview
Most of this stuff is stretched out into a lot of bullets for no good reason, this can be fixed in writeup I guess but there's no need to have 3 separate bullets to say it has a great movepool including reliable recovery. Additionally, most of the points skirt around actually mentioning any of the most important attributes/weaknesses of the mon. Thinks like safeguard/refresh don't need to be mentioned while there's just no mention of the CM set at all. If you need me to expand on this then lmk, but right now there isn't a single bullet I wouldn't heavily change

Defensive Set
Moves
You don't need to give info like the base power of a move or the exact % chance to KO megaray, just give what judgement does
Most of these bullets are still giving info that doesn't show any understanding of the set. Toxic will obviously hit Ho-Oh, Roar will obviously remove boosts and phaze foes, but can you explain why they're actually good/important to run? Just a little bit extra here would be really good
Mentioning when to run wisp vs toxic is kinda important
Also you mention defog twice and really don't need to talk about PP stalling

Set Details
Multitype doesn't need a mention at all
16 speed isn't for speed ties, it's for beating out neutral 252 hooh (and some other base 90s but they rarely run 252)

Usage tips
Emphasizing how it can anti-lead seems really arbitrary, unless you can explain why it's an effective anti-lead but only vs teams lacking megaray just don't make the point
Second bullet is about magic coat I assume? Which isn't on the set anymore
The last UT could be rewritten to emphasize staying healthy for taking on megaray, explicitly saying "just don't bring it in at all" is pretty limiting, keeping it healthy is enough
Also, this is really really bare for such a relevant mon. This just needs way more, especially considering the amount of slashes it has on the set. You don't even talk about when to use defog or roar, give examples of anything it beats other than megaray, and barely touch on how to play it overall

Team Options
Once again, this needs some more stuff, it's incredibly short and barely delves into...anything
Just remove the first one, scarf ttar is a terrible set. If you want to mention other SR users for sets that run defog or something else instead then specifically mention tar because of trapping gengar then that's fine, but scarf tar does not need a mention
Ekiller doesn't particularly enjoy setting up on fairyceus at all considering ur physically bulky and do a decent amount with judgement, plus you could have wisp or roar. Instead a TO about non-roar variants having teammates to handle setup sweepers in general seems like it'd be more appropriate
Reliable mega gengar switch is a bit misleading because it's gengar and at some point a well played gengar is likely to trap you. I think you're looking for a mon to double to when predicting gar rather than a switchin
Some ideas for more things to add because this is too bare: teammates that appreciate hazard removal, a good ray check, a rocks setter, and status spreading. Partners to take on poisonceus and steel types which just wall non-wisp variants. You could also mention how fairly self-sufficient this mon is, not requiring that much support to just generally be useful

CM Set
Moves
the only relevant fire type other than pdon is ho-oh which you don't hit with earth power

Set Details
max speed timid beats out more stuff than other arceus formes, especially rayquayquay
No multitype/pixie plate mention needed

Usage Tips
You have none? Uh, this is pretty important,

Team Options
It's unclear as to why reflection in general or taking priority attacks is needed. More examples of steel checks would also be nice, esp since skarm won't beat other skarm, ferro, etc
If you want to use the xerneas point, expand on how they wear down each others checks and counters
More Ho-Oh checks than just rock arceus would be nice

OO
No need to mention the whole play rough thing with stone edge
Mention the drawback of TBolt, being generally inferior to earth power aside from hooh and skarmory (which u can mention as a target)
Offensive CM
fire blast
Magic coat?

C&C
Fix the formatting please, add some spaces and you don't need bullets just the asterisks
You don't even mention most steel types here (steelceus ferrothorn dialga bronzong genesect, you don't have to list them all but just 2 is odd), iron head isn't a relevant move to mention for mega scizor, you mention fire coverage but don't even put it on any main sets so you can say they can be lured but don't talk about it like a consistent issue for them, there's no mention of how skarm can spike on steelceus and no steels in general enjoy switching into wisp
Both Ho-oh and Pdon need more than a "little prior damage" to KO bulky fairyceus, be more specific with phrases like "main coverage options" and just "ko fairyceus" with no explanation, mention how non rest Pdon can be chipped away at p easily bc CM, neither appreciate toxic, and hooh is just about the best CM fairyceus check there is
Normal Arceus and Geoxern can be combined into a full setup sweeper section, specifying they only beat it if they're the last mon or it doesnt have roar. Also expand on it because that's really bare
Lugia doesnt have to only come in when something else has been knocked out, it can switch in just fine w/out rocks and potentially with rocks, and doesnt appreciate wisp in addition to toxic. Also Tbolt doesnt need a mention as it's the same power as STAB judgement

