RU Archeops [QC: 3/3] [GP: 2/2]

Overview
########

Archeops finds a unique niche by having access to Taunt, Stealth Rock, and Endeavor, a trait that only it has in RU. This, in conjunction with its high Speed, sets Archeops apart as a lead because it allows Archeops to effectively set entry hazards, block hazards and Defog, and bring something down alongside it. Endeavor works especially well on Archeops because of Archeop's low defenses and HP. What really holds Archeops back is its ability, Defeatist; however, because Endeavor does not calculate damage based on the user's Attack stat, this is not so much of an issue. However, Defeatist does prevent Archeops from running effective offensive sets. Additionally, lead Archeops is forced to run Focus Sash, and even then it can be played around with Rock Blast. Priority is also a massive thorn in Archeops's side, as it is weak to both Ice Shard and Aqua Jet, and hit neutrally by all other priority moves bar Extreme Speed and Quick Attack; this often prevents it from using Endeavor at 1 HP.

Lead
########
name: Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Endeavor
move 4: Head Smash / Knock Off
ability: Defeatist
item: Focus Sash
evs: 252 Atk / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD
nature: Jolly

Moves
========

Taunt is very useful on a lead because it prevents the opponent's lead from setting up entry hazards, and thanks to its high Speed, Archeops is able to outspeed and Taunt Cobalion as well as slower leads. Taunt also works effectively late-game to prevent recovery on more defensively-oriented teams. Stealth Rock works well in tandem with Taunt because Archeops can both prevent the opponent from setting up hazards and set up hazards of its own. Taunt also blocks Defog, making it a wonderful move to use alongside Stealth Rock. Endeavor is Archeop's main niche, being able to take anything bar Ghost-types down with Archeops when at 1 HP. Head Smash is especially useful because when at 1 HP, its recoil will KO Archeops, blocking Rapid Spin or Defog; it's also quite strong, even when in Defeatist range. Knock Off is useful as well for removing Eviolite from the likes of Gligar and Togetic. Quick Attack could be used to KO something once brought down into Endeavor range, although not many good players will allow this to happen.

Set Details
========

Running a Jolly nature with 252 Speed EVs enables Archeops to be as fast as possible. Running 252 Attack EVs is the only useful EV allocation and is nice for boosting Head Smash's power. Focus Sash is nearly mandatory because it enables Archeops to survive any attack bar multi-hit ones from full HP. Finally, dropping HP, Defense, and Special Defense IVs to 0 is helpful to ensure Archeops is brought down to 1 HP by all attacks.

Usage Tips
========

Leading with Archeops is often the best idea because Focus Sash is always intact and Taunt is especially useful at the start of the match. However, using Archeops later in the match to set up Stealth Rock late-game and occasionally use Endeavor is not a bad idea, and spamming Head Smash against weakened teams is quite nice. Setting up Stealth Rock is the priority of this set, though if the opponent's lead carries hazards it's best to Taunt right away. Endeavor can only be used once, so be careful not to waste it. Knock Off should never be prioritized over Endeavor for various reasons. A specific example of this is that when the opponent has a Pokemon with Eviolite, it's best to use Endeavor to bring the foe to where anything can KO it, while Knock Off would just leave the foe without bulk. Use Head Smash instead of Endeavor when at 1 HP and suspecting a hazard removal move because it will bring Archeops down and make sure Rapid Spin and Defog cannot be used.

Team Options
========

Dugtrio is able to trap and eliminate Pokemon that have been brought down with Endeavor. This is especially useful for bulkier Pokemon that may recover health through Regenerator. Sharpedo appreciates the entry hazard support to break through bulkier threats. Ghost-types make for good partners because they can block Rapid Spin, which Taunt fails to do. Moltres stands out because it likes entry hazards wearing down opponents throughout the match and Taunt blocking Stealth Rock from being set. Braviary also makes for a good partner because it enjoys Taunt blocking Stealth Rock and deterring to Defog thanks to Defiant.

Other Options
########

Offensive sets are usually the first thing to come to mind when Archeops is discussed, as it does have access to a wide movepool including the powerful Acrobatics and Stone Edge; but these sets are decent at best, being outclassed by many other Pokemon. Choice Band Head Smash might be appealing, but Archeops will faint quickly when doing so. Dragon Tail is a neat option because it can force away any Defog or Rapid Spin user on the turn they switch into Archeops, but it is prediction-reliant. A set with Switcheroo and Choice Scarf is another unique niche but outclassed as well. U-turn can be used for momentum, but Archeops is a suicide lead and U-turn is thus not advised. Toxic cripples Alomomola, which threatens a Scald burn in return.

