Archeops (Analysis)

muffinhead

b202 wifi vgc
is a Forum Moderator Alumnusis a Contributor Alumnus
QC Approved: 2/2
GP Approved: 2/2


[Overview]

<p>Archeops threatens the metagame with a huge base Attack of 140 and high base 110 Speed. Combine these strengths with an immunity to Ground-type attacks, STAB Rock Slide, and a large attacking movepool, and this bird turns into a large threat for defensively-oriented teams.</p>

[SET]
name: Physical Attacker
move 1: Acrobatics
move 2: Rock Slide
move 3: Earthquake / Quick Attack
move 4: Protect / Quick Guard
item: Flight Jewel
nature: Jolly
ability: Defeatist
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Archeops's massive base 140 Attack and 110 Speed help it muscle through defensive Pokemon in the tier. Acrobatics works quite well with Flight Jewel, which powers up Acrobatics for one turn. This makes Acrobatics capable of OHKOing Amoonguss. After Flight Jewel has been used up, Acrobatics's Base Power doubles. This ancient bird boasts the second strongest unboosted Rock Slide in the tier, Gigalith just edging it out with an Attack-boosting nature. Earthquake gets much better coverage than Quick Attack does, and provides a secondary spread attack. On the other hand, Quick Attack finishes off Focus Sash users and lets Archeops get off an extra attack against faster foes before going down. Fast Guard protects both of your Pokemon from Fake Out and Mach Punch, and is a decent option when leading with Archeops. However, Protect gives Archeops a guaranteed turn of survival, and is generally the preferred choice.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature could be used, but it gains no additional KOs of great significance. Adamant's primary purpose would be just to increase damage dealt to bulky Pokemon such as Escavalier or Reuniclus. Head Smash could work on a Choice Band set, but the recoil would quickly bring the bird into Defeatist range.</p>

<p>When building a team, take into account that Archeops has many weaknesses. A bulkier Pokemon that resists spread moves which Archeops is weak to is a solid choice. Golurk and Cofagrigus are decent teammates, however, Golurk adds a weakness to Water Spout. Audino can use Simple Beam on Archeops, nullifying Defeatist. Offensive teammates should be tailored to finish off whatever Archeops cannot. Conkeldurr is a solid choice here, resisting Rock Slide and having priority in the form of Mach Punch. Conkeldurr is also free to use Earthquake thanks to Archeops's Flying typing.</p>

[Other Options]

<p>Archeops has a decent Special Attack and movepool, but overall, its physical options are much more impressive. Focus Blast's accuracy is very unappealing, and the raw power of Rock Slide and Acrobatics will be sorely missed. A special attacking Archeops is only good for the surprise factor and ignoring the effects of Krookodile's Intimidate. Taunt is an option to shut down bulky Pokemon like Musharna, but Prankster Pokemon are far better at this.</p>

[Checks and Counters]

<p>Anything that can avoid being OHKOed by Archeops and can hit back with a super effective move is as good as a counter can get. Bulky Trick Room users such as Jellicent can set up Trick Room and hit back the next turn. Choice Scarf users with a super effective move, such as Vanilluxe, can outspeed and KO Archeops. Thundurus can cripple Archeops with Thunder Wave, and Tornadus can quickly set up Tailwind, removing the advantage of Archeops's impressive Speed.</p>
 
@Poppycock
Yes it does. Essentially a 165 Base Power attack with STAB the first turn.

And now to the set.
I think Protect should be the primary option for the fourth move and for the third move that Quick Attack should the second option instead of Taunt because it doesn't Taunt anything special and it would much rather attack. Against TR you would probably use Acrobat to OHKO Morobareru. I don't think Taunt even deserves a mention in the analysis seeing it does not stop Tailwind and against Trick Room if they have either Morobareru or Mental Herb they still would get Trick Room up.
 

sandman

Bum bum bum bum
is a Forum Moderator Alumnus
Weak Knee also lowers Special Attack so you should remove that phrase from the Additional Comments.
 
