Archeops (QC 3/3, GP 2/2)

Texas Cloverleaf

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QC Approved: Nails, Fried Rhys, Oglemi
GP Approved: Omicron, New World Order

[Overview]
<p>This monster just screams awesome. Archeops was one of the most anticipated Pokemon prior to the release of Pokemon Black and White, both due its amazing conceptual design, and its ridiculous 140 / 112 / 110 offensive stat spread. Even more hype was received upon revelation of its incredibly varied movepool, which granted it an impressive set of both physical and special attacks. Furthermore, Archeops is capable of wielding one of the most destructive moves in the game: a Choice Band boosted Head Smash coming off of Archeops's 140 base Attack stat.</p>

<p>With these offenses, Archeops was expected to be a terrorizing force, until its ability was revealed. Defeatist is one of the worst abilities Archeops could receive, halving both of its attacking stats when it loses half of its health. While some Pokemon would be able to function reasonably despite this loss, Archeops is hindered heavily by both its mediocre defenses and its weakness to Stealth Rock, which severely limits its ability to switch in and out of play. Despite these crippling faults, Archeops is still an incredibly threatening Pokemon that can scout, sweep or break walls; only a few Pokemon are capable of withstanding its onslaught.</p>

[SET]
name: Acrobatics
move1: Acrobatics
move2: Head Smash / Stone Edge
move3: Hidden Power Ice
move4: Earthquake
ability: Defeatist
nature: Jolly
item: Flying Gem / Rock Gem
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

<p>One of the most powerful offensive forces in RU, this Archeops set is extremely deadly if used correctly. The primary focus here is to break through walls with the sheer power of Flying Gem-boosted Acrobatics and Head Smash, and sweep through a weakened opposing team late-game. Acrobatics is Archeops' primary offensive option, hitting 110 Base Power after the Flying Gem is used, and is a hugely threatening STAB move without any drawbacks. Alternatively, one can utilize a Rock Gem in concordance with Head Smash, which will OHKO anything in the tier that does not resist Head Smash. Of course, the potential recoil, which will almost surely activate Defeatist, is a major drawback. However, when used in conjunction with Acrobatics, there is very little that can safely take a hit. Head Smash also provides Archeops with a suitably powerful move if Defeatist is activated. Hidden Power Ice is chosen specifically to 2HKO Gligar, who could otherwise take Archeops' attacks reasonably well, and pose a threat in return. Earthquake is the preferred final move as it offers coverage against otherwise problematic Pokemon, such as Steelix and Qwilfish.</p>

[ADDITIONAL COMMENTS]

<p>Archeops's preferred nature on this set is Jolly, in order to outspeed base 109 Speed Pokemon and lower, notably Durant, who could otherwise outspeed and OHKO with Iron Head. An Adamant nature can be used if power is preferred over speed, gaining the guaranteed OHKO on Bouffalant with an unboosted Acrobatics. The EVs are both incredibly obvious and incredibly necessary; Archeops should never invest in defenses at all, and full Attack and Speed investment give it the greatest offensive output. Archeops loves Rapid Spin support to remove Stealth Rock, the fastest way to trigger Defeatist. Wynaut can remove troublesome Pokemon for Archeops or ease its ability to switch in. Spikes support is also critical, as it negates the need for Archeops to run an Adamant nature and also wears down Archeops's checks and counters. Healing Wish support is huge, as teams can almost never handle a second wave of Archeops at the late game stages.</p>

[SET]
name: Choice
move1: U-turn
move2: Head Smash / Stone Edge
move3: Acrobatics / Hidden Power Ice / Stone Edge
move4: Earthquake
ability: Defeatist
nature: Adamant / Jolly
item: Choice Scarf / Choice Band
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]

<p>Archeops can use Choice items quite effectively, either to enhance its natural sweeping ability or functioning as a brilliant revenge killer. Utilising a Choice item allows Archeops to run U-turn, which allows Archeops to deal damage while scouting for checks and counters. It also leaves Archeops less vulnerable to opposing attacks. While both Head Smash and Stone Edge are viable and very dangerous, the choice between them comes down to what role you want Archeops to play. If it is to to sweep late game, Stone Edge is likely the better choice, while if Archeops is to revenge kill, Head Smash may be of greater use, gaining more OHKOs in the process. Acrobatics is the best choice as Archeops's secondary STAB. Despite its paltry 55 base power, if Archeops loses its Choice item somehow, it gains an excellent STAB option in the process. If the lack of immediate power is unappealing, Hidden Power Ice is an option to severely damage Gligar switch-ins. Using both Head Smash and Stone Edge on the same set is also a reasonable option, with on being used in place of Acrobatics in the third slot. Earthquake is Archeops's most viable coverage option, hitting Electric- and Poison-types for super effective damage.</p>


