THE LOST WORLD

nv

The Lost Age
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NV
Cretacerus
Rhythms
gogurtgoat


Really liked this slate, but ultimately decided on the best of each combination...in this case mine for Ice / Ground (I really like G-Luke's as well but personal bias wins out lol), Cretacerus for Ice / Electric, Rhythms for Ice / Psychic, and gogurtgoat for Ice / Fairy.
 
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Cretacerus

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CHRISTMAS SPECIAL | Discussion



Alright guys, here are the winners for this round! The results were quite close this time, thanks to everyone for participating!

Aurorus:
  1. Cretacerus
  2. The Reptile / Angry1
  3. NV
To collect your prizes, please send me a message.

--------------------------------------

And with that, here's the new Aurorus spread:



Typing:
/

Stats: 125 / 90 / 80 / 120 / 100 / 85
Abilities: Magic Guard, Sheer Force
Movepool additions: Volt Switch, Wish, Power Gem

Choice Scarf:
Aurorus @ Choice Scarf
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
- Volt Switch
- Ice Beam
- Earth Power
- Freeze-Dry / Thunderbolt

All-Out-Attacker:
Aurorus @ Life Orb
Ability: Magic Guard / Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
- Ice Beam
- Thunderbolt
- Earth Power
- Volt Switch / Freeze Dry

Rock Polish:
Aurorus @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rock Polish
- Ice Beam
- Thunderbolt
- Earth Power
// Aurorus
this.modData('Pokedex', 'aurorus').types = ['Ice', 'Electric'];
this.modData('Pokedex', 'aurorus').baseStats = {hp: 125, atk: 90, def: 80, spa: 120, spd: 100, spe: 85};
this.modData('Pokedex', 'aurorus').abilities = {0: "Magic Guard", H: "Sheer Force"};
this.modData('Learnsets', 'aurorus').learnset.voltswitch = ['6T'];
this.modData('Learnsets', 'aurorus').learnset.wish = ['6T'];
this.modData('Learnsets', 'aurorus').learnset.powergem = ['6T']

The new spread should be implemented on the server and available for playtesting soon! In the meantime, feel free to discuss the new spreads, and their potential influence on the metagame.
Note that changes to the spreads can still be made, if found necessary by common consensus.
  • How viable is the newly introduced Pokemon?
  • Can the sample sets still be refined, and are there other sets that could be added?
  • What would be effective partners for the Pokemon?
  • How does the metagame adapt around the new threat?
Discussion will continue until 26.12.15, after which we'll get the next batch of fossil Pokemon off the ground!
 

dhelmise

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Code:
'use strict';

exports.BattleScripts = {
    init: function () {
        // Kabutops
        this.modData('Pokedex', 'kabutops').types = ['Water', 'Bug'];
        this.modData('Pokedex', 'kabutops').baseStats = {hp: 73, atk: 125, def: 110, spa: 90, spd: 90, spe: 112};
        this.modData('Pokedex', 'kabutops').abilities = {0: "Swift Swim", H: "Technician"};
        this.modData('Learnsets', 'kabutops').learnset.bugbite = ['6T'];
        this.modData('Learnsets', 'kabutops').learnset.uturn = ['6T'];
        this.modData('Learnsets', 'kabutops').learnset.bugbuzz = ['6T'];

        // Armaldo
        this.modData('Pokedex', 'armaldo').types = ['Bug', 'Rock'];
        this.modData('Pokedex', 'armaldo').baseStats = {hp: 95, atk: 145, def: 130, spa: 80, spd: 105, spe: 45};
        this.modData('Pokedex', 'armaldo').abilities = {0: "Regenerator", H: "Water Absorb"};
        this.modData('Learnsets', 'armaldo').learnset.spikes = ['6T'];
        this.modData('Learnsets', 'armaldo').learnset.uturn = ['6T'];
        this.modData('Learnsets', 'armaldo').learnset.earthpower = ['6T'];

        // Aurorus
        this.modData('Pokedex', 'aurorus').types = ['Ice', 'Electric'];
        this.modData('Pokedex', 'aurorus').baseStats = {hp: 125, atk: 90, def: 80, spa: 120, spd: 100, spe: 85};
        this.modData('Pokedex', 'aurorus').abilities = {0: "Magic Guard", H: "Sheer Force"};
        this.modData('Learnsets', 'aurorus').learnset.voltswitch = ['6T'];
        this.modData('Learnsets', 'aurorus').learnset.wish = ['6T'];
        this.modData('Learnsets', 'aurorus').learnset.powergem = ['6T'];
    }
}
just updated the code a bit Cretacerus so it didnt fall out of order with the rest of the code :)
Snaquaza update pls imo tbh

Now, onto the new Pokemon.

I'm really glad with the outcome of Aurorus. I see a lot of new sets becoming useful. One that I think could work is:
Code:
Aurorus @ Leftovers
Ability: Magic Guard
EVs: 16 HP / 240 Def / 252 SpA
Modest Nature
- Calm Mind / Wish
- Volt Switch
- Freeze-Dry / Ice Beam
- Discharge / Thunderbolt
Leftovers gives passive recovery, the ability is pretty self explanatory, the EVs give it good bulk, Modest makes it hit harder, Calm Mind makes up for the lack of Special Defense EVs (and boosts the Special Attack more), but Wish helps it regain HP, Volt Switch helps gain momentum, Freeze-Dry is for if you want coverage against Water-types that are immune to Electric-type moves (Swampert), but Ice Beam can be used instead if you just want to use an Electric move for that, Discharge doesn't hit as hard, but it provides a higher chance to paralyze the foe, and Thunderbolt hits harder, but it doesn't provide as high of a chance to paralyze the foe.

Another set that can work is:
Code:
Aurorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Freeze-Dry / Ice Beam
- Rock Polish
- Psychic / Volt Switch
Life Orb provides more damage for Aurorus, and the recoil is nullified when Aurorus uses a move with a secondary effect thanks to Sheer Force, 252 SpA EVs provide Aurorus with more power, 4 SpD gives Aurorus a little bit of bulk, 252 Spe EVs give Aurorus a good way to use its Speed when used in tandem with Rock Polish, Modest nature gives Aurorus more power, Thunderbolt and Ice Beam are 228 Base Power when boosted by Sheer Force, Life Orb, and STAB, Freeze-Dry is 177 Base Power when boosted under the same circumstances, and can be switched off with Ice Beam if you're looking for a way to hit Swampert or not, Rock Polish boosts Aurorus's Speed to 539 when used in tandem with 252 Speed EVs, Psychic can be used as a filler move to hit Fighting- and Poison-types such as Mega Lopunny and Gengar (only stay in versus these two if Aurorus's Speed has been boosted by Rock Polish), and it reaches 152 Base Power when boosted by Sheer Force and Life Orb; however, Volt Switch can be used as a way to gain momentum, but it causes Aurorus to take Life Orb damage, and Ground-types such as Swampert are immune to it.
 

Cretacerus

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PREHISTORIC WINGS | Submissions


Aerodactyl
Original typing:
/

Original stats: 80 / 105 / 65 / 60 / 75 / 130 (BST 515)
Original abilities: Rock Head / Pressure / Unnerve

Archeops

Original typing:
/

Original stats: 75 / 140 / 65 / 112 / 65 / 110 (BST 567)
Original ability: Defeatist

Hey everyone, welcome back to the third submission stage in this project, featuring our two favorite Flying type fossils!

Aerodactyl and Archeops are both known for their great speed and strong offensive presence in their respective tiers, backed up by coverage options such as Earthquake and Aqua Tail to deal with common Flying resists. A useful support movepool including Stealth Rock, Taunt, Defog and reliable recovery in Roost also allows them to provide quick utility for their team and take up a supportive role.

Aerodactyl won't be able to Mega Evolve in this project, so any competitive reasoning should be focused purely on the base form.


