Archeops

P Squared

a great unrecorded history
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almost done with this.........for real

edit: ok GP 1/2
[OVERVIEW]

Archeops's blistering Speed allows it to outpace the majority of the metagame, which it takes full advantage of thanks to its powerful STAB attacks, amazing coverage, and awesome supporting options. Outspeeding every relevant Pokemon in the metagame bar Sneasel allows Archeops to act as a fantastic physical attacker, as its power in combination with its coverage makes Archeops a nightmare for offensive or and balanced teams to switch into. It's Archeops's typing coupled with its high Speed also allows it to switch into Fire-type attacks and Roost off the damage before getting hit again. However, Archeops is rather frail(comma) making it hard to switch in, and its ability Defeatist is one of the worst in the game. Defeatist, coupled with it's Archeops's general fragility and weakness to Stealth Rock, makes it difficult for Archeops to maintain offensive pressure(comma) as it often drops below 50% health.

[SET]
name: Offensive
move 1: Acrobatics
move 2: Stone Edge
move 3: Earthquake / Aqua Tail
move 4: Roost
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe


[SET COMMENTS]
Moves
========

Acrobatics is Archeops's most powerful STAB move, and hits hitting anything that doesn't resist Flying hard. Stone Edge hits opposing Archeops, (remove comma) and is a useful secondary STAB move to have. It also avoids does not make physical contact, allowing Archeops to avoid Aftermath damage from Garbodor and Drifblim. Earthquake is used to hit most Pokemon that resist Flying super effectively, Flying-type resistances such as Klinklang and Mawile super-effectively, both of which are massive threats in NU. It also allows Archeops to make short work of Magneton, which otherwise comes in for free on Archeops. Aqua Tail can also be used to lure in surprise and weaken Rhydon, as Rhydon is a very popular switch-in to Archeops and other Flying-types in general. It also hits other bulky Rock-types bar Carracosta for super effective damage. Roost allows Archeops to recover health lost from weaker attacks and residual damage in order to stay out of Defeatist range. Taunt can be used on the offensive set over U-turn to let Archeops act as a stallbreaker and allow Archeops to get past Audino and Weezing, (remove comma) while also shutting down Garbodor and Uxie, all of which are common switch-ins to Archeops.

Set Details
========

Maximum Speed investment with a Jolly nature it is used to fully utilize Archeops's amazing Speed tier in NU, as it outspeeds almost the entire relevant tier. No item is used on the set(comma) as it allows for an immediate full-power Acrobatics. Don't use an item. Don't do it.

Usage Tips
========

If the opponent has a Klingklang, Klinklang or Ferroseed, it's more beneficial to switch(no dash)out on the predicted switch as you can to keep up offensive momentum, (remove comma) and wear down the switch-in with entry hazards for the next time Archeops forces it into battle. Be wary about using Roost against Roosting on Pokemon such as Kangaskhan, as once Roost removes Archeops's Flying(no dash)type for the turn it can be hit super(no dash)effectively. If saved for late-game, it Archeops can be a very effective cleaner due to its high Speed and Attack, (remove comma) and strong coverage.

Team Options
========

Archeops doesn't require very much support, however but it really does appreciate Stealth Rock being absent from its side of the field at all times. Defog users such as Mantine and Prinplup work well, though they compound the Electric-type weakness Archeops already brings to the team. Fellow Flying-types appreciate Archeops's ability to wear down the opponent's Steel-, Rock-, or and Electric-types, which potentially opens the door for a teammate such as Dodrio, Chatot, or Scyther to sweep late(dash)game. Plenty of slower, bulky offensive Pokemon appreciate Archeops's ability to lure out and weaken common defensive walls. For example, Sawk, Scyther, Malamar, and Kangaskhan all appreciate Archeops weakening Pokemon such as Regirock, Seismitoad, and Quagsire weakened down.

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


[SET COMMENTS]
Moves
========

Taunt is used to cripples opposing entry hazard leads, to prevents bulky setup sweepers from taking advantage of Archeops, and to stops slower Defog users from removing Archeops's Stealth Rock. Archeops is the most reliable Stealth Rock setter for offensive teams—it's nearly impossible for it to fail to get up Stealth Rock (maybe explain why?). Head Smash allows Archeops to block opposing Rapid Spin and Defog for a turn, as if Archeops faints from the recoil, there won't be a target for the opponent's move. It also allows Archeops to OHKO any Xatu that tries to switch into Stealth Rock. Endeavor is a great way to cripple an opponent's Pokemon for the rest of the battle once Archeops has been brought down to its Focus Sash.

