PISTOLERO
I come to bury Caesar, not to praise him.
Arceus-Psychic
Original pink, screw you Arceus-Fairy
PISTOLERO is bad
Overview
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Even though all formes of Arceus have great stats and movepool, Arceus-Psychic seems at first to suffer from a poor defensive and offensive typing. Its weaknesses to Dark, Ghost and to a lesser extent Bug cause it several issues, with new arrival Yveltal in particular causing Arceus-Psychic many problems. Other tier members such as Arceus-Ghost and Darkrai are still huge threats and tend to be able to walk all over Arceus-Psychic as well. Arceus-Psychic also suffers from 4MSS to quite a degree, due to it wanting to be able to adequately deal with all Mewtwo formes but also provide typical Arceus utility to its team.However, Arceus-Psychic has several positive traits that help it distinguish itself amongst its fellow formes, and grant it three very appreciable niches and a third nice niche. Most importantly of all, Arceus-Psychic is the only Pokemon in the entire game that is able to efficiently deal with all Mewtwo formes, be it the X Mega, Y Mega, Classic Mewtwo, Stalltwo or Stalltwo X/Y (not sure how relevant mega stalltwo is, i know that Hack hates stalltwo X and thinks it's garbage), being able to come in on any move from Mewtwo first turn, even without knowing the Mega Evolution, and be safe the next turn, due to its oft maligned Psychic typing giving it a resistance to both Psystrike and Low Kick. Deoxys-Attack is also countered by Arceus-Psychic, with the only move even slightly threatening a 2HKO being max Special Attack Life Orb Dark Pulse, with the more common Sash variants cannot even threaten a 3HKO with Knock Off, due to its power not being boosted. The final niche Arceus-Psychic has is STAB Psyshock, allowing it to run a competent Calm Mind set that can break other Calm Mind Arceus, as well as giving it an easier time against Ho-Oh and Blissey.
1. Utility Check
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name: Mewtwo Utility Check
move 1: Judgment
move 2: Will-O-Wisp
move 3: Magic Coat / Defog
move 4: Recover
item: Mind Plate
evs: 248 HP / 84 Def / 176 Spe
nature: Timid
Moves
========
Judgment is used as STAB, allowing for fair neutral damage thanks to the Plate boost, and importantly allows Arceus-Psychic to 2HKO Mega Mewtwo X. Will-O-Wisp is used to burn physical attackers, meaning that Arceus-Psychic can check things such as Zekrom, Arceus-Normal and Groudon. Magic Coat bounces status, hazards and Taunt, protecting Arceus-Psychic and its team from all three. Defog can be useful on any Arceus forme, and Arceus-Psychic is no exception. Lastly, Recover is to keep Arceus-Psychic at high health so that it can repeatedly come in on Mewtwo and Deoxys-Attack.
Set Details
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This Arceus-Psychic variant focuses less on completely countering all Mewtwo variants in order to provide more Arceus-esque team support, whilst still competently checking Mewtwo, as well as Deoxys-Attack and other tier members. 96 Speed EVs and a Timid nature allow Arceus-Psychic to outspeed Palkia, a good benchmark for support Arceus to hit, whilst max HP investment and 164 Defense EVs allow Arceus to sponge Psystrikes and Low Kicks in particular from Mewtwo formes, as well as better taking on Arceus-Normal; for example, Arceus-Psychic can survive a +2 Life Orb Shadow Claw after Stealth Rock and burn it. Will-O-Wisp is very helpful to spread residual damage, and ruins things that Arceus-Psychic can otherwise have a hard time against; Scarf Genesect is ruined if it switches into Will-O-Wisp, as is Scizor or its Mega Evolution; Yveltal intensely dislikes Will-O-Wisp due to the huge residual damage alongside Life Orb and Stealth Rock, and also has its Sucker Punch and Foul Play crippled; it also ruins a plethora of other Pokemon, such as Groudon, Landorus-Therian, Zekrom and Mega Mewtwo X. Judgment allows Arceus-Psychic to 2HKO Mega Mewtwo X with a little prior damage, has a higher than 80% chance to OHKO neutral-natured Deoxys-Attack (rofl), deals fair damage to neutral targets such as Palkia and Zekrom, and can also hit opponents such as Arceus-Poison, Terrakion and Amoonguss supereffectively, rare as they are. Magic Coat is useful for bouncing back hazards from the likes of Deoxys-Speed and Klefki, as well as shielding Arceus-Psychic from Toxic and other status, and Taunt from Mewtwo (allowing it to beat Mewtwo with Will-O-Wisp if played well). Defog is also a standard move on many support Arceus, and Arceus-Psychic can use it competently. However, bear in mind that using Defog can allow dangerous opposing Pokemon to switch in for free. Lastly, Recover helps keep Arceus-Psychic at a high amount of HP and means that it can do its job better.
The choice between the three moves slashed depends on the team structure; generally, Will-O-Wisp is the best choice alongside Magic Coat or Defog. However, each combination of moves has its own advantages. Will-O-Wisp + Defog allows Arceus-Psychic to take on a more traditional support Arceus role, burning opposing threats and clearing hazards. Will-O-Wisp + Magic Coat works best against Mewtwo, beating all variants with good prediction, whilst also retaining the ability to check physical attackers and spread burns. Finally, Magic Coat + Defog, whilst generally not as useful as the other two combinations, allows for an interesting situation - a common way of stopping Defog Arceus from clearing hazards is through Taunt, be it from Prankster users or Mewtwo, and by using Magic Coat at the right time, it is possible for Arceus-Psychic to Defog away hazards at crucial points during a match thanks to its ability to ambush Taunt users with Magic Coat (think about something like this: Gothitelle can Taunt support Arceus to stop them defogging away Sticky Web, but gets ambushed by Arceus-Psychic, no more Sticky Web, RIP Gothitelle’s slowass team).
Usage Tips
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This variant of Arceus-Psychic should still be switched into Mewtwo liberally, even before it has been revealed what kind of Mewtwo it is, due to its ability to take on all three formes and any variant of the three reasonably well, provided it does not get Taunted on the switchin. It can easily eat up Psystrikes, Fire Blasts, Ice Beams, Low Kicks and other moves, and can threaten to bounce Mewtwo’s Taunt and/or burn it, or straight out attack it if it is Mega Mewtwo X. If it is revealed that the Mewtwo is a Stalltwo variant, however, it is recommended to be careful not to switch in Arceus-Psychic on a Taunt or a Will-O-Wisp, due to it no longer being able to Recover, bounce back Will-O-Wisp or Taunt, or have it take a lot of residual damage each turn, hampering its walling ability.
Arceus-Psychic should also be switched into Deoxys-Attack (and, as mentioned, can even antilead it), due to its ability to sponge even Life Orb Psycho Boost easily, as well as not being threatened by a 2HKO from any other move Deoxys-Attack carries; only 252 Atk Life Orb Knock Off and 252 SpAtk Life Orb Dark Pulse have a chance of 2HKOing, and require suboptimal moveslots and/or EV spreads anyway; Deoxys-Attack is easily OHKOed by Judgment if it is running Naive, and is OHKOed >80% of the time if it is Hasty anyway.