When making a submission, please factor in the following criteria:
  • Flavor: Any changes should be sensible with the original concept and design of the Pokemon.
  • Competitiveness: The goal is to make each Pokemon a top threat by OU standards (S/A-rank).
  • Originality: Avoid making the Pokemon too similar to current OU threats and previously winning entries.
Try to be as explicit as possible with your justification, so other people can follow your thought process more easily.
Feedback and constructive criticism for others is very appreciated, in case you feel that certain aspects of their submission could use a more thorough reasoning. Make sure to be specific though, and give them a chance to explain the rational behind their decisions.
Aerodactyl:
Typing: Flying / ...
Stats: 80+ / 105+ / 65+ / 60+ / 75+ / 130+ (BST 600)
Abilities: 1 / 2
Movepool additions: 1 / 2 / 3

Niche in the metagame: ...
Sample set(s): ...
Archeops:
Typing: Flying / ...
Stats: 75+ / 140+ / 65+ / 112+ / 65+ / 110+ (BST 600)
Abilities: 1 / 2
Movepool additions: 1 / 2 / 3

Niche in the metagame: ...
Sample set(s): ...

Typing:
> The primary type is given depending on the original typing.
> The secondary type can be anything besides Rock.

Stats:
> The Base Stat Total has to be 600.
> The original Base Stats can't be decreased.

Abilities:
> Each fossil Pokemon will get a total of 2 abilities.
> They should be sensible flavorwise and competitively.

Movepool additions:
> Each fossil Pokemon will receive a total of 3 new moves.
> They should be sensible flavorwise and competitively.

Niche in the metagame:
> Intended role in the metagame?
> Advantages over it's competition?
> Pokemon it threatens / is threatened by?

Sample set(s):
> Represents the most viable set.
> Multiple sets can be listed if the Pokemon has different viable roles.
> Follow the standard format.

[Name] @ [Item of Choice]
Ability: [Ability of Choice]
EVs: [EV Spread]
[Nature of Choice] Nature
- [Move 1]
- [Move 2]
- [Move 3]
- [Move 4]
Coming soon!


Submissions will close on 02.01.16, after which the most popular spread will be determined in an open vote. All the best, and have fun! ;)[/quote]
 
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Snaquaza

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Aerodactyl:
Typing: Flying / Dark
Stats: 100 (+20) / 115 (+10) / 70 (+5) / 70 (+10) / 85 (+10) / 150 (+20) (BST 600)
Abilities: Vital Spirit / Intimidate
Movepool additions: Sucker Punch / Drill Peck / Parting Shot​

Niche in the metagame: Aerodactyl would become an amazing revenge killer and Pursuit-trapper in the metagame. Its extremely high 150 Speed outspeeds most of OU and in addition to its decent 115 Attack it'll be able to revenge kill Pokemon fairly well, or clean when the opposing team is weakened. The combination of having extremely high Speed and decent power will help it Pursuit-trapping well, as it can force the opponent to faint whether they switch out or not, similar to Scarf Tyranitar, but even faster. It'll be able to threaten many Psychic- and Ghost-types like Starmie, Latios, Alakazam and Gengar that could otherwise be huge problems. Although it's bulk isn't excellent, it's good enough to survive something if its needed, and in combination with Intimidate it can actually become a decent pivot as it has reliable recovery and enough offensive pressure. Parting Shot helps it in this, since it can get momentum for its team with it.

I didn't add Knock Off or Brave Bird since I felt they'd be too strong on a Pokemon with such amazing speed, but I wanted to give it a reliable STAB and gave it Drill Peck and Sucker Punch helps it beat priority users or prevent the rare speed tie against Mega-Alakazam. Additionally, although Intimidate, Aerodactyl's typing is mostly fit for beating specially based Psychic-types, which Intimidate doesn't help with, so its more an occasionally useful ability (especially when you manage to switch in on Earthquake), but not OP. For obvious reasons its still good as it eases counterplay against physical threats and can switch in on them to revenge kill or to weaken them more easily, or even just to pivot. Parting Shot, although a signature move, seemed like a good move to add to Aerodactyl's pivoting abilities, as it already got Pursuit, reliable recovery, Intimidate and a decent STAB, so it'd fit well to prevent it from being a momentum suck. Vital Spirit was mostly given for flavor reasons, but it can also help versus Pokemon like Breloom, so if a team is weak to them, it can use it to be a pretty reliable Breloom switch-in with Sleep immunity and a 4x effective STAB.

The justification for the type is mostly for flavor reasons, as Aerodactyl looks like it could've been a Dark-type before its skin got hardened. However, it also gives it a great typing to combat Psychic- and Ghost-types, and help with its niche as a Pursuit-trapper and it gets two excellent offensive types that have decent defensive synergy, so it should work out well.
Sample set(s):
Code:
Aerodactyl @ Life Orb
Ability: Intimidate  / Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Drill Peck
- Earthquake  / Sucker Punch
- Parting Shot

Archeops:
Typing: Flying / Dragon
Stats: 75+ / 150 (+10) / 65+ / 135 (+23) / 65+ / 110+ (BST 600)
Abilities: Moxie / Super Luck
Movepool additions: Drill Peck / Draco Meteor / Dragon Rush

Niche in the metagame: Archeops would be the main glass cannon of the tier. It has excellent offenses, but terrible bulk. This'd cause its main use to be on hyper-offensive teams who need Pokemon with good speed that can keep the offensive pressure up. It can even go mixed to beat mixed walls and use U-turn to keep the momentum! Additionally, Archeops can perform an important niche in these teams with hazard control. Since it gets Defog, it can be used in an offensive Defog-way, just like Latios. Although the weakness to Stealth Rock isn't nice, Archeops wouldn't survive much anyway and would rely on free turns to use it, however, it'd be able to generate these well with its amazing offensive pressure. It could also have a lead set on these teams, where it runs Stealth Rock, Taunt, Defog and an offensive move like Drill Peck or Draco Meteor, giving these teams an option to get hazards without losing offensive pressure and momentum.

I added Drill Peck to give Archeops a reliable Flying-type move, as its current best was Pluck. I didn't want to give it Brave Bird as its incredibly strong already and Brave Bird would break it, especially since Earthquake is great coverage with the Flying-type. Draco Meteor is given to all Dragon-types, so I gave it to Archeops too. Then, I was kind of stuck so I gave it Dragon Rush for flavor reasons. The abilities were chosen for similar reasons, so they didn't make Archeops too insane. Moxie appears like a good ability, but most teams should have some way to revenge it after a kill, or wall it before it gets a kill and shouldn't break it. Super Luck is very situational, and although it can help, it is too luck based to break Archeops. The choices may seem mediocre, but the stats are amazing already, so I didn't want to make it much better.

The typing was chosen for flavor reasons, as Archeops was the first bird who was a direct ancestor from the dinosaurs, who have always been related to dragons. Additionally, it got a ton of Dragon-type moves already, like Outrage, Dragon Claw and some others! It just seemed almost impossible for it not to be a Dragon-type. Competitively, we already have a Dragon-Flying type in OU: Dragonite, but that one plays very differently. Dragonite is a bulky set-up sweeper, while Archeops is extremely frail and has a tendency to die to every hit, making them fulfill very different niches. The stats were boosted this way to show Archeops' offensive pressure, while still making it unable to take any hit. I didn't boost Speed as I felt any Speed boost could break it with these kind of offenses, as it should still stay revenge-able. If you think the offenses are too much, remember that Archeops' offenses are relatively not that much better and that it'd have similar offensive presence anyway, but if I boosted any other stat, it'd've gotten a relatively larger boost.
Sample set(s):
Code:
Archeops @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Drill Peck
- Earthquake
- U-turn  / Heat Wave

Archeops @ Expert Belt
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Drill Peck
- Defog
- U-turn

Archeops @ Focus Sash
Ability: Super Luck
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Defog
- Drill Peck
 
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Cretacerus

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Entry by Angry1:


Aerodactyl (WIP)

Typing:
/

Stats: 80+39 / 105+5 / 65+10 / 60 / 75+12 / 130+19------> 119 / 110 / 75 / 60 / 87 / 149 (BST 600)
Abilities: Hustle / Skill Link
Movepool additions: Bone Rush / Drill Peck / Rock Blast

Niche in the metagame: With a new speed and power level, Aerodactyl works as a wallbreaker AND a very good revenge killer, which the only non-scarf that can outspeed is Mega-Alakazam,With access to taunt, it can work as a Stallbreaker too allowing it to beat a lot of teams in OU that ain't ready for it The Flying Typing gives it STAB to Aerial Ace which is a nice combo when combined with Hustle, turning it into 90 BP before STAB as it never misses, Ignoring the bad-sides of Hustle,While ground typings gives it STAB to Earthquake, turning into 150 BP before counting STAB, with 80% accuracy, which can be fixed with hone claws also it helps skill link sets as STAB Bone rush is not a thing to laugh at, But it is not all easy to the Aerodactyl as Hustle decreases its accuracy, and on the turn of Set Up, it can be defeated easily because it doesn't have good bulk And skill link doesn't offer the same offensive presence as a lot of things in the meta does.