Set Details
========

Maximum Attack investment is used to maximize damage from Head Smash if it needs to be used, while maximum Speed is used in order to outspeed and Taunt every other entry hazard lead in NU, preventing them from doing their job. Focus Sash ensures that even if the opponent predicts Archeops to Taunt and uses an attack, Archeops can still set up Stealth Rock successfully. In other scenarios, it allows Archeops to get off a one-HP Endeavor after setting up Stealth Rock, or to guarantees that it will knock itself out with Head Smash.

Usage Tips
========

Taunt other potential lead entry hazard Pokemon such as Uxie, Mesprit, Ferroseed, Pinsir, Crustle, or and opposing lead Archeops. If the opponent has a Pokemon that commonly carries Rock Blast, such as Rhydon or Crustle who commonly carry Rock Blast, it's often better to set up Stealth Rock first than to Taunt, as you can't risk the opponent predicting Taunt, attacking with Rock Blast, and OHKOing Archeops before it has a chance to set up Stealth Rock. If the opponent has a Xatu, there will be mind games about choosing Stealth Rock versus Head Smash. Generally it's safer to use Head Smash every turn until they switch to into Xatu and it faints, however; however, (punctuation v important here) if you absolutely need Stealth Rock that battle, it's better in most cases to go for it right away (kinda implied by "first turn", but also you say "right away" at the end of the sentence too) on the first turn, as opponents can be hesitant to bring in Xatu right away. After setting up Stealth Rock, sacrifice Archeops via the player's choice of Head Smash to block entry hazard removal, (remove comma) or Endeavor to essentially eliminate an opposing Pokemon from the game.

Team Options
========

Lead Archeops is generally used on hyper offensive team builds, as it almost guarantees that Stealth Rock will only be set up on the opponent's side of the field at the cost of potentially starting the game down a Pokemon. Common teammates on hyper offense include Tauros, Sneasel, Swellow, Jynx, Liepard, Sawk, Lilligant, Kangaskhan, and Fletchinder, all of whom which appreciate the entry hazard support that Archeops provides. Ghost-types are a decent option to run alongside Archeops to prevent the opponent from easily Rapid Spinning away your hard work. Examples that fit nicely onto offensive teams include Mismagius (woo fav Pokemon) and Rotom.

[SET]
name: Bulkycheops
move 1: Taunt
move 2: Acrobatics
move 3: Defog
move 4: Roost
item:
ability: Defeatist
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe


Moves
========

Taunt is used to break stall, and to prevent walls from healing, prevent setup sweepers from setting up, to prevent entry hazard leads from continuously setting up entry hazards versus Archeops, to prevent defensive Pokemon from statusing Archeops, to prevent Archeops from being Taunted itself, and to prevent Defog users from removing entry hazards on the opposing side. Acrobatics is Archeops's most reliable STAB move against the majority of NU, as Flying-type attacks are known for being difficult to switch into. Defog allows it to act as a fast Defog user, much like Latios does in OU. (eh, not sure that detail is necessary) Archeops is very reliable at keeping entry hazards off the field due to its Speed, numerous switch in opportunities to switch in, and ability to scare out a plethora of Pokemon. Roost allows Archeops to remain healthy and switch into Fire-type attacks all game. Earthquake can be carried to hit Fire-types super effectively, though it's unnecessary(comma) as Acrobatics already scores 2HKOs on most Fire-types in NU, and Earthquake fails to OHKO anyways.

Set Details
========

Maximum HP investment allows Archeops to switch into Ninetales, Flareon, and other Fire-types in the tier, (remove comma) and threaten them out with Acrobatics. The key difference between Bulkycheops and offensive Archeops is that Bulkycheops can switch(no dash)in more than once due to its investment in HP, (remove comma) and still threaten back offensively due to its naturally high Attack stat. No item is chosen due to Archeops's reliance on Acrobatics, and being able to launch off full(dash)powered Acrobatics immediately is imperative. Leftovers could theoretically be used if Acrobatics is dropped for Earthquake, though.