Use Magic Coat smartly. Don't spam Magic Coat all the time as it gives free switches however. Using it to ambush Klefki, Toxic Palkia, SR Groudon, and Taunt Mewtwo (who will almost certainly try to Taunt to stop you statusing it) means that Arceus can protect itself from status and keep hazards away. Using it at the correct time is also important, as revealing it early on can lead to the opponent being more careful with their Klefki/Toxic spreading/etc. The same goes for Defog - sometimes it is better to throw out a Will-O-Wisp to cripple something such as Scarf Genesect that switches in expecting a Will-O-Wisp. Using Recover at the right time is also a good plan. Interestingly, with a combination of Magic Coat and Will-O-Wisp / Defog, a well-played Arceus-Psychic can actually stop Dialga from setting up Stealth Rock due to Magic Coat protecting it from Dialga’s Toxic. However, bear in mind that Arceus-Psychic has to watch out for Toxic on the switchin, as well as Stealth Rock already being set up before it comes in / as it comes in.
Due to the full HP investment, Arceus-Psychic also does reasonably well against Mega Blaziken due to resisting Low Kick, and therefore being able to switch in on it and easily OHKO Mega Blaziken with Judgment, with Knock Off not receiving a boost due to the Plate being unremovable. Swords Dance on the switchin can prove problematic, but if also using Kyogre, it is possible to switch around smartly so that Arceus-Psychic can easily take on even +2 Mega Blaziken thanks to the rain (e.g. Kyogre comes in on Flare Blitz, sets up rain, then Arceus-Psychic comes in on Low Kick). This is not a foolproof method of dealing with Mega Blaziken, however. This variant of Arceus-Psychic is also more reliable than the specially defensive set due to the 164 Defense EVs, helping it take Flare Blitz better.
Lastly, it is best not to be too obvious with Arceus-Psychic when using it, as it is not too hard to predict its switchin and send in Yveltal, Arceus-Ghost or Darkrai to scare it away and gain free turns; as mentioned, throwing out a Will-O-Wisp to catch these Pokemon on the switch is not a bad play. It is also interesting to note that Mega Gengar cannot really trap Arceus-Psychic safely due to it being OHKOed by Judgment on the switchin, and can have its Taunt Magic Coated back at it.
Something of note are that it is reasonably hard for physical attackers to set up on Arceus-Psychic; Will-O-Wisp cripples Swords Dance Arceus and Groudon, whilst Mega Blaziken, who is immune to burn and can therefore set up Swords Dance on several support Arceus, is promptly OHKOed by Judgment.
Team Options
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Xerneas takes care of Dark Types such as Darkrai and Yveltal with a specially defensive spread, and can use Aromatherapy to cure itself and Arceus-Psychic of any status. Sylveon can also work too, as can Clefable - Clefable gets special mention for being able to wall certain things that try to set up on Arceus-Psychic, such as Calm Mind Arceus formes; however, Clefable tends to be better with a physically defensive spread and therefore cannot take Oblivion Wings and Sludge Bombs as well as specially defensive Sylveon and Xerneas can. Sylveon gets bonus points for being able to wreck Darkrai with Hyper Voice even if it Substitutes on Arceus-Psychic, whilst Xerneas can absorb Dark Void if it is running a Rest/Sleep Talk cleric set - the two can take even a +2 Life Orb Sludge Bomb whilst easily OHKOing back with a Fairy move, although Bad Dreams + Stealth Rock means that Xerneas can fall to it.
Ho-Oh switches in on opposing Calm Mind Arceus that can try and take advantage of Arceus-Psychic, and can also eat up hits from Yveltal and Darkrai easily. It helps that this variant of Arceus-Psychic can viably run Defog, making Ho-Oh’s life a lot easier. Ho-Oh can also take on any kind of Genesect, devouring U-Turns, Bug Buzzes, Iron Heads and Ice Beams and asking Genesect FOR MOAR, with Genesect having to blow itself up to threaten Ho-Oh at all (a point of interest is that Genesect will receive the Special Attack boost due to Arceus-Psychic’s defensive spread, so U-Turn will not be boosted). It also frightens Scizor to death, although bear in mind that switching in on U-Turn from either hands the initiative to the opponent, as well as Scizor sometimes carrying Toxic especially for Ho-Oh (although the aforementioned Fairies can deal with this).
Dark Types of your own are also useful, as Lugia has the potential to be irritating (you can Magic Coat its Toxic and Whirlwind back however), and if Arceus-Psychic goes down before the opponent’s Mewtwo does, you may have a backup check to them, with Yveltal in particular being able to Sucker Punch Mewtwo. Darkrai and Yveltal can deal with Arceus-Ghost too, which can cause Arceus-Psychic huge problems and also threatens to set up on it. They also deal with Gothitelle nicely, which can otherwise trap Arceus-Psychic and set up on it with Calm Mind and Trick Room.
2. All-encompassing Mewtwo Counter
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name: All-encompassing Mewtwo Counter
move 1: Judgment
move 2: Payback
move 3: Magic Coat
move 4: Recover
item: Mind Plate
evs: 248 HP / 8 Def / 252 SpD
nature: Sassy
Moves
========
Judgment is used as STAB, allowing for fair neutral damage thanks to the Plate boost, and importantly allows Arceus-Psychic to 2HKO Mega Mewtwo X. Payback is used to 2HKO all Mewtwo and Mega Mewtwo Y, and also allows for a guaranteed OHKO against Deoxys-Attack, which can just barely live a Judgment if not running a Naive or Rash nature. Magic Coat allows Arceus-Psychic to reflect back status moves, most importantly Taunt from Mewtwo - It allows Arceus-Psychic to beat all variants of Stalltwo as it protects Arceus from Taunt and from Will-O-Wisp, and means that Payback’s power is not cut in half by a burn. Lastly, Recover is to keep Arceus-Psychic at high health so that it can repeatedly come in on Mewtwo and Deoxys-Attack.