Sample set:
Aerodactyl @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Roost
- Drill Peck/Aerial Ace
- Hone Claws/Rock Polish (If you choose AA)

Archeops (WIP)

Typing:
/

Stats: 75 / 140 / 65 / 112+17 / 65 / 110+16 ---> 75 / 140 / 65 / 129 / 65 / 126 (BST 600)
Abilities: No guard / Scrappy
Movepool additions: Mach Punch / Hurricane / Dynamic Punch

Niche in the metagame: As for archeops, It turns into the mixed attacker that the meta would like ,With Non-Missing Focus Blast and Hurricane for No-Guard sets and scrappy sets really like this, As even ghosts are not safe ,With mach punch for priority It turns into a little strong bird, STAB Focus Blast/Mach Punch/CC from fighting typing is really good and nullifies the Rock weakness allowing it to switch in and out without fearing rocks, as for counters: For the No-Guard sets, Ghost types can pass in easily BUT For scrappy, As It will mostly be physical and not mixed, Physical walls can come in and out without caring much like garchomp Allows it to outspeed a lot of the meta, SPECIALLY WEAVILE, which gets OHKO'ed with a Mach Punch faster than its Ice shard now.

Sample set:
Archeops @ Life Orb
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Focus Blast
- Hurricane
- Mach Punch
- Roost
 
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nv

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Aerodactyl:
Typing:

Stats:
100 (+20) / 120 (+15) / 90 (+25) / 60 / 85 (+10) / 145 (+15) (BST 600)
Abilities: Unaware / Bulletproof
Movepool additions: U-turn, Acrobatics, Mirror Move

Niche in the metagame: Aerodactyl, now granted with a Steel / Flying type, has a notable niche in the metagame as not only does it have blazing Speed, allowing it to outpace everything bar Mega Alakazam and base 81 and above Choice Scarf mons, it also has an amazing defensive typing being only weak to Fire and Electric, two somewhat uncommon attacking types in the metagame. Its typing, coupled with its newly buffed bulk, allows it to take on a lot of threats such as Mega Altaria, Excadrill, Kyurem-Black, Landorus-T, Mega Metagross, Mega Pinsir, and Scizor / Mega Scizor. Unaware complements Aerodactyl's new typing, allowing it to take on most setup sweepers such as Belly Drum Azumarill and Dragon Dance Dragonite. Unaware also gives Aerodactyl the opportunity to use setup mons as bait since it has access to Hone Claws and can set up alongside setup mons that it threatens out. Bulletproof, however, fares some use as a nice Psychic / Gengar check as it becomes immune to Psychic-types common coverage (Focus Blast) while also completely immune to Gengar's main STAB moves (Shadow Ball + Sludge Bomb / Wave). The new moves give Aerodactyl its niche over Skarmory (even though Skarmory boasts a better Defense stat as well as access to Spikes + Sturdy). U-turn allows defensive variants of Aeordactyl to pivot around, gainining momentum fairly easily. Acrobatics, while not really flavorful, fits in a competitive sense, allowing Aerodactyl to be able to run a very effective offensive set. Mirror Move is the flavor move I decided to add as it is a Flying-type move, but imo fits more with the Steel-type as they tend to have glassy appearances and well...mirrors are made from glass lol. All these buffs allow Aerodactyl to now run a decently effective defensive set while also being able to surprise the opponent with its offensive options and ability to speed creep whatever it wants.

252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 240 HP / 252 Def Aerodactyl: 165-196 (41.1 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Weavile Icicle Crash vs. 240 HP / 252 Def Aerodactyl: 144-172 (35.9 - 42.8%) -- 93.5% chance to 3HKO after Leftovers recovery
0- SpA Mega Altaria Fire Blast vs. 240 HP / 0 SpD Aerodactyl: 178-210 (44.3 - 52.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 240 HP / 252 Def Aerodactyl: 169-200 (42.1 - 49.8%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Clefable Flamethrower vs. 240 HP / 0 SpD Aerodactyl: 142-168 (35.4 - 41.8%) -- 81.2% chance to 3HKO after Leftovers recovery
252+ Atk Dragonite Outrage vs. 240 HP / 252 Def Aerodactyl: 93-110 (23.1 - 27.4%) -- possible 5HKO after Leftovers recovery
252+ Atk Life Orb Excadrill Rock Slide vs. 240 HP / 252 Def Aerodactyl: 103-121 (25.6 - 30.1%) -- 0.3% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Garchomp Fire Blast vs. 240 HP / 0 SpD Aerodactyl: 260-307 (64.8 - 76.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Gengar Shadow Ball vs. 240 HP / 0 SpD Aerodactyl: 196-231 (48.8 - 57.6%) -- 53.1% chance to 2HKO after Leftovers recovery
0 SpA Heatran Lava Plume vs. 240 HP / 0 SpD Aerodactyl: 248-294 (61.8 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
56 Atk Life Orb Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 252 Def Aerodactyl: 263-309 (65.5 - 77%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Latios Hidden Power Fire vs. 240 HP / 0 SpD Aerodactyl: 195-231 (48.6 - 57.6%) -- 51.6% chance to 2HKO after Leftovers recovery
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 240 HP / 252 Def Aerodactyl: 90-106 (22.4 - 26.4%) -- possible 5HKO after Leftovers recovery
252 Atk Aerilate Mega Pinsir Return vs. 240 HP / 252 Def Aerodactyl: 105-123 (26.1 - 30.6%) -- 3.7% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Serperior Hidden Power Fire vs. 240 HP / 0 SpD Aerodactyl: 135-161 (33.6 - 40.1%) -- 29.5% chance to 3HKO after Leftovers recovery

+1 252+ Atk Aerodactyl Acrobatics (110 BP) vs. 92 HP / 0 Def Azumarill: 337-397 (92.5 - 109%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Aerodactyl Earthquake vs. 0 HP / 4 Def Bisharp: 338-398 (124.7 - 146.8%) -- guaranteed OHKO
+1 252+ Atk Aerodactyl Iron Tail vs. 252 HP / 172 Def Clefable: 534-630 (135.5 - 159.8%) -- guaranteed OHKO
+1 252+ Atk Aerodactyl Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 296-352 (84 - 100%) -- 37.5% chance to OHKO after Stealth Rock
+1 252+ Atk Aerodactyl Earthquake vs. 0 HP / 4 Def Magnezone: 600-708 (213.5 - 251.9%) -- guaranteed OHKO
+1 252+ Atk Aerodactyl Earthquake vs. 0 HP / 4 Def Mega Metagross: 238-282 (79 - 93.6%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Aerodactyl Fire Fang vs. 248 HP / 0 Def Scizor: 444-524 (129.4 - 152.7%) -- guaranteed OHKO

252 Atk Choice Band Aerodactyl Iron Head vs. 0 HP / 4 Def Mega Altaria: 338-402 (116.1 - 138.1%) -- guaranteed OHKO
252 Atk Choice Band Aerodactyl Iron Head vs. 92 HP / 0 Def Azumarill: 223-264 (61.2 - 72.5%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Aerodactyl Iron Head vs. 248 HP / 252+ Def Clefable: 324-384 (82.4 - 97.7%) -- 68.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Aerodactyl Iron Head vs. 0 HP / 4 Def Dragonite: 193-228 (59.7 - 70.5%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Aerodactyl Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 272-320 (77.2 - 90.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Aerodactyl Ice Fang vs. 252 HP / 164+ Def Garchomp: 324-384 (77.1 - 91.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Aerodactyl Ice Fang vs. 252 HP / 56+ Def Gliscor: 292-344 (82.4 - 97.1%) -- 62.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Aerodactyl Earthquake vs. 0 HP / 4 Def Mega Metagross: 216-256 (71.7 - 85%) -- guaranteed 2HKO after Stealth Rock


