
Hot Garbage
[OVERVIEW]
Fire Arceus is the best specially oriented Fire-type in Ubers, notably being able to defeat Mega Salamence with Ice Beam; it also has the perk of being much faster than both Primal Groudon and Ho-Oh. However, this does not change the fact that Fire Arceus is an awful Pokemon. It loses to so many common threats that it suffers from severe four-moveslot syndrome, being unable to deal with all of its many checks with three attacking moves. This also means it cannot viably run Recover, greatly reducing its longevity. While Fire is a good offensive typing with decent coverage, Fire Arceus's STAB is neutered by Primal Kyogre's Primordial Sea. Fire Arceus's typing also leaves it vulnerable to all entry hazards and grants it a weakness to Stealth Rock, compounding its longevity issues. Fire Arceus has some decent resistances, most notably to Fairy-type attacks, but it cannot really make use of them because it can't afford to invest in defenses. This, unfortunately, means that Fire Arceus is a complete waste of your Arceus slot and should never be used seriously.
[SET]
name: Offensive Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Thunder
move 4: Ice Beam / Earth Power
item: Flame Plate
ability: Multitype
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Calm Mind allows Fire Arceus to set up on the few threats it forces out, such as some Steel-types. Judgment is a powerful STAB attack with no drawbacks and has the bonus of hitting Primal Groudon switch-ins for decent damage thanks to the sun that it brings. Overheat is stronger than Judgment, but the Special Attack drop caused by using it makes it a risky option, as Fire Arceus will then become setup fodder for threats such as Primal Groudon and Geomancy Xerneas. Thunder hits Primal Kyogre switch-ins for decent damage while possibly paralyzing them. It is also Fire Arceus's only means of doing meaningful damage to Ho-Oh. Ice Beam destroys Mega Salamence and Rayquaza switch-ins while dealing some damage to Latias, Latios, and Giratina-O. Earth Power hits Primal Groudon harder than Judgment and Overheat but provides no other meaningful coverage and is less useful than Ice Beam in general.
Set Details
========
Maximum investment in Special Attack and Speed is necessary for Fire Arceus to hit as hard and fast as possible. A Timid nature is preferred to Speed tie with maximum Speed Arceus formes. However, Modest is usable if extra power is desired; importantly, Modest Fire Arceus's Thunder is usually able to 2HKO Calm Mind Primal Kyogre switch-ins.
Usage Tips
========
The best way to use Fire Arceus is to not use it at all. If you must use Fire Arceus, you should switch it in whenever possible so it can do as much damage as possible before it faints. Unfortunately, Fire Arceus cannot even do this well thanks to its subpar defensive typing, glaring weakness to every entry hazard, and susceptibility to being statused by the Steel-types it should be able to counter such as Ferrothorn. This means that its best opportunities to switch in are when a teammate has fainted or when U-turn support is provided. If run, Overheat should be used with caution, as the Special Attack drop caused by using it makes Fire Arceus setup fodder for a plethora of threats.
Team Options
========
Fire Arceus necessitates Defog users as teammates due to its entry hazard weakness and lack of recovery. Latios, Giratina-O, and Latias can provide this support while also providing Fire Arceus a teammate with a Ground-type immunity. Grass Knot Latias deserves a special mention for being able to deal with Swords Dance Ground Arceus. Magic Bounce support from Pokemon such as Mega Diancie is also highly useful; Mega Diancie can also deal with Ho-Oh, one of Fire Arceus's hardest checks. Conversely, entry hazard support is crucial to wear down Ho-Oh switch-ins as well as checks that will inevitably switch into Fire Arceus. Primal Groudon, Dialga, Tyranitar, and Mega Diancie can all set up Stealth Rock. Primal Kyogre greatly threatens Fire Arceus, so Primal Groudon, Latios, and Latias make for good teammates. If Earth Power is chosen, Fire Arceus will be helpless against Latios and Latias; in this case, Pursuit support from Pokemon such as Tyranitar is appreciated. Using Earth Power also renders Fire Arceus susceptible to Mega Salamence, which Dialga and Tyranitar can deal with for Fire Arceus. Finally, regular Groudon is an acceptable option, as it can set up Stealth Rock, check Primal Groudon, and provide sun support, greatly boosting the power of Fire Arceus's STAB move.