Checks & Counters
########

**Rock Blast**: Rock Blast from the likes of Cinccino and Rhyperior breaks Archeop's Focus Sash and OHKOes it; this prevents Endeavor from being used.

**Ghost-types**: Ghost-types are immune to Endeavor, and many, such as Spiritomb, don't mind Knock Off.

**Rapid Spin and Defog**: These moves remove Stealth Rock, undoing Archeop's work; additionally, Rapid Spin cannot be blocked by Taunt. Kabutops particularly stands out because it can Rapid Spin away hazards and has Aqua Jet as well.
 
Last edited:

Expulso

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yo unfixable, I know this is still a WIP but I recommend going with Head Smash over Knock Off because it stops Rapid Spinners like Hitmonlee (not KOing, and it can hit you with Mach Punch, but you kill yourself to spin-block)

Also, you could put Acrobatics in the Moves section (it's pretty cool b/c you lose your Sash and get a 110 BP Acrobatics)
 
I think you should mention somewhere that the main reason to use this over other SR leads is its Speed (helping it against Taunt users) and Endeavor. Seriously, Endeavor's a bitch, especially against defensive teams lacking a Ghost-type where it can break something easily. Also mention that against defensive threats with recovery, there's going to be mind games with Taunt / Endeavor. Maybe mention that you should use Taunt if you find your opponent is trying to stall Endeavor PP.

Team options are nice, though maybe make mention of a couple more offensive Pokemon that like shit such as Alomomola or w/e defensive teams lead with gone. Also I know you were probably going to do this but just list the Ghost-types now; Doublade, Spiritomb and Mismagius are the main ones you'd use with this thing.

Though just wondering; why isn't this just the only set? I'm pretty sure Spirit or another QC member talked about how shit the other set is (which it is). This set should really be the only one on the analysis. If it does become the entire analysis, mention things like Rock Blast users, fast Taunt, and Ghost-types in C&C, as well as Rapid Spin / Defog users later in the game.
 

Pearl

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have been using this one for a while now, and have some experience with it vs experienced players too, it's a pretty neat and underrated set that does really well in HO teams of the new metagame, and you did a pretty good job covering it's perks for the most part, although i still think some changes should be made:

remove acrobatics from moves, since you'll be in defeatist range by the time you're able to use it to its fullest potential, making it counterproductive

make head smash the first move > knock off, since it helps you keeping rocks against kabutops and hitmonlee, which is key on HO teams

not sure about quick attack on moves, i'd remove it tbh, but wait for the input of other qc member before doing so. this is mostly because you'll ever get the chance to pull of endeavor + quick attack, unless you're up against someone really dumb

mention dropping all defensive ivs to 0 so you can get a fully powered endeavor more often, but since archeops can actually tank some priority moves it's usually not a really good idea to do so (you can still drop special defense though)

on usage tips, mention how it's possible to save archeops for later in the game in order to set up stealth rock again, clean up (head smash hits really hard), use as fodder or even get a successful endeavor off

team options needs dugtrio. seriously, archeops + dugtrio is a really neat combo, especially cause slow teams without ghost types will use pokemon with regenerator (most of the times) to tank the endeavor. dugtrio can trap those, as well as support other pokemon on HO

do all of this and you'll get my 1/3
 
Stone Edge/Acrobatics/HP:Grass/Earth Power w no item might be anotther set for OO. Nails Seismitoad and Steelix much harder than usual
 

Pearl

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offensive set could get more specific mentions (it can go mixed, no item with acro, 3 atks + roost), although it sucks really hard despite of archeops' versatility. choice band head smash hits like a truck too, but is unviable because of defeatist + recoil.