Sample set(s):
Aerodactyl @ Leftovers
Ability: Unaware
EVs: 240 HP / 252 Def / 16 Spe
Jolly Nature
- U-turn / Earthquake / Iron Head
- Taunt
- Roost
- Toxic

Aerodactyl
Ability: Unaware / Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Iron Tail
- Acrobatics
- Earthquake / Fire Fang
- Hone Claws

Aerodactyl @ Choice Band
Ability: Unaware / Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Iron Head
- Earthquake
- U-turn
- Fire Fang / Ice Fang / Wing Attack


Archeops:
Typing:

Stats:
75 / 155 (+15) / 70 (+5) / 115 (+3) / 70 (+5) / 115 (+5) (BST 600)
Abilities: Overcoat / Rough Skin
Movepool additions: Hurricane, Drill Peck, Work Up

Niche in the metagame: While Aerodactyl takes a more defensive / bulkier role, Archeops makes use of its amazing offenses and decent Speed tier now. It also becomes a major threat thanks to it no longer having Defeatist its new abilities. Overcoat provides a bit more use as it allows Archeops to check Mega Venusaur and Breloom a lot easier while also being able to avoid Hail damage. However, Rough Skin not only fits flavorwise, but provides Archeops a bit of chip damage to break Sturdy or random Focus Sashes. The main stat buff it got was its Speed which now allows it to outpace Serperior as well as speedtie with Starmie, a major threat to Archeops. The rest of the stat boosts were general boosts as its defenses were upped so as to not make it have exorbitant amounts of power on the special or physical side while still giving it a relatively nice buff to its offenses. Hurricane allows Archeops to go completely special and have more power behind its attacks thanks to being able to carry an item such as Life Orb. Drill Peck provided a more reliable physical Flying type STAB so Archeops can run Choice Band or a Work Up set with an item. Speaking of Work Up, which it now gets, makes Archeops more potent than ever. The problem with this set is it is weak to common priority such as Weavile's Ice Shard and Azumarill's Aqua Jet, meaning it must be careful whenever the opponent has one of these. Work Up does however give Archeops a way to play more aggresively and force the opponent into a corner thanks to it boosting its Physical and Special Attack.

(I am too tired for calcs so prob not doing them for this one but trust me this thing is power)

Sample set(s):
Archeops @ Life Orb
Ability: Overcoat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Earth Power / Heat Wave
- Heat Wave / Hidden Power [Ice]
- Roost

Archeops
Ability: Overcoat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Knock Off / Tailwind
- Roost

Archeops @ Life Orb / no item
Ability: Overcoat
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Work Up
- Drill Peck / Acrobatics
- Earthquake
- Heat Wave / Hidden Power [Ice]
 
Last edited:

Cretacerus

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Aerodactyl:
Typing:

Stats:
85 (+5) / 110 (+5) / 80 (+15) / 95 (+35) / 80 (+5) / 150 (+20) (BST 600)
Abilities: Strong Jaws / Rough Skin
Movepool additions: Air Slash, Night Slash, Snatch

Niche in the metagame: With its blazing speed and Strong Jaw ability, Aerodactyl becomes a terrifying offensive force in the metagame, capable of denting even dedicated physical walls with a boosted STAB Crunch and great coverage with the elemental fangs. A base speed of 150 means that Aerodactyl can actually run an Adamant nature while still outrunning the important base 130 benchmark, in order to increase its attacking power even further and achieve the following feats:

252+ Atk Life Orb Strong Jaw Aerodactyl Crunch vs. 252 HP / 252+ Def Skarmory: 142-168 (42.5 - 50.2%) -- 34.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Strong Jaw Aerodactyl Crunch vs. 252 HP / 232+ Def Slowbro: 343-406 (87 - 103%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Life Orb Strong Jaw Aerodactyl Ice Fang vs. 252 HP / 164+ Def Garchomp: 437-515 (104 - 122.6%) -- guaranteed OHKO
252+ Atk Life Orb Strong Jaw Aerodactyl Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 364-432 (103.4 - 122.7%) -- guaranteed OHKO
In order to balance out this power and speed combination, Aerodactyl possesses only mediocre bulk by OU standard, allowing it to be 2HKOed by the majority of the metagame (including many walls such as Ferrothorn and Hippowdon), and limiting its capacity to effortlessly dismantle defensive teams in the role of a stallbreaker.

Sample set(s):
Code:
// All-Out Attacker:

Aerodactyl @ Life Orb
Ability: Strong Jaws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Crunch
- Fire Fang / Earthquake
- Ice Fang / Earthquake
- Roost

// Hazard Lead:

Aerodactyl @ Lum Berry
Ability: Strong Jaws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Taunt
- Stealth Rock
- Crunch
- Fire Fang / Ice Fang / Roost

// Choice Band

Aerodactyl @ Choice Band
Ability: Strong Jaws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Fire Fang / Earthquake
- Ice Fang / Earthquake


Archeops:
Typing:

Stats:
75 / 140 / 95 (+30) / 115 (+3) / 65 / 110 (BST 600)
Abilities: Intimidate / Rattled
Movepool additions: Jump Kick, Air Slash, Feather Dance

Niche in the metagame: Flying/Fighting is an excellent typing combination in OU, which makes Archeops a very versatile threat in the metagame capable providing both offensive and defensive utility for its team. Even though it suffers a bit from the lack reliable STAB options, Archeops' offensive stats of 140/115/110 allow it do dish out major damage from both sides of the attacking spectrum between Jump Kick, Acrobatics, Focus Blast and Air Slash, and its excellent coverage options.
Intimidate and Rattled both complement Archeops' defensive typing, giving it the ability to take on many physical threats which like to employ Dark, Fighting, Ground and Rock type attacks, most of which Archeops can easily tank with its high speed, decent physical bulk, and access to reliable recovery in Roost. This gives it the opportunity to provide utility for its team with useful options such as Taunt, Stealth Rock, Defog, and Knock Off, and grab momentum with U-Turn.
Archeops' greatest weakness is its below average special bulk, coupled with weaknesses to many common special attacking types such as Electric, Flying, Fairy, Ice and Psychic. The Flying weakness is especially notable, since it leaves Archeops easily revenge killed by the likes of Talonflame and Mega Pinsir.

Sample set(s):
Code:
// Physical attacker:

Archeops
Ability: Intimidate / Rattled
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Jump Kick
- Knock Off / U-Turn / Taunt
- Roost

// Special attacker:

Acheops @ Life Orb
Ability: Intimidate / Rattled
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Air Slash
- Taunt / U-Turn
- Roost

// Choice Scarf

Archeops @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-Turn
- Jump Kick
- Knock Off / Head Smash
- Switcheroo

// Stallbreaker

Archeops @ Leftovers
Ability: Intimidate
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Taunt
- Roost
- Defog / Stealth Rock
- Air Slash
 
Last edited:

canno

formerly The Reptile
Aerodactyl:
Typing
: Flying / Dark
Stats: 90 (+10) / 115 (+10) / 85 (+20) / 80 (+20) / 90 (+15) / 140 (+10) (BST 600)
Abilities: Strong Jaw / Intimidate
Movepool additions: Dark Pulse / Poison Fang / Bulk Up

Niche in the metagame: With its high speed and decent attack and bulk, Aerodactyl is definitely looking up to be both a dangerous revenge killer and a potential revenge killer. Strong Jaw STAB Crunch will hurt anything it hits, while it had usable coverage in the form of the elemental fangs, Poison Fang for Fairies, and other stuff like Earthquake. Meanwhile, Intimidate lets it work as a bulky pivot or lets it set-up a Bulk Up and proceed to sweep.
Sample set(s):

Code:
Offensive

Aerodactyl @ Life Orb  
Ability: Strong Jaw / Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant / Jolly Nature  
- Crunch  
- Poison Fang / Ice Fang / Fire Fang
- Roost / Ice Fang / Fire Fang  
- Bulk Up / Taunt / Roost
Code:
Support

Aerodactyl @ Leftovers 
Ability: Intimidate 
EVs: 252 HP / 120 SpD / 136 Spe 
Jolly Nature 
- Stealth Rock 
- Roost 
- Taunt / Defog
- Crunch

