Arceus-Grass
[QC 2/3] -- Sweep / WreckDra / Nayrz
[GP 2/2] -- Mowtom+The Dutch Plumberjack / Rhythms
[OVERVIEW]
Grass Arceus has an uncommon mono-Grass typing, solid 120 / 120 / 120 bulk, and a wide support movepool that allows it to be an effective support Pokemon in the Ubers metagame. However, it has lost its ability to check a lot of powerful threats, as Primal Groudon has a secondary Fire typing, and Primal Kyogre hits harder than regular Kyogre and can run a more effective Calm Mind set; as a result, Grass Arceus's only effective niche in Ubers is being a support Pokemon that can counter Ground Arceus and soft check Primal Kyogre. It is weak to many common Pokemon, namely Mega Gengar, Ho-Oh, Yveltal, and Mega Salamence, which makes teambuilding difficult by mandating strong switch-ins to the latter three, as well as a Pursuit user to deal with Mega Gengar. While Grass Arceus's typing offers a few key resistances, it does not provide it with too many of these and leaves Grass Arceus weak to a lot of attacks. Grass Arceus is also susceptible to Toxic, like most support Arceus formes are.
[SET]
name: Support
move 1: Recover
move 2: Defog / Toxic
move 3: Grass Knot / Judgment
move 4: Ice Beam / Stone Edge / Toxic
item: Meadow Plate
ability: Multitype
nature: Calm
evs: 252 HP / 200 SpD / 56 Spe
[SET COMMENTS]
Moves
========
Recover offers reliable recovery that allows Grass Arceus to remain healthy throughout the match. Defog supports Grass Arceus's team by removing entry hazards. Grass Knot is the STAB move of choice because it hits most of the Uber tier with 120 Base Power, as most of the Uber Pokemon are heavy; it importantly hits Primal Groudon hard. Judgment is an alternate STAB move option that deals consistent damage, specifically targeting lighter Pokemon in the Ubers metagame such as Mega Diancie. Ice Beam is an important coverage move that hits Mega Salamence and Rayquaza, which both threaten Grass Arceus. Stone Edge can also be used to hit Ho-Oh for 4x super effective damage when it is lured in by Grass Arceus; it also hits Yveltal and Mega Salamence for super effective damage, though it doesn't hit Mega Salamence especially hard. Toxic is a usable status move that wears down Latias, Latios, and Primal Groudon and can be used if another teammate can remove entry hazards or if a second attack is not necessary.
Set Details
========
Maximum HP investment gives Grass Arceus solid mixed bulk, so that it can take physical attacks from Ground Arceus and Primal Groudon lacking a Fire-type move, while also checking Primal Kyogre. 56 Speed EVs are used to outspeed fully invested Adamant Rayquaza. The rest of the EVs are invested in Special Defense to give maximum special bulk, improving Grass Arceus's ability to take Ice Beams and Blizzards from Primal Kyogre. A Calm nature is used because Grass Knot or Judgment is the primary attack and Grass Arceus does not want to sacrifice bulk against anything; even when using Stone Edge, Grass Arceus does not miss out on anything too important with a Calm nature. The use of Meadow Plate with the ability Multitype is mechanically necessary, but it does add a little bit of power to Grass Arceus's STAB moves.
Usage Tips
========
Grass Arceus does not like being pressured by constant damage from status, so try not to let it get hit with a status move, especially Toxic. Try to use any switches Grass Arceus gets by virtue of its typing and bulk to come in and use Defog. When attempting to lure Ho-Oh, many opponents will try to scout for Stone Edge by switching out, so it can be effective to bluff not having Stone Edge by switching out to a Ho-Oh check the first time it comes in on Grass Arceus. In general, use Recover frequently to stay healthy, as Grass Arceus needs a lot of HP left to check certain threats such as Primal Kyogre. Be very careful around Mega Gengar, as it traps and removes Grass Arceus easily. Grass Arceus should not be treated as a Primal Groudon switch-in initially, as it fears Primal Groudon's Fire-type STAB moves, though it can be switched aggressively into both Ground Arceus and Kyogre if it is healthy.