Set Details
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Sassy with full Special Defense investment allows Arceus-Psychic to counter any variant and forme of Mewtwo completely, whilst not reducing the power of Payback or Judgment. Not even Mega Mewtwo Y’s Shadow Ball, which is already a very rare and inferior move on Mewtwo, can 2HKO after Stealth Rock (I think, have to check this). Judgment deals with Mega Mewtwo X, coming very close to a 2HKO, whilst MMX can't do much back, and also does solid damage to other tier members neutral to it, such as 3HKOing Palkia without Leftovers - due to the Special Defense investment, Arceus-Psychic can act as a decent check to offensive Palkia - bear in mind that Palkia will be faster, however, and can carry status. Payback is useful for Mewtwo and Mewtwo Y, 2HKOing both of them as long as Arceus-Psychic isn’t burned, and also guaranteeds an OHKO on Deoxs-Atttack. Magic Coat is useful for bouncing back hazards from the likes of Deoxys-Speed and Klefki, as well as shielding Arceus-Psychic from Toxic and other status, and Taunt from Mewtwo. Lastly, Recover helps keep Arceus-Psychic at a high amount of HP and means that it can do its job better. An alternative spread is 252 HP / 240 SpDef / 16 Spe Careful, with Zen Headbutt over Judgment, so that Arceus-Psychic can outspeed neutral Speed base 90s - however, Zen Headbutt cannot 2HKO Mega Mewtwo X and does less damage than Judgment on average (although Kia takes more from Zen Headbutt I think). Other interesting options are Roar, which along with the full Special Defense and HP investment allow it to survive a Moonblast from Geomancy Xerneas after Stealth Rock damage and phaze it away, as well as phazing away anything that tries to set up on Arceus-Psychic. Extremespeed can also find a place to finish off certain threats and help in anti-leading Deoxys-Speed and Deoxys-Attack (hitting them with Payback first, then Extremespeeding them, whilst also being able to bounce back Stealth Rock or Taunt with Magic Coat); however, Extremespeed is very weak without STAB or investment, and takes up a valuable moveslot.
Usage Tips
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Arceus-Psychic should be switched into Mewtwo liberally, even before it has been revealed what kind of Mewtwo it is, due to its ability to take on all three formes and any variant of the three. Its ability to easily sponge Psystrikes, Fire Blasts, Ice Beams, Low Kicks and other moves helps it immensely, and it can immediately threaten Mewtwo with its moves. If it is revealed that the Mewtwo is a Stalltwo variant, however, it is recommended to be careful not to switch in Arceus-Psychic on a Taunt or a Will-O-Wisp, as it will no longer be able to Magic Coat a Will-O-Wisp back or Recover if Taunted, whilst its Payback will be crippled and turn from a 2HKO to a 4HKO against Mewtwo, as well as taking large residual damage each turn.
Arceus-Psychic should also be switched into Deoxys-Attack (and, as mentioned, can even anti-lead it), due to its ability to sponge even Life Orb Psycho Boost easily, as well as not being threatened by a 2HKO from any other move Deoxys-Attack carries; only 252 Atk Life Orb Knock Off and 252 SpAtk Life Orb Dark Pulse have a chance of 2HKOing (and require suboptimal moveslots and/or EV spreads anyway); Deoxys-Attack is easily OHKOed by Payback or even by Judgment if it is running Naive nature, which is the standard.
Use Magic Coat smartly. Don't spam Magic Coat all the time as it gives free switches however. Using it to ambush Klefki, Toxic Palkia, SR Groudon, and Taunt Mewtwo (who will almost certainly try to Taunt to stop you statusing it) means that Arceus can protect itself from status and keep hazards away. Using it at the correct time is also important, as revealing it early on can lead to the opponent being more careful with their Klefki/Toxic spreading/etc.
Due to the full HP investment, Arceus-Psychic also does not do too badly against Mega Blaziken due to resisting Low Kick, being able to switch in on it and easily OHKO Mega Blaziken with Judgment. Swords Dance on the switchin can prove problematic, but if using Kyogre, it is possible to switch around smartly so that Arceus-Psychic can easily take on even +2 Mega Blaziken thanks to the rain (e.g. Kyogre comes in on Flare Blitz, sets up rain, then Arceus-Psychic comes in on Low Kick). This is not a foolproof method of dealing with Mega Blaziken, however.
Lastly, it is best not to be too obvious with Arceus-Psychic when using it, as it is not too hard to predict its switchin and send in Yveltal, Arceus-Ghost or Darkrai to scare it away and gain free turns. It is also interesting to note that Mega Gengar cannot really trap Arceus-Psychic safely due to it being severely damaged or OHKOed by Judgment on the switchin.
Team Options
========
Xerneas takes care of Dark Types such as Darkrai and Yveltal with a specially defensive spread, and can use Aromatherapy to cure itself and Arceus-Psychic of any status. Sylveon can also work too, as can Clefable - Clefable gets special mention for being able to wall certain things that try to set up on Arceus-Psychic, such as Arceus-Normal and various Calm Mind Arceus formes; however, Clefable tends to be better with a physically defensive spread and therefore cannot take Oblivion Wings and Sludge Bombs as well as specially defensive Sylveon and Xerneas can. Sylveon gets bonus points for being able to wreck Darkrai with Hyper Voice even if it Substitutes on Arceus-Psychic, whilst Xerneas can absorb Dark Void if it is running a Rest/Sleep Talk cleric set.
Ho-Oh switches in on opposing Calm Mind Arceus that can try and take advantage of Arceus-Psychic, and can also eat up hits from Yveltal and Darkrai easily. However, this means that a Rapid Spinner or Defogger is mandatory, and Arceus-Psychic cannot be the one doing it as it does not really have space on its moveset. Ho-Oh can also take on any kind of Genesect, soaking up U-Turns, Bug Buzzes, Iron Heads and Ice Beams without a second thought, with Genesect having to blow itself up to threaten Ho-Oh at all. It also frightens Scizor to death, although bear in mind that switching in on U-Turn from either hands the initiative to the opponent, as well as Scizor sometimes carrying Toxic especially for Ho-Oh. Speaking of Ho-Oh, it can come in on Arceus-Psychic relatively easily, so it is important to keep up Stealth Rock to prevent it from doing so, and also have a decent switchin such as Tyranitar or Landorus-Therian; usefully, both of these can set up said Stealth Rock.
Dark Types of your own are also useful, as Lugia has the potential to be irritating (you can Magic Coat its Toxic and Whirlwind back however), and if Arceus-Psychic goes down before the opponent’s Mewtwo does, you may have a backup check to them, with Yveltal in particular being able to Sucker Punch Mewtwo. Darkrai and Yveltal can deal with Arceus-Ghost too, which can cause Arceus-Psychic huge problems and also threatening to set up on it. They also deal with Gothitelle nicely, which can otherwise trap Arceus-Psychic and set up on it with Calm Mind and Trick Room.
3. Calm Mind
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name: Arceus-Psychic the Calm Mind King
move 1: Psyshock
move 2: Thunder / Fire Blast / Focus Blast
move 3: Calm Mind
move 4: Recover
item: Mind Plate
evs: 248 HP / 84 Def / 176 Spe
nature: Timid
Moves
========
Psyshock is STAB and hits the opponent in their Defense, giving Arceus-Psychic a strong move to use against its opponents. The coverage move is up to peronal preference and team structure, with each move hitting a different target. Calm Mind allows Arceus-Psychic to set up, whilst Recover keeps it at high HP.
Set Details
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STAB Psyshock is what gives Arceus-Psychic its niche as a Calm Mind user. It allows Him to do things that other Arceus can't, such as beating other CM Arceus by preying on their unboosted Defense. It also allows Him to get past Ho-Oh by hitting the turkey bird in her weaker Defense. Usefully, Psyshock also allows Arceus-Psychic to beat Gothitelle, as at +1, Psyshock 3HKOes Gothitelle, meaning that she can't Taunt and set up Calm Mind and Rest (sorry Melee Mewtwo).