Archeops:
Typing
: Flying / Normal
Stats: 80 (+5) / 145 (+5) / 70 (+5) / 120 (+8) / 70 (+5) / 115 (+5) (BST 600)
Abilities: Vital Spirit / Keen Eye
Movepool additions: Drill Peck / Double-Edge / Swords Dance
Niche in the metagame: Archeops becomes a very fast and powerful Pokemon - basically, it becomes similar to Gen 4 Staraptor. While it doesn't have Brave Bird, Drill Peck is still a very usable STAB move, especially when you consider that it has good coverage in Earthquake and even Heat Wave for Skarmory or HP Ice for Lando-T, using its decent SpA. The main thing holding Archeops back is lack of a really good ability and a pretty mediocre typing, leaving it with Double-Edge or Return as its other STAB choice.
Sample set(s):
Code:
SD

Archeops @ Lum Berry / Life Orb
Ability: Vital Spirit
EVs: 252 Atk / 4 SpA / 252 Spe 
Jolly Nature 
- Swords Dance / Double-Edge
- Drill Peck 
- Earthquake 
- Heat Wave / Hidden Power [Ice] / Double-Edge
Code:
Lead

Archeops @ Focus Sash
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe 
Jolly Nature 
- Stealth Rock
- Taunt 
- Drill Peck
- Earthquake
 
Last edited:
Typing: Flying / fightning
Stats: 75+15/ 140+0/ 65+5/ 112+3/ 65+5/ 110+5 (BST 600) -> 90 / 140 / 70 / 115 / 70 / 115
Abilities: rough skin / rattled
Movepool additions: +Mach Punch / +Brave Bird / +whirlwind

Niche in the metagame: archeops would become another cool offensive pokemon but with a typing that grants it close-to-neutral coverage between it's stabs alone. Little downside though, for it's fightning stab it has to resort to mach punch (kinda weak but priority is nice) or focus blast (unreliable).

But setting it's common role aside, it becomes a great offensive check to stuff like RegenVest armaldo, bisharp, weavile (only if running mach punch), kabutops, ... That's thanks to it's semi-unique typing (only shared with hawlucha) and rattled.

However it's checked by pretty common stuff like magnet rise klefki, thundurus, etc and it's kinda strapped for moveslots since it wants both it's stabs, EQ or knock off to hit would-be checks and roost/U-turn for longelivity/momentum
Sample set(s):

archeops @ life orb
Ability: rattled
nature: jolly
EVs: 252 atk / 4 def / 252 spe
-brave bird
-mach punch
-earthquake/knock off
-U-turn/roost
Thanks cretacerus for still letting me post this
 

Cretacerus

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PREHISTORIC WINGS | Voting

Welcome back, everyone, and a happy new year 2016!

During the past week we saw a nice variety of interesting new spreads for Aerodactyl and Archeops, and now it is up to us to pick the best and most balanced out of them! Below are all the entries that are eligible for the poll, be sure to read through their justifications carefully, since they are an integral part of the submissions and show the level of thought put into them!



Aerodactyl
Snaquaza
Typing:
/

Stats: 100 / 115 / 70 / 70 / 85 / 150
Abilities: Vital Spirit / Intimidate
Movepool additions: Sucker Punch / Drill Peck / Parting Shot

Niche in OU: Aerodactyl would become an amazing revenge killer and Pursuit-trapper in the metagame. Its extremely high 150 Speed outspeeds most of OU and in addition to its decent 115 Attack it'll be able to revenge kill Pokemon fairly well, or clean when the opposing team is weakened. The combination of having extremely high Speed and decent power will help it Pursuit-trapping well, as it can force the opponent to faint whether they switch out or not, similar to Scarf Tyranitar, but even faster. It'll be able to threaten many Psychic- and Ghost-types like Starmie, Latios, Alakazam and Gengar that could otherwise be huge problems. Although it's bulk isn't excellent, it's good enough to survive something if its needed, and in combination with Intimidate it can actually become a decent pivot as it has reliable recovery and enough offensive pressure. Parting Shot helps it in this, since it can get momentum for its team with it.

I didn't add Knock Off or Brave Bird since I felt they'd be too strong on a Pokemon with such amazing speed, but I wanted to give it a reliable STAB and gave it Drill Peck and Sucker Punch helps it beat priority users or prevent the rare speed tie against Mega-Alakazam. Additionally, although Intimidate, Aerodactyl's typing is mostly fit for beating specially based Psychic-types, which Intimidate doesn't help with, so its more an occasionally useful ability (especially when you manage to switch in on Earthquake), but not OP. For obvious reasons its still good as it eases counterplay against physical threats and can switch in on them to revenge kill or to weaken them more easily, or even just to pivot. Parting Shot, although a signature move, seemed like a good move to add to Aerodactyl's pivoting abilities, as it already got Pursuit, reliable recovery, Intimidate and a decent STAB, so it'd fit well to prevent it from being a momentum suck. Vital Spirit was mostly given for flavor reasons, but it can also help versus Pokemon like Breloom, so if a team is weak to them, it can use it to be a pretty reliable Breloom switch-in with Sleep immunity and a 4x effective STAB.

The justification for the type is mostly for flavor reasons, as Aerodactyl looks like it could've been a Dark-type before its skin got hardened. However, it also gives it a great typing to combat Psychic- and Ghost-types, and help with its niche as a Pursuit-trapper and it gets two excellent offensive types that have decent defensive synergy, so it should work out well.

Sample set:
Code:
Aerodactyl @ Life Orb
Ability: Intimidate / Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Drill Peck
- Earthquake / Sucker Punch
- Parting Shot

Angry1
Typing:
/

Stats: 119 / 110 / 75 / 60 / 87 / 149
Abilities: Hustle / Skill Link
Movepool additions: Bone Rush / Drill Peck / Rock Blast

Niche in OU: With a new speed and power level, Aerodactyl works as a wallbreaker AND a very good revenge killer, which the only non-scarf that can outspeed is Mega-Alakazam,With access to taunt, it can work as a Stallbreaker too allowing it to beat a lot of teams in OU that ain't ready for it The Flying Typing gives it STAB to Aerial Ace which is a nice combo when combined with Hustle, turning it into 90 BP before STAB as it never misses, Ignoring the bad-sides of Hustle,While ground typings gives it STAB to Earthquake, turning into 150 BP before counting STAB, with 80% accuracy, which can be fixed with hone claws also it helps skill link sets as STAB Bone rush is not a thing to laugh at, But it is not all easy to the Aerodactyl as Hustle decreases its accuracy, and on the turn of Set Up, it can be defeated easily because it doesn't have good bulk And skill link doesn't offer the same offensive presence as a lot of things in the meta does.

Sample set:
Code:
Aerodactyl @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Roost
- Drill Peck/Aerial Ace
- Hone Claws/Rock Polish (If you choose AA)

NV
Typing:
/

Stats: 100 / 120 / 90 / 60 / 85 / 145
Abilities: Unaware / Bulletproof
Movepool additions: U-turn, Acrobatics, Mirror Move