[ADDITIONAL COMMENTS]

<p>Adamant is the preferred nature when used in conjunction with a Choice Scarf, while Jolly is better used with a Choice Band in order to maximize Archeops's speed. Particularly on a Choice set, there is no reason to run anything other than maximum Attack and Speed. Rapid Spin support is absolutely necessary with this set, as its primary move will be U-turn, resulting in frequent switches. Choice Archeops is particularly useful for weakening walls for a teammate to sweep.Thus, Krookodile and Aggron make good partners as both appreciate the accumulated damage on physical walls. Krookodile in particular as it can then sweep more easily with Moxie.</p>

[Other Options]

<p>Archeops sports a fairly varied movepool, albeit one with few viable options. Quick Attack can be used on a Choice Band set to finish off Pokemon with boosted speed such as Lilligant. Crunch is also useful on a Choice set for its ability to hit Psychic- and Ghost-types super effectively. Rock Slide is an option over of Stone Edge due to its better accuracy; the power drop is quite noticeable, however. Dragon Claw provides a nearly unresisted attacking option that hits Dragon-typed Pokemon super effectively. Hone Claws is an interesting move, as it boosts Archeops's offensive power as well as the accuracy of Stone Edge. Unfortunately finding a set up opportunity is extremely difficult. Focus Blast, Earth Power, Dragon Pulse and AncientPower could possibly constitute a special attacking set, perhaps utilizing Choice Specs, but the lack of a viable STAB option severely limits this sets potential. Knock Off is an interesting niche option to screw over opposing walls by removing Leftovers or Eviolite. Finally, Archeops should never use a Life Orb. Archeops has enough power that it will almost never miss the power boost and the recoil from Life Orb will activate Defeatist more quickly. Life Orb also neuters the usefulness of Acrobatics.</p>


[Checks and Counters]

<p>Archeops sports a fairly varied movepool, albeit one with few viable options. Quick Attack can be used on a Choice Band set to finish off Pokemon with boosted speed such as Lilligant. Crunch is also useful on a Choice set for its ability to hit Psychic- and Ghost-types super effectively. Rock Slide is an option over of Stone Edge due to its better accuracy; the power drop is quite noticeable, however. Dragon Claw provides a nearly unresisted attacking option that hits Dragon-typed Pokemon super effectively. Hone Claws is an interesting move, as it boosts Archeops's offensive power as well as the accuracy of Stone Edge. Unfortunately finding a set up opportunity is extremely difficult. Focus Blast, Earth Power, Dragon Pulse and AncientPower could possibly constitute a special attacking set, perhaps utilizing Choice Specs, but the lack of a viable STAB option severely limits this sets potential. Knock Off is an interesting niche option to ruin opposing walls by removing Leftovers or Eviolite. Finally, Archeops should never use a Life Orb. Archeops has enough power that it will almost never miss the power boost and the recoil from Life Orb will activate Defeatist more quickly. Life Orb also neuters the usefulness of Acrobatics.</p>
 
I've heard interesting things about some people using Head Smash + Sitrus Berry + Acrobatics as a late game sweeper. Don't know if it's worth a mention or not.
 
I think you should remove head smash from the set. You can only hit a maximum of 2 hits without activating defeatist.

Maybe give agility and thrash a mention. There are so many more moves you need to mention. Dragon pulse, focus blast, Maybe earth power, etc.
 

Molk

Godlike Usmash
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1) maybe slashing sitrus as an item if you are abusing head smash

2) Aerial ace>acrobatics on the choice set

3) maybe slash u-turn over hone claws on the acrobatics set

4) when written HP ice AC on the acrobatics set for gligar maybe?
 
Acrobatics is base 55 power when holding an item, aerial ace is 60 regardless. It's not like you're gonna be getting rid of your choice item lol

but Aerial Ace is weak as shit anyways :/

EDIT: LOL MK got wrecked
 

Texas Cloverleaf

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I think you should remove head smash from the set. You can only hit a maximum of 2 hits without activating defeatist.