Usage Tips
========

If the opponent has a Pokemon that there is an opponent who could set up entry hazards, Taunt or status Archeops you, status you, or set up themselves, Taunt is always a safe play, as even if the opponent predicts that and attacks, Archeops has the Speed and bulk to Roost on the next turn in almost all scenarios. Bulkycheops acts as a reliable switch-in to every Fire-type in the tier, barring Magmortar due to its access to Thunderbolt. Be wary about using Roost against Roosting on Pokemon such as Kangaskhan, as once Roost removes Archeops's Flying(no dash)type for the turn, it can be hit super(no dash)effectively.

Team Options
========

Though Archeops works well as a switch-in to into most Fire-types, it's still wise to carry additional soft checks to Fire-type moves on your team, as Pokemon such as Magmortar can break right through Archeops with its coverage moves. Bulky Water-types such as Quagsire, or and Flash Fire users work well. Offensive teams that require entry hazard removal without momentum being destroyed will appreciate Archeops's support. Potential teammates include Fletchinder, Kangaskhan, Lilligant, Scyther, Jynx, and Sneasel. Go nuts and use Pokemon that are weak to Fire such as fire-weak Pokemon like Lilligant without worry, I guess. (lol. this is pretty informal though so the second checker will probably change it :[)

[STRATEGY COMMENTS]
Other Options
=============

Knock Off can be used to remove items from switch-ins and to hit Ghost-types such as Mismagius and Rotom super effectively. It also allows Archeops to OHKO Rhydon with Aqua Tail once the Eviolite is removed, potentially opening the door for other Flying-types to sweep. Switcheroo can see use for its ability to cripple defensive Pokemon that like to switch into Archeops such as Musharna, Ferroseed, and Rhydon. Heat Wave can be used on the offensive set to hit Ferroseed harder, but Earthquake is generally better for this job(comma) as it has greater coverage against other Pokemon that resist Flying-type resists. A mixed offensive set featuring Earth Power and Hidden Power Grass can take advantage of Archeops's amazing mixed attacking stats; however, it's generally better to just invest fully in its physical Attack, as unless you're trying to have Archeops act as a lure for physical walls, its moves won't be as powerful due to Archeops being forced to split its offensive investment. U-turn can be used on the offensive set to keep up offensive momentum against switch-ins it Archeops otherwise couldn't touch; however, it's generally better have additional coverage on Archeops than a weak momentum-based move. With a Choice Band, Archeops Arcehops becomes incredibly powerful; however, with an item equipped, Pluck becomes the most powerful Flying-type STAB attack Archeops has access to, and therefore it's rather undesirable. A set of Knock Off, U-turn, Stone Edge, and Earthquake is viable, but the lack of a Flying-type STAB move really hinders Archeops.

Checks and Counters
===================


**Bulky Rock-types**: Bulky Rock-types such as Regirock and Rhydon can easily switch into Archeops, take very little damage from its attacks, and threaten to OHKO back with their STAB Rock-type moves.

**Bulky Water-types**: Quagsire can switch in to any move Archeops wants to go for, (remove comma) and threaten it back immediately with Scald and the prospect of a burn.

**Status and Residual Damage**: Paralysis cripples Archeops by removing one of its biggest traits—its Speed, while burn cripples it by cutting its damage output in half. Poison, Leech Seed, and Stealth Rock all whittle away at Archeops's health, and once it gets below 50%, Defeatist cripples Archeops's attacking power as well.

**Faster Attackers**: Sneasel can force Archeops out with the threat of a faster, super effective Ice-type attack; however, it can't switch directly into any of Archeops's attacks. Choice Scarf users such as Aurorus, Jynx, and Rotom-S, as well as priority attacks such as Hariyama's Bullet Punch, or and Samurott's Aqua Jet(comma) all take down Archeops quickly. Innovative Choice Scarf Pokemon such as Klinklang can also make easy work of Archeops.​
 
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boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
Just glanced over this, and, holy shit how many times do we have to to tell you to remove choice scarf klinklang from c&c?!?!??
I still don't care that it is archeops's biggest kryoptonite, it's not viable in the slightest, get rid of it.
Also update title of this is ready for the second check.
 