Niche in OU: Aerodactyl, now granted with a Steel / Flying type, has a notable niche in the metagame as not only does it have blazing Speed, allowing it to outpace everything bar Mega Alakazam and base 81 and above Choice Scarf mons, it also has an amazing defensive typing being only weak to Fire and Electric, two somewhat uncommon attacking types in the metagame. Its typing, coupled with its newly buffed bulk, allows it to take on a lot of threats such as Mega Altaria, Excadrill, Kyurem-Black, Landorus-T, Mega Metagross, Mega Pinsir, and Scizor / Mega Scizor. Unaware complements Aerodactyl's new typing, allowing it to take on most setup sweepers such as Belly Drum Azumarill and Dragon Dance Dragonite. Unaware also gives Aerodactyl the opportunity to use setup mons as bait since it has access to Hone Claws and can set up alongside setup mons that it threatens out. Bulletproof, however, fares some use as a nice Psychic / Gengar check as it becomes immune to Psychic-types common coverage (Focus Blast) while also completely immune to Gengar's main STAB moves (Shadow Ball + Sludge Bomb / Wave). The new moves give Aerodactyl its niche over Skarmory (even though Skarmory boasts a better Defense stat as well as access to Spikes + Sturdy). U-turn allows defensive variants of Aeordactyl to pivot around, gainining momentum fairly easily. Acrobatics, while not really flavorful, fits in a competitive sense, allowing Aerodactyl to be able to run a very effective offensive set. Mirror Move is the flavor move I decided to add as it is a Flying-type move, but imo fits more with the Steel-type as they tend to have glassy appearances and well...mirrors are made from glass lol. All these buffs allow Aerodactyl to now run a decently effective defensive set while also being able to surprise the opponent with its offensive options and ability to speed creep whatever it wants.
252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 240 HP / 252 Def Aerodactyl: 165-196 (41.1 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Weavile Icicle Crash vs. 240 HP / 252 Def Aerodactyl: 144-172 (35.9 - 42.8%) -- 93.5% chance to 3HKO after Leftovers recovery
0- SpA Mega Altaria Fire Blast vs. 240 HP / 0 SpD Aerodactyl: 178-210 (44.3 - 52.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 240 HP / 252 Def Aerodactyl: 169-200 (42.1 - 49.8%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Clefable Flamethrower vs. 240 HP / 0 SpD Aerodactyl: 142-168 (35.4 - 41.8%) -- 81.2% chance to 3HKO after Leftovers recovery
252+ Atk Dragonite Outrage vs. 240 HP / 252 Def Aerodactyl: 93-110 (23.1 - 27.4%) -- possible 5HKO after Leftovers recovery
252+ Atk Life Orb Excadrill Rock Slide vs. 240 HP / 252 Def Aerodactyl: 103-121 (25.6 - 30.1%) -- 0.3% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Garchomp Fire Blast vs. 240 HP / 0 SpD Aerodactyl: 260-307 (64.8 - 76.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Gengar Shadow Ball vs. 240 HP / 0 SpD Aerodactyl: 196-231 (48.8 - 57.6%) -- 53.1% chance to 2HKO after Leftovers recovery
0 SpA Heatran Lava Plume vs. 240 HP / 0 SpD Aerodactyl: 248-294 (61.8 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
56 Atk Life Orb Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 252 Def Aerodactyl: 263-309 (65.5 - 77%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Latios Hidden Power Fire vs. 240 HP / 0 SpD Aerodactyl: 195-231 (48.6 - 57.6%) -- 51.6% chance to 2HKO after Leftovers recovery
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 240 HP / 252 Def Aerodactyl: 90-106 (22.4 - 26.4%) -- possible 5HKO after Leftovers recovery
252 Atk Aerilate Mega Pinsir Return vs. 240 HP / 252 Def Aerodactyl: 105-123 (26.1 - 30.6%) -- 3.7% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Serperior Hidden Power Fire vs. 240 HP / 0 SpD Aerodactyl: 135-161 (33.6 - 40.1%) -- 29.5% chance to 3HKO after Leftovers recovery
Hone Claws
+1 252+ Atk Aerodactyl Acrobatics (110 BP) vs. 92 HP / 0 Def Azumarill: 337-397 (92.5 - 109%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Aerodactyl Earthquake vs. 0 HP / 4 Def Bisharp: 338-398 (124.7 - 146.8%) -- guaranteed OHKO
+1 252+ Atk Aerodactyl Iron Tail vs. 252 HP / 172 Def Clefable: 534-630 (135.5 - 159.8%) -- guaranteed OHKO
+1 252+ Atk Aerodactyl Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 296-352 (84 - 100%) -- 37.5% chance to OHKO after Stealth Rock
+1 252+ Atk Aerodactyl Earthquake vs. 0 HP / 4 Def Magnezone: 600-708 (213.5 - 251.9%) -- guaranteed OHKO
+1 252+ Atk Aerodactyl Earthquake vs. 0 HP / 4 Def Mega Metagross: 238-282 (79 - 93.6%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Aerodactyl Fire Fang vs. 248 HP / 0 Def Scizor: 444-524 (129.4 - 152.7%) -- guaranteed OHKO

Choice Band
252 Atk Choice Band Aerodactyl Iron Head vs. 0 HP / 4 Def Mega Altaria: 338-402 (116.1 - 138.1%) -- guaranteed OHKO
252 Atk Choice Band Aerodactyl Iron Head vs. 92 HP / 0 Def Azumarill: 223-264 (61.2 - 72.5%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Aerodactyl Iron Head vs. 248 HP / 252+ Def Clefable: 324-384 (82.4 - 97.7%) -- 68.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Aerodactyl Iron Head vs. 0 HP / 4 Def Dragonite: 193-228 (59.7 - 70.5%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Aerodactyl Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 272-320 (77.2 - 90.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Aerodactyl Ice Fang vs. 252 HP / 164+ Def Garchomp: 324-384 (77.1 - 91.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Aerodactyl Ice Fang vs. 252 HP / 56+ Def Gliscor: 292-344 (82.4 - 97.1%) -- 62.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Aerodactyl Earthquake vs. 0 HP / 4 Def Mega Metagross: 216-256 (71.7 - 85%) -- guaranteed 2HKO after Stealth Rock

Sample set: Defensive
Code:
Aerodactyl @ Leftovers
Ability: Unaware
EVs: 240 HP / 252 Def / 16 Spe
Jolly Nature
- U-turn / Earthquake / Iron Head
- Taunt
- Roost
- Toxic
Sample set: Hone Claws
Code:
Aerodactyl
Ability: Unaware / Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Iron Tail
- Acrobatics
- Earthquake / Fire Fang
- Hone Claws
Sample set: Choice Band
Code:
Aerodactyl @ Choice Band
Ability: Unaware / Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Iron Head
- Earthquake
- U-turn
- Fire Fang / Ice Fang / Wing Attack

Cretacerus
Typing:
/

Stats: 85 / 110 / 80 / 95 / 80 / 150
Abilities: Strong Jaws / Rough Skin
Movepool additions: Air Slash, Night Slash, Snatch

Niche in OU: With its blazing speed and Strong Jaw ability, Aerodactyl becomes a terrifying offensive force in the metagame, capable of denting even dedicated physical walls with a boosted STAB Crunch and great coverage with the elemental fangs. A base speed of 150 means that Aerodactyl can actually run an Adamant nature while still outrunning the important base 130 benchmark, in order to increase its attacking power even further and achieve the following feats:
252+ Atk Life Orb Strong Jaw Aerodactyl Crunch vs. 252 HP / 252+ Def Skarmory: 142-168 (42.5 - 50.2%) -- 34.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Life Orb Strong Jaw Aerodactyl Crunch vs. 252 HP / 232+ Def Slowbro: 343-406 (87 - 103%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Life Orb Strong Jaw Aerodactyl Ice Fang vs. 252 HP / 164+ Def Garchomp: 437-515 (104 - 122.6%) -- guaranteed OHKO
252+ Atk Life Orb Strong Jaw Aerodactyl Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 364-432 (103.4 - 122.7%) -- guaranteed OHKO

In order to balance out this power and speed combination, Aerodactyl possesses only mediocre bulk by OU standard, allowing it to be 2HKOed by the majority of the metagame (including many walls such as Ferrothorn and Hippowdon), and limiting its capacity to effortlessly dismantle defensive teams in the role of a stallbreaker.

Sample set: All-Out Attacker
Code:
Aerodactyl @ Life Orb
Ability: Strong Jaws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Crunch
- Fire Fang / Earthquake
- Ice Fang / Earthquake
- Roost
Sample set: Lead
Code:
Aerodactyl @ Lum Berry
Ability: Strong Jaws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Taunt
- Stealth Rock
- Crunch
- Fire Fang / Ice Fang / Roost
Sample set: Choice Band
Code:
Aerodactyl @ Choice Band
Ability: Strong Jaws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Fire Fang / Earthquake
- Ice Fang / Earthquake

The Reptile
Typing:
/

Stats: 90 / 115 / 85 / 80 / 90 / 140
Abilities: Strong Jaw / Intimidate
Movepool additions: Dark Pulse / Poison Fang / Bulk Up

Niche in OU: With its high speed and decent attack and bulk, Aerodactyl is definitely looking up to be both a dangerous revenge killer and a potential revenge killer. Strong Jaw STAB Crunch will hurt anything it hits, while it had usable coverage in the form of the elemental fangs, Poison Fang for Fairies, and other stuff like Earthquake. Meanwhile, Intimidate lets it work as a bulky pivot or lets it set-up a Bulk Up and proceed to sweep.