Choose your coverage move as appropriate. Thunder gives the best neutral coverage, and hits Yveltal, Lugia and Kyogre. Focus Blast is the only move that lets you take Tyranitar, and hits Steel-Types. Fire Blast hits Steel-Types too, murdering Scizor and Genesect (although Genesect might just U-Turn out, and needs to be caught on the switch if Choice Scarfed).
Alternative EV spreads are max Speed to tie with other Arceus that run the same, and moving Defense and maybe HP investment into Special Attack so that Arceus-Psychic hits harder. 176 Speed allows Arceus-Psychic to outspeed and easily OHKO unevolved Mega Gengar even at +0, meaning that it cannot Destiny Bond Arceus-Psychic away like the cheap piece of shit that it is, i don’t think i’ll have time to play the suspect but please get this piece of shit out of here.
Usage Tips
========
Use like you would any Calm Mind Arceus. Wait until its checks are gone then set up and sweep lategame. Watch out for Toxic in particular, as it ruins all Calm Mind Arceus without Refresh, and Arceus-Psychic can't use Refresh due to needing coverage. However, burn is not the worst status as it protects you from Toxic, paralysis and Darkrai’s Dark Void. Using coverage moves to complement the rest of Arceus-Psychic’s teammembers is recommended, e.g. It is kind of pointless to use Fire Blast for opposing Scizor / Genesect if Ho-Oh is on your team, and Focus Blast is kindof pointless if you have something like Groudon to destroy opposing Tyranitar with / Xerneas to destroy opposing Arceus-Dark with / etc.
Team Options
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Mega Gengar can Destiny Bond away Dark Types if it has to, as well as trapping other annoying Pokemon, and can be an annoyingass stupid bitch in general. Ho-Oh checks the CM Arceus that Psychic Arceus loses to, such as Ghost and Dark. The issue here is that Arceus can't provide Defog support, so Rapid Spin users are probably your best bet, as otherwise Ho-Oh will fall.Xerneas or another Fairy-Type work well to check Dark-Types and provide cleric support. Heatran works nicely against Genesect and Scizor if you don't want to run Fire Blast or use Ho-Oh. Ground-Types deal with Tyranitar if you leave Focus Blast at home, and can set up SR to help break Lugia.
Other Options
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Toxic may be good on everything, but on Arceus-Psychic it means that Steel-Types causeeven more problems. Thunder Wave can cripple Yveltal and Darkrai, Darkrai in particular, whilst also deterring setup from things such as Geomancy Xerneas. Dark Pulse or Surf on Calm Mind (or Thunderbolt if you aren't a real man who runs Thunder) .Perish Song and Roar are nice moves, and Perish Song in particular helps against last-man-standing opponents such as Calm Mind Resttalk Xerneas or Mono Calm Mind Arceus, making it a great tool for stall, an archetype that doesn’t appreciate the triple threat Mewtwo can pose. It is probably best to run Perish Song with full speed investment so that Arceus-Psychic has the best chance of Perish Singing against said Calm Mind Arceus. Extremespeed + Payback + Magic Coat ruins Deoxys leads. Psyshock can be used over Judgment to deal fair damage to Ho-Oh, as well as dealing consistent supereffective damage to Arceus-Poison, but sadly does not 2HKO Mega Mewtwo X. Punishment stops Arceus-Ghost, Gothitelle and Mega Mewtwo Y from setting up with Calm Mind, but is very specialised and is extremely weak unboosted (it does not 2HKO Mega Mewtwo Y or even 3HKO normal Mewtwo) as well as having very low PP.
Checks & Counters
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**Yveltal**: probably the most threatening tier member to Arceus-Psychic, it can come in on Psychic moves, Payback, Defog and Magic Coat for free, and threatens Arceus-Psychic immensely with Dark Pulse, whilst also being able to Sucker Punch boosted Calm Mind variants. It does not appreciate Will-O-Wisp on the switchin, however, and falls to boosted Thunder from a well-played Arceus-Psychic.
**Darkrai**: Outspeeds Arceus-Psychic, and is a triple threat (huehuehue who gets the basketball reference), being able to Dark Pulse Arceus-Psychic, Dark Void it or the switchin, or set up Nasty Plot/even Substitute as Arceus-Psychic runs away. It can also check the Calm Mind set competently, only really fearing Focus Blast on the switchin. Arceus-Psychic can be a man and Magic Coat Dark Void back, however.
**Arceus-Ghost**: threatens to set up with Calm Mind or Swords Dance, or simply beat up on Arceus-Psychic with Judgment. However, it can be burned by Will-O-Wisp, making it risky to set up Swords Dance, whilst Calm Mind variants can lose to Calm Mind Arceus-Psychic variants that have more boosts due to Psyshock hitting Arceus-Ghost in its unboosted Defense.
**Blissey**: eats up everything support Arceus-Psychic can do whilst threatening with Toxic, and does not particularly care about having its Toxic reflected back due to Natural Cure and Heal Bell. Boosted Psyshock from Calm Mind Arceus-Psychic can severely hurt her though.
**Steel-Types**: resist Judgment and Psyshock and can U-Turn off of it (Genesect and Scizor), set up and status it (support Dialga), or status it/hit it with Shadow Ball (Aegislash). However, Genesect, Scizor and Aegislash are ruined by Will-O-Wisp, and Dialga doesn’t particularly appreciate it either.
**Ho-Oh**: comes in on anything the support sets have and threatens burns and / or heavy damage with Sacred Fire or Brave Bird. It does not, however, do too well against Calm Mind Arceus-Psychic, due to Psyshock hitting it in its relatively low Defense, meaning that unlike other Calm Mind Arceus (Dark, Ghost, Steel, Poison), Arceus-Psychic actually has a much easier time getting through Ho-Oh.
**Lugia**: Hard walls the Calm Mind set unless Multiscale is broken and it is hit by +2 Thunder, and can poison Calm Mind Arceus-Psychic and / orWhirlwind it away. It can Dragon Tail away support Arceus-Psychic, and can also poison it / Whirlwind it away if it isn’t caught by Magic Coat.
**Shadow Tag**: Gengar cannot come in safely due to Judgment, but can outspeed Support Arceus-Psychic and deal heavy damage with Shadow Ball. It can also be stupendously gay and Destiny Bond Calm Mind variants away, but loses if it is not mega evolved. Gothitelle can trap support Arceus-Psychic and set up Calm Mind, cannot 2HKO Arceus-Psychic at +6, and loses to Calm Mind Arceus-Psychic due to being slower and getting hit in its unboosted Defense by Arceus-Psychic’s boosted Psyshocks, whilst also not being able to Taunt reliably due to Magic Coat, and also loses to the rare Punishment.
**Status**: Toxic ruins Arceus-Psychic’s walling ability and comes from every direction this generation. Will-O-Wisp is also thrown around by support Arceus and ruins Payback’s damage output if you are running it, as well as stacking nasty residual damage. Thunder Wave ruins Arceus-Psychic’s great speed and leaves it open to slower threats such as Yveltal’s Dark Pulse.
