Ubers Arceus-Electric


electric heart
QC 3/3 (Dominatio, Fireburn, Minority)
GP 1/1 (The Dutch Plumberjack)

[OVERVIEW]

* Arceus-Electric's typing and bulk give it the ability to check Yveltal, Ho-Oh, Mega Salamence, and Primal Kyogre to varying degrees.
* Arceus-Electric is mainly used in a Calm Mind role due the general coverage Judgment and Ice Beam offer.
* Unfortunately, most of the Pokemon Arceus-Electric is able to check are able to hit it hard with secondary STAB moves or Ground-type coverage if it tries to switch in on them, making it a rather painful situation when forced to switch in.
* Arceus-Electric faces some competition from Arceus-Rock and Arceus-Ice, but Arceus-Electric has the ability to soft check Mega Lucario thanks to its typing, something the other two cannot do.
* Arceus-Rock can also check most of Arceus-Electric's targets outside of Primal Kyogre, leaving it rather outclassed in its potential role. Arceus-Electric does have the ability to viably run Ice Beam, deterring Zygarde-C switch-ins, something Arceus-Rock generally doesn't do.
* Unlike Arceus-Ice, Arceus-Electric does not have a strong damage option against Primal Groudon and is forced to use very weak Ice Beams until it is low enough to be taken out.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Recover
move 4: Ice Beam
item: Zap Plate
ability: Multitype
nature: Timid
evs: 252 HP / 4 SpA / 252 Spe

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

* Judgment is the ideal STAB option over Thunder for consistent accuracy. It 2HKOes Primal Kyogre and Ho-Oh while threatening to OHKO offensive Yveltal sets after Stealth Rock.
* Calm Mind's boosts allow Arceus-Electric to pose a potential sweeping threat, but only after a large checklist consisting of Primal Groudon, Ferrothorn, Clefable, Chansey, Blissey, and other potential Ground-types is gone. The Special Defense boost can come in handy against Yveltal and Primal Kyogre.
* Recover is necessary to maintain longevity throughout the match.
* Ice Beam is the best coverage option to Arceus-Electric, hitting just about everything neutrally in tandem with Judgment. Ice Beam is weak against neutral targets, especially when unboosted. A big target of Ice Beam is Mega Salamence, while other targets are mainly other Dragon-types such as Giratina-O that otherwise take Judgment well, but it can also be useful against Arceus-Ground and Landorus-T.

Set Details
========

* Maximum HP investment gives Arceus-Electric the best overall bulk for switching into Yveltal and Mega Salamence as well as other threats. Maximum Speed investment makes the most use of Arceus-Electric's base 120 Speed and guarantees a Speed tie at worst with opposing Arceus formes and Mega Salamence.
* Zap Plate is preferred over Electrium Z, as using Electrium Z removes the option of consistent damage in Judgment, as Judgment requires a Plate to change type.

Usage Tips
========

* Switching into Flying-type threats such as Yveltal and Mega Salamence is generally a safe option, but the pressure that a Primal Groudon switch can put on Arceus-Electric can leave it on the backfoot in momentum, especially if Yveltal has forced Arceus-Electric to Recover off Dark Pulse damage.
* Ho-Oh and Rayquaza can also be taken on, but Sacred Fire and Draco Meteor deal high amounts of damage. Watch out for Dragon Dance Rayquaza, as this can be carrying Earthquake, which allows it to outspeed and OHKOes Arceus-Electric at +1.
* Primal Kyogre should only be taken on if Arceus-Electric is given a free turn to switch in, as a rain-boosted Scald or Origin Pulse can deal upwards of 86% if it attempts to switch into Primal Kyogre directly. Attempting to Calm Mind war with Primal Kyogre is futile due to the damage of Origin Pulse. Defensive Primal Kyogre sets can be setup fodder for Arceus-Electric, however.
* Using Calm Mind early in the game is generally a wasted turn, as many teams carry answers to Arceus-Electric without much conscious thought due to Primal Groudon's presence. Whittling down Primal Groudon switch-ins with Ice Beam and attempting to clean up with Calm Mind once Arceus-Electric's checks are sufficiently worn down is the ideal scenario.
* As the opponent will not be aware of what Arceus type is being used until it is sent into battle, take the chance to get as much damage on Primal Groudon before revealing Arceus-Electric if possible and take the opponent by surprise. Primal Groudon is vulnerable to being worn down by Arceus-Electric's teammates.
* Keep Arceus-Electric healthy and status free if possible in order to check its intended targets well.