Sample set: Offensive
Code:
Aerodactyl @ Life Orb
Ability: Strong Jaw / Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Crunch
- Poison Fang / Ice Fang / Fire Fang
- Roost / Ice Fang / Fire Fang
- Bulk Up / Taunt / Roost
Sample set: Support
Code:
Aerodactyl @ Leftovers
Ability: Intimidate
EVs: 252 HP / 120 SpD / 136 Spe
Jolly Nature
- Stealth Rock
- Roost
- Taunt / Defog
- Crunch



Snaquaza
Typing:
/

Stats: 75 / 150 / 65 / 135 / 65 / 110
Abilities: Moxie / Super Luck
Movepool additions: Drill Peck / Draco Meteor / Dragon Rush

Niche in OU: Archeops would be the main glass cannon of the tier. It has excellent offenses, but terrible bulk. This'd cause its main use to be on hyper-offensive teams who need Pokemon with good speed that can keep the offensive pressure up. It can even go mixed to beat mixed walls and use U-turn to keep the momentum! Additionally, Archeops can perform an important niche in these teams with hazard control. Since it gets Defog, it can be used in an offensive Defog-way, just like Latios. Although the weakness to Stealth Rock isn't nice, Archeops wouldn't survive much anyway and would rely on free turns to use it, however, it'd be able to generate these well with its amazing offensive pressure. It could also have a lead set on these teams, where it runs Stealth Rock, Taunt, Defog and an offensive move like Drill Peck or Draco Meteor, giving these teams an option to get hazards without losing offensive pressure and momentum.

I added Drill Peck to give Archeops a reliable Flying-type move, as its current best was Pluck. I didn't want to give it Brave Bird as its incredibly strong already and Brave Bird would break it, especially since Earthquake is great coverage with the Flying-type. Draco Meteor is given to all Dragon-types, so I gave it to Archeops too. Then, I was kind of stuck so I gave it Dragon Rush for flavor reasons. The abilities were chosen for similar reasons, so they didn't make Archeops too insane. Moxie appears like a good ability, but most teams should have some way to revenge it after a kill, or wall it before it gets a kill and shouldn't break it. Super Luck is very situational, and although it can help, it is too luck based to break Archeops. The choices may seem mediocre, but the stats are amazing already, so I didn't want to make it much better.

The typing was chosen for flavor reasons, as Archeops was the first bird who was a direct ancestor from the dinosaurs, who have always been related to dragons. Additionally, it got a ton of Dragon-type moves already, like Outrage, Dragon Claw and some others! It just seemed almost impossible for it not to be a Dragon-type. Competitively, we already have a Dragon-Flying type in OU: Dragonite, but that one plays very differently. Dragonite is a bulky set-up sweeper, while Archeops is extremely frail and has a tendency to die to every hit, making them fulfill very different niches. The stats were boosted this way to show Archeops' offensive pressure, while still making it unable to take any hit. I didn't boost Speed as I felt any Speed boost could break it with these kind of offenses, as it should still stay revenge-able. If you think the offenses are too much, remember that Archeops' offenses are relatively not that much better and that it'd have similar offensive presence anyway, but if I boosted any other stat, it'd've gotten a relatively larger boost.

Sample sets:
Code:
Archeops @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Drill Peck
- Earthquake
- U-turn / Heat Wave
Code:
Archeops @ Expert Belt
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Drill Peck
- Defog
- U-turn
Code:
Archeops @ Focus Sash
Ability: Super Luck
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Defog - Drill Peck

Angry1
Typing:
/

Stats: 75 / 140 / 65 / 129 / 65 / 126
Abilities: No guard / Scrappy
Movepool additions: Mach Punch / Hurricane / Dynamic Punch

Niche in OU: As for archeops, It turns into the mixed attacker that the meta would like ,With Non-Missing Focus Blast and Hurricane for No-Guard sets and scrappy sets really like this, As even ghosts are not safe ,With mach punch for priority It turns into a little strong bird, STAB Focus Blast/Mach Punch/CC from fighting typing is really good and nullifies the Rock weakness allowing it to switch in and out without fearing rocks, as for counters: For the No-Guard sets, Ghost types can pass in easily BUT For scrappy, As It will mostly be physical and not mixed, Physical walls can come in and out without caring much like garchomp Allows it to outspeed a lot of the meta, SPECIALLY WEAVILE, which gets OHKO'ed with a Mach Punch faster than its Ice shard now.

Sample set:
Code:
Archeops @ Life Orb
Ability: No Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Focus Blast
- Hurricane
- Mach Punch
- Roost

NV
Typing:
/

Stats: 75 / 155 / 70 / 115 / 70 / 115
Abilities: Overcoat / Rough Skin
Movepool additions: Hurricane, Drill Peck, Work Up

Niche in OU: While Aerodactyl takes a more defensive / bulkier role, Archeops makes use of its amazing offenses and decent Speed tier now. It also becomes a major threat thanks to it no longer having Defeatist its new abilities. Overcoat provides a bit more use as it allows Archeops to check Mega Venusaur and Breloom a lot easier while also being able to avoid Hail damage. However, Rough Skin not only fits flavorwise, but provides Archeops a bit of chip damage to break Sturdy or random Focus Sashes. The main stat buff it got was its Speed which now allows it to outpace Serperior as well as speedtie with Starmie, a major threat to Archeops. The rest of the stat boosts were general boosts as its defenses were upped so as to not make it have exorbitant amounts of power on the special or physical side while still giving it a relatively nice buff to its offenses. Hurricane allows Archeops to go completely special and have more power behind its attacks thanks to being able to carry an item such as Life Orb. Drill Peck provided a more reliable physical Flying type STAB so Archeops can run Choice Band or a Work Up set with an item. Speaking of Work Up, which it now gets, makes Archeops more potent than ever. The problem with this set is it is weak to common priority such as Weavile's Ice Shard and Azumarill's Aqua Jet, meaning it must be careful whenever the opponent has one of these. Work Up does however give Archeops a way to play more aggresively and force the opponent into a corner thanks to it boosting its Physical and Special Attack.
Sample set: Special Attacker
Code:
Archeops @ Life Orb
Ability: Overcoat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Earth Power / Heat Wave
- Heat Wave / Hidden Power [Ice]
- Roost
Sample set: Physical Attacker
Code:
Archeops
Ability: Overcoat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Knock Off / Tailwind
- Roost
Sample set: Work Up
Code:
Archeops @ Life Orb / no item
Ability: Overcoat
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Work Up
- Drill Peck / Acrobatics
- Earthquake
- Heat Wave / Hidden Power [Ice]

Cretacerus
Typing:
/

Stats: 75 / 140 / 95 / 115 / 65 / 110
Abilities: Intimidate / Rattled
Movepool additions: Jump Kick, Air Slash, Feather Dance

Niche in OU: Flying/Fighting is an excellent typing combination in OU, which makes Archeops a very versatile threat in the metagame capable providing both offensive and defensive utility for its team. Even though it suffers a bit from the lack reliable STAB options, Archeops' offensive stats of 140/115/110 allow it do dish out major damage from both sides of the attacking spectrum between Jump Kick, Acrobatics, Focus Blast and Air Slash, and its excellent coverage options.
Intimidate and Rattled both complement Archeops' defensive typing, giving it the ability to take on many physical threats which like to employ Dark, Fighting, Ground and Rock type attacks, most of which Archeops can easily tank with its high speed, decent physical bulk, and access to reliable recovery in Roost. This gives it the opportunity to provide utility for its team with useful options such as Taunt, Stealth Rock, Defog, and Knock Off, and grab momentum with U-Turn.
Archeops' greatest weakness is its below average special bulk, coupled with weaknesses to many common special attacking types such as Electric, Flying, Fairy, Ice and Psychic. The Flying weakness is especially notable, since it leaves Archeops easily revenge killed by the likes of Talonflame and Mega Pinsir.