Team Options
========
Stealth Rock support is very important, as it helps against a lot of the Flying-types that threaten Grass Arceus, especially Ho-Oh. In addition to this, Pokemon that check Ho-Oh such as Mega Diancie, Lugia, and Tyranitar are good partners. Similarly, Yveltal checks such as Mega Diancie, Klefki, Xerneas, Clefable, and Tyranitar make for good teammates. Because Grass Arceus primarily functions as a Primal Kyogre and Ground Arceus check, additional Primal Groudon checks such as Latias, Latios, Giratina-O, and Mega Salamence can beat the many variants that Grass Arceus cannot. Additional Primal Kyogre checks are also helpful, as Grass Arceus needs teammates to check Primal Kyogre if it has been weakened beforehand; Latias, Latios, and Primal Groudon can all fill this role nicely. Clerics, such as Clefable, Xerneas, Blissey, and Mega Diancie, make for good teammates that can remove status conditions from Grass Arceus, especially Toxic. In a similar vein, Steel-types such as Aegislash, Skarmory, Mega Metagross, and Klefki are good partners, as they are immune to Toxic and can absorb it for Grass Arceus. Pursuit users such as Tyranitar and Aegislash are also important partners, as they can trap Mega Gengar before it can trap and remove Grass Arceus. Excadrill is also a good teammate for Grass Arceus because it beats Klefki easily and can Rapid Spin away the Spikes that it sets up on Grass Arceus. Finally, Ho-Oh and Primal Groudon switch into and beat the Steel-types that wall Grass Arceus.
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Recover
move 3: Grass Knot / Judgment
move 4: Ice Beam
item: Meadow Plate
ability: Multitype
nature: Timid
evs: 252 HP / 4 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Calm Mind gives Grass Arceus a way to set up and consequently break down some teams with boosted attacks. Recover provides reliable recovery to keep Grass Arceus healthy so that it can continue to check the Water- and Ground-types that it needs to. Grass Knot is the primary STAB move, as it hits most relevant threats harder than Judgment; however, Judgment can be used for consistency, as it breaks through the less common, lighter Pokemon more easily. Ice Beam hits Mega Salamence and Yveltal for super effective damage.
Set Details
========
Calm Mind Grass Arceus functions as a setup Pokemon that greatly pressures balanced teams and checks some Water- and Ground-types. 252 HP EVs maximize mixed bulk so that Grass Arceus can check threats such as Primal Kyogre and Ground Arceus; however, it should be noted that Grass Arceus can still be easily overwhelmed by Primal Kyogre with a bit of prior damage. 252 Speed EVs with a Timid nature allow Grass Arceus to outspeed a large portion of the Ubers metagame around the base 90 to 110 Speed benchmark, while at worst tying with other Arceus formes and Mega Salamence. The remaining 4 EVs are put into Special Attack.
Usage Tips
========
Set up Calm Mind on foes that either do not threaten Grass Arceus or are directly threatened by it; however, when going against teams that have strong answers to Grass Arceus, such as Mega Gengar and Ho-Oh, setting up is usually not the ideal play, as Grass Arceus will be immediately forced out. Instead, Grass Arceus can be used to pivot around by double switching to something that beats the opponent's switch-in. Do not allow Grass Arceus to be hit with Toxic, as this reduces its ability to amass Calm Mind boosts and will force it out. Lastly, Grass Arceus is worn down relatively easily, so it needs to be kept in very good health to soft check Primal Kyogre.
Team Options
========
Stealth Rock support from the likes of Primal Groudon is very important to weaken the Flying-types that threaten Grass Arceus, especially Ho-Oh. Primal Groudon also serves as a Primal Kyogre check alongside Grass Arceus; Latias and Latios fill this role too while also checking Primal Groudon for Grass Arceus. Mega Diancie, Tyranitar, Lugia, and Mega Salamence check Ho-Oh for Grass Arceus. Pursuit support from Tyranitar or Aegislash can remove Mega Gengar, which threatens to stop and KO Grass Arceus. Clefable, Xerneas, Blissey, and Mega Diancie all provide cleric support to remove Toxic and other status conditions from Grass Arceus while also checking Yveltal. Steel-types such as Aegislash, Skarmory, Mega Metagross, and Klefki also make for good partners because they can absorb Toxic. Excadrill does this as well, and it can also clear entry hazards and beat Klefki.