Maybe give agility and thrash a mention. There are so many more moves you need to mention. Dragon pulse, focus blast, Maybe earth power, etc.
thats the point of OO and Ac...
...which I havent written yet...
...
...
...yeah...
 

Texas Cloverleaf

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After testing Archeops quite a bit I'm convinced that Head Smash/HP Ice are the best options over Stone Edge/Hone Claws. I'll edit the rest of the QC stage once I finsih testing him.
 

Nails

Double Threat
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mention why life orb sucks in oo

slash something over acro on the choice set, like hp ice or a second rock stab or something.

remove thrash from oo... seriously

[QC APPROVED 1/3]
 
mention why life orb sucks in oo

slash something over acro on the choice set, like hp ice or a second rock stab or something.

remove thrash from oo... seriously

[QC APPROVED 1/3]
What's so bad about thrash? Its a Freaking normal outrage, so why is it so bad?

And maybe claydol as a good partner, rapid spin+can take electric attacks?
 
because being stuck in a move that's not stab, forces you to stay in, gets you confused and someone can just swich in a ghost type and get you confused.
 

Texas Cloverleaf

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Tangrowth is only OHKOd by a Gem boosted Acrobatics, can switch in on non-Flying Stab/Hp Ice and threaten with status/Power Whip.

Not a great check but a check still.
 
GP check placeholder

Unofficial GP check

Additions
Removals
Comments (do not add)

[Overview]
<p>This monster just screams awesome. Archeops was one of the most anticipated Pokemon prior to the release of Pokemon Black and White, both due its amazing conceptual design, and also its ridiculous 140 / 112 / 110 offensive stat spread. Even more hype was recieved received upon revelation of its incredibly varied movepool, which granted it the ability to function with both on the physical and special side of the attacksing spectrum. Furthermore, Archeops is capable of wielding one of the most destructive forces in the game:, a Choice Band boosted Head Smash coming off of Archeops's huge aAttack stat.</p>

<p>With these offenses, Archeops was expected to be a terrorizing force...,(space)until its ability was revealed. Defeatist is one of the worst abilities Archeops could receive, halving both of its attacking stats when below 50% half of its health is lost. While some Pokemon would be able to function reasonably despite this loss, Archeops is hindered heavily by both its mediocre defenses and its weakness to Stealth Rock, both severely limiting its ability to switch in and out of play. Despite these crippling faults, Archeops is still an incredibly threatening Pokemon that can be used as a scout, a sweeper or a break wallsbreaker,; with only a few Pokemon are capable to of withstanding its attacks onslaught.</p>

[SET]
name: AcroGem
move1: Acrobatics
move2: Head Smash / Stone Edge
move3: Hidden pPower iIce
move4: Earthquake
ability: Defeatist
nature: Jolly
item: Flight Gem / Rock Gem
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
<p>One of the most powerful forces in RU, this Archeops set is extremely deadly if used correctly. The primary focus here is to break through walls with the sheer power of Flight Gem-(space)boosted Acrobatics and Head Smash, while also being capable of sweeping through a weakened opposition late-game. Acrobatics is Archeops' primary offensive option, hitting 110 bBase pPower after the Flight Gem is used, and is hugely threatening as an extremely powerful STAB move without any drawbacks. Alternatively, one can utilise a Rock Gem in concordance with Head Smash, which will kill OHKO everanything in the tier bar Steelix that does not resist Head Smash. Of course, the drawback there is the recoil received, which will almost surely bring Archeops to activate Defeatist levels. However, when used in conjunction with Acrobatics, there is very little that can safely take a hit., Head Smash also providesing Archeops with a suitably powerful move to use in Defeatist range. Hidden Power Ice is chosen specifically to deal with Gligar who could otherwise take Archeops' attack reasonably. It does around 70% (You should provide a minimum damage percentage instead.) to Gligar with no investment, which is more than enough to force it out of battle without much issue. Earthquake is the final move chosen in the event Archops has to sweep, gaining coverage on Pokemon like Steelix and Qwilfish, being able to finish them after hazards support.</p>