mention quick attack + endeavor in oo too, but explain why it's not the best idea (almost impossible to pull off etc)

remove leftovers mention on set details, not really worth it

edit: missed out on smth important, don't mention crustle as a rock blast example, that thing is aids in ru. mention cinccino instead (it outruns too, completely limiting you)

also fuck i already checked this. change anyway lol

mention how defog and spin don't directly counter archeops, since you have ways of bypassing both of them, but they can ruin all of its work if used with proper timing later in the game

sorry for going full retarded and trying to qc check this twice LOL
 

EonX

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  • I don't feel that Bullet Punch is common enough to warrant a mention
  • When mentioning priority, make sure to note that it prevents Archeops from getting off an Endeavor at 1 HP for obvious reasons.
  • Make special note of Archeops's high Speed letting it Taunt Cobalion, a rather common Taunt user for offensive teams.
  • Make special mention of Kabutops as a Rapid Spinner. It can not only Spin away Stealth Rock, but also Aqua Jet Archeops before it can use Endeavor.
Do this and

QC Approved 3/3
 

Weebl

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Hey unfixable, this is an amcheck. :)

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Overview
########

Archeops finds a unique niche by having access to Taunt, Stealth Rock, and Endeavor all in one, a trait that only it can fulfill in RU. This sets Archeops apart as a lead because it allows Archeops to set hazards, block prevent hazards, and bring something down alongside it. What makes Archeops especially effective is its high Speed., which, along with its low Defenses and HP, allows Endeavor to works especially well on Archeops because of Archeops' low Defenses and HP. What really holds Archeops's back is its ability, Defeatist is what really holds it back (shifting things around to change the beginning of the sentence because you already used 'What ***' as a sentence starter earlier.); however, because Endeavor's damage is not based off of the user's Attack stat, this is not so as much of an issue., Tthough, it does prevent Archeops from running offensive sets effectively. Sadly, Archeops is nearly forced to run Focus Sash or else it is not exactly that useful; and even then it can be played around with Rock Blast. Priority is also a massive thorn in Archeops's side, with it not only being weak to both Ice Shard and Aqua Jet, but and being hit neutrally by all other priority bar Extreme Speed as well, this preventsing it from using Endeavor at 1 HP.

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

Moves
========

Taunt is very useful on a lead because it prevents the opponent's lead from setting hazards of their own and thanks to its high Speed, Archeops is able to outspeed and Taunt Cobalion. Taunt also works effectively late game to prevent recovery on more defensively-oriented teams. Stealth Rock works well in tandem with Taunt because Archeops can prevent hazards and set hazards of its own. Taunt also blocks Defog, making it a wonderful combination alongside Stealth Rock. Endeavor is the main niche of using Archeops in the first place, being able to take anything down, bar Ghost-types, with it once at 1 HP in Focus Sash range. Head Smash is especially useful because once at 1 HP, it will KO itself, therefore blocking preventing the effects of Rapid Spin or Defog; it's also quite strong even when in Defeatist range. Knock Off is useful as well for both its ability for general effectiveness and removing Eviolite from the likes of Gligar or Togetic. Quick Attack could be used to KO something once brought down into Endeavor range, although not many good players will allow this to happen.

Set Details
========

Running a Jolly nature alongside 252 Speed EVs enable Archeops to be as fast as possible (redundant) to hit the maximum Speed at in Archeops's nice Speed tier of 110. Running 252 Attack EVs isn't exactly that important, but it's the only useful EV allocation and is nice for that little (definitely not a little boost; it's almost 20%) an extra boost in power to Head Smash. Focus Sash is nearly mandatory because it enables Archeops to survive any attack bar multi-hit moves from full HP. Nothing else really compares to Focus Sash. Finally, dropping Defense / HP / Special Defense IVs to 0 is a tiny nitpick but can be helpful to ensure Archeops is always brought down to 1 HP.

Usage Tips
========

Leading with Archeops is often the best idea because Focus Sash is always in tact intact (there's no space) and Taunt is especially useful at the start of the match. Though, using Archeops later in the match to set late-game to set Stealth Rock is not a bad idea and spamming Head Smash against weakened teams is quite nice, along with the occasional Endeavor as well. Setting Stealth Rock is the priority of this set, though if the opponent's lead carries hazards it's best to Taunt right away. Endeavor is only able to be pulled off once, so be wise when using it and (redundant) be careful not to waste it. For various reasons, using Knock Off should never have a higher priority than using prioritize Endeavor for various reasons. A specific example of this is when maybe the opponent has a Pokemon with Eviolite, it's best to use Endeavor to bring them down low so to where anything else can KO it, but rather than using Knock Off, which would otherwise just leave them without as much bulk. Use Head Smash when at 1 HP because it will bring Archeops down and make sure the effects of Rapid Spin and Defog will not take effectcan not be used.

