NU Archeops

boltsandbombers

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QC: Soulgazer / TheCanadianWifier / Punchshroom
GP: frenzyplant / GatoDelFuego


Taken over from Leer / Crushindefeat, but I started the skeleton from scratch.

Overview
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Despite its terrible ability, Archeops is a powerful offensive threat due to its excellent Speed and Attack stats. Its high Speed allows it to check common threats such as Pyroar, Typhlosion, Mismagius, and Liepard. Archeops has a great support movepool, including Taunt, Endeavor, Defog, Stealth Rock, and reliable recovery in Roost. Between its STAB Acrobatics and Earthquake, Archeops is able to hit most of the tier for at least neutral damage, and can outlast common defensive Pokemon, unlike other hard hitters such as Kangaskhan and Sawk. Unfortunately, Defeatist halves Archeops's Attack when its HP reaches below 50%. This problem is further compunded by Archeops's weaknesses to common priority moves such as Aqua Jet, Bullet Punch, and Ice Shard. As a Stealth Rock setter, Archeops has a poor matchup against most common entry hazard users, such as Crustle, Rhydon, and Seismitoad.

Offensive Taunt + Roost
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name: Offensive Taunt + Roost
move 1: Taunt
move 2: Roost
move 3: Acrobatics
move 4: Earthquake
ability: Defeatist
item:
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Taunt prevents entry hazards, status moves, and recovery from the likes of Audino, Uxie, and Weezing in order to let Archeops function as a psuedo-stallbreaker as well as a strong attacker. Roost provides a reliable form of recovery and works well in tandem with Taunt to break down defensive cores. Acrobatics is a strong STAB move that deals heavy damage to anything that doesn't resist it. Earthquake provides great coverage, hitting Rock-, Steel-, and Electric-types that resist Acrobatics, such as Rhydon, Klinklang, and Lanturn. Heat Wave can be used if your team struggles with Ferroseed, but it is generally not worth it.

Set Details
========

A Jolly nature and maximum Speed investment are used to outspeed base 106s, such as Ninetales, Typhlosion, and Liepard. Maximum Attack investment is used to hit as hard as possible. Not holding an item doubles the power of Acrobatics.

Usage Tips
========

Archeops functions best as an anti-lead early on to prevent entry hazards from the likes of Qwilfish and Garbodor and status from the likes of Uxie and Weezing. However, Archeops has a poor matchup against other common entry hazard setters, such as Seismitoad, Crustle, and Rhydon as the former threatens Archeops with a STAB Scald and the latter two threaten to KO Archeops with a STAB Rock Blast. Archeops also works well as an early- or mid-game hole puncher, as even some frail Pokemon that resist Archeops's STAB moves, such as Rotom, are hit for a lot of damage. Archeops is generally a safe switch-in to passive Pokemon on defensive teams, such as Audino which often rely on Knock Off for damage and are severely crippled by Taunt. It is important to know what Pokemon Archeops can use Roost against, such as Taunted Weezing, because Archeops resists Sludge Bomb and Flamethrower, Weezing's two main attacks. Against more offensive Pokemon, Archeops should only use Roost when it cannot be 2HKOed by the foe. Archeops should not take any unnecessary damage, especially if it needs to check threats such as Mismagius and Pyroar.

Team Options
========

With the combination of Taunt and Roost, Archeops is fairly self-sufficient. However, it is important to cover its type weaknesses with teammates, as taking unnecessary damage is problematic. It is notable that this set fits best on more offensive teams. Seismitoad is a good partner because it threatens Rock-type Pokemon with its STAB moves and is immune to Electric-and Water-type attacks thanks to Water Absorb. Seismitoad is also a good teammate because Archeops threatens Grass-types with a strong Acrobatics. Volt Switch or U-turn users such as Lanturn, Mesprit, Liepard, and Rotom are all good partners to bring in Archeops safely. Late-game cleaners or sweepers such as Feraligatr and Lilligant appreciate Archeops' ability to wear down bulky Pokemon with the combination of Taunt and powerful attacks. Entry hazard support from the likes of Seismitoad and Garbodor is helpful to wear down Archeops's switch ins, notably allowing Archeops to 2HKO defensive Seismitoad after Stealth Rock and one layer of Spikes. Rapid Spin or Defog support from Pokemon such as Cryogonal, Sandslash, and Swanna is helpful to preserve Archeops's health.