[STRATEGY COMMENTS]
Other Options
=============
Stone Edge can catch out Ho-Oh switch-ins, but it fails to OHKO unless Ho-Oh has taken some prior damage and is useless in any other situation, as, without Attack investment, it is extremely weak. A specially defensive set with Roar and Recover can check and phaze Xerneas, but Primal Groudon does this far better. Recover could be used over one of Fire Arceus's coverage moves, but this leaves Fire Arceus even more easily walled than it already is. Spacial Rend can be used if Fire Arceus is running a Modest nature, as it can 2HKO Latios, Giratina-O, and Dragon Arceus after Stealth Rock, as well as the rare Kyurem-W, Reshiram, and Palkia. However, this comes at the cost of a coverage move, which means Fire Arceus will still be walled by a great deal of Pokemon.
Checks and Counters
===================
**Primal Groudon**: Primal Groudon shrugs off any attack besides Earth Power. It can then either force Fire Arceus out and set up or destroy Fire Arceus that dare to stay in with Precipice Blades.
**Blissey and Chansey**: Blissey and Chansey are not fazed by any of Fire Arceus's moves thanks to their titanic special bulk and can easily Toxic stall it.
**Tyranitar**: Tyranitar takes very little damage from all of Fire Arceus's attacks. It can then set up Stealth Rock or paralyze Fire Arceus and wear it down with Rock Slide.
**Rock Arceus**: Rock Arceus does not even fear Earth Power, as Modest Fire Arceus cannot 2HKO it. It can then proceed to 2HKO Fire Arceus with Judgment.
**Excadrill**: Excadrill cannot switch into Judgment, but it can easily come in on any other move while sand is up and OHKO Fire Arceus with Earthquake.
**Primal Kyogre**: While Calm Mind Primal Kyogre is a shaky switch-in because it is often 2HKOed by Modest Fire Arceus's Thunder after hazards, other variants can switch in without fearing the 2HKO and can OHKO Fire Arceus with their rain-boosted Water-type STAB moves.
**Ho-Oh**: Ho-Oh's special bulk means that it takes a pittance from Fire Arceus's moves and can force it out or 2HKO it with Brave Bird or Earthquake. However, it cannot safely switch in while Stealth Rock is up, as Thunder will 2HKO it and a boosted Thunder will OHKO it.
**Mega Salamence and Rayquaza**: If Fire Arceus is not running Ice Beam, Mega Salamence and Rayquaza become extremely threatening to it. In particular, bulky Dragon Dance variants of Mega Salamence that carry Refresh can even shrug off paralysis from Thunder and easily set up on Fire Arceus.
**Mega Diancie**: If Fire Arceus lacks Earth Power, Mega Diancie can 2HKO it with Diamond Storm while avoiding the 2HKO from any of Fire Arceus's moves.
**Latios and Latias**: While Fire Arceus can chip away at Latios and Latias with Ice Beam, both still force it out. In particular, Latios can OHKO Fire Arceus with Draco Meteor after Stealth Rock. Both Pokemon also completely wall Fire Arceus that lack Ice Beam.
**Ground Arceus**: Ground Arceus is never 2HKOed by Timid Fire Arceus's Judgment or Ice Beam at full health and can OHKO it with Earthquake after Stealth Rock without needing to boost.