[STRATEGY COMMENTS]
Other Options
=============
Grass Arceus has a number of alternate support options; Will-O-Wisp is a possible status move that cripples physical attackers but cannot hit Primal Groudon or Ho-Oh. Thunder Wave is yet another status option that cripples faster threats but again cannot hit Primal Groudon. Earthquake can be used as a coverage move to hit the Steel-types that normally wall Grass Arceus. Earth Power can also be used to hit Primal Groudon harder at the cost of not being able to hit Klefki and Aegislash quite as hard; it should be noted that neither Earthquake nor Earth Power can OHKO Mega Gengar. Finally, Fire Blast is an alternate coverage move that hits Steel-types for super effective damage, especially Ferrothorn and Scizor.
Checks and Counters
===================
**Ho-Oh**: Ho-Oh can switch into Grass Arceus with relative ease, and it can OHKO Grass Arceus with its STAB moves. It resists Grass Knot and Judgment, takes very little from Ice Beam, and does not mind Toxic too much because it has Regenerator to heal itself. However, it will take a significant amount of damage from Stone Edge.
**Mega Gengar**: Mega Gengar takes little from all of Grass Arceus's common moves and can trap it with Shadow Tag. It can then proceed to use Sludge Wave or Sludge Bomb, which is an easy 2HKO on Grass Arceus, or it can use Perish Song to remove Grass Arceus. It does not like being crippled by the rare Thunder Wave, however, and will be 2HKOed by Earthquake and Earth Power.
**Steel-types**: Due to their resistances to Grass, Ice, and Rock and immunity to Toxic, Steel-types are excellent checks to Grass Arceus. Klefki can Toxic Grass Arceus and proceed to set up Spikes. Ferrothorn can also set up Spikes on Grass Arceus, though it tends to force a stalemate if it lacks the move Toxic. Dialga can Toxic Grass Arceus, set up Stealth Rock, and threaten it with Fire Blast. Genesect and Scizor can both threaten Grass Arceus and gain momentum through U-turn, while the latter can also Toxic it.
**Yveltal**: Yveltal can switch into Grass Arceus and proceed to hit it with a super effective Oblivion Wing, healing itself in the process; however, it does not especially enjoy being hit with Stone Edge or Ice Beam. If it is a defensive variant, it can Toxic Grass Arceus and Taunt it to prevent Recover, status, and Defog, though defensive Yveltal may be crippled by Grass Arceus's Toxic itself.
**Mega Salamence**: Mega Salamence can switch in on Grass Arceus, outspeed it, and proceed to hit it with a super effective Double-Edge or Return. Mega Salamence is physically bulky enough to tank Stone Edge relatively well, but it takes 4x super effective damage from Ice Beam. If Grass Arceus lacks Ice Beam, Mega Salamence can set up Dragon Dance as well.
**Latias and Latios**: Latias and Latios resist Grass Arceus's Grass Knot and Judgment and do not take too much from Stone Edge or Ice Beam. Calm Mind variants can set up on Grass Arceus, but Latias and Latios both dislike Toxic, as it will greatly reduce their ability to reliably use Defog and continually Recover off damage. They will also be crippled by Thunder Wave.
**Primal Groudon**: Primal Groudon can switch into some of Grass Arceus's attacks and threaten it with a sun-boosted STAB Lava Plume, Fire Punch, or Overheat. However, Primal Groudon will be worn down by Toxic, and offensive Primal Groudon variants risk a 2HKO from Grass Knot if they switch in.
**Shaymin-S**: Shaymin-S is a decent check to Grass Arceus, as it can switch in on Grass Knot and Judgment and proceed to either set up Substitute or hit Grass Arceus with a powerful Air Slash that may also make it flinch. Shaymin-S does not take Stone Edge well and cannot take Ice Beam at all, but it can pressure Grass Arceus decently well.
**Flying Arceus**: Due to its typing advantage and natural bulk, Flying Arceus can switch into any of Grass Arceus's attacks and set up with Calm Mind while threatening Grass Arceus with Judgment. It can keep itself healthy with Recover and use Refresh to clear Toxic and other status.
**Ice Arceus**: Ice Arceus can switch into Grass Arceus and threaten it with a super effective Judgment. It can also set up with Calm Mind, though it does not like Toxic.
**Toxic**: Toxic in general will wear down Grass Arceus turn by turn and will leave it vulnerable to being overwhelmed, while also putting it on a timer and making it more difficult to reliably use Defog.