Original pink, screw you Arceus-Fairy
PISTOLERO is bad
Overview
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Even though all formes of Arceus have great stats and movepool, Arceus-Psychic seems at first to suffer from a poor defensive and offensive typing. Its weaknesses to Dark, Ghost and to a lesser extent Bug cause it several issues, with new arrival Yveltal in particular causing Arceus-Psychic many problems. Other tier members such as Arceus-Ghost and Darkrai are still huge threats and tend to be able to walk all over Arceus-Psychic as well. Arceus-Psychic also suffers from 4MSS to quite a degree, due to it wanting to be able to adequately deal with all Mewtwo formes but also provide typical Arceus utility to its team.However, Arceus-Psychic has several positive traits that help it distinguish itself amongst its fellow formes, and grant it three very appreciable niches and a third nice niche. Most importantly of all, Arceus-Psychic is the only Pokemon in the entire game that is able to efficiently deal with all Mewtwo formes, be it the X Mega, Y Mega, Classic Mewtwo, Stalltwo or Stalltwo X/Y (not sure how relevant mega stalltwo is, i know that Hack hates stalltwo X and thinks it's garbage), being able to come in on any move from Mewtwo first turn, even without knowing the Mega Evolution, and be safe the next turn, due to its oft maligned Psychic typing giving it a resistance to both Psystrike and Low Kick. Deoxys-Attack is also countered by Arceus-Psychic, with the only move even slightly threatening a 2HKO being max Special Attack Life Orb Dark Pulse, with the more common Sash variants cannot even threaten a 3HKO with Knock Off, due to its power not being boosted. The final niche Arceus-Psychic has is STAB Psyshock, allowing it to run a competent Calm Mind set that can break other Calm Mind Arceus, as well as giving it an easier time against Ho-Oh and Blissey.
1. Utility Check
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name: Mewtwo Utility Check
move 1: Judgment
move 2: Will-O-Wisp
move 3: Magic Coat / Defog
move 4: Recover
item: Mind Plate
evs: 248 HP / 84 Def / 176 Spe
nature: Timid
Moves
========
Judgment is used as STAB, allowing for fair neutral damage thanks to the Plate boost, and importantly allows Arceus-Psychic to 2HKO Mega Mewtwo X. Will-O-Wisp is used to burn physical attackers, meaning that Arceus-Psychic can check things such as Zekrom, Arceus-Normal and Groudon. Magic Coat bounces status, hazards and Taunt, protecting Arceus-Psychic and its team from all three. Defog can be useful on any Arceus forme, and Arceus-Psychic is no exception. Lastly, Recover is to keep Arceus-Psychic at high health so that it can repeatedly come in on Mewtwo and Deoxys-Attack.
Set Details
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This Arceus-Psychic variant focuses less on completely countering all Mewtwo variants in order to provide more Arceus-esque team support, whilst still competently checking Mewtwo, as well as Deoxys-Attack and other tier members. 96 Speed EVs and a Timid nature allow Arceus-Psychic to outspeed Palkia, a good benchmark for support Arceus to hit, whilst max HP investment and 164 Defense EVs allow Arceus to sponge Psystrikes and Low Kicks in particular from Mewtwo formes, as well as better taking on Arceus-Normal; for example, Arceus-Psychic can survive a +2 Life Orb Shadow Claw after Stealth Rock and burn it. Will-O-Wisp is very helpful to spread residual damage, and ruins things that Arceus-Psychic can otherwise have a hard time against; Scarf Genesect is ruined if it switches into Will-O-Wisp, as is Scizor or its Mega Evolution; Yveltal intensely dislikes Will-O-Wisp due to the huge residual damage alongside Life Orb and Stealth Rock, and also has its Sucker Punch and Foul Play crippled; it also ruins a plethora of other Pokemon, such as Groudon, Landorus-Therian, Zekrom and Mega Mewtwo X. Judgment allows Arceus-Psychic to 2HKO Mega Mewtwo X with a little prior damage, has a higher than 80% chance to OHKO neutral-natured Deoxys-Attack (rofl), deals fair damage to neutral targets such as Palkia and Zekrom, and can also hit opponents such as Arceus-Poison, Terrakion and Amoonguss supereffectively, rare as they are. Magic Coat is useful for bouncing back hazards from the likes of Deoxys-Speed and Klefki, as well as shielding Arceus-Psychic from Toxic and other status, and Taunt from Mewtwo (allowing it to beat Mewtwo with Will-O-Wisp if played well). Defog is also a standard move on many support Arceus, and Arceus-Psychic can use it competently. However, bear in mind that using Defog can allow dangerous opposing Pokemon to switch in for free. Lastly, Recover helps keep Arceus-Psychic at a high amount of HP and means that it can do its job better.
The choice between the three moves slashed depends on the team structure; generally, Will-O-Wisp is the best choice alongside Magic Coat or Defog. However, each combination of moves has its own advantages. Will-O-Wisp + Defog allows Arceus-Psychic to take on a more traditional support Arceus role, burning opposing threats and clearing hazards. Will-O-Wisp + Magic Coat works best against Mewtwo, beating all variants with good prediction, whilst also retaining the ability to check physical attackers and spread burns. Finally, Magic Coat + Defog, whilst generally not as useful as the other two combinations, allows for an interesting situation - a common way of stopping Defog Arceus from clearing hazards is through Taunt, be it from Prankster users or Mewtwo, and by using Magic Coat at the right time, it is possible for Arceus-Psychic to Defog away hazards at crucial points during a match thanks to its ability to ambush Taunt users with Magic Coat (think about something like this: Gothitelle can Taunt support Arceus to stop them defogging away Sticky Web, but gets ambushed by Arceus-Psychic, no more Sticky Web, RIP Gothitelle’s slowass team).
Usage Tips
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This variant of Arceus-Psychic should still be switched into Mewtwo liberally, even before it has been revealed what kind of Mewtwo it is, due to its ability to take on all three formes and any variant of the three reasonably well, provided it does not get Taunted on the switchin. It can easily eat up Psystrikes, Fire Blasts, Ice Beams, Low Kicks and other moves, and can threaten to bounce Mewtwo’s Taunt and/or burn it, or straight out attack it if it is Mega Mewtwo X. If it is revealed that the Mewtwo is a Stalltwo variant, however, it is recommended to be careful not to switch in Arceus-Psychic on a Taunt or a Will-O-Wisp, due to it no longer being able to Recover, bounce back Will-O-Wisp or Taunt, or have it take a lot of residual damage each turn, hampering its walling ability.
Arceus-Psychic should also be switched into Deoxys-Attack (and, as mentioned, can even antilead it), due to its ability to sponge even Life Orb Psycho Boost easily, as well as not being threatened by a 2HKO from any other move Deoxys-Attack carries; only 252 Atk Life Orb Knock Off and 252 SpAtk Life Orb Dark Pulse have a chance of 2HKOing, and require suboptimal moveslots and/or EV spreads anyway; Deoxys-Attack is easily OHKOed by Judgment if it is running Naive, and is OHKOed >80% of the time if it is Hasty anyway.