I just don't agree with a priority users section. scizor is already mentioned, Mlucario/Mmeta arent that relevant and both ray and ekiller just don't do enough. If a priority user does under half then it's usually not a great check. Then there's "magic bounce", when you already explicitly stated that it beats magic bouncers, which it does. This section just doesn't feel necessary

there's a ton of stuff here that needs fixing, tag me when it's implemented Quantum Tesseract
edit: yes, do the below, I just sorta went with tbolt bc it was there but thunder gets crucial rolls on ho-oh, pogre, and skarm
 
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Overview
Most of this stuff is stretched out into a lot of bullets for no good reason, this can be fixed in writeup I guess but there's no need to have 3 separate bullets to say it has a great movepool including reliable recovery. Additionally, most of the points skirt around actually mentioning any of the most important attributes/weaknesses of the mon. Thinks like safeguard/refresh don't need to be mentioned while there's just no mention of the CM set at all. If you need me to expand on this then lmk, but right now there isn't a single bullet I wouldn't heavily change

Defensive Set
Moves
You don't need to give info like the base power of a move or the exact % chance to KO megaray, just give what judgement does
Most of these bullets are still giving info that doesn't show any understanding of the set. Toxic will obviously hit Ho-Oh, Roar will obviously remove boosts and phaze foes, but can you explain why they're actually good/important to run? Just a little bit extra here would be really good
Mentioning when to run wisp vs toxic is kinda important
Also you mention defog twice and really don't need to talk about PP stalling

Set Details
Multitype doesn't need a mention at all
16 speed isn't for speed ties, it's for beating out neutral 252 hooh (and some other base 90s but they rarely run 252)

Usage tips
Emphasizing how it can anti-lead seems really arbitrary, unless you can explain why it's an effective anti-lead but only vs teams lacking megaray just don't make the point
Second bullet is about magic coat I assume? Which isn't on the set anymore
The last UT could be rewritten to emphasize staying healthy for taking on megaray, explicitly saying "just don't bring it in at all" is pretty limiting, keeping it healthy is enough
Also, this is really really bare for such a relevant mon. This just needs way more, especially considering the amount of slashes it has on the set. You don't even talk about when to use defog or roar, give examples of anything it beats other than megaray, and barely touch on how to play it overall

Team Options
Once again, this needs some more stuff, it's incredibly short and barely delves into...anything
Just remove the first one, scarf ttar is a terrible set. If you want to mention other SR users for sets that run defog or something else instead then specifically mention tar because of trapping gengar then that's fine, but scarf tar does not need a mention
Ekiller doesn't particularly enjoy setting up on fairyceus at all considering ur physically bulky and do a decent amount with judgement, plus you could have wisp or roar. Instead a TO about non-roar variants having teammates to handle setup sweepers in general seems like it'd be more appropriate
Reliable mega gengar switch is a bit misleading because it's gengar and at some point a well played gengar is likely to trap you. I think you're looking for a mon to double to when predicting gar rather than a switchin
Some ideas for more things to add because this is too bare: teammates that appreciate hazard removal, a good ray check, a rocks setter, and status spreading. Partners to take on poisonceus and steel types which just wall non-wisp variants. You could also mention how fairly self-sufficient this mon is, not requiring that much support to just generally be useful

CM Set
Moves
the only relevant fire type other than pdon is ho-oh which you don't hit with earth power

Set Details
max speed timid beats out more stuff than other arceus formes, especially rayquayquay
No multitype/pixie plate mention needed

Usage Tips
You have none? Uh, this is pretty important,

Team Options
It's unclear as to why reflection in general or taking priority attacks is needed. More examples of steel checks would also be nice, esp since skarm won't beat other skarm, ferro, etc
If you want to use the xerneas point, expand on how they wear down each others checks and counters
More Ho-Oh checks than just rock arceus would be nice

OO
No need to mention the whole play rough thing with stone edge
Mention the drawback of TBolt, being generally inferior to earth power aside from hooh and skarmory (which u can mention as a target)
Offensive CM
fire blast
Magic coat?