Empress

Warning: may contain traces of nuts
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Holy shit, I implemented the check. I forget who I was even supposed to tag after I implemented, lol

maybe Snobalt ?
Sure I'll do it

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[Overview]
########

Archeops's blistering Speed allows it to outpace the majority of the metagame, which it takes full advantage of thanks to its powerful STAB attacks, amazing coverage, and awesome supporting options. Outspeeding every relevant Pokemon in the metagame bar Sneasel allows Archeops to act as a fantastic physical attacker, as its power in combination with its coverage makes Archeops a nightmare for offensive and balanced teams to switch into. Archeops's typing coupled with its high Speed also allows it to switch into Fire-type attacks and Roost off the damage before getting hit again. However, Archeops is rather frail, making it hard to switch in, and its ability Defeatist is one of the worst abilities in the game. Defeatist, coupled with Archeops's general fragility and weakness to Stealth Rock, makes it difficult for Archeops to maintain offensive pressure, as it often drops below 50% health.


[set]
name: Offensive
move 1: Acrobatics
move 2: Stone Edge
move 3: Earthquake / Aqua Tail
move 4: Roost
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[set comments]
Moves
========
Acrobatics is Archeops's most powerful STAB move, hitting anything that doesn't resist Flying hard. Stone Edge hits opposing Archeops and is a useful secondary STAB move to have. It also does not make physical contact, allowing Archeops to avoid Aftermath damage from Garbodor and Drifblim. Earthquake is used to hit most Pokemon that resist Flying for super effectively damage, such as Klingklang and Mawile, both of which are massive threats in NU. It also allows Archeops to make short work of Magneton, which otherwise comes in for free on Archeops. Aqua Tail can also be used to lure in and weaken Rhydon, as Rhydon is a very popular switch-in to Archeops and other Flying-types in general. It also hits other bulky Rock-types bar Carracosta for super effective damage. Roost allows Archeops to recover health lost from weaker attacks and residual damage in order to stay out of Defeatist range. Taunt can be used over Earthquake/ or Aqua Tail to let Archeops act as a stallbreaker and get past Audino and Weezing while also shutting down Garbodor and Uxie, all of which are common switch-ins to Archeops.

Set Details
========
Maximum Speed investment with a Jolly nature is used to fully utilize Archeops' amazing Speed tier in NU, as it outspeeds almost the entire relevant tier. No item is used on the set, as it allows for an immediate full-power Acrobatics. Don't use an item. Don't do it. (What about Attack investment?)

Usage Tips
========
If the opponent has a Klinklang, (RC) or Ferroseed, it's more beneficial to switch out on the predicted switch to keep up offensive momentum and wear down the switch-in with entry hazards for the next time Archeops forces it into battle. Be wary about using Roost on Pokemon such as Kangaskhan, as once Roost removes Arcehops's Archeops's Flying type typing for the turn, certain coverage moves can hit it for super effective damage it can be hit super effectively. If saved for late-game, Archeops can be a very effective cleaner due to its high Speed and Attack and strong coverage.

Team Options
========
Archeops doesn't require very much support, but it really does appreciate Stealth Rock being absent from its side of the field at all times. Defog users such as Mantine and Prinplup work well, though they compound the Electric-type weakness that Archeops already brings to the team. Fellow Flying-types appreciate Archeops's ability to wear down the opponent's Steel-, Rock-, and Electric-types, which potentially opens the door for a teammate such as Dodrio, Chatot, or Scyther to sweep late-game. Plenty of slower, bulky offensive Pokemon appreciate Archeops's ability to lure out and weaken common defensive walls. Sawk, Scyther, Malamar, and Kangaskhan all appreciate Arcehops Archeops weakening Pokemon such as Regirock, Seismitoad, and Quagsire.