I researched a little (used Desukan and Archeops in a Double Battle in-game) and as EQ is not a contact move, it doesn't activate Mummy. Archeops' ability will remain as Weak-Kneed.

I thought Weak-kneed didn't lower Sp.Atk, only atk and spe (??)...
 
Just so we're clear, the ability's name is defeatist. When the HP of Archeops reaches below 50%, it basically becomes useless having its attack and special attack cut in half. Archeops really is not anything to rave about with this pathetic excuse for an ability...
 

muffinhead

b202 wifi vgc
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Thank you for the info, but a lot of Pokemon would give anything to OHKO half the Pokemon in the tier (including Amoonguss, which is one of the most ragequit-inducing Pokemon in the tier). Its short lifespan accomplishes what it needs to in the first 2 turns.
 
Just so we're clear, the ability's name is defeatist. When the HP of Archeops reaches below 50%, it basically becomes useless having its attack and special attack cut in half. Archeops really is not anything to rave about with this pathetic excuse for an ability...
So you treat it as a glass cannon. Not all that many Pokes can boast a 165 BP STAB off a 140 attack, and with other powerful moves like Earthquake and Rockslide (while being immune to the former itself) Archeops is definitely usable.

That it won't survive the whole battle is irrelevant, if that were a dealbreaker decision, Explosion would never be used.
 

Chou Toshio

Over9000
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add/change
delete



[Overview]

<p>Archeops threatens the metagame with a huge base Attack of 140 and high base 110 Speed. Combine this these strengths with a Ground immunity, STAB Rock Slide, and a large attacking movepool, and this bird turns into a large threat for defensively oriented teams.</p>

[SET]
name: Physical Attacker
move 1: Acrobatics
move 2: Rock Slide
move 3: Earthquake / Quick Attack
move 4: Protect / Fast Guard
item: Flight Jewel
nature: Jolly
ability: Defeatist
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Archeops' massive base 140 Attack and 110 Speed muscle through defensive Pokemon in the tier. Acrobatics works quite well with Flight Jewel, which powers up Acrobatics for one turn. This makes Acrobatics capable of OHKOing Amoonguss. After Flight Jewel has been used up, Acrobatics's base power doubles. This ancient bird boasts the second strongest unboosted Rock Slide in the tier, Gigalith just edging it out over it with an Attack boosting nature. Earthquake gets much better coverage than Quick Attack does, as well as providing and provides a secondary multi-target attack. On the other hand, Quick Attack finishes off Focus Sash users and lets Archeops get off an extra attack against faster foes before going down. Fast Guard protects both of your Pokemon from Fake Out and Mach Punch for both Pokemon, and is a decent option when leading with Archeops. However, Protect is a guaranteed turn of survival, and is generally the preferred choice.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature could be used, but no important KOs are gained here it gains no additional KOs of great significance. This Adamant's primary purpose would be just to increase damage dealt to very defensive Pokemon like Escavalier or Reuniclus. Rock Head could work on a Choice Band set, but the recoil would quickly bring the bird into Defeatist range.</p>

<p>Take into account that Archeops has many weaknesses when building a team. A more defensive Pokemon that resists multi-target moves that Archeops is weak to is a solid choice. Golurk and Cofagrigus are decent teammates, however Golurk adds a weakness to Water Spout. Audino can use Simple Beam on Archeops, nullifying Defeatist. Offensive teammates should be tailored to finish off whatever Archeops cannot. Conkeldurr is a solid choice here, resisting Rock Slide and having priority in the form of Mach Punch. Conkeldurr is also free to use Earthquake thanks to Archeops' Flying type.</p>

[Other Options]

<p>This bird has a decent Special Attack and movepool, but overall it's physical moves are a better choice options are much more impressive. Focus Blast's accuracy is off putting very unappealing, and the raw power of Rock Slide and Acrobatics will be sorely missed. A special attacking Archeops is only good for the surprise factor and not being affected by ignoring the effects of Krookodile's Intimidate. Taunt is an option to shut down bulky Pokemon like Musharna, but Mischievous Heart Pokemon are far better at this.</p>

[Checks and Counters]