C&C
Fix the formatting please, add some spaces and you don't need bullets just the asterisks
You don't even mention most steel types here (steelceus ferrothorn dialga bronzong genesect, you don't have to list them all but just 2 is odd), iron head isn't a relevant move to mention for mega scizor, you mention fire coverage but don't even put it on any main sets so you can say they can be lured but don't talk about it like a consistent issue for them, there's no mention of how skarm can spike on steelceus and no steels in general enjoy switching into wisp
Both Ho-oh and Pdon need more than a "little prior damage" to KO bulky fairyceus, be more specific with phrases like "main coverage options" and just "ko fairyceus" with no explanation, mention how non rest Pdon can be chipped away at p easily bc CM, neither appreciate toxic, and hooh is just about the best CM fairyceus check there is
Normal Arceus and Geoxern can be combined into a full setup sweeper section, specifying they only beat it if they're the last mon or it doesnt have roar. Also expand on it because that's really bare
Lugia doesnt have to only come in when something else has been knocked out, it can switch in just fine w/out rocks and potentially with rocks, and doesnt appreciate wisp in addition to toxic. Also Tbolt doesnt need a mention as it's the same power as STAB judgement

I just don't agree with a priority users section. scizor is already mentioned, Mlucario/Mmeta arent that relevant and both ray and ekiller just don't do enough. If a priority user does under half then it's usually not a great check. Then there's "magic bounce", when you already explicitly stated that it beats magic bouncers, which it does. This section just doesn't feel necessary

there's a ton of stuff here that needs fixing, tag me when it's implemented Quantum Tesseract
edit: yes, do the below, I just sorta went with tbolt bc it was there but thunder gets crucial rolls on ho-oh, pogre, and skarm
*Should* be fixed Megazard, let me know if there is anything I missed or any of my rewrite I need to rewrite.
 

MZ

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Certain sections look a lot better, but others don't look like they've really been fixed at all and the overview is still really problematic

Overview
All of these points seem to be things you just thought of and slapped on really quickly. I don't see any kind of structure here or idea that you know what to say when you're going to write it up or how these are going to explain Fairy Arceus's place in the metagame. What this needs to do is show what it does, why it's good, and a few faults. In cases it's not detailed enough (like I can barely extrapolate that it has a defensive set from reading what you have) and in other cases it's overly specific like not having an item. I'm just trying to explain what the overview needs to look like, take a look at other analyses if it could help but this still needs an overhaul. I'll try to make some points to help out.
You could expand on fairy being a good offensive typing with talking about how it has nice coverage to complement it
the dark/dragon stuff isn't really why it's so good defensively
third bullet parrots first bullet
expand on great movepool, this is really huge but the only explanation is (same as all arceus) which isn't even a relevant point to bring up
"makes it a threatening sweeper" isn't wrong but it's vague and not terribly useful
  • Great all around stats that allow it to take hits while dishing out damage
If I can understand the bullet by looking at the stats picture above the analysis then it's either not needed or not detailed enough
I don't need to be told that it cant carry any item it wants to
the xern not being able to switch in doesnt need to be said and I'm not buying the whole setup bait thing too much with 2 slashes for roar, at best this should get a tiny mention
This mon doesnt have much 4mss. This applies to when a mon needs 5 moves to be effective, Fairy Arceus wants more moves but functions well without having all 5

Usage tips
I still have no idea why this mon is an anti lead and that's not explained at all
I would just remove the point about wisping gengar, it doesnt really make sense
The late game point also isn't too useful, just saying that if ur healthy you can stall things which applies to like, every defensive mon
You removed the point about staying healthy for ray? That wasn't a bad point
I still don't see anything about using defog or rocks

Team Options
Small thing but say ho-oh checks not counters because zekrom is a check

CM SET

Usage tips
This is below team options and has no bullet points? Please fix this
"Once its checks have been sufficiently weakened, however, bring Arceus in on something it beats and begin boosting" This is an excellent example of something that's kind of vague and could use more explanation. What does it beat? What can I bring it in on? What needs to be weakened? Giving just a bit more info would really improve this analysis
Explain the third tip because I don't understand what kind of scenario is being described here
I wouldnt have a point saying ignore status because 1. this applies to almost everything and 2. at least burn and para make it less easy to revenge by darkrai
Again, the last usage tip is incredibly vague and warning about crits is totally useless. If you want to give examples of things to set up on though, that'd be good at some point in UT
Something about luring stuff with earth power is probably important