Lead
########

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

[SET COMMENTS]
Moves
========
Taunt cripples opposing entry hazard leads, prevents bulky setup sweepers from taking advantage of Archeops, and stops slower Defog users from removing Archeops's Stealth Rock. Archeops is the most reliable Stealth Rock setter for offensive teams; it's nearly impossible for it to fail to get up Stealth Rock as it's faster than the majority of the tier, and due to its Focus Sash it gets two opportunities to launch off an attack. Head Smash allows Archeops to block opposing Rapid Spin and Defog for a turn, as if Archeops faints from the recoil, there won't be a target for the opponent's move. It also allows Archeops to OHKO any Xatu that tries to switch into Stealth Rock. Endeavor is a great way to cripple an opponent's Pokemon a foe for the rest of the battle once Archeops has been brought down to its Focus Sash.

Set Details
========
Maximum Attack investment is used to maximize damage from Head Smash if it needs to be used, while maximum Speed is used in order to outspeed and Taunt every other entry hazard lead in NU, preventing them from doing their job. Focus Sash ensures that even if the opponent predicts Archeops to use Taunt and subsequently uses an attack, Archeops can still set up Stealth Rock successfully. In other scenarios, it allows Archeops to get off a one-HP Endeavor after setting up Stealth Rock, or guarantees that it will knock itself out with Head Smash recoil.

Usage Tips
========
Taunt other potential lead entry hazard Pokemon such as Uxie, Mesprit, Ferroseed, Pinsir, Crustle, and opposing lead Archeops. If the opponent has a Pokemon that commonly carries Rock Blast, such as Rhydon or Crustle, it's often better to set up Stealth Rock first than to use Taunt, as you can't risk the opponent predicting Taunt, attacking with Rock Blast, and OHKOing Archeops before it has a chance to set up Stealth Rock. If the opponent has a Xatu, there will be mind games about choosing between Stealth Rock versus and Head Smash. Generally it's safer to use Head Smash every turn until they switch to into Xatu and it faints; however, if you absolutely need Stealth Rock that battle, it's better in most cases to go for it on the first turn, as opponents can be hesitant to bring in Xatu right away. After setting up Stealth Rock, sacrifice Archeops via the player's your choice of Head Smash to block entry hazard removal or Endeavor to essentially eliminate an opposing Pokemon from the game.

Team Options
========
Lead Archeops is generally used on hyper offensive teams builds, as it almost guarantees that Stealth Rock will only be set up on the opponent's side of the field at the cost of potentially starting the game down a Pokemon. Common teammates on hyper offense include Tauros, Sneasel, Swellow, Jynx, Liepard, Sawk, Lilligant, Kangaskhan, and Fletchinder, all of which appreciate the entry hazard support that Archeops provides. Ghost-types are a decent option to run alongside Archeops to prevent the opponent foes from easily Rapid Spinning spinning away your Archeops's hard work. Examples of Ghost-types that fit nicely onto offensive teams include Mismagius and Rotom.

Bulkycheops
########

[SET]
name: Bulkycheops
move 1: Taunt
move 2: Acrobatics
move 3: Defog
move 4: Roost
item:
ability: Defeatist
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

Moves
========
Taunt is used to break stall and to prevent walls from healing, setup sweepers from setting up, entry hazard leads from continuously setting up entry hazards versus against Archeops, defensive Pokemon from statusing inflicting status on Archeops, to prevent Archeops from being Taunted itself opposing Taunt users from Taunting Archeops, and Defog users from removing entry hazards. Acrobatics is Archeops's most reliable STAB move against the majority of NU, as Flying-type attacks are known for being difficult to switch into. Defog allows it Archeops to act as a fast Defog user, much like Latios does in OU. Archeops is very reliable at keeping entry hazards off the field due to its high Speed, numerous opportunities to switch in, and ability to scare out a plethora of Pokemon. Roost allows Archeops to remain healthy and switch into Fire-type attacks all throughout the game. Earthquake can be carried to hit Fire-types for super effectively damage, though it's unnecessary, as Acrobatics already scores 2HKOs on most Fire-types in NU, (RC) and Earthquake fails to OHKO anyways.

Set Details
========
Maximum HP investment allows Archeops to switch into Ninetales, Flareon, and other Fire-types in the tier and threaten them out with Acrobatics. The key difference between Bulkycheops and offensive Archeops is that Bulkycheops can switch in more than once due to its investment in HP, and still threaten back offensively due to its naturally high Attack stat. (Don't cross-reference) No item is chosen due to Archeops's reliance on Acrobatics, and as being able to launch off a full-powered Acrobatics immediately is imperative. Leftovers could be used if Acrobatics is dropped for Earthquake, though.