Bulky Taunt + Roost
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name: Bulky Taunt + Roost
move 1: Taunt
move 2: Roost
move 3: Acrobatics
move 4: Defog / Earthquake
ability: Defeatist
item:
evs: 248 HP / 8 Atk / 252 Spe
nature: Jolly

Moves
========

Taunt prevents status moves, recovery, and entry hazards from the likes of Audino, Uxie, and Weezing. Roost allows Archeops to heal off damage taken from attacks and get out of Defeatist range if given the chance; it works extremely well in tandem with Taunt, letting Archeops act as a pseudo-stallbreaker. Acrobatics is an extremely strong STAB move that hits very hard even with minimal Attack investment. Defog is a great support move that clears all entry hazards. However, Earthquake provides good coverage in hitting Steel-types such as Probopass and should be used if Defog is not necessary. Toxic can be used to cripple bulky Pokemon that often switch into Archeops, such as Seismitoad and Lanturn. Knock Off is an option to cripple bulky Pokemon that rely on their item, especially Eviolite users such as Togetic and Rhydon.


Set Details
========

Maximum HP investment is used to be able to tank as many hits as possible from the likes of Pyroar, Typhlosion, and Zangoose. Maximum Speed investment and a Jolly nature are used to outspeed as many threats as possible, particularly those in the base 100-106 Speed range. 248 HP EVs give an odd HP number, allowing Archeops to switch into Stealth Rock five times if necessary.

Usage Tips
========

Archeops should be used as an anti-lead early on to prevent entry hazards from Pokemon such as Garbodor and Qwilfish and status from the likes of Uxie and Weezing. However, it is important to stay away from other entry hazard setters such as Rhydon and Seismitoad, as Archeops does not fare well against them. Archeops should be used to disrupt common defensive Pokemon such as Weezing, Uxie, Garbodor, and Audino with the combination of Taunt and Roost. Archeops should use Defog when it forces a switch against a foe such as Vileplume or Sawk. Keep Archeops away from status, as it will severely cripple its offensive and defensive capabilities, and residual damage brings Archeops closer to Defeatist range. Archeops should use Roost against a foe that cannot 2HKO it, or to stall out potential Toxic damage. If you predict the opponent to switch to a bulky Pokemon such as Rhydon, Togetic, Lanturn, or Seismitoad, Archeops should cripple it with either Knock Off or Toxic; Knock Off is more helpful agaisnt Rhydon and Togetic because it removes Eviolite. Archeops should use Earthquake to hit Lanturn as well as Steel-types such as Probopass and Klinklang on the switch. Earthquake can also revenge kill weakened Fire-types such as Pyroar and Typhlosion.

Team Options
========

Offensive Pokemon such as Typhlosion, Ninetales, Articuno, and Pyroar appreciate Defog support from Archeops. Seismitoad is a great partner because it is immune to Electric-type attacks, resists Rock-type attacks, and appreciates the removal of entry hazards. In return, Archeops threatens Grass-types with its strong Acrobatics. Late-game cleaners or sweepers such as Lilligant, Feraligatr, and Ninetales all appreciate entry hazard removal and Archeops's ability to weaken or disrupt defensive Pokemon.

Focus Sash
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name: Focus Sash
move 1: Stealth Rock
move 2: Taunt
move 3: Endeavor
move 4: Head Smash
ability: Defeatist
item: Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Stealth Rock is important on every team, and Archeops is a very reliable setter of it. Taunt prevents opposing entry hazards, status moves, and Defog. Endeavor cripples an enemy by bringing it down to low HP, working particularly well with a Focus Sash to bring the foe down to one HP. Head Smash is a powerful STAB move that hits Ghost-types trying to switch into Endeavor. It also blocks Rapid Spin and Defog due to its heavy recoil, which often KOes Archeops in the process, and can be used to bring a sweeper safely.