<p>Anything that can avoid being OHKOed by Archeops cannot OHKO and can hit back with a Super-Effective super effective move is as good as a counter can get. Bulky Trick Room users such as Jellicent can set up Trick Room and hit back the next turn. Choice Scarf users can outspeed and KO Archeops if they have a Super-Effective super effective move, like Vanilluxe. Thundurus can cripple Archeops with Thunder Wave and Tornadus can quickly set up Tailwind, helping the opponent's team outspeed the bird removing the advantage of Archeops's impressive speed.</p>

1/2
 
Deletions
Additions / Corrections
Comments

[Overview]

<p>Archeops threatens the metagame with a huge base Attack of 140 and high base 110 Speed. Combine these strengths with an immunity to Ground-type attacks immunity, STAB Rock Slide, and a large attacking movepool, and this bird turns into a large threat for defensively-oriented teams.</p>

[SET]
name: Physical Attacker
move 1: Acrobatics
move 2: Rock Slide
move 3: Earthquake / Quick Attack
move 4: Protect / Fast Guard
item: Flight Jewel
nature: Jolly
ability: Defeatist
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Archeops's massive base 140 Attack and 110 Speed help it muscle through defensive Pokemon in the tier. Acrobatics works quite well with Flight Jewel, which powers up Acrobatics for one turn. This makes Acrobatics capable of OHKOing Amoonguss. After Flight Jewel has been used up, Acrobatics's Base Power doubles. This ancient bird boasts the second strongest unboosted Rock Slide in the tier, Gigalith just edging over it out with an Attack-boosting nature. Earthquake gets much better coverage than Quick Attack does, and provides a secondary multi-target spread attack. On the other hand, Quick Attack finishes off Focus Sash users and lets Archeops get off an extra attack against faster foes before going down. Fast Guard protects both of your Pokemon from Fake Out and Mach Punch, and is a decent option when leading with Archeops. However, Protect is gives Archeops a guaranteed turn of survival, and is generally the preferred choice.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature could be used, but it gains no additional KOs of great significance. Adamant's primary purpose would be just to increase damage dealt to very defensive bulky Pokemon like such as Escavalier or Reuniclus. Head Smash could work on a Choice Band set, but the recoil would quickly bring the bird into Defeatist range.</p>

<p>When building a team, take into account that Archeops has many weaknesses when building a team. A more defensive bulkier Pokemon that resists multi-target spread moves which Archeops is weak to is a solid choice. Golurk and Cofagrigus are decent teammates, however, Golurk adds a weakness to Water Spout. Audino can use Simple Beam on Archeops, nullifying Defeatist. Offensive teammates should be tailored to finish off whatever Archeops cannot. Conkeldurr is a solid choice here, resisting Rock Slide and having priority in the form of Mach Punch. Conkeldurr is also free to use Earthquake thanks to Archeops's Flying typing.</p>

[Other Options]

<p>This bird Archeops has a decent Special Attack and movepool, but overall, its physical options are much more impressive. Focus Blast's accuracy is very unappealing, and the raw power of Rock Slide and Acrobatics will be sorely missed. A special attacking Archeops is only good for the surprise factor and ignoring the effects of Krookodile's Intimidate. Taunt is an option to shut down bulky Pokemon like Musharna, but Prankster Pokemon are far better at this.</p>

[Checks and Counters]

<p>Anything that can avoid being OHKOed by Archeops and can hit back with a super effective move is as good as a counter can get. Bulky Trick Room users such as Jellicent can set up Trick Room and hit back the next turn. Choice Scarf users with a super effective move, such as Vanilluxe, can outspeed and KO Archeops if they have a super effective move, like Vanilluxe. Thundurus can cripple Archeops with Thunder Wave, and Tornadus can quickly set up Tailwind, removing the advantage of Archeops's impressive Speed.</p>




GP 2 / 2
 
Do the effects of Defeatist go away if you Skill Swap it after activation? I'm throwing together a Double-Battle team and Archeops appeals to me because of great stats but a horrible ability that's begging for Skill Swap.
 

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