Use Magic Coat smartly. Don't spam Magic Coat all the time as it gives free switches however. Using it to ambush Klefki, Toxic Palkia, SR Groudon, and Taunt Mewtwo (who will almost certainly try to Taunt to stop you statusing it) means that Arceus can protect itself from status and keep hazards away. Using it at the correct time is also important, as revealing it early on can lead to the opponent being more careful with their Klefki/Toxic spreading/etc. The same goes for Defog - sometimes it is better to throw out a Will-O-Wisp to cripple something such as Scarf Genesect that switches in expecting a Will-O-Wisp. Using Recover at the right time is also a good plan. Interestingly, with a combination of Magic Coat and Will-O-Wisp / Defog, a well-played Arceus-Psychic can actually stop Dialga from setting up Stealth Rock due to Magic Coat protecting it from Dialga’s Toxic. However, bear in mind that Arceus-Psychic has to watch out for Toxic on the switchin, as well as Stealth Rock already being set up before it comes in / as it comes in.
Due to the full HP investment, Arceus-Psychic also does reasonably well against Mega Blaziken due to resisting Low Kick, and therefore being able to switch in on it and easily OHKO Mega Blaziken with Judgment, with Knock Off not receiving a boost due to the Plate being unremovable. Swords Dance on the switchin can prove problematic, but if also using Kyogre, it is possible to switch around smartly so that Arceus-Psychic can easily take on even +2 Mega Blaziken thanks to the rain (e.g. Kyogre comes in on Flare Blitz, sets up rain, then Arceus-Psychic comes in on Low Kick). This is not a foolproof method of dealing with Mega Blaziken, however. This variant of Arceus-Psychic is also more reliable than the specially defensive set due to the 164 Defense EVs, helping it take Flare Blitz better.
Lastly, it is best not to be too obvious with Arceus-Psychic when using it, as it is not too hard to predict its switchin and send in Yveltal, Arceus-Ghost or Darkrai to scare it away and gain free turns; as mentioned, throwing out a Will-O-Wisp to catch these Pokemon on the switch is not a bad play. It is also interesting to note that Mega Gengar cannot really trap Arceus-Psychic safely due to it being OHKOed by Judgment on the switchin, and can have its Taunt Magic Coated back at it.
Something of note are that it is reasonably hard for physical attackers to set up on Arceus-Psychic; Will-O-Wisp cripples Swords Dance Arceus and Groudon, whilst Mega Blaziken, who is immune to burn and can therefore set up Swords Dance on several support Arceus, is promptly OHKOed by Judgment.
Team Options
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Xerneas takes care of Dark Types such as Darkrai and Yveltal with a specially defensive spread, and can use Aromatherapy to cure itself and Arceus-Psychic of any status. Sylveon can also work too, as can Clefable - Clefable gets special mention for being able to wall certain things that try to set up on Arceus-Psychic, such as Calm Mind Arceus formes; however, Clefable tends to be better with a physically defensive spread and therefore cannot take Oblivion Wings and Sludge Bombs as well as specially defensive Sylveon and Xerneas can. Sylveon gets bonus points for being able to wreck Darkrai with Hyper Voice even if it Substitutes on Arceus-Psychic, whilst Xerneas can absorb Dark Void if it is running a Rest/Sleep Talk cleric set - the two can take even a +2 Life Orb Sludge Bomb whilst easily OHKOing back with a Fairy move, although Bad Dreams + Stealth Rock means that Xerneas can fall to it.
Ho-Oh switches in on opposing Calm Mind Arceus that can try and take advantage of Arceus-Psychic, and can also eat up hits from Yveltal and Darkrai easily. It helps that this variant of Arceus-Psychic can viably run Defog, making Ho-Oh’s life a lot easier. Ho-Oh can also take on any kind of Genesect, devouring U-Turns, Bug Buzzes, Iron Heads and Ice Beams and asking Genesect FOR MOAR, with Genesect having to blow itself up to threaten Ho-Oh at all (a point of interest is that Genesect will receive the Special Attack boost due to Arceus-Psychic’s defensive spread, so U-Turn will not be boosted). It also frightens Scizor to death, although bear in mind that switching in on U-Turn from either hands the initiative to the opponent, as well as Scizor sometimes carrying Toxic especially for Ho-Oh (although the aforementioned Fairies can deal with this).
Dark Types of your own are also useful, as Lugia has the potential to be irritating (you can Magic Coat its Toxic and Whirlwind back however), and if Arceus-Psychic goes down before the opponent’s Mewtwo does, you may have a backup check to them, with Yveltal in particular being able to Sucker Punch Mewtwo. Darkrai and Yveltal can deal with Arceus-Ghost too, which can cause Arceus-Psychic huge problems and also threatens to set up on it. They also deal with Gothitelle nicely, which can otherwise trap Arceus-Psychic and set up on it with Calm Mind and Trick Room.
2. All-encompassing Mewtwo Counter
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name: All-encompassing Mewtwo Counter
move 1: Judgment
move 2: Payback
move 3: Magic Coat
move 4: Recover
item: Mind Plate
evs: 248 HP / 8 Def / 252 SpD
nature: Sassy
Moves
========
Judgment is used as STAB, allowing for fair neutral damage thanks to the Plate boost, and importantly allows Arceus-Psychic to 2HKO Mega Mewtwo X. Payback is used to 2HKO all Mewtwo and Mega Mewtwo Y, and also allows for a guaranteed OHKO against Deoxys-Attack, which can just barely live a Judgment if not running a Naive or Rash nature. Magic Coat allows Arceus-Psychic to reflect back status moves, most importantly Taunt from Mewtwo - It allows Arceus-Psychic to beat all variants of Stalltwo as it protects Arceus from Taunt and from Will-O-Wisp, and means that Payback’s power is not cut in half by a burn. Lastly, Recover is to keep Arceus-Psychic at high health so that it can repeatedly come in on Mewtwo and Deoxys-Attack.
Set Details
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Sassy with full Special Defense investment allows Arceus-Psychic to counter any variant and forme of Mewtwo completely, whilst not reducing the power of Payback or Judgment. Not even Mega Mewtwo Y’s Shadow Ball, which is already a very rare and inferior move on Mewtwo, can 2HKO after Stealth Rock (I think, have to check this). Judgment deals with Mega Mewtwo X, coming very close to a 2HKO, whilst MMX can't do much back, and also does solid damage to other tier members neutral to it, such as 3HKOing Palkia without Leftovers - due to the Special Defense investment, Arceus-Psychic can act as a decent check to offensive Palkia - bear in mind that Palkia will be faster, however, and can carry status. Payback is useful for Mewtwo and Mewtwo Y, 2HKOing both of them as long as Arceus-Psychic isn’t burned, and also guaranteeds an OHKO on Deoxs-Atttack. Magic Coat is useful for bouncing back hazards from the likes of Deoxys-Speed and Klefki, as well as shielding Arceus-Psychic from Toxic and other status, and Taunt from Mewtwo. Lastly, Recover helps keep Arceus-Psychic at a high amount of HP and means that it can do its job better. An alternative spread is 252 HP / 240 SpDef / 16 Spe Careful, with Zen Headbutt over Judgment, so that Arceus-Psychic can outspeed neutral Speed base 90s - however, Zen Headbutt cannot 2HKO Mega Mewtwo X and does less damage than Judgment on average (although Kia takes more from Zen Headbutt I think). Other interesting options are Roar, which along with the full Special Defense and HP investment allow it to survive a Moonblast from Geomancy Xerneas after Stealth Rock damage and phaze it away, as well as phazing away anything that tries to set up on Arceus-Psychic. Extremespeed can also find a place to finish off certain threats and help in anti-leading Deoxys-Speed and Deoxys-Attack (hitting them with Payback first, then Extremespeeding them, whilst also being able to bounce back Stealth Rock or Taunt with Magic Coat); however, Extremespeed is very weak without STAB or investment, and takes up a valuable moveslot.