Team Options
========

Dugtrio is able to trap Pokemon that have been brought down with damaged by Endeavor and eliminate them. This is especially useful for bulkier Pokemon who may recover health through Regenerator. Sharpedo appreciates the hazard support to break through bulkier threats. Ghost-types make for good partners because they can block Rapid Spin, which Taunt fails to do. Moltres stands out because it likes both entry hazards wearing down opponents throughout the match and Taunt blocking Stealth Rock from being set. Braviary also makes for a good partner because it enjoys Taunt blocking Stealth Rock and acts as a deterrent to using opposing Defog users thanks to Defiant.

Other Options
########

Offensive sets are usually the first thing to come to mind when Archeops is discussed, after all as it does haves access to a wide movepool consisting of powerful moves, such as Acrobatics or and Stone Edges, but these sets are ok average at best, being outclassed by many other Pokemon. Choice Band Head Smash might be appealing, but Archeops dies so quickly when doing so using it. Dragon Tail is a neat option because it can force away phaze any Defog or Rapid Spin user on the turn they switch into Archeops. A set with Switcheroo and Choice Scarf is another unique but average niche but it's an ok niche at best. (I feel like another word should be used over ok; I just don't think 'ok' fits the tone of the analysis. I've used 'average'.) U-turn can be used for momentum and such, but this is a suicide lead and is thus not advised. Toxic cripples Alomomola which can threatens a Scald burn in return with Scald.

Checks & Counters
########

**Rock Blast**: Rock Blast from the likes of Cinccino or Rhyperior breaks Archeops's Sash and will OHKO it; this, preventsing Endeavor from being used.

**Ghost-types**: Ghost-types are immune to Endeavor and many of them such as Spiritomb brush off don't mind Knock Off.

**Rapid Spin and Defog Users**: Both Rapid Spin and Defog Rremoves Stealth Rock,. Rapid Spin in particular stands out because it can not be prevented by Taunted. This doesn't directly counter Archeops, per say se, but more so limits hinders its job progress by reversing by undoing it. Kabutops particularly stands out at this because it can both Rapid Spin away hazards and has use priority Aqua Jet as well.[/quote]
 
Last edited:

frenzyplant

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1/2 :)

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Overview
########

Archeops finds a unique niche by having access to Taunt, Stealth Rock, and Endeavor all in one, a trait that only it can fulfill has in RU. This, in conjunction with its high Speed, sets Archeops apart as a lead because it allows Archeops to effectively (if you have another word that means the same and doesn't sound awkward here, please use it, as effectively's meaning is ambiguous here) set hazards, block hazards and Defog, and bring something down alongside it. What makes Archeops especially effective is its high Speed. Endeavor works especially well on Archeops because of Archeops's low defenses and HP. What really holds Archeops back is its ability, Defeatist; however, because Endeavor is not does not calculate damage based on the user's off of Attack stat, this is not so much an issue. HoweverThough, Defeatist does prevent Archeops from running effective offensive sets. Additionally, lead Archeops effectively. Sadly, Archeops is nearly forced to run Focus Sash, (comma) or else it is not exactly that useful; and even then it can be played around with Rock Blast. Priority is also a massive thorn in Archeops' side, with it being weak to both Ice Shard and Aqua Jet and being hit neutrally by all other priority bar Extreme Speed; (comma to semicolon) this often prevents it from using Endeavor at 1 HP.

Sash Lead (sash isn't that much of a characterization of this set vs other archeops lead sets; you can keep it if you'd like though)
########
name: Sash Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Endeavor
move 4: Head Smash / Knock Off
ability: Defeatist
item: Focus Sash
evs: 252 Atk / 4 SpD / 252 Spe (you imply in set details that investing in defenses is pointless? are there relevant download users that this would give an atk boost to?? [if so, keep and mention in set details])
ivs: 0 HP / 0 Def / 0 SpD