Team Options
========

* Ground-type checks are the biggest wants from Arceus-Electric. Giratina-O and Landorus-T have good synergy with Arceus-Electric, as they are able to switch into most of its checks, Ferrothorn excluded. Zygarde-C can also assist against Primal Groudon and other Ground-types that would switch into Arceus-Electric.
* Riskier but more offensive answers to Ground-types like Yveltal and Mega Salamence are also possibilities for teammates.
* Primal Groudon helps to be the first answer against Primal Kyogre while Arceus-Electric can back it up should it be necessary. Running a Fire-type move on Primal Groudon can threaten Ferrothorn, which can switch into Arceus-Electric easily.
* Primal Groudon lures such as Zekrom, Choice Specs Xerneas, Solgaleo, and Primal Kyogre can lure it in rather well to take heavy damage, allowing Arceus-Electric to become a surprise threat to the opponent if it isn't already revealed. Primal Kyogre can also absorb status moves aimed at Arceus-Electric and chip away at Ferrothorn with potential Scald burns, negating its Leftovers recovery.
* Dugtrio can force Primal Groudon to take heavy damage or potentially OHKO offensive sets by trapping it with Arena Trap and attacking it with Tectonic Rage, giving Arceus-Electric more room to breathe.
* Tapu Koko can chunk Primal Groudon and Ferrothorn with Nature's Madness and prevent Ferrothorn from recovering off the damage with Taunt. The Electric Terrain it provides can also prove very useful to Arceus-Electric's damage output, getting OHKOs on bulky Ho-Oh and Primal Kyogre sets at +1.
* An offensive Steel-type such as Mega Lucario, Mega Scizor, or Solgaleo can come in useful against Xerneas, as Arceus-Electric doesn't deal enough damage to it without Calm Mind boosts to deter Xerneas from setting up Geomancy and overpowering it.

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

* Earth Power can be used over Recover for a more offensively oriented Calm Mind set, but the lack of recovery can become a large problem, especially if Arceus-Electric needs to switch into something earlier in the match before it can begin setting up.
* Toxic can be used as a lure option for Primal Groudon, but it is completely useless against checks such as Ferrothorn and Excadrill.
* Calm Mind with Electrium Z and Thunder give a strong one-time move, but this doesn't do anything to assist Arceus-Electric's role in a team. Gigavolt Havoc generally falls flat against the numerous Pokemon that resist Electric in Ubers as well.

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

**Primal Groudon**: Primal Groudon can switch into Arceus-Electric fearing almost nothing besides chip damage from Ice Beam and threaten to set up boosting moves, set up Stealth Rock, or just OHKO Arceus-Electric with Precipice Blades.

**Ferrothorn**: Ferrothorn is resistant to Judgment and takes little from an unboosted Ice Beam, so it can switch into Arceus-Electric freely and target it with Leech Seed or set layers of Spikes. Arceus-Electric can potentially bypass Ferrothorn with a lot of Calm Mind boosts, however, as even with Power Whip, Ferrothorn doesn't get enough damage on Arceus-Electric to actually take it down unless it is carrying Toxic as well.

**Excadrill**: Excadrill takes little from either of Arceus-Electric's moves and threatens heavy damage with Earthquake, if not an OHKO.

**Special Walls**: Clefable, Chansey, and Blissey are very difficult for Arceus-Electric to take down, if not impossible in regular circumstances. Clefable ignores Arceus-Electric's Calm Mind boosts thanks to Unaware, while Blissey and Chansey's special bulk is so high that Arceus-Electric cannot break past them before falling to Toxic.