Usage Tips
========
Arceus-Psychic should be switched into Mewtwo liberally, even before it has been revealed what kind of Mewtwo it is, due to its ability to take on all three formes and any variant of the three. Its ability to easily sponge Psystrikes, Fire Blasts, Ice Beams, Low Kicks and other moves helps it immensely, and it can immediately threaten Mewtwo with its moves. If it is revealed that the Mewtwo is a Stalltwo variant, however, it is recommended to be careful not to switch in Arceus-Psychic on a Taunt or a Will-O-Wisp, as it will no longer be able to Magic Coat a Will-O-Wisp back or Recover if Taunted, whilst its Payback will be crippled and turn from a 2HKO to a 4HKO against Mewtwo, as well as taking large residual damage each turn.
Arceus-Psychic should also be switched into Deoxys-Attack (and, as mentioned, can even anti-lead it), due to its ability to sponge even Life Orb Psycho Boost easily, as well as not being threatened by a 2HKO from any other move Deoxys-Attack carries; only 252 Atk Life Orb Knock Off and 252 SpAtk Life Orb Dark Pulse have a chance of 2HKOing (and require suboptimal moveslots and/or EV spreads anyway); Deoxys-Attack is easily OHKOed by Payback or even by Judgment if it is running Naive nature, which is the standard.
Use Magic Coat smartly. Don't spam Magic Coat all the time as it gives free switches however. Using it to ambush Klefki, Toxic Palkia, SR Groudon, and Taunt Mewtwo (who will almost certainly try to Taunt to stop you statusing it) means that Arceus can protect itself from status and keep hazards away. Using it at the correct time is also important, as revealing it early on can lead to the opponent being more careful with their Klefki/Toxic spreading/etc.
Due to the full HP investment, Arceus-Psychic also does not do too badly against Mega Blaziken due to resisting Low Kick, being able to switch in on it and easily OHKO Mega Blaziken with Judgment. Swords Dance on the switchin can prove problematic, but if using Kyogre, it is possible to switch around smartly so that Arceus-Psychic can easily take on even +2 Mega Blaziken thanks to the rain (e.g. Kyogre comes in on Flare Blitz, sets up rain, then Arceus-Psychic comes in on Low Kick). This is not a foolproof method of dealing with Mega Blaziken, however.
Lastly, it is best not to be too obvious with Arceus-Psychic when using it, as it is not too hard to predict its switchin and send in Yveltal, Arceus-Ghost or Darkrai to scare it away and gain free turns. It is also interesting to note that Mega Gengar cannot really trap Arceus-Psychic safely due to it being severely damaged or OHKOed by Judgment on the switchin.
Team Options
========
Xerneas takes care of Dark Types such as Darkrai and Yveltal with a specially defensive spread, and can use Aromatherapy to cure itself and Arceus-Psychic of any status. Sylveon can also work too, as can Clefable - Clefable gets special mention for being able to wall certain things that try to set up on Arceus-Psychic, such as Arceus-Normal and various Calm Mind Arceus formes; however, Clefable tends to be better with a physically defensive spread and therefore cannot take Oblivion Wings and Sludge Bombs as well as specially defensive Sylveon and Xerneas can. Sylveon gets bonus points for being able to wreck Darkrai with Hyper Voice even if it Substitutes on Arceus-Psychic, whilst Xerneas can absorb Dark Void if it is running a Rest/Sleep Talk cleric set.
Ho-Oh switches in on opposing Calm Mind Arceus that can try and take advantage of Arceus-Psychic, and can also eat up hits from Yveltal and Darkrai easily. However, this means that a Rapid Spinner or Defogger is mandatory, and Arceus-Psychic cannot be the one doing it as it does not really have space on its moveset. Ho-Oh can also take on any kind of Genesect, soaking up U-Turns, Bug Buzzes, Iron Heads and Ice Beams without a second thought, with Genesect having to blow itself up to threaten Ho-Oh at all. It also frightens Scizor to death, although bear in mind that switching in on U-Turn from either hands the initiative to the opponent, as well as Scizor sometimes carrying Toxic especially for Ho-Oh. Speaking of Ho-Oh, it can come in on Arceus-Psychic relatively easily, so it is important to keep up Stealth Rock to prevent it from doing so, and also have a decent switchin such as Tyranitar or Landorus-Therian; usefully, both of these can set up said Stealth Rock.
Dark Types of your own are also useful, as Lugia has the potential to be irritating (you can Magic Coat its Toxic and Whirlwind back however), and if Arceus-Psychic goes down before the opponent’s Mewtwo does, you may have a backup check to them, with Yveltal in particular being able to Sucker Punch Mewtwo. Darkrai and Yveltal can deal with Arceus-Ghost too, which can cause Arceus-Psychic huge problems and also threatening to set up on it. They also deal with Gothitelle nicely, which can otherwise trap Arceus-Psychic and set up on it with Calm Mind and Trick Room.
3. Calm Mind
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name: Arceus-Psychic the Calm Mind King
move 1: Psyshock
move 2: Thunder / Fire Blast / Focus Blast
move 3: Calm Mind
move 4: Recover
item: Mind Plate
evs: 248 HP / 84 Def / 176 Spe
nature: Timid
Moves
========
Psyshock is STAB and hits the opponent in their Defense, giving Arceus-Psychic a strong move to use against its opponents. The coverage move is up to peronal preference and team structure, with each move hitting a different target. Calm Mind allows Arceus-Psychic to set up, whilst Recover keeps it at high HP.
Set Details
========
STAB Psyshock is what gives Arceus-Psychic its niche as a Calm Mind user. It allows Him to do things that other Arceus can't, such as beating other CM Arceus by preying on their unboosted Defense. It also allows Him to get past Ho-Oh by hitting the turkey bird in her weaker Defense. Usefully, Psyshock also allows Arceus-Psychic to beat Gothitelle, as at +1, Psyshock 3HKOes Gothitelle, meaning that she can't Taunt and set up Calm Mind and Rest (sorry Melee Mewtwo).