Team Options
It doesnt look like you implemented some of what I said here, the xern point is still unclear and bouncing is still arbitrary

C&C
It still sounds like lugia somehow isn't a passable switchin to this, which it totally is
Don't need to talk about being unlucky in the ogre vs fairyceus matchup
You still over emphasize niche OO choices in steel types and only go over a few
If you can, it'd help GP a lot to rewrite these before it gets that far because the whole section in general is just really awkwardly written, lacks periods, has random capitalization flying around, etc

I can't stamp yet because the overview wasn't improved on but fix it up, tag me, and I should be able to stamp it Quantum Tesseract
 

Martin

A monoid in the category of endofunctors
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I think its worth noting in the overview that it is really good just on the basis of being an Arceus forme, meaning that its type is hidden on team preview and is, as such, that little bit harder to plan for early in the match--especially when used on teams with multuiple Arceuses.

Speaking of multiple Arceuses, I think EKiller Arceus is deserving of a mention in team options for both sets due to it sharing checks with Arceus-Fairy and being able to lure out and either weaken or outright KO steels that give this thing trouble, especially when used on teams with multiple EKillers which are able to play mindgames with their coverage (anyone else remember that 4-arceus squad from the early days of AG which had 3 EKillers with different coverage in the fourth slot and 1 arceus fairy? Its the same kind of deal as that really).
 
I think its worth noting in the overview that it is really good just on the basis of being an Arceus forme, meaning that its type is hidden on team preview and is, as such, that little bit harder to plan for early in the match--especially when used on teams with multuiple Arceuses.

Speaking of multiple Arceuses, I think EKiller Arceus is deserving of a mention in team options for both sets due to it sharing checks with Arceus-Fairy and being able to lure out and either weaken or outright KO steels that give this thing trouble, especially when used on teams with multiple EKillers which are able to play mindgames with their coverage (anyone else remember that 4-arceus squad from the early days of AG which had 3 EKillers with different coverage in the fourth slot and 1 arceus fairy? Its the same kind of deal as that really).
What shared checks do they have? I suppose Lugia and Skarmory, but I'm not sure that's big enough to to warrant them being good teammates. Most others, like Steel Arceus and Ho-Oh, or for Arceus Yveltal and MMX, are actually beaten by the other. I can see them being good teammates because of their ability to take on opposing counters, but not really in terms of shared walls.
 

Martin

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What shared checks do they have? I suppose Lugia and Skarmory, but I'm not sure that's big enough to to warrant them being good teammates. Most others, like Steel Arceus and Ho-Oh, or for Arceus Yveltal and MMX, are actually beaten by the other. I can see them being good teammates because of their ability to take on opposing counters, but not really in terms of shared walls.
I guess I probably worded it poorly. What I meant was more along the lines of Arceus-Normal sharing resists in steels in general and being able to weaken them for Arceus-Fairy, being able to play mindgames with the opponent between EQ, Overheat and a lack of species clause, and generally forcing them to come in to help stop ESpeed from wiping the floor with their team--meaning that they are taking a lot of chip damage by taking Arceus on in general regardless of ehich side has the upper hand with the mondgame, which in turn keads to them be harder pressed to check arceus-fairy.
 

MZ

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Ekiller arceus doesn't lure any steels unless it's Life Orb Overheat which is a mediocre thing to suggest and if you're talking about being a generally good partner then we'd have to put that in TO for any mon not explicitly limited to stall

Edit: I mean just reading through that the only reason I can see is the overheat lure set which isn't great, and otherwise normalceus is too splashable to put in every TO
 
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Chloe

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NUPL Champion
Sorry for the delay, here we go:

Overview:
- Mention Stealth Rock exactly rather than Hazards.
- Mention its utility against Mega Rayquaza specifically.

Defensive
Set:
- Rename to Support.

Set Details:
- Alternatively, Arceus-Fairy can run a 248 HP / 8 SpA / 252 Spe spread with a Timid nature to deal with Choice Band variants of Mega Rayquaza better.
- Mention why physical bulk is used rather than special bulk.

Usage Tips:
- Remove this point about it being the best MRay check in the tier, and keep that stuff for the Overview.

Team Options:
- Primal Groudon checks such as Water Arceus
- Remove the point about double switching in Yveltal.

Calm Mind
Moves:
- Mention increase to Special Bulk on CM as well. "Calm Mind is a boosting move" is somewhat iffy too.