[QC 2/3] -- Sweep / WreckDra / Nayrz
[GP 2/2] -- Mowtom+The Dutch Plumberjack / Rhythms
[OVERVIEW]
Grass Arceus has an uncommon mono-Grass typing, solid 120 / 120 / 120 bulk, and a wide support movepool that allows it to be an effective support Pokemon in the Ubers metagame. However, it has lost its ability to check a lot of powerful threats, as Primal Groudon has a secondary Fire typing, and Primal Kyogre hits harder than regular Kyogre and can run a more effective Calm Mind set; as a result, Grass Arceus's only effective niche in Ubers is being a support Pokemon that can counter Ground Arceus and soft check Primal Kyogre. It is weak to many common Pokemon, namely Mega Gengar, Ho-Oh, Yveltal, and Mega Salamence, which makes teambuilding difficult by mandating strong switch-ins to the latter three, as well as a Pursuit user to deal with Mega Gengar. While Grass Arceus's typing offers a few key resistances, it does not provide it with too many of these and leaves Grass Arceus weak to a lot of attacks. Grass Arceus is also susceptible to Toxic, like most support Arceus formes are.
[SET]
name: Support
move 1: Recover
move 2: Defog / Toxic
move 3: Grass Knot / Judgment
move 4: Ice Beam / Stone Edge / Toxic
item: Meadow Plate
ability: Multitype
nature: Calm
evs: 252 HP / 200 SpD / 56 Spe
[SET COMMENTS]
Moves
========
Recover offers reliable recovery that allows Grass Arceus to remain healthy throughout the match. Defog supports Grass Arceus's team by removing entry hazards. Grass Knot is the STAB move of choice because it hits most of the Uber tier with 120 Base Power, as most of the Uber Pokemon are heavy; it importantly hits Primal Groudon hard. Judgment is an alternate STAB move option that deals consistent damage, specifically targeting lighter Pokemon in the Ubers metagame such as Mega Diancie. Ice Beam is an important coverage move that hits Mega Salamence and Rayquaza, which both threaten Grass Arceus. Stone Edge can also be used to hit Ho-Oh for 4x super effective damage when it is lured in by Grass Arceus; it also hits Yveltal and Mega Salamence for super effective damage, though it doesn't hit Mega Salamence especially hard. Toxic is a usable status move that wears down Latias, Latios, and Primal Groudon and can be used if another teammate can remove entry hazards or if a second attack is not necessary.
Set Details
========
Maximum HP investment gives Grass Arceus solid mixed bulk, so that it can take physical attacks from Ground Arceus and Primal Groudon lacking a Fire-type move, while also checking Primal Kyogre. 56 Speed EVs are used to outspeed fully invested Adamant Rayquaza. The rest of the EVs are invested in Special Defense to give maximum special bulk, improving Grass Arceus's ability to take Ice Beams and Blizzards from Primal Kyogre. A Calm nature is used because Grass Knot or Judgment is the primary attack and Grass Arceus does not want to sacrifice bulk against anything; even when using Stone Edge, Grass Arceus does not miss out on anything too important with a Calm nature. The use of Meadow Plate with the ability Multitype is mechanically necessary, but it does add a little bit of power to Grass Arceus's STAB moves.
Usage Tips
========
Grass Arceus does not like being pressured by constant damage from status, so try not to let it get hit with a status move, especially Toxic. Try to use any switches Grass Arceus gets by virtue of its typing and bulk to come in and use Defog. When attempting to lure Ho-Oh, many opponents will try to scout for Stone Edge by switching out, so it can be effective to bluff not having Stone Edge by switching out to a Ho-Oh check the first time it comes in on Grass Arceus. In general, use Recover frequently to stay healthy, as Grass Arceus needs a lot of HP left to check certain threats such as Primal Kyogre. Be very careful around Mega Gengar, as it traps and removes Grass Arceus easily. Grass Arceus should not be treated as a Primal Groudon switch-in initially, as it fears Primal Groudon's Fire-type STAB moves, though it can be switched aggressively into both Ground Arceus and Kyogre if it is healthy.