**Ground-types**: Other Ground-types such as Arceus-Ground and Landorus-T can also heavily threaten Arceus-Electric. Arceus-Ground takes a decent chunk from Ice Beam, even being 2HKOed at +1, but it can take down Arceus-Electric with Earthquake or Judgment. Landorus-T is prone to taking an Ice Beam on the switch and can't touch Arceus-Electric without being KOed by Ice Beam first unless it is holding a Choice Scarf.

**Steel-types**: While most Steel-types cannot stand up to a boosted Arceus-Electric, Pokemon such as Dialga, Solgaleo and Klefki are generally able to take unboosted hits and put a timer on Arceus-Electric's damage output if they are carrying Toxic. Magearna gets a special mention, as it can steal Arceus-Electric's boosts with Heart Swap and threaten to turn the tables.

**Toxic**: Due to Arceus-Electric's lack of room for Refresh on its set, any Pokemon that carries Toxic will put it on a timer. Defensive teams will always have at least one user of the move.
 
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shrang

General Kenobi
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Dugtrio needs a mention in Team Options as weakening or killing P Don makes Eleceus's pathway like 80% clearer imo. Specs Xerneas is also another mon you could probably mention in the P Don lures section.
 
In the Overview mention that Arceus-Electric can soft check Mega Lucario thanks to its typing, something that Arceus-Rock and Ice can't do. Mega Salamence should be added to the list of targets for Ice Beam under Moves, which is key in allowing Arceus to check it.

Primal Kyogre's utility isn't limited to chipping Primal Groudon—in Team Options I would probably mention that it is able to absorb status and chip Ferrothorn as well with Scald + potential to burn, which will still negate Ferro's Leftovers recovery after the nerf. Solgaleo can also be mentioned as a Primal Groudon lure as it can EQ it on the switch or put it on a timer with Toxic, which quickly wears it down when combined with Ice Beam chip. Add Tapu Koko to Team Options, it can chunk Primal Groudon and Ferrothorn with Nature's Madness while Taunt prevents the latter from getting recovery with seeds. The power boost from Electric Terrain also gives Judgment a better chance to KO certain threats at +1. In C&C mention Arceus should scout for Ferrothorn that carry Toxic before attempting to CM on it.

QC 1/3
 
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Minority

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You may want to consider doing a "Toxic" section in C&C as Arc Electric can't fit Refresh the way some CM Arc can. When facing defensive teams this is usually whats stopping you. Clefable can also check you.


QC: 3/3
 

Lumari

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TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[OVERVIEW]

* Arceus-Electric's typing and bulk gives give it the ability to check Yveltal, Ho-Oh, Mega Salamence, and Primal Kyogre to varying degrees.
* Arceus-Electric is mainly used in a Calm Mind role due the general coverage Judgment and Ice Beam offers offer.
* Unfortunately, (AC) most of the Pokemon Arceus-Electric is able to check are able to hit it hard with secondary STAB moves or Ground-type coverage if it tries to switch in on them, making it a rather painful situation when forced to switch in.
* Arceus-Electric faces some competition from Arceus-Rock and Arceus-Ice, but Arceus-Electric has the ability to soft check Mega Lucario thanks to its typing, something the other two cannot do.
* Arceus-Rock can also check most of Arceus-Electric's targets outside of Primal Kyogre, leaving it rather outclassed in its potential role. Arceus-Electric does have the ability to viably run Ice Beam, deterring Zygarde-C switch-ins, something Arceus-Rock generally doesn't do.
* Unlike Arceus-Ice, Arceus-Electric does not have a strong damage option against Primal Groudon and is forced to use very weak Ice Beams until it is low enough to be taken out.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Recover
move 4: Ice Beam
item: Zap Plate
ability: Multitype
nature: Timid
evs: 252 HP / 4 SpA / 252 Spe