Usage Tips
========
If the opponent has a Pokemon that could set up entry hazards, Taunt or status Archeops, or set up themselves, (The wording here is really awkward; try If Archeops is facing a foe with boosting moves, entry hazards, Taunt, or a status-inducing move such as Will-O-Wisp,) Taunt is always a safe play, as even if the opponent predicts that and attacks, Archeops has the Speed and bulk to Roost on the next turn in almost all scenarios. Bulkycheops acts as a reliable switch-in to every Fire-type in the tier, barring Magmortar due to its access to Thunderbolt. Be wary about using Roost on Pokemon such as Kangaskhan, as once Roost removes Archeops's Flying type typing for the turn, it can be certain coverage moves can hit it for super effectively damage.

Team Options
========
Though Archeops works well as a switch-in to most Fire-types, it's still wise to carry additional soft checks to Fire-type moves on your team, as Pokemon such as Magmortar can break right through Archeops with coverage moves. Bulky Water-types such as Quagsire and as well as Flash Fire users work well. However, Pokemon weak to Fire such as Lilligant still appreciate Archeops's Fire resistance. Offensive teams that require entry hazard removal without momentum being destroyed will appreciate Archeops's support. Potential teammates include Fletchinder, Kangaskhan, Lilligant, Scyther, Jynx, and Sneasel. Go nuts and use Pokemon that are weak to Fire such as Lilligant without worry, I guess.


[STRATEGY COMMENTS]
Other Options
=============

Knock Off can be used to remove items from switch-ins and to hit Ghost-types such as Mismagius and Rotom for super effectively damage. It also allows Archeops to OHKO Rhydon with Aqua Tail once the its Eviolite is removed, potentially opening the door for other Flying-types to sweep. Switcheroo can see use for its ability to cripple defensive Pokemon that like to switch into Archeops such as Musharna, Ferroseed, and Rhydon. Heat Wave can be used on the offensive set to hit Ferroseed harder, but Earthquake is generally better for this job, as it has greater coverage against other Pokemon that resist Flying. A mixed offensive set featuring Earth Power and Hidden Power Grass can take advantage of Archeops's amazing mixed attacking stats; however, it's generally better to just invest fully in Attack, as unless you're trying to have Archeops act as a lure for physical walls, its moves won't be as powerful due to Archeops being forced to split its offensive investment. U-turn can be used on the offensive set to keep up offensive momentum against switch-ins that Archeops otherwise couldn't touch; however, it's generally better have additional coverage than a weak momentum-based move. With a Choice Band, (AC) Archeops becomes incredibly powerful; however, with an item equipped, Pluck becomes the most powerful Flying-type STAB attack Archeops has access to, and therefore so it's rather undesirable. A set of Knock Off, U-turn, Stone Edge, and Earthquake is viable, but the lack of a Flying-type STAB move really hinders Archeops.

Checks & Counters
########
=============

**Bulky Rock-types**: Bulky Rock-types such as Regirock and Rhydon can easily switch into Archeops, take very little damage from its attacks, and threaten to OHKO it back with their STAB Rock-type STAB moves.

**Bulky Water-types**: Quagsire can switch in to any move that Archeops wants to go for can use and threaten it back immediately with Scald and the prospect of a burn.

**Status and Residual Damage**: Paralysis cripples Archeops by removing one of its biggest traits; in its Speed, while burn cripples it by cutting its damage output in half. Poison, Leech Seed, and Stealth Rock all whittle away at Archeops's health, and once it gets below 50%, Defeatist cripples Archeops's attacking power as well.

**Faster Attackers**: Sneasel can force Archeops out with the threat of a faster, super effective Ice-type attack; however, it can't switch directly into any of Archeops's attacks. Choice Scarf users such as Aurorus, Jynx, and Rotom-S, as well as priority attacks such as Hariyama's Bullet Punch, (RC) and Samurott's Aqua Jet, all take down Archeops quickly. Innovative Choice Scarf Pokemon such as Klinklang can also make easy work of Archeops. (Is Choice Scarf Klinklang actually a thing?)

GP 2/2
 
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