Set Details
========

The given EV spread is simple for a suicide lead Pokemon, maximizing Archeops's Attack and Speed. A Focus Sash is used to guarantee that Archeops will get up Stealth Rock in most scenarios.

Usage Tips
========

Always lead with Archeops to prevent opposing entry hazards and get up Stealth Rock. Ideally, Archeops should prevent opposing entry hazards from the likes of Garbodor, Qwilfish, Uxie, Ferroseed, and Weezing with Taunt, set up Stealth Rock as it is brought down to its Focus Sash, and then cripple a foe with Endeavor before fainting. In addition, Taunt is great against defensive Pokemon when predicting a support, hazard, or status move. However, it is not very useful when facing more offensive Pokemon. Head Smash should be used to hit an incoming Ghost-type trying to block Endeavor or to prevent Rapid Spin and Defog by sacrificing Archeops. If the opponent has a Xatu, Archeops should use Head Smash when it switches in to bounce back Stealth Rock.

Team Options
========

This set fits best on hyper offensive teams with teammates such as Pyroar, Feraligatr, Kangaskhan, and Zangoose, which all appreciate Stealth Rock support to wear down their checks and counters. Ghost-types such as Rotom and Mismagius are good teammates to block Rapid Spin in order to keep up Stealth Rock, while Defiant users such as Pawniard and Primeape deter the use of Defog.

Other Options
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Archeops has a variety of other coverage and support moves that it can utilize. A mixed set with moves such as Heat Wave and Hidden Power Grass works as an excellent lure to its common checks and counters, but to function effectively it needs Life Orb, which brings Archeops into Defeatist range very quickly. Tailwind can be used to double the Speed of Archeops's teammates for two turns. Aqua Tail hits Rhydon and Steelix but has little use outside of that. Earth Power is an alternative to Earthquake for coverage on physically bulky Rock- and Steel-types. Hone Claws boosts Archeops's Attack to high levels, but Arcehops generally cannot find an opportunity to set up. U-turn gains momentum on forced switches. Lastly, Sky Attack can be used in conjunction with Power Herb for a significantly stronger Flying-type attack, but it can only be used once.

Checks & Counters
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**Priority**: Aqua Jet from Feraligatr, Samurott, and Carracosta can easily finish off Archeops after some prior damage. Carracosta can easily switch into a resisted Acrobatics and threaten Archeops out with Aqua Jet. Bullet Punch from Hariyama can also pick off a weakened Archeops, but Hariyama cannot switch in safely. Ice Shard is another super effective priority attack that threatens Archeops, most notably from Piloswine, which can also stomach Archeops's hits thanks to its great bulk with Eviolite.

**Choice Scarf Users**: Common Choice Scarf users such as Rotom and Jynx can outspeed Archeops and KO it with their STAB moves. Rotom is generally a safe switch-in for Archeops due to its resisting Flying and being immune to Earthquake, while Jynx can only revenge kill Archeops.

**Faster Pokemon**: Faster Pokemon, such as Sneasel, Tauros, and Floatzel, can easily revenge kill Archeops with their STAB moves; however, they have trouble switching in.

**Bulky Pokemon that Resist Flying**: Pokemon such as Steelix, Rhydon, and defensive Rotom can easily avoid the 2HKO from any of Archeops's attacks and KO in return, but none appreciate losing their Leftovers or Eviolite from Knock Off or being hit with Toxic. Rhydon only has to fear the rare Life Orb Hidden Power Grass and can OHKO Archeops even through Focus Sash with Rock Blast. Lanturn and Klinklang take little damage from Acrobatics and can KO Archeops with their STAB moves, but they are hit hard with Earthquake.

**Status**: All forms of status greatly hinder Archeops. Burn from Scald or Will-O-Wisp halves Archeops's Attack, poison puts a timer on its health and brings it into Defeatist range quickly, and paralysis quarters its high Speed.

**Stealth Rock**: While Archeops can Roost off the damage or Defog Stealth Rock away, switching into it quickly chips away at Archeops's health.