Usage Tips:
- Point 2: no need to list specific checks here, wait til C&C.

OO:
- Iron Defense can be an option on Calm Mind variants, but Fairy Arceus appreciates the extra coverage in most instances.
- Stone Edge: you could say it requires 144 Atk EVs and a neutral nature to OHKO every Ho-Oh set bar physically defensive variants, but I'll leave that to you.
- Just remove Thunderbolt, lol. Thunder might have annoying accuracy but it picks up important OHKOs and 2HKOs; "Unlike Thunderbolt, however, it does more to super effective targets than Judgment does." further supports my point.
- Safeguard is NOT worth a mention.
- These could be ordered way better, I'd suggest Thunder Wave, Refresh, Iron Defense, Magic Coat, Perish Song, Thunder, Stone Edge, Fire moves, Fully Offensive

C&C:
- Mega Gengar - make sure you mention how much this threatens it
- Poison Arceus and any other relevant poison type < there are none rip

QC 2/3
I love QCing mons that die to Ho-Oh
 
Sorry for the delay, here we go:

Overview:
- Mention Stealth Rock exactly rather than Hazards.
- Mention its utility against Mega Rayquaza specifically.

Defensive
Set:
- Rename to Support.

Set Details:
- Alternatively, Arceus-Fairy can run a 248 HP / 8 SpA / 252 Spe spread with a Timid nature to deal with Choice Band variants of Mega Rayquaza better.
- Mention why physical bulk is used rather than special bulk.

Usage Tips:
- Remove this point about it being the best MRay check in the tier, and keep that stuff for the Overview.

Team Options:
- Primal Groudon checks such as Water Arceus
- Remove the point about double switching in Yveltal.

Calm Mind
Moves:
- Mention increase to Special Bulk on CM as well. "Calm Mind is a boosting move" is somewhat iffy too.

Usage Tips:
- Point 2: no need to list specific checks here, wait til C&C.

OO:
- Iron Defense can be an option on Calm Mind variants, but Fairy Arceus appreciates the extra coverage in most instances.
- Stone Edge: you could say it requires 144 Atk EVs and a neutral nature to OHKO every Ho-Oh set bar physically defensive variants, but I'll leave that to you.
- Just remove Thunderbolt, lol. Thunder might have annoying accuracy but it picks up important OHKOs and 2HKOs; "Unlike Thunderbolt, however, it does more to super effective targets than Judgment does." further supports my point.
- Safeguard is NOT worth a mention.
- These could be ordered way better, I'd suggest Thunder Wave, Refresh, Iron Defense, Magic Coat, Perish Song, Thunder, Stone Edge, Fire moves, Fully Offensive

C&C:
- Mega Gengar - make sure you mention how much this threatens it
- Poison Arceus and any other relevant poison type < there are none rip

QC 2/3
I love QCing mons that die to Ho-Oh
Overview: Done
Set Details: Done
Support: Done
Calm Mind: Done
OO *mostly* done, I think Safeguard is worthwhile because it can beat darkrai without relying on dark void missing (unless sludge rai), turn skeys into a liability, and greatly improves Fairy Arceus' matchup vs Primal Groudon, Support Arceus, and Ho-Oh. If you really want it gone I'll remove it, though.
C&C: Done


Die to Ho-Oh haha
252+ Atk Choice Band Ho-Oh Brave Bird vs. 248 HP / 244+ Def Arceus-Fairy: 207-244 (46.7 - 55%) -- 68% chance to 2HKO
Have fun killing yourself with recoil and toxic while I recover mkay? Even with max rolls, if it heals itself it'll take 10 turns to knock it out.
 
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The Gunner

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Set Details
========
Alternatively, Fairy Arceus can run a 248 HP / 8 SpA / 252 Spe spread with a Timid nature to deal with Choice Band variants of Mega Rayquaza better. Physical Defense is used over special defense as anything goes is full of powerful physical attackers
This part needs to be removed; the 252 Spe Timid spread runs a completely different moveset and has a different strategy as well. Fairyceus with max def is meant to be a physical check, 252 Timid can run CM and work as a set up sweeper. Both sets are different.

Team Options (for CM set)
======

Mention in depth about a Ho-oh check such as Rockceus, Waterceus as Fairyceus is 100% hard walled by Ho-oh and it needs really solid support against it.

QC 3/3 everything else is fine by me sorry for delay
 

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