nature: Jolly

Moves
========

Taunt is very useful on a lead because it prevents the opponent's lead from setting entry hazards of their own, (comma) and thanks to its high Speed, Archeops is able to outspeed and Taunt Cobalion as well as slower leads. Taunt also works effectively late-game to prevent recovery on more defensively-oriented teams. Stealth Rock works well in tandem with Taunt because Archeops can both prevent hazards and set hazards of its own. Taunt also blocks Defog, making it a wonderful combination move alongside Stealth Rock. Endeavor is the Archeops's main niche of using Archeops in the first place, being able to take anything bar Ghost-types down, bar Ghost-types, with it once in Focus Sash range Archeops when at 1 HP. Head Smash is especially useful because once when at 1 HP, its recoil will KO Archeops itself, therefore blocking Rapid Spin or Defog; it's also quite strong even when in Defeatist range. Knock Off is useful as well for its ability for general effectiveness and removing Eviolite from the likes of Gligar or Togetic. Quick Attack could be used to KO something once brought down into Endeavor range, although not many good players will allow this to happen.

Set Details
========

Running a Jolly nature alongside 252 Speed EVs enables Archeops to be as fast as possible to hit the maximum Speed at Archeops' nice Speed tier of 110. Running 252 Attack EVs isn't exactly that important, but it's is the only useful EV allocation and is nice for that little extra its boost in power to Head Smash. Focus Sash is nearly mandatory because it enables Archeops to survive any attack bar multi-hit ones moves from full HP. Nothing else really compares to Focus Sash. Finally, dropping HP, Defense, and / HP / Special Defense IVs to 0 is a tiny nitpick but can be helpful to ensure Archeops is always brought down to 1 HP by all attacks.

Usage Tips
========

Leading with Archeops is often the best idea because Focus Sash is always intact and Taunt is especially useful at the start of the match. HoweverThough, using Archeops later in the match to set late-game Stealth Rock and occasionally use Endavor is not a bad idea, (comma) and spamming Head Smash against weakened teams is quite nice, the occasional Endeavor as well. Setting Stealth Rock is the priority of this set, though if the opponent's lead carries hazards it's best to Taunt right away. Endeavor is only able to be pulled off once, so be wise when using it and be careful not to waste it. Knock Off should never be prioritized over Endeavor for various reasons. A specific example of this is that when maybe the opponent has a Pokemon with Eviolite, it's best to use Endeavor to bring them down low the foe to where anything else can KO it, while but Knock Off would otherwise just leave them the foe without bulk. Use Head Smash instead of Endeavor when at 1 HP and suspecting a hazard removal move because it will bring Archeops down and make sure Rapid Spin and Defog cannot be used.

Team Options
========

Dugtrio is able to trap and eliminate Pokemon that have been brought down with Endeavor and eliminate them. This is especially useful for bulkier Pokemon who that may recover health through Regenerator. Sharpedo appreciates the entry hazard support to break through bulkier threats. Ghost-types make for good partners because they can block Rapid Spin, which Taunt fails to do. Moltres stands out because it likes entry hazards wearing down opponents throughout the match and Taunt blocking Stealth Rock from being set. Braviary also makes for a good partner because it enjoys Taunt blocking Stealth Rock and acts as a is a deterrent to using Defog thanks to Defiant.

Other Options
########

Offensive sets are usually the first thing to come to mind when Archeops is discussed, as after all it does have access to a wide movepool consisting of including the powerful Acrobatics or and Stone Edges; but these sets are okay at best, being outclassed by many other Pokemon. Choice Band Head Smash might be appealing, but Archeops dies so will faint quickly when doing so. Dragon Tail is a neat option because it can force away any Defog or Rapid Spin user on the turn they switch into Archeops, but it is prediction-reliant. A set with Switcheroo and Choice Scarf is another unique niche but it's an okay niche at best. U-turn can be used for momentum and such, but this Archeops is a suicide lead and U-turn is thus not advised. Toxic cripples Alomomola, (comma) which threatens a Scald burn in return with Scald.

Checks & Counters
########

**Rock Blast**: Rock Blast from the likes of Cinccino or and Rhyperior breaks Archeops's Focus Sash and will OHKOes it; this prevents Endeavor from being used.

**Ghost-types**: Ghost-types are immune to Endeavor, (comma) and many, (comma) such as Spiritomb, (comma) don't mind brush off Knock Off.

**Rapid Spin and Defog**: These moves removes Stealth Rock, undoing Archeops's work; (comma to semicolon) additionally, Rapid Spin in particular stands out because it cannot be blocked by Taunted. This doesn't directly counter Archeops, per say, more so limits its job by undoing it. Kabutops particularly stands out at this because it can Rapid Spin away hazards and has Aqua Jet as well.
 

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