Mixed Attacker
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name: Mixed Attacker
move 1: Stone Edge
move 2: Heat Wave
move 3: Hidden Power Grass
move 4: Roost / Earthquake
ability: Defeatist
item: Life Orb
evs: 252 Atk / 4 SpA / 252 Spe
nature: Naive

Moves
========

  • Stone edge is an extremely powerful STAB move that hits anything that doesnt resist it hard due to archeops's high attack stat.
  • Heat wave is a good coverage move that fries steel types such as ferroseed, klinklang, and steelix. It also 2HKOes Tangela, which can easily shrug off a stone edge.
  • Hidden power Grass hits Seismitoad, Rhydon, and other bulky ground types that can safely switch into stone edge. With a life orb boost, it is guaranteed to 2HKO the former two pokemon.
  • Roost is helpful to heal off life orb recoil and get archeops out of defeatist range if it gets the opportunity to do so.
  • Alternatively, Earthquake can be used to hit probopass harder than any of this sets other moves, but it generally isnt worth it.

Set Details
========

  • Maximum attack investment is to hit as hard as possible
  • Maximum speed investment is to outspeed as many offensive threats as possible, particularly those in the base 100 to 106 speed tier, as well as speed tie with opposing archeops.
  • A Naive nature is used to increase archeops's speed while maintaining the power of its special attacks, at the cost of its special defense to take priority attacks better.
  • Life orb significantly increases the power of all of archgeops's attacks, helping to ensure some crucial OHKO's and 2HKOes.

Usage Tips
========

  • Archeops is best used as an early to mid game wallbreaker to punch holes in the opponents team, utilizing its strong power and coverage moves.
  • Archeops should surprise the appropriate targets, mainly seismitoad and ferroseed, with its coverage moves on the switch, as heat wave and hidden power grass tend to be unexpected.
  • It is essential on this set to keep archeops away from unnecessary damage and status conditions, as it will either quickly bring it into defeatist range alongside stealth rock and life orb damage, or severely cripple it.
  • If the opponent does not have a bulky resist to it, stone edge is generally the safest attack to go for, as deals significant damage to most pokemon, such as being able to 2HKO defensive vileplume without stealth rock damage.

Team Options
========

  • Archeops is fairly self sufficient as a mixed attack to hit hard both physically and specially, but it is important to cover its type weaknesses. This set fits best on offensively based teams.
  • Seismitoad is a good partner that is immune to electric type attacks and water type attacks thanks to water absorb, and also threatens rock type pokemon with its stab moves. Seismitoad is also a good teammate because Archeops threatens grass types with a strong stone edge or heat wave.
  • Feraligatr is a good teammate because it appreciates Archeops luring in Seismitoad with Hidden Power Grass, and being able to break down other defensive pokemon that hinder its sweeping capabilities, such as garbodor, tangela, ferroseed, and vileplume.
  • Fire types such as Pyroar, Magmortar, and Typhlosion are also good teammates that appreciate Archeops luring in Seismitoad and Rhydon with Hidden Power Grass, both common switch ins to fire types, allowing them to free up a moveslot and fire off (no pun intended) their stab moves.
  • Psychic types such as Mesprit and Xatu appreciate Archeops luring in bulky steel types with heat wave, allowing them to run a different move over hidden power fire.
  • Healing wish support from mesprit is helpful to give archeops another chance to punch holes in the opponents team by healing off unwanted damage and status conditions taken.
  • Volt switch and U-turn users such as mesprit, rotom, lanturn, and liepard are helpful to bring in Archeops safely by creating momentum, as it is important that archeops doesnt take unnecessary damage.
 
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boltsandbombers

i'm sorry mr. man
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Still a WIP, but if anyone has suggestions go ahead. I talked with soulgazer on PS about the ordering of the sets, but I'm not too sure about the EVs on the mixed attacker. And maybe max hp should be the main spread for taunt roost, but idk.
 