[ADDITIONAL COMMENTS]
<p>Archeops's (To show ownership to anything whose name ends in s,you still use 's. The lone apostrophe should only be used in a plural.) preferred nature on this set is Jolly, in order to outspeed the base 100 sSpeed tier and higher, notably Durant, who could otherwise outspeed and OHKO with Iron Head. An Adamant nature can be used if full power is preferred over speed, gaining the guaranteed OHKO on Bouffalant with an unboosted Acrobatics. The EVs are both incredibly obvious and also incredibly necessary; Archeops should never invest in defenses at all, while full Attack and Speed investment give it the greatest damage output. Archeops loves Rapid Spin support to remove Stealth Rock, as ii is the fastest way to trigger get it into Defeatist health range. Wynaut support is also appreciated to either can remove troublesome Pokemon for Archeops or to ease its ability to switch in. Spikes support is also critical, negating the need for Archeops to run an Adamant nature and also severely limiting the ability for Archeops's checks and counters to Archeops to switch in. Healing Wish support is huge if a moveslot can be spared on a Lilligant or Gardevoir as teams can almost never handle a second wave of Archeops at the late game stages.</p>

[SET]
name: Choice
move1: U-Tturn
move2: Head Smash / Stone Edge
move3: Acrobatics / Hidden Power Ice / Stone Edge
move4: Earthquake
ability: Defeatist
nature: Adamant / Jolly
item: Choice Scarf / Choice Band
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
<p>Archeops can use Choice items quite effectively, either enhancing its natural sweeping ability or functioning as a brilliant revenge killer. Utilising a Choice item allows Archeops to run U-Tturn, which allows Archeops to deal damage while scouting for preferred checks and counters., It also leavesing Archeops less vulnerable to opposition opposing attacks. While both Head Smash and Stone Edge are viable and very dangerous, the choice between them come down to the role Archeops is to play. If it is to function in an attempt to sweep late game, Stone Edge is likely the better choice, while if Archeops is to revenge kill, Head Smash may be of greater use, gaining more OHKOs in the process. Acrobatics is the best choice as Archeops's secondary STAB,. dDespite its paltry 55 base power, if it loses its Choice item somehow, it gains an excellent STAB option in the process. If the lack of immediate power is unappealing, Hidden Power Ice is an option to severely damage Gligar that may try attempt to switch in. Using both Head Smash and Stone Edge on the same set is also a reasonable option, and Stone Edge can be used in place of Acrobatics here in the third slot. Earthquake is Archeops's most viable coverage option, hitting Electric- and Poison-types for super effective damage.</p>

[ADDITIONAL COMMENTS]
<p>Adamant is the preferred item when in conjunction with a Choice Scarf (why?) while Jolly is used with a Choice Band in order to maximize Archeops's offensive ability and speed. Particularly on a cChoice set, there is no reason to run anything other than maximum Attack and Speed. Rapid Spin support is absolutely needed with this set, as its primary move will be U-Tturn, resulting in it switching in and out more frequently than usual. Choice Archeops is of particular use in weakening the checks for Pokemon with similar checks and counters,. tThus, Krookodile and Aggron make good partners as both appreciate the accumulated damage on physical walls,. espescially Krookodile as it can then sweep more easily with Moxie.</p>

[Other Options]
<p>Archeops sports a fairly varied movepool, albeit one with few viable options. Quick Attack can be used on a Choice Band set to finish off Pokemon with boosted speed such as Lilligant. Crunch is also useful on a Choice set for its ability to hit Psychic- and Ghost-types super effectively. Rock Slide is an option in place over of Stone Edge with its better accuracy;, the power drop is quite noticeable, however. Dragon CLlaw provides a nearly unresisted attacking option and hits Dragon-typed Pokemon super effectively. Hone Claws is an interesting idea for a set, boosting Archeops's offensive power as well as the accuracy on Stone Edge., uUnfortunately finding the time to set up is extremely difficult. Focus Blast, Earth Power, Dragon Pulse and AncientpPower could possibly constitute a special attacking set utilising Choice Specs but the lack of a viable STAB option severely limits this sets potential. Knock Off is an interesting niche option to screw over opposing walls by removing Leftovers or Eviolite from them, espescially notable is they lack reliable recovery. (Do not remove the period.) One thing to note is that Finally, Archeops should never use a Life Orb. Archeops has enough power that it will almost never miss the damage boost and the recoil from Life Orb is crippling with activates Defeatist faster., Life Orb also neutersing the usefulness of Acrobatics.</p>

