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Arceus-Rock [QC 2/3]

You covered just about everything.

In the support set, mention how Arceus Rock is also a very very good way to halt Mega Kangaskhan, it doesn't enjoy EQ but it can easily switch into Fake Out or Return and threaten with Will-o-wisp.

When you mention cleric support mention that the biggest status this thing will recieve is probably burns from Ho-oh. Add that a cleric is also particularly useful because Life Orb or Banded Ho-oh can combine burn damage with Sun boosted Sacred Fire or Brave Bird to do well over 50%, preventing Arceus-Rock from gaining any HP.

Mention that while SD Arceus Rock is hard to pull off (it can't stop Ho-oh any more) it is quite cool because of its ability to OHKO Yveltal and OHKO 252 HP Skarmory with boosted Stone Edge after Stealth Rock. Felling Ho-oh, Lugia, and dealing intense damage to Giratina-o makes it a very decent sweeper but its simply too easily revenged and is hard to use because now its scared of Sacred Fire Burns even more which is why it isn't often used and / or doesn't have its own set.

For reference of how much it does to Giratina-o: +2 252 Atk Stone Plate Arceus-Rock Stone Edge vs. 252 HP / 0 Def Giratina-O: 370-436 (73.4 - 86.5%) -- guaranteed 2HKO

Even Lando has trouble tanking: +1 252 Atk Stone Plate Arceus-Rock Stone Edge vs. 252 HP / 0 Def Landorus-T: 304-358 (79.5 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock

Sweep

QC: 1/3

I trust you'll make these changes
Good Job.
 
Overview
Emphasize how effectively it checks Ho-Oh, it's the main reason to use this (since it's not great against Kanga or Ekiller and Fairyceus checks Ygod and other stuff besides). It actually fits Defog better than most Arceus since it doesn't try to fit coverage to hit Ho-Oh or Gengar with. It also dislikes Blaziken alongside MMX.

Support
Change the spread to 144 Def 112+ Spe. Extra speed only allows you to have a 50% chance to burn Jolly Ekiller and Def is better the rest of the time. Ironically, in the absence of SR 144 Def has a 50% chance not to be OHKOed by +2 Jolly LO. Make a max speed spread in Set Details, other spreads are silly. Judgment hits Ygod nicely too, not just Ho-Oh. Make the usage tips more explicit (when to Defog/status attack, what to watch out for, what you can come in on). Order team options according to usefulness. Remove Ttar and Hippo since the SDef boost is usually not relevant (most special attackers win or lose against you regardless of the boost) and stacking weaknesses sucks. Don't specify a Palker set. Scizor resists Grass and hates Ho-Oh (main reason you're using this). Fairies are especially important because of Palker (cleric is secondary), although the Fighting resist is nice, especially with bulky Xern. Giratina-O checks Fite/Ground nicely. Defensive Ogre.

CM
Make WoW the first slash, Steel and Ground types are EVERYWHERE. Refresh can be a Moves mention, but clerics can give support against status instead (and WoW has more utility if you don't manage to sweep). Go for 112 speed because the difference is mostly insignificant and Chomp hurts. Idk how the same usage tips hold for a completely different set, explain when to CM and how many boosts you need to beat stuff like Palker or Water/Grassceus. Sand users still suck as teammates (and you're getting SDef boosts anyway). Teammates are mostly the same, except Ho-Oh sucks without proper Defog. So does Lugia. No Defog is another reason to use Giratina-O.

OO
Yeah Rockceus' options suck.

C&C
Blaziken is actually hit kinda hard by Judgment, just not hard enough not to SD and/or KO you after. MMX can't switch in on WoW but wins otherwise. Steel Arceus is a much bigger concern than the other Steel types thanks to WoW (Dialga just gets burn stalled unless it has Flash Cannon; DM gets weaker and Thunder/Fireblast are too weak).

QC: 2/3
 
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