Blast

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I think QC actually wanted two stallbreaker sets. The first one was offensive like the one you have with max Attack and EQ (though it should really just use max Speed lol), second was a bulky one with 248 HP / 36 Atk / 224 Spe and Defog / Toxic over EQ. QC can correct me if I'm wrong though
 

boltsandbombers

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I think QC actually wanted two stallbreaker sets. The first one was offensive like the one you have with max Attack and EQ (though it should really just use max Speed lol), second was a bulky one with 248 HP / 36 Atk / 224 Spe and Defog / Toxic over EQ. QC can correct me if I'm wrong though
Soulgazer told me just 3 sets, but if you guys want another, sure.
 

soulgazer

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hidden power grass with heat wave

acro is bad on mixed, mixed wants Life Orb

u-turn is bad too, u can 2hko/ohko all u want so why waste a move on uturn?

and we never said 2 stallbreaker set, just that theres two spreads
 

boltsandbombers

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hidden power grass with heat wave

acro is bad on mixed, mixed wants Life Orb

u-turn is bad too, u can 2hko/ohko all u want so why waste a move on uturn?

and we never said 2 stallbreaker set, just that theres two spreads
Alright, thanks. You mean Heat Wave slashed with HP Grass?
I put u-turn on since Kiyo suggested it in the previous thread.
 

Punchshroom

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Oh whoops sorry, the terrible spelling of words such as "Taint", "maxium", and "harnd" prompted me to skim this analysis instead.

I know this isn't you boltsandbombers , but you should really get that fixed up as soon as you can~
 
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marilli

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Im not sure what exactly we're doing with the bulky set / offensive taunt + roost distinction, but if you're merging those 2 sets mention EQ is NOT a good move on bulcheops. It does not do anywhere near enough to Rhydon and Steelix, which it actually can somewhat dent with offensive investment. Without the investment they literally take nothing from it. Instead, using Toxic, Defog, etc. on Bulcheops is preferred instead. I've heard Knock Off being decent too but idk I haven't personally tried it yet. And the fact that you only have 1 real attacking move makes it so that investing in your bulk actually makes a ton of sense.

I've also used u-turn on bulcheops it seems decent on the right teams / especially if you don't need defog support because you're spikestacking and u-turning out on rhydons and steelixes and stuff lets you put a ton of leverage on teams that have 1 good switch into archeops acrobatics and nothing else. I see soulgazer post about u-turn being bad but I'm assuming that was about the mix offensive set?

Don't h8 if u think its not good enough I'm just too bad to get proper double switches off without u-turn LOL.
 
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boltsandbombers

i'm sorry mr. man
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Im not sure what exactly we're doing with the bulky set / offensive taunt + roost distinction, but if you're merging those 2 sets mention EQ is NOT a good move on bulcheops. It does not do anywhere near enough to Rhydon and Steelix, which it actually can somewhat dent with offensive investment. Without the investment they literally take nothing from it. Instead, using Toxic, Defog, etc. on Bulcheops is preferred instead. I've heard Knock Off being decent too but idk I haven't personally tried it yet. And the fact that you only have 1 real attacking move makes it so that investing in your bulk actually makes a ton of sense.

I've also used u-turn on bulcheops it seems decent on the right teams / especially if you don't need defog support because you're spikestacking and u-turning out on rhydons and steelixes and stuff lets you put a ton of leverage on teams that have 1 good switch into archeops acrobatics and nothing else. I see soulgazer post about u-turn being bad but I'm assuming that was about the mix offensive set?

Don't h8 if u think its not good enough I'm just too bad to get proper double switches off without u-turn LOL.
Yeah, I agree with most of that stuff, but I'll wait for some concrete decisions before I change anything major. To sum it up, would it make sense to give toxic and knock off mentions in moves of the first set, and just say in the write up that they are best used with the bulkier ev spread?
 

soulgazer

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ok so after thinking about it:

mixed isnt that great. sure its strong and will grab a kill or two but it has a hard time roosting off the damage and with LO and SR up, it will quickly get to defeatist. not to mention if it fails to ohko something it will get hit hard. That set is just not as solid as the rest. OO. Also IT NEEDS ROOST.