Sample set: Physical Attacker
Code:
Archeops
Ability: Intimidate / Rattled
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Jump Kick
- Knock Off / U-Turn / Taunt
- Roost
Sample set: Special Attacker
Code:
Archeops @ Life Orb
Ability: Intimidate / Rattled
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Focus Blast
- Air Slash
- Taunt / U-Turn
- Roost
Sample set: Choice Scarf
Code:
Archeops @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-Turn
- Jump Kick
- Knock Off / Head Smash
- Switcheroo
Sample set: Stallbreaker
Code:
Archeops @ Leftovers
Ability: Intimidate
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Taunt
- Roost
- Defog / Stealth Rock
- Air Slash

The Reptile
Typing:
/

Stats: 80 / 145 / 70 / 120 / 70 / 115
Abilities: Vital Spirit / Keen Eye
Movepool additions: Drill Peck / Double-Edge / Swords Dance

Niche in OU: Archeops becomes a very fast and powerful Pokemon - basically, it becomes similar to Gen 4 Staraptor. While it doesn't have Brave Bird, Drill Peck is still a very usable STAB move, especially when you consider that it has good coverage in Earthquake and even Heat Wave for Skarmory or HP Ice for Lando-T, using its decent SpA. The main thing holding Archeops back is lack of a really good ability and a pretty mediocre typing, leaving it with Double-Edge or Return as its other STAB choice.

Sample set: Sword Dance
Code:
Archeops @ Lum Berry / Life Orb
Ability: Vital Spirit
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Swords Dance / Double-Edge
- Drill Peck
- Earthquake
- Heat Wave / Hidden Power [Ice] / Double-Edge
Sample set: Lead
Code:
Archeops @ Focus Sash
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Drill Peck
- Earthquake

Reisuke
Typing:
/

Stats: 90 / 140 / 70 / 115 / 70 / 115
Abilities: Rough skin / Rattled
Movepool additions: Mach Punch / Brave Bird / Whirlwind

Niche in OU: Archeops would become another cool offensive pokemon but with a typing that grants it close-to-neutral coverage between it's stabs alone. Little downside though, for it's fightning stab it has to resort to mach punch (kinda weak but priority is nice) or focus blast (unreliable).

But setting it's common role aside, it becomes a great offensive check to stuff like RegenVest armaldo, bisharp, weavile (only if running mach punch), kabutops, ... That's thanks to it's semi-unique typing (only shared with hawlucha) and rattled.

However it's checked by pretty common stuff like magnet rise klefki, thundurus, etc and it's kinda strapped for moveslots since it wants both it's stabs, EQ or knock off to hit would-be checks and roost/U-turn for longelivity/momentum


Sample set:
Code:
Archeops @ life orb
Ability: Rattled
nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spe
-Brave Bird
-Mach Punch
-Earthquake / Knock off
-U-turn / Roost



-------------------------------------------------


In order to vote, copy the listed names and rank them according to your preference. You may choose to rank as many or as few candidates as you like.

Format:
Aerodactyl:
Most Preferred
Second Most Preferred
Third Most Preferred ...

Archeops:
Most Preferred
Second Most
Preferred Third ...
Aerodactyl:
Snaquaza
Angry1
NV
Cretacerus
The Reptile

Archeops:
Snaquaza
Angry1
NV
Cretacerus
The Reptile
Reisuke

Voting will be open until 06.01.16, after which the two winning spreads will be determined and implemented!

Good luck to every participant, and may the best entry win!
 
Last edited:

canno

formerly The Reptile
Aerodactyl:
Snaquaza
The Reptile
Cretacerus

Archeops:
The Reptile
NV
Cretacerus
Reisuke
 
Aerodactyl:
angry1
NV
Cretacerus
The reptile
Snaquaza


Archeops:
reisuke
NV
Cretacerus
The reptile
Snaquaza
Angry1
 

Cretacerus

Survivor
is a Top Artist Alumnusis a Forum Moderator Alumnusis a Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Reactions Contest Winner
Aerodactyl:
The Reptile
Cretacerus
Snaquaza
Angry1
NV

Archeops:
Cretacerus
Snaquaza
Reisuke
NV
The Reptile
Angry1
 

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Aerodactyl:
NV
Angry1
The Reptile
Cretacerus

The Aerodactyl submissions were really intricate and I like that. To be completely honest, the only reason I put my first is because I really like the offensive capabilities of a Steel / Flying type (similar to AAA Skarmory) and mine was the only Steel / Flying submission; however, I really liked Angry1's submission (honestly tied for first in my opinion) and the Dark / Flying submissions were really cool, but ultimately decided on only a select few that I felt used the typing to its advantages.

Archeops:
NV
The Reptile

Surprisingly, none of the Fighting / Flying Archeops submissions appealed to me even though I initially wanted to do a Fighting / Flying Archeops myself. I really like the use of Normal / Flying Archeops by The Reptile as it is normally considered a subpar offensive and defensive typing, but the justification really makes it stand out.
 

Cretacerus

Survivor
is a Top Artist Alumnusis a Forum Moderator Alumnusis a Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Reactions Contest Winner
PREHISTORIC WINGS | Discussion



The results from the poll are in, and here are the winners! Thanks to everyone for participating!

Aerodactyl:
  1. The Reptile
  2. Snaquaza
  3. NV
Archeops:
  1. NV
  2. The Reptile
  3. Cretacerus
To collect your prizes, please send me a message.

--------------------------------------

And that means, here are the newly introduced Pokemon:


Aerodactyl
Typing:
/

Stats: 90 / 115 / 85 / 80 / 90 / 140
Abilities: Strong Jaw / Intimidate
Movepool additions: Dark Pulse / Poison Fang / Bulk Up

Offensive
Aerodactyl @ Life Orb
Ability: Strong Jaw / Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Crunch
- Poison Fang / Ice Fang / Fire Fang
- Roost / Ice Fang / Fire Fang
- Bulk Up / Taunt / Roost

Support

Aerodactyl @ Leftovers
Ability: Intimidate
EVs: 252 HP / 120 SpD / 136 Spe
Jolly Nature
- Stealth Rock
- Roost
- Taunt / Defog
- Crunch
// Aerodactyl
this.modData('Pokedex', 'aerodactyl').types = ['Flying', 'Dark'];
this.modData('Pokedex', 'aerodactyl').baseStats = {hp: 90, atk: 115, def: 85, spa: 80, spd: 90, spe: 140};
this.modData('Pokedex', 'aerodactyl').abilities = {0: "Strong Jaw", H: "Intimidate"};
this.modData('Learnsets', 'aerodactyl').learnset.darkpulse = ['6T'];
this.modData('Learnsets', 'aerodactyl').learnset.poisonfang = ['6T'];
this.modData('Learnsets', 'aerodactyl').learnset.bulkup = ['6T']


Archeops
Typing:
/

Stats: 75 / 155 / 70 / 115 / 70 / 115
Abilities: Overcoat / Rough Skin
Movepool additions: Hurricane, Drill Peck, Work Up

Special Attacker
Archeops @ Life Orb
Ability: Overcoat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Earth Power / Heat Wave
- Heat Wave / Hidden Power [Ice]
- Roost

Physical Attacker
Archeops
Ability: Overcoat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Knock Off / Tailwind
- Roost

Work Up
Archeops @ Life Orb / no item
Ability: Overcoat
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Work Up
- Drill Peck / Acrobatics
- Earthquake
- Heat Wave / Hidden Power [Ice]
// Archeops
this.modData('Pokedex', 'archeops').types = ['Flying', 'Ground'];
this.modData('Pokedex', 'archeops').baseStats = {hp: 75, atk: 155, def: 70, spa: 115, spd: 70, spe: 115};
this.modData('Pokedex', 'archeops').abilities = {0: "Overcoat", H: "Rough Skin"};
this.modData('Learnsets', 'archeops').learnset.hurricane = ['6T'];
this.modData('Learnsets', 'archeops').learnset.drillpeck = ['6T'];
this.modData('Learnsets', 'archeops').learnset.workup = ['6T']


These two Pokemon should be implemented on the server and available for playtesting soon! In the meantime, feel free to discuss the new spreads, and their potential influence on the metagame.
Note that changes to the spreads can still be made, if found necessary by common consensus.
  • How viable are the newly introduced Pokemon?
  • Can the sample sets still be refined, and are there other sets that could be added?
  • What would be effective partners for these Pokemon?
  • How does the metagame adapt around the new threats?

Discussion will continue until 09.01.16, after which we'll begin with our next fossil Pokemon! ;)
 
Last edited:

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