**Palkia**: While rare, Palkia fears nothing Fire Arceus runs and destroys it with Hydro Pump.
[OVERVIEW]
name: Offensive Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Thunder
move 4: Ice Beam / Earth Power
item: Flame Plate
ability: Multitype
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
========
========
========
[STRATEGY COMMENTS]
Other Options
=============
===================
- awful Pokemon
- is at least able to defeat Mega Salamence easily and is specially oriented, unlike other Fire-types
- higher Speed than Primal Groudon and Ho-Oh
- suffers severe four moveslot syndrome as it will always be stopped by some prominent metagame threats
- must run three attacks to not get stopped cold by even more Pokemon
- Fire remains a good offensive typing but comes with terrible defensive drawbacks e.g. Stealth Rock weakness, sitting duck for Kyogre
- some decent resistances but can’t make use of them thanks to inability to invest in bulk
- complete waste of an Arceus slot unless you feel a passion for it burning within you
name: Offensive Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Thunder
move 4: Ice Beam / Earth Power
item: Flame Plate
ability: Multitype
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
- Calm Mind allows Fire Arceus to set up on the few things it forces out, such as Steel-types
- Judgment a powerful STAB attack with no drawbacks; has the bonus of hitting Primal Groudon switch-ins for chip damage thanks to the sun it brings
- Overheat is stronger but leaves you setup fodder for Primal Groudon, Geomany Xerneas, etc. as it drops Special Attack
- Thunder hits Primal Kyogre switch-ins for decent damage and comes with a neat paralysis chance; also Fire Arceus’s only means of hurting Ho-Oh
- Ice Beam destroys Mega Salamance switch-ins and hurts Latios, Latias and Giratina-O
- Earth Power hits Primal Groudon harder than Overheat but is somewhat redundant otherwise
========
- maximum investment in Special Attack and Speed necessary to hit as hard and fast as possible
- Timid nature preferred to Speed tie with max Speed Arceus formes; Modest an option if extra power is desired - can 2HKO Calm Mind Primal Kyogre most of the time with Thunder, which is nice
- Flame Plate is what bestows this amazing forme upon you
========
- use a different forme
- should be switched in whenever possible so it can do as much damage as possible before fainting
- even this is difficult due to Fire Arceus's glaring weakness to hazards and subpar defensive typing
- since it can't switch in on anything thanks to its susceptibility to being statused, even from Steel-types, bring it in after a teammate has fainted or off a U-turn
- if it is run, Overheat should be used with caution thanks to the Special Attack drop rendering Fire Arceus even more worse off than it already is
========
- defoggers mandatory thanks to Fire Arceus being weak to entry hazards and lacking recovery - Latios, Giratina-O and Latias good options
- defoggers listed all give Fire Arceus a teammate with a Ground-type immunity
- Grass Knot Latias, in particular, can deal with Swords Dance Ground Arceus
- magic bouncers, such as Mega Diancie, also useful
- Mega Diancie also helps with checking Ho-Oh
- entry hazard support crucial for Ho-Oh and to wear down checks that switch in so Fire Arceus can actually do something - Primal Groudon, Dialga, Tyranitar, Mega Diancie can all set up Stealth Rock
- primal kyogre checks needed - Latios, Latias
- Pursuit users advised if Earth Power is chosen so Fire Arceus's team can deal with Latias and Latios; Tyranitar a good option
- checks to Mega Salamence - Tyranitar, Dialga
- regular Groudon acceptable option to provide sun support, set up entry hazards, and check Primal Groudon
[STRATEGY COMMENTS]
Other Options
=============
- Stone Edge can catch out Ho-Oh switch-ins but is otherwise very bad as, without Attack investment, it is pathetically weak
- specially defensive set with Roar can phase Xerneas but is inferior to Primal Groudon in every way
- Recover could be used over one of Fire Arceus's coverage moves, but it becomes even more useless than it already is with one less move
===================
- pdon can safely come in on every attack barring Earth Power and force Fire Arceus out or destroy it with Precipice Blades
- blissey and chansey don't care about anything fire arceus has; they can then effortlessly toxic stall it
- tyranitar takes a pittance from all of fire arceus's attacks and can do all of set up stealth rock and paralyze it + wear it down with rock slide
- rock arceus takes little damage from any of fire arceus's moves, even avoiding the 2HKO from modest earth power, and 2HKOes back with Judgement
- excadrill destroys fire arceus under sandstorm, OHKOing it with Earthquake - cannot switch into Judgment, though
- while Calm Mind Primal Kyogre is often 2HKOed by Modest Fire Arceus's Thunder, other variants can switch in without fearing the 2HKO and destroy Fire Arceus with rain-boosted Water-type STAB moves
- ho-oh laughs at most things Fire Arceus can throw at it but it dislikes Stealth Rock being up as Thunder can 2HKO on the switch and OHKO after a boost
- if not running Ice Beam, Salamence and Rayquaza can come in easily; in particular, bulky DD variants of Mega Salamence with Refresh don't even care about Thunder's paralysis chance
- if not running Earth Power, Mega Diancie avoids the 2HKO from any of Fire Arceus's moves and 2HKOes back with Diamond Storm
- latios and latias take some damage from Ice Beam but force Fire Arceus out easily; latios can also OHKO Fire Arceus with Draco Meteor after Stealth Rock
- ground arceus is never 2HKOed by Timid Fire Arceus's Judgment or Ice Beam and can OHKO it with Earthquake after Stealth Rock
- palkia is uncommon but destroys Fire Arceus with Hydro Pump and fears none of its moves
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