Taunt Roost might as well just be 2 set. offensive and bulky

also dont quote+like it just gives me too much alerts for no reason :(, just do one of them to tell me you did it
 

boltsandbombers

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ok so after thinking about it:

mixed isnt that great. sure its strong and will grab a kill or two but it has a hard time roosting off the damage and with LO and SR up, it will quickly get to defeatist. not to mention if it fails to ohko something it will get hit hard. That set is just not as solid as the rest. OO. Also IT NEEDS ROOST.

Taunt Roost might as well just be 2 set. offensive and bulky

also dont quote+like it just gives me too much alerts for no reason :(, just do one of them to tell me you did it
Sorry for the wait, but I've made all the changes. Moved mixed to OO and replaced it with bulky taunt roost. Let me know if I missed anything or if there is something else I should fix.
 

soulgazer

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Sorry for the wait, but I've made all the changes. Moved mixed to OO and replaced it with bulky taunt roost. Let me know if I missed anything or if there is something else I should fix.
in the usage tips, always have a mention for the slashes / moves only stuff (like knock off on bulky taunt roost, earthquake on bulky roost, etc).

remove toxic and defog from OO since they are now mentionned somewhere in the bulky roost set

physically bulky pokemon (weezing, musharna, uxie - however, they are taunt bait to an extent)
in c&c

they don't rly deal with archeops. Bulky Rotom, Steelix, Rhydon, stuff that resist Acrobatics and don't take too much from Earthquake (I encourage you to do some calcs to find some relevant ones)
priority (aqua jet from feraligatr and samurott, bullet punch from hariyama, ice shard from sneasel)
sneasel is faster and will most likely ice punch. Piloswine is a better mention. Talk about Carracosta; it can easily take an Acrobatics on the switch and force Archeops out with Aqua Jet


do this and i will stamp, it looks good
 

boltsandbombers

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in the usage tips, always have a mention for the slashes / moves only stuff (like knock off on bulky taunt roost, earthquake on bulky roost, etc).

remove toxic and defog from OO since they are now mentionned somewhere in the bulky roost set

in c&c

they don't rly deal with archeops. Bulky Rotom, Steelix, Rhydon, stuff that resist Acrobatics and don't take too much from Earthquake (I encourage you to do some calcs to find some relevant ones)


sneasel is faster and will most likely ice punch. Piloswine is a better mention. Talk about Carracosta; it can easily take an Acrobatics on the switch and force Archeops out with Aqua Jet


do this and i will stamp, it looks good
Done! What are your thoughts on using just 224 speed evs (to outspeed pyroar and liepard by one point) on both sets? I never go max speed on chops because the only other common base 110 mon is opposing archeops and you cant KO them unless you have stone edge.
 

soulgazer

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well its honestly not worth it unless those evs do make a difference (which i don't see any so far outside of 'a bit more bulk'), so no, but if rest of qc wants it then 224 spe onBULKY is fine. on offensive just go max max

1/3
 

Ares

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I wanna see a bit more in the suicide lead's UTs, as right now its lead with it, set up rocks, cripple stuff with endeavor. You should mention how Head Smash is a way to prevent defog as you are killing yourself with recoil. Also there are situations when setting up rocks is not your best course of action, please talk about those as it looks pretty bare compared to the above sets.
 

boltsandbombers

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I wanna see a bit more in the suicide lead's UTs, as right now its lead with it, set up rocks, cripple stuff with endeavor. You should mention how Head Smash is a way to prevent defog as you are killing yourself with recoil. Also there are situations when setting up rocks is not your best course of action, please talk about those as it looks pretty bare compared to the above sets.
:o
I could have sworn that I replied to this post earlier today saying that I made the changes, but I guess it didn't save or something. Anyways, added more detail to usage tips on the last set, let me know if I missed anything.
 