Team Options
========
Stealth Rock support is very important, as it helps against a lot of the Flying-types that threaten Grass Arceus, especially Ho-Oh. In addition to this, Pokemon that check Ho-Oh such as Mega Diancie, Lugia, and Tyranitar are good partners. Similarly, Yveltal checks such as Mega Diancie, Klefki, Xerneas, Clefable, and Tyranitar make for good teammates. Because Grass Arceus primarily functions as a Primal Kyogre and Ground Arceus check, additional Primal Groudon checks such as Latias, Latios, Giratina-O, and Mega Salamence can beat the many variants that Grass Arceus cannot. Additional Primal Kyogre checks are also helpful, as Grass Arceus needs teammates to check Primal Kyogre if it has been weakened beforehand; Latias, Latios, and Primal Groudon can all fill this role nicely. Clerics, such as Clefable, Xerneas, Blissey, and Mega Diancie, make for good teammates that can remove status conditions from Grass Arceus, especially Toxic. In a similar vein, Steel-types such as Aegislash, Skarmory, Mega Metagross, and Klefki are good partners, as they are immune to Toxic and can absorb it for Grass Arceus. Pursuit users such as Tyranitar and Aegislash are also important partners, as they can trap Mega Gengar before it can trap and remove Grass Arceus. Excadrill is also a good teammate for Grass Arceus because it beats Klefki easily and can Rapid Spin away the Spikes that it sets up on Grass Arceus. Finally, Ho-Oh and Primal Groudon switch into and beat the Steel-types that wall Grass Arceus.
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Recover
move 3: Grass Knot / Judgment
move 4: Ice Beam
item: Meadow Plate
ability: Multitype
nature: Timid
evs: 252 HP / 4 SpA / 252 Spe
[SET COMMENTS]
Moves
========
Calm Mind gives Grass Arceus a way to set up and consequently break down some teams with boosted attacks. Recover provides reliable recovery to keep Grass Arceus healthy so that it can continue to check the Water- and Ground-types that it needs to. Grass Knot is the primary STAB move, as it hits most relevant threats harder than Judgment; however, Judgment can be used for consistency, as it breaks through the less common, lighter Pokemon more easily. Ice Beam hits Mega Salamence and Yveltal for super effective damage.
Set Details
========
Calm Mind Grass Arceus functions as a setup Pokemon that greatly pressures balanced teams and checks some Water- and Ground-types. 252 HP EVs maximize mixed bulk so that Grass Arceus can check threats such as Primal Kyogre and Ground Arceus; however, it should be noted that Grass Arceus can still be easily overwhelmed by Primal Kyogre with a bit of prior damage. 252 Speed EVs with a Timid nature allow Grass Arceus to outspeed a large portion of the Ubers metagame around the base 90 to 110 Speed benchmark, while at worst tying with other Arceus formes and Mega Salamence. The remaining 4 EVs are put into Special Attack.
Usage Tips
========
Set up Calm Mind on foes that either do not threaten Grass Arceus or are directly threatened by it; however, when going against teams that have strong answers to Grass Arceus, such as Mega Gengar and Ho-Oh, setting up is usually not the ideal play, as Grass Arceus will be immediately forced out. Instead, Grass Arceus can be used to pivot around by double switching to something that beats the opponent's switch-in. Do not allow Grass Arceus to be hit with Toxic, as this reduces its ability to amass Calm Mind boosts and will force it out. Lastly, Grass Arceus is worn down relatively easily, so it needs to be kept in very good health to soft check Primal Kyogre.
Team Options
========
Stealth Rock support from the likes of Primal Groudon is very important to weaken the Flying-types that threaten Grass Arceus, especially Ho-Oh. Primal Groudon also serves as a Primal Kyogre check alongside Grass Arceus; Latias and Latios fill this role too while also checking Primal Groudon for Grass Arceus. Mega Diancie, Tyranitar, Lugia, and Mega Salamence check Ho-Oh for Grass Arceus. Pursuit support from Tyranitar or Aegislash can remove Mega Gengar, which threatens to stop and KO Grass Arceus. Clefable, Xerneas, Blissey, and Mega Diancie all provide cleric support to remove Toxic and other status conditions from Grass Arceus while also checking Yveltal. Steel-types such as Aegislash, Skarmory, Mega Metagross, and Klefki also make for good partners because they can absorb Toxic. Excadrill does this as well, and it can also clear entry hazards and beat Klefki.