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

* Judgment is the ideal STAB option over Thunder for consistent accuracy. It 2HKOs 2HKOes Primal Kyogre and Ho-Oh while threatening to OHKO offensive Yveltal sets after Stealth Rock.
* Calm Mind's boosts allow it Arceus-Electric to pose a potential sweeping threat, but only after a large checklist consisting of Primal Groudon, Ferrothorn, Clefable, Chansey, Blissey, and other potential Ground-types are is gone. The Special Defense boost can come in handy against Yveltal and Primal Kyogre.
* Recover is necessary to maintain longevity throughout the match.
* Ice Beam is the best coverage option to Arceus-Electric, hitting just about everything neutrally between it and in tandem with Judgment. Ice Beam is weak against neutral targets, especially when unboosted. A big target of Ice Beam is Mega Salamence, while other targets are mainly other Dragon-types such as Giratina-O that otherwise take Judgment well, but it can also be useful against Arceus-Ground and Landorus-T.

Set Details
========

* Maximum HP investment gives Arceus-Electric the best overall bulk for switching into Yveltal and Mega Salamence (RC) as well as other threats. Maximum Speed investment makes the most use of Arceus-Electric's base 120 Speed (RC) and guarantees a Speed tie at worst with opposing Arceus formes and Mega Salamence.
* Zap Plate is preferred over Electrium Z, as using Electrium Z removes the option of consistent damage in Judgment, as Judgment requires a Plate item to change type.

Usage Tips
========

* Switching into Flying-type threats such as Yveltal and Mega Salamence are is generally a safe options option, but the pressure that a Primal Groudon switch can put on Arceus-Electric can leave it on the backfoot in momentum, especially if Yveltal has forced Arceus-Electric to Recover off Dark Pulse damage.
* Ho-Oh and Rayquaza can also be taken on, but Sacred Fire and Draco Meteor deal high amounts of damage. Watch out for Dragon Dance Rayquaza, as this can be carrying Earthquake, which allows it to outspeeds outspeed (makes it sound like EQ outspeeds Eleceus) and OHKOs Ohkoes Arceus-Electric at +1.
* Primal Kyogre should only be taken on if Arceus-Electric is given a free turn to switch in, as a rain-boosted Scald or Origin Pulse can deal upwards of 86% if it attempts to switch into Primal Kyogre straight up directly. Attempting to Calm Mind war with Primal Kyogre is futile due to the damage of Origin Pulse. Defensive Primal Kyogre sets can be setup fodder for Arceus-Electric, however.
* Using Calm Mind early in the game is generally a wasted turn, as many teams carry answers to Arceus-Electric without much conscious thought due to Primal Groudon's presence. Whittling down Primal Groudon switches switch-ins with Ice Beam and attempting to clean up with Calm Mind once Arceus-Electric's checks are sufficiently worn down is the ideal scenario.
* As the opponent will not be aware of what Arceus type is being used until it is sent into battle, take the chance to get as much damage on Primal Groudon before revealing Arceus-Electric if possible and take the opponent by surprise. Primal Groudon is vulnerable to being worn down by Arceus-Electric's teammates.
* Keep Arceus-Electric healthy and status free if possible in order to check its intended targets well.