[Checks and Counters]
<p>Although Archeops is a hugely threatening presence in RU, there are some Pokemon that can stop it reliably. Primarily however, Archeops's biggest enemy is its abilityself,; once it reaches Defeatist kicks in range, it lacks any poses no serious threat to a team. That said, the best counter to Archeops without a doubt is Steelix, fully resisting all orf Archeops's offensive options bar Earthquake, which will do only minimal damage. The only move Steelix has to fear from Archeops is a Choice Specs Focus Blast, which is so unlikely it might as well not exist. Qwilfish also works quite well as an Archeops check,; with Intimidate, meaning it can switch in with little fear, as Earthquake is 3HKOing at best. Priority attacks are a huge enemy for Archeops., wWith even a little bith of power behind the attacks, they will knock it into trigger Defeatist territory. As such, Pokemon such as Honchkrow and Hitmnonchan are capable of stopping Archeops with Sucker Punch and Mach Punch, respectively. Archeops is also vulnerable to being revenge killed by opposing Choice Scarf Pokemon unless it is wearing a Choice Scarf of its own. Stealth Rock is a huge hindrance to Archeops's abilities, stripping it of a quarter of its health each time it switches in. Other Pokemon that can take some of Archeops's attacks and threaten it in return include Claydol and Tangrowth, although they must be wary of U-Tturn and Hidden Power Ice, respectively, and both are hit heavily by Flight Gem-(space)boosted Acrobatics.</p>


I was expecting a grand write-up; this was just disappointing.

  • There is a lot of unnecessary fluff (unnecessary detail).
  • Your spelling is not up to snuff.
  • There are a lot of careless mistakes that proofreading could have avoided.
  • U-Turn should be U-turn.
  • When showing ownership with a singular noun, you do not end words whose last letters are s with a lone apostrophe. They end with 's. The lone apostrophe is only used for showing ownership with a plural noun.
There are more mistakes that I will not bother to cover; these are just the frequent basics. That said, the write-up, outside of spelling mistakes, was clear enough. On to the next GP check...
 

Texas Cloverleaf

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I was expecting a grand write-up; this was just disappointing.

  • There is a lot of unnecessary fluff (unnecessary detail).
  • Your spelling is not up to snuff.
  • There are a lot of careless mistakes that proofreading could have avoided.
I'm just going to address these two comments.

First, the grammar/spelling: This is what comes of having the computer with the Microsoft Word-esque functions in terms of spelling underlines and whatnot being out of commision. I don't necessarily have the time to go back and proofread my writing immediately after typing this up. Hence the spelling/grammar errors.

The "unnecessary fluff" I plain disagree with, looking over your check I saw zero instances of changes being unnecessarily fluffy, what I saw was a whole lot of wording preference, you aiming for conciseness, I aiming for clarity. I disagree in principle with a lot of your changes simply because I feel it was simplified too far so I'm going to wait until an official check is made taking your changes into account to implement this.

EDIT: I will admit that there are a couple parts that are somewhat unnecessary but that's my attmept to add a small bit of personality to the analysis.
 
Where it says (space), replace that with an actual space ( ).

for example said:
With these offenses, Archeops was expected to be a terrorizing force,until its ability was revealed.
Where it says (space), remove the space.

for instance said:
Other Pokemon that can take some of Archeops's attacks and threaten it in return include Claydol and Tangrowth, although they must be wary of U-turn and Hidden Power Ice, respectively, and both are hit heavily by Flight Gem- boosted Acrobatics.
Also, remove the red comma in:

in bold said:
However, when used in conjunction with Acrobatics, there is very little that can safely take a hit.,

 

New World Order

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QC Approved: Nails, Fried Rhys, Oglemi
GP Approved: Omicron

[Overview]
<p>This monster just screams awesome. Archeops was one of the most anticipated Pokemon prior to the release of Pokemon Black and White, both due its amazing conceptual design, and also its ridiculous 140 / 112 / 110 offensive stat spread. Even more hype was received upon revelation of its incredibly varied movepool, which granted it the ability to function with an impressive set of both physical and special attacks. Furthermore, Archeops is capable of wielding one of the most destructive forces moves in the game: a Choice Band boosted Head Smash coming off of Archeops's huge 140 base Attack stat.</p>