Ares

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  • Always lead with archeops to prevent entry hazards
  • taunt is generally the best move to go for first, and then set up stealth rock (what situations should you go for taunt in cause its not always the best move to go for)
  • However, if it is not necessary to set up stealth rock in some situations, archeops should cripple defensive pokemon with the combination of taunt and endeavor to aid a teammate (this doesn't make sense, Archeops wants to get up rocks 100% of the time as thats the point of the set, endeavor is to cripple mons after it has set up rocks. The ideal situation is to go taunt preventing their rocks, rocks they knock you down to sash, endeavor crippling them and you die. Thats the point of the set lol).
  • after archeops has been brought down to its focus sash it should use endeavor to cripple an opponent, or use head smash on a predicted switch to a ghost type
  • Head Smash should be used to hit an incoming ghost-type trying to block an endeavor and sacrifice archeops's life to prevent rapid spin and defog.
  • If the opponent has a xatu, archeops should use head smash to hit it on a predicted switch trying to bounce back the stealth rock that archeops sets (fuck xatu :<)
 

boltsandbombers

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  • Always lead with archeops to prevent entry hazards
  • taunt is generally the best move to go for first, and then set up stealth rock (what situations should you go for taunt in cause its not always the best move to go for)
  • However, if it is not necessary to set up stealth rock in some situations, archeops should cripple defensive pokemon with the combination of taunt and endeavor to aid a teammate (this doesn't make sense, Archeops wants to get up rocks 100% of the time as thats the point of the set, endeavor is to cripple mons after it has set up rocks. The ideal situation is to go taunt preventing their rocks, rocks they knock you down to sash, endeavor crippling them and you die. Thats the point of the set lol).
  • after archeops has been brought down to its focus sash it should use endeavor to cripple an opponent, or use head smash on a predicted switch to a ghost type
  • Head Smash should be used to hit an incoming ghost-type trying to block an endeavor and sacrifice archeops's life to prevent rapid spin and defog.
  • If the opponent has a xatu, archeops should use head smash to hit it on a predicted switch trying to bounce back the stealth rock that archeops sets (fuck xatu :<)
Done. Sorry if things got a little mixed up there :x
Edit: added another line about taunt that you mentioned to me.
 
Last edited:

CanadianWifier

Run Away With Me
- Set details for set 1:
  • Remove the talk about max hp, as the very next set is a max hp variant.
  • archeops's speed is one of the main selling features of using it - idk if adamant even deserves a mention.
- team options for set 1
  • you have a pokemon with defeatist and you don't mention spin/defog support hooooow :[

I personally think that the sash lead set should be second, as it's SUPER good and seen everwhere on ladder.
anyway



set details for set 2:
  • "248 hp allows it to take less damage from rocks" it sounds misleading, as if somehow you changed it's typing by investing less. maybe say that it allows you 5 switch-in to rocks as it gives you an odd hp number?
usage tips for set 2:
  • last 3 bullets can pretty much be removed. you dont need to explain when to use each move / to hit things with the appropriate coverage :P


other than that it looks pretty solid, implement these and you got yourself a
[2/3]
 

boltsandbombers

i'm sorry mr. man
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- Set details for set 1:
  • Remove the talk about max hp, as the very next set is a max hp variant.
  • archeops's speed is one of the main selling features of using it - idk if adamant even deserves a mention.
- team options for set 1
  • you have a pokemon with defeatist and you don't mention spin/defog support hooooow :[
I personally think that the sash lead set should be second, as it's SUPER good and seen everwhere on ladder.
anyway



set details for set 2:
  • "248 hp allows it to take less damage from rocks" it sounds misleading, as if somehow you changed it's typing by investing less. maybe say that it allows you 5 switch-in to rocks as it gives you an odd hp number?
usage tips for set 2:
  • last 3 bullets can pretty much be removed. you dont need to explain when to use each move / to hit things with the appropriate coverage :P


other than that it looks pretty solid, implement these and you got yourself a
[2/3]
Thanks! I talked with soulgazer briefly and he said that sash should stay the last set. Also, sg wanted me to have usage tips for all the moves listed in the set, so thats why I put them there, although I agree they arent necessary.
 

soulgazer

I FEEL INFINITE
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Thanks! I talked with soulgazer briefly and he said that sash should stay the last set. Also, sg wanted me to have usage tips for all the moves listed in the set, so thats why I put them there, although I agree they arent necessary.
yeah but i didnt tell you to make usage tips Moves 2.0

also kangaskhan gets close combat now?

work on both usage tips
 

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