Team Options
========

* Ground-type checks are the biggest wants from Arceus-Electric. Giratina-O and Landorus-T have good synergy with Arceus-Electric, (AC) as they are able to switch into most of Arceus-Electric's its checks, Ferrothorn excluded. Zygarde-C can also assist against Primal Groudon and other Ground-types that would switch into Arceus-Electric.
* Riskier but more offensive answers to Ground-types like Yveltal and Mega Salamence are also possibilities for teammates.
* Primal Groudon helps to be the first answer against Primal Kyogre while Arceus-Electric can back it up should it be necessary. Running a Fire-type move on Primal Groudon can threaten Ferrothorn, who which can switch into Arceus-Electric easily.
* Primal Groudon lures such as Zekrom, Choice Specs Xerneas, Solgaleo, or and Primal Kyogre can lure it in rather well to take heavy damage, allowing Arceus-Electric to become a surprise threat to the opponent if it isn't already revealed. Primal Kyogre can also absorb status moves aimed at Arceus-Electric (RC) and chip away at Ferrothorn with potential Scald burns, negating its Leftovers recovery.
* Dugtrio can force Primal Groudon to take heavy damage or potentially OHKO offensive sets by trapping it with Arena Trap and using Z-Earthquake attacking it with Tectonic Rage, giving Arceus-Electric more room to breathe.
* Tapu Koko can chunk Primal Groudon and Ferrothorn with Nature's Madness (RC) and prevent Ferrothorn from recovering off the damage with Taunt. The Electric Terrain it provides can also prove very useful to Arceus-Electric's damage output, getting OHKOs on bulky Ho-Oh and Primal Kyogre sets at +1.
* An offensive Steel-type such as Mega Lucario, Mega Scizor, (AC) or Solgaleo can come in useful against Xerneas, as Arceus-Electric doesn't deal enough damage to it without Calm Mind boosts to deter Xerneas from setting up Geomancy and overpowering Arceus-Electric it.

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

* Earth Power can be used over Recover for a more offensively oriented Calm Mind set, but the lack of recovery can become a large problem, especially if Arceus-Electric needs to switch into something earlier in the match before it can begin setting up.
* Toxic can be used as a lure option for Primal Groudon, but it is completely useless against checks such as Ferrothorn and Excadrill.
* Calm Mind with Electrium Z and Thunder give a strong one-time (AH) move, but this doesn't do anything to assist Arceus-Electric's role in a team. Z-Thunder Gigavolt Havoc generally falls flat against the numerous Pokemon that resist Electric-type resists in Ubers as well.

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

**Primal Groudon**: Primal Groudon can switch into Arceus-Electric fearing almost nothing besides chip damage from Ice Beam and threaten to set up boosting moves, set up Stealth Rock, or just OHKO Arceus-Electric with Precipice Blades.

**Ferrothorn**: Ferrothorn is resistant to Judgment and takes little from an unboosted Ice Beam, so it can switch into Arceus-Electric freely and target it with Leech Seed it or set layers of Spikes. Arceus-Electric can potentially use a lot of Calm Minds and bypass Ferrothorn with a lot of Calm Mind boosts, however, as even with Power Whip, Ferrothorn doesn't get enough damage on Arceus-Electric to actually take it down unless it is carrying Toxic as well.

**Excadrill**: Excadrill takes little from either of Arceus-Electric's moves and threatens heavy damage with Earthquake, if not an OHKO.

**Special Walls**: Clefable, Chansey, and Blissey are very difficult for Arceus-Electric to take down, if not impossible in regular circumstances. Clefable ignores Arceus-Electric's Calm Mind boosts thanks to Unaware, while Blissey and Chansey's special bulk is so high that Arceus-Electric cannot break past them before falling to Toxic.

**Ground-types**: Other Ground-types such as Arceus-Ground and Landorus-T can also heavily threaten Arceus-Electric. Arceus-Ground takes a decent chunk from Ice Beam, even being 2HKOed at +1, but it can take down Arceus-Electric with Earthquake or Judgment. Landorus-T is prone to taking an Ice Beam on the switch (RC) and can't touch Arceus-Electric without being KOed by Ice Beam first unless it is faster by holding a Choice Scarf.

**Steel-types**: While most Steel-types cannot stand up to a boosted Arceus-Electric, Pokemon such as Dialga, Solgaleo, (AC) and Klefki are generally able to take unboosted hits and put a timer on Arceus-Electric's damage output if they are carrying Toxic. Magearna gets a special mention, as it can Heart Swap steal Arceus-Electric's boosts with Heart Swap and threaten to turn the tables.

**Toxic**: Due to Arceus-Electric's finding no lack of room for Toxic on its set, any Pokemon that carries Toxic will put Arceus-Electric it on a timer. Defensive teams will always have at least one user of the move.
 
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this is completed - i'll upload when this finds some buddies to go along with

e: we on site
 
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