<p>With these offenses, Archeops was expected to be a terrorizing force,(space)until its ability was revealed. Defeatist is one of the worst abilities Archeops could receive, halving both of its attacking stats when it loses half of its health(period) half of its health is lost. While some Pokemon would be able to function reasonably despite this loss, Archeops is hindered heavily by both its mediocre defenses and its weakness to Stealth Rock, severely limiting which severly limits its ability to switch in and out of play. Despite these crippling faults, Archeops is still an incredibly threatening Pokemon that can scout, sweep or break walls; only a few Pokemon are capable of withstanding its onslaught.</p>

[SET]
name: AcroGem
move1: Acrobatics
move2: Head Smash / Stone Edge
move3: Hidden Power Ice
move4: Earthquake
ability: Defeatist
nature: Jolly
item: Flying Gem / Rock Gem
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
(space)
<p>One of the most powerful offensive forces in RU, this Archeops set is extremely deadly if used correctly. The primary focus here is to break through walls with the sheer power of Flying Gem- boosted Acrobatics and Head Smash, while also being capable of sweeping and sweep through a weakened opposition opposing team late-game. Acrobatics is Archeops' primary offensive option, hitting 110 Base Power after the Flying Gem is used, and is hugely threatening as a powerful a hugely threatening STAB move without any drawbacks. Alternatively, one can utilise a Rock Gem in concordance with Head Smash, which will OHKO anything in the tier that does not resist Head Smash. Of course, the drawback there is the recoil received, the potential recoil(comma) which will almost surely activate Defeatist(comma) is a major drawback. However, when used in conjunction with Acrobatics, there is very little that can safely take a hit. Head Smash also provides Archeops with a suitably powerful move if Defeatist is activated(period) to use in Defeatist range. Hidden Power Ice is chosen specifically to deal with 2HKO Gligar(comma) who could otherwise take Archeops' attacks reasonably well, and pose a threat in return(period) attack reasonably. It always 2HKOs Gligar with no investment, which minimizes the threat it poses. Earthquake is the preferred final moveas it offers coverage against otherwise problematic Pokemon(comma) such as Steelix and Qwilfish(period) chosen in the event Archops has to sweep, gaining coverage on Pokemon like Steelix and Qwilfish, being able to finish them after hazards support.</p>

[ADDITIONAL COMMENTS]
(space)
<p>Archeops's preferred nature on this set is Jolly, in order to outspeed the base 100 109 Speed tier Pokemon and lower(comma) higher, notably Durant, who could otherwise outspeed and OHKO with Iron Head. An Adamant nature can be used if power is preferred over speed, gaining the guaranteed OHKO on Bouffalant with an unboosted Acrobatics. The EVs are both incredibly obvious and also incredibly necessary; Archeops should never invest in defenses at all, while and full Attack and Speed investment give it the greatest damage offensive output. Archeops loves Rapid Spin support to remove Stealth Rock,(space)the fastest way to trigger Defeatist. Wynaut can remove troublesome Pokemon for Archeops or ease its ability to switch in. Spikes support is also critical, negating as it negates the need for Archeops to run an Adamant nature and also wears down Archeops's checks and counters severely limiting the ability for Archeops's checks and counters to switch in. Healing Wish support is huge(comma) if a moveslot can be spared on a Lilligant or Gardevoir as teams can almost never handle a second wave of Archeops at the late game stages.</p>

[SET]
name: Choice
move1: U-turn
move2: Head Smash / Stone Edge
move3: Acrobatics / Hidden Power Ice / Stone Edge
move4: Earthquake
ability: Defeatist
nature: Adamant / Jolly
item: Choice Scarf / Choice Band
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
(space)
<p>Archeops can use Choice items quite effectively, either enhancing to enhance its natural sweeping ability or functioning as a brilliant revenge killer. Utilising a Choice item allows Archeops to run U-turn, which allows Archeops to deal damage while scouting for preferred checks and counters.(remove comma) why the hell was there a red comma, of all things, there? It also leaves Archeops less vulnerable to opposing attacks. While both Head Smash and Stone Edge are viable and very dangerous, the choice between them comes down to what role you want Archeops to play(period) come down to the role Archeops is to play. If it is to function in an attempt to sweep late game, Stone Edge is likely the better choice, while if Archeops is to revenge kill, Head Smash may be of greater use, gaining more OHKOs in the process. Acrobatics is the best choice as Archeops's secondary STAB(keep period, but make it black) I swear, I see another one of these random red symbols, I'm going to flip. Despite its paltry 55 base power, if it Archeops loses its Choice item somehow, it gains an excellent STAB option in the process. If the lack of immediate power is unappealing, Hidden Power Ice is an option to severely damage Gligar switch-ins(period) that attempt to switch in. Using both Head Smash and Stone Edge on the same set is also a reasonable option, and Stone Edge can be used with on being used in place of Acrobatics in the third slot. Earthquake is Archeops's most viable coverage option, hitting Electric- and Poison-types for super effective damage.</p>