Choose your coverage move as appropriate. Thunder gives the best neutral coverage, and hits Yveltal, Lugia and Kyogre. Focus Blast is the only move that lets you take Tyranitar, and hits Steel-Types. Fire Blast hits Steel-Types too, murdering Scizor and Genesect (although Genesect might just U-Turn out, and needs to be caught on the switch if Choice Scarfed).
Alternative EV spreads are max Speed to tie with other Arceus that run the same, and moving Defense and maybe HP investment into Special Attack so that Arceus-Psychic hits harder. 176 Speed allows Arceus-Psychic to outspeed and easily OHKO unevolved Mega Gengar even at +0, meaning that it cannot Destiny Bond Arceus-Psychic away like the cheap piece of shit that it is, i don’t think i’ll have time to play the suspect but please get this piece of shit out of here.
Usage Tips
========
Use like you would any Calm Mind Arceus. Wait until its checks are gone then set up and sweep lategame. Watch out for Toxic in particular, as it ruins all Calm Mind Arceus without Refresh, and Arceus-Psychic can't use Refresh due to needing coverage. However, burn is not the worst status as it protects you from Toxic, paralysis and Darkrai’s Dark Void. Using coverage moves to complement the rest of Arceus-Psychic’s teammembers is recommended, e.g. It is kind of pointless to use Fire Blast for opposing Scizor / Genesect if Ho-Oh is on your team, and Focus Blast is kindof pointless if you have something like Groudon to destroy opposing Tyranitar with / Xerneas to destroy opposing Arceus-Dark with / etc.
Team Options
========
Mega Gengar can Destiny Bond away Dark Types if it has to, as well as trapping other annoying Pokemon, and can be an annoyingass stupid bitch in general. Ho-Oh checks the CM Arceus that Psychic Arceus loses to, such as Ghost and Dark. The issue here is that Arceus can't provide Defog support, so Rapid Spin users are probably your best bet, as otherwise Ho-Oh will fall.Xerneas or another Fairy-Type work well to check Dark-Types and provide cleric support. Heatran works nicely against Genesect and Scizor if you don't want to run Fire Blast or use Ho-Oh. Ground-Types deal with Tyranitar if you leave Focus Blast at home, and can set up SR to help break Lugia.
Other Options
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Toxic may be good on everything, but on Arceus-Psychic it means that Steel-Types causeeven more problems. Thunder Wave can cripple Yveltal and Darkrai, Darkrai in particular, whilst also deterring setup from things such as Geomancy Xerneas. Dark Pulse or Surf on Calm Mind (or Thunderbolt if you aren't a real man who runs Thunder) .Perish Song and Roar are nice moves, and Perish Song in particular helps against last-man-standing opponents such as Calm Mind Resttalk Xerneas or Mono Calm Mind Arceus, making it a great tool for stall, an archetype that doesn’t appreciate the triple threat Mewtwo can pose. It is probably best to run Perish Song with full speed investment so that Arceus-Psychic has the best chance of Perish Singing against said Calm Mind Arceus. Extremespeed + Payback + Magic Coat ruins Deoxys leads. Psyshock can be used over Judgment to deal fair damage to Ho-Oh, as well as dealing consistent supereffective damage to Arceus-Poison, but sadly does not 2HKO Mega Mewtwo X. Punishment stops Arceus-Ghost, Gothitelle and Mega Mewtwo Y from setting up with Calm Mind, but is very specialised and is extremely weak unboosted (it does not 2HKO Mega Mewtwo Y or even 3HKO normal Mewtwo) as well as having very low PP.
Checks & Counters
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**Yveltal**: probably the most threatening tier member to Arceus-Psychic, it can come in on Psychic moves, Payback, Defog and Magic Coat for free, and threatens Arceus-Psychic immensely with Dark Pulse, whilst also being able to Sucker Punch boosted Calm Mind variants. It does not appreciate Will-O-Wisp on the switchin, however, and falls to boosted Thunder from a well-played Arceus-Psychic.
**Darkrai**: Outspeeds Arceus-Psychic, and is a triple threat (huehuehue who gets the basketball reference), being able to Dark Pulse Arceus-Psychic, Dark Void it or the switchin, or set up Nasty Plot/even Substitute as Arceus-Psychic runs away. It can also check the Calm Mind set competently, only really fearing Focus Blast on the switchin. Arceus-Psychic can be a man and Magic Coat Dark Void back, however.
**Arceus-Ghost**: threatens to set up with Calm Mind or Swords Dance, or simply beat up on Arceus-Psychic with Judgment. However, it can be burned by Will-O-Wisp, making it risky to set up Swords Dance, whilst Calm Mind variants can lose to Calm Mind Arceus-Psychic variants that have more boosts due to Psyshock hitting Arceus-Ghost in its unboosted Defense.
**Blissey**: eats up everything support Arceus-Psychic can do whilst threatening with Toxic, and does not particularly care about having its Toxic reflected back due to Natural Cure and Heal Bell. Boosted Psyshock from Calm Mind Arceus-Psychic can severely hurt her though.
**Steel-Types**: resist Judgment and Psyshock and can U-Turn off of it (Genesect and Scizor), set up and status it (support Dialga), or status it/hit it with Shadow Ball (Aegislash). However, Genesect, Scizor and Aegislash are ruined by Will-O-Wisp, and Dialga doesn’t particularly appreciate it either.
**Ho-Oh**: comes in on anything the support sets have and threatens burns and / or heavy damage with Sacred Fire or Brave Bird. It does not, however, do too well against Calm Mind Arceus-Psychic, due to Psyshock hitting it in its relatively low Defense, meaning that unlike other Calm Mind Arceus (Dark, Ghost, Steel, Poison), Arceus-Psychic actually has a much easier time getting through Ho-Oh.
**Lugia**: Hard walls the Calm Mind set unless Multiscale is broken and it is hit by +2 Thunder, and can poison Calm Mind Arceus-Psychic and / orWhirlwind it away. It can Dragon Tail away support Arceus-Psychic, and can also poison it / Whirlwind it away if it isn’t caught by Magic Coat.
**Shadow Tag**: Gengar cannot come in safely due to Judgment, but can outspeed Support Arceus-Psychic and deal heavy damage with Shadow Ball. It can also be stupendously gay and Destiny Bond Calm Mind variants away, but loses if it is not mega evolved. Gothitelle can trap support Arceus-Psychic and set up Calm Mind, cannot 2HKO Arceus-Psychic at +6, and loses to Calm Mind Arceus-Psychic due to being slower and getting hit in its unboosted Defense by Arceus-Psychic’s boosted Psyshocks, whilst also not being able to Taunt reliably due to Magic Coat, and also loses to the rare Punishment.
**Status**: Toxic ruins Arceus-Psychic’s walling ability and comes from every direction this generation. Will-O-Wisp is also thrown around by support Arceus and ruins Payback’s damage output if you are running it, as well as stacking nasty residual damage. Thunder Wave ruins Arceus-Psychic’s great speed and leaves it open to slower threats such as Yveltal’s Dark Pulse.
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