[STRATEGY COMMENTS]
Other Options
=============
Grass Arceus has a number of alternate support options; Will-O-Wisp is a possible status move that cripples physical attackers but cannot hit Primal Groudon or Ho-Oh. Thunder Wave is yet another status option that cripples faster threats but again cannot hit Primal Groudon. Earthquake can be used as a coverage move to hit the Steel-types that normally wall Grass Arceus. Earth Power can also be used to hit Primal Groudon harder at the cost of not being able to hit Klefki and Aegislash quite as hard; it should be noted that neither Earthquake nor Earth Power can OHKO Mega Gengar. Finally, Fire Blast is an alternate coverage move that hits Steel-types for super effective damage, especially Ferrothorn and Scizor.
Checks and Counters
===================
**Ho-Oh**: Ho-Oh can switch into Grass Arceus with relative ease, and it can OHKO Grass Arceus with its STAB moves. It resists Grass Knot and Judgment, takes very little from Ice Beam, and does not mind Toxic too much because it has Regenerator to heal itself. However, it will take a significant amount of damage from Stone Edge.
**Mega Gengar**: Mega Gengar takes little from all of Grass Arceus's common moves and can trap it with Shadow Tag. It can then proceed to use Sludge Wave or Sludge Bomb, which is an easy 2HKO on Grass Arceus, or it can use Perish Song to remove Grass Arceus. It does not like being crippled by the rare Thunder Wave, however, and will be 2HKOed by Earthquake and Earth Power.
**Steel-types**: Due to their resistances to Grass, Ice, and Rock and immunity to Toxic, Steel-types are excellent checks to Grass Arceus. Klefki can Toxic Grass Arceus and proceed to set up Spikes. Ferrothorn can also set up Spikes on Grass Arceus, though it tends to force a stalemate if it lacks the move Toxic. Dialga can Toxic Grass Arceus, set up Stealth Rock, and threaten it with Fire Blast. Genesect and Scizor can both threaten Grass Arceus and gain momentum through U-turn, while the latter can also Toxic it.
**Yveltal**: Yveltal can switch into Grass Arceus and proceed to hit it with a super effective Oblivion Wing, healing itself in the process; however, it does not especially enjoy being hit with Stone Edge or Ice Beam. If it is a defensive variant, it can Toxic Grass Arceus and Taunt it to prevent Recover, status, and Defog, though defensive Yveltal may be crippled by Grass Arceus's Toxic itself.
**Mega Salamence**: Mega Salamence can switch in on Grass Arceus, outspeed it, and proceed to hit it with a super effective Double-Edge or Return. Mega Salamence is physically bulky enough to tank Stone Edge relatively well, but it takes 4x super effective damage from Ice Beam. If Grass Arceus lacks Ice Beam, Mega Salamence can set up Dragon Dance as well.
**Latias and Latios**: Latias and Latios resist Grass Arceus's Grass Knot and Judgment and do not take too much from Stone Edge or Ice Beam. Calm Mind variants can set up on Grass Arceus, but Latias and Latios both dislike Toxic, as it will greatly reduce their ability to reliably use Defog and continually Recover off damage. They will also be crippled by Thunder Wave.
**Primal Groudon**: Primal Groudon can switch into some of Grass Arceus's attacks and threaten it with a sun-boosted STAB Lava Plume, Fire Punch, or Overheat. However, Primal Groudon will be worn down by Toxic, and offensive Primal Groudon variants risk a 2HKO from Grass Knot if they switch in.
**Shaymin-S**: Shaymin-S is a decent check to Grass Arceus, as it can switch in on Grass Knot and Judgment and proceed to either set up Substitute or hit Grass Arceus with a powerful Air Slash that may also make it flinch. Shaymin-S does not take Stone Edge well and cannot take Ice Beam at all, but it can pressure Grass Arceus decently well.
**Flying Arceus**: Due to its typing advantage and natural bulk, Flying Arceus can switch into any of Grass Arceus's attacks and set up with Calm Mind while threatening Grass Arceus with Judgment. It can keep itself healthy with Recover and use Refresh to clear Toxic and other status.
**Ice Arceus**: Ice Arceus can switch into Grass Arceus and threaten it with a super effective Judgment. It can also set up with Calm Mind, though it does not like Toxic.
**Toxic**: Toxic in general will wear down Grass Arceus turn by turn and will leave it vulnerable to being overwhelmed, while also putting it on a timer and making it more difficult to reliably use Defog.
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