[ADDITIONAL COMMENTS]
(space)
<p>Adamant is the preferred item when used in conjunction with a Choice Scarf(comma) while Jolly is better used with a Choice Band in order to maximize Archeops's speed. Particularly on a Choice set, there is no reason to run anything other than maximum Attack and Speed. Rapid Spin support is absolutely needed necessary with this set, as its primary move will be U-turn, resulting in frequent switches(period) it switching in and out more frequently than usual. Choice Archeops is of particular use in particularly useful for weakening walls for a teammate to sweep(period) the checks for Pokemon with similar checks and counters. Thus, Krookodile and Aggron make good partners as both appreciate the accumulated damage on physical walls. Krookodile in particular as it can then sweep more easily with Moxie.</p>

[Other Options]
(space)
<p>Archeops sports a fairly varied movepool, albeit one with few viable options. Quick Attack can be used on a Choice Band set to finish off Pokemon with boosted speed such as Lilligant. Crunch is also useful on a Choice set for its ability to hit Psychic- and Ghost-types super effectively. Rock Slide is an option over of Stone Edge with due to its better accuracy; the power drop is quite noticeable, however. Dragon Claw provides a nearly unresisted attacking option and that hits Dragon-typed Pokemon super effectively. Hone Claws is an interesting move(comma) idea for a set, boosting as it boosts Archeops's offensive power as well as the accuracy on of Stone Edge.(remove this red comma) god, what the hell happened here? Unfortunately finding the time to set up a set up opportunity is extremely difficult. Focus Blast, Earth Power, Dragon Pulse and AncientPower could possibly constitute a special attacking set(comma) perhaps utilising Choice Specs(comma) but the lack of a viable STAB option severely limits this sets potential. Knock Off is an interesting niche option to screw over opposing walls by removing Leftovers or Eviolite(period) from them.Finally, Archeops should never use a Life Orb. Archeops has enough power that it will almost never miss the damage power boost and the recoil from Life Orb will activate Defeatist more quickly(period) activates Defeatist faster. Life Orb also neuters the usefulness of Acrobatics.</p>

[Checks and Counters]
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<p>Although Archeops is a hugely threatening offensive presence in RU, there are some Pokemon that can stop it reliably. Primarily however, Ironically(comma) Archeops's biggest enemy is its ability greatest enemy is itself; once its ability Defeatist kicks in, it poses no serious threat to a team. That said, the best counter to Archeops without a doubt is Steelix, fully resisting who resists all of Archeops's offensive options bar Earthquake, which will do only minimal damage. The only move Steelix has to fear from Archeops is a Choice Specs Focus Blast, which is rare(period) unlikely. Qwilfish also works quite well as an Archeops check; with Intimidate, it can switch in with little fear, as Earthquake is 3HKOing at best. Priority attacks are a huge enemy for also a huge threat to Archeops. With even a little bit of power behind the attacks, they will trigger Defeatist(keep the period) I am tearing my hair out right now As such, Pokemon such as Honchkrow and Hitmonchan are capable of stopping Archeops with Sucker Punch and Mach Punch, respectively. Archeops is also vulnerable to being revenge killed by opposing Choice Scarf Pokemon unless it is wearing a Choice Scarf of its own. Stealth Rock is a huge hindrance to Archeops(comma)'s abilities, stripping it of a quarter of its health each time it switches in. Other Pokemon that can take some of Archeops's attacks and threaten it in return include Claydol and Tangrowth, although they must be wary of U-turn and Hidden Power Ice, respectively, and both are hit heavily hard by Flight Gem- boosted Acrobatics.</p>
What the hay is with all the red periods and shit?

GP Approved (2/2)

 

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