Arceus-Fighting (Revamp) (QC 2/3)

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<p>Defending the principles of honor, nobility, and integrity, Arceus in His Fist Plate is the eternal standard of justice. In a metagame so full of His creations, such as Darkrai, Ferrothorn, and Tyranitar, The Original One has at last come to judge them for their wrongs. Even the prevalent Dialga, the ruler of time, halts at His approach; the coverage of His virtuous STAB Fighting-type attacks is terrible to endure. Any mono-attacker utilizing Bug-, Dark-, or Rock-type attacks will flee before Fighting Arceus's arrival, for they soon realize that defeat is all but inevitable. Yet even though His fighting spirit can win many battles, He can achieve the ultimate victory with the use of a support set. His attacks ring true against His alter ego Normal Arceus. Make no mistake; only His Flying-, Ghost-, Poison-, and Psychic-type creations have the forthrightness to face Him in battle. For Arceus Himself is judge; both vengeance and salvation will be delivered on that inescapable Day of Judgment.</p>


[Set]
name: Donkeyceus (Support)
move 1: Judgment
move 2: Recover
move 3: Stone Edge / Ice Beam
move 4: Toxic / Thunder Wave
item: Fist Plate
nature: Timid
evs: 252 HP / 4 SpA / 252 Spd

<p>While Fighting Arceus is usually seen using its resistances to set up and sweep the opponent, this one becomes a defensive pivot capable of destroying his usual counters, mainly Ho-Oh. Judgment is a strong, reliable STAB that destroys Ferrothorn, Dialga, and other Steel types that also has decent coverage across the rest of the tier. Recover allows Arceus to stay around even longer and helps to stall out damage from Toxic. Stone Edge does a lot of damage to Ho-Oh even with a negative nature, however Ice Beam also has its uses against the many Dragon types in Ubers. Toxic allows Arceus to slowly kill the Pokemon he still loses to, such as Lugia, who can easily Roost after a Stone Edge or Ice Beam and wait for a miss or just stall you out otherwise. Thunder Wave on the other hand cripples more offensive Pokemon this set may otherwise lose to such as Mewtwo or Latios.</p>

[Additional Comments]

<p>The EVs on this set can be changed as a stronger Judgment can do more damage to Ferrothorn or Dialga, but investing in Attack is pointless. Taking EVs from Speed makes you lose against all other Arceus, but is a possibility for more bulk. Arceus-Fighting is a good check, and teammate, to Genesect. Due to His good typing, Arceus resists U-turn and is not weak to any of its common moves, while also having reliable recovery, allowing Him to easily check it. Genesect also takes care of Mewtwo and Latios while holding a Choice Scarf for Arceus. Latios, Darkrai, and Mewtwo also make good teammates as Arceus takes care of Genesect for them, while many Pokemon enjoy Ho-Oh no longer being a problem. This set is also a good check to Extremekiller Arceus, which if removed gives a chance to a lot of frailer sweepers like Deoxys-Attack or Blaziken.</p>

[Set]
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Dark Pulse / Ice Beam
move 4: Recover
item: Fist Plate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spd

<p>Using Calm Mind allows Arceus to set up against many walls like Ferrothorn or Dialga that lack Thunder Wave and smash anything slower with its great neutral coverage, OHKOing or 2HKOing them all withjust a single boost. Judgment is a strong, reliable STAB move with good neutral coverage, only missing out on a few Pokemon, which are all hit neutrally or better by Dark Pulse. Dark Pulse also comes with a decent chance to flinch which can help beat Giratina. Ice Beam can be used over Dark Pulse in order to hit specific Pokemon like Rayquaza or Zekrom harder, but Dark Pulse has better neutral coverage. Recover allows Arceus to obtain more boosts against defensive Pokemon or special attackers, especially those that rely on Draco Meteor.</p>

[Additional Comments]

<p>Running a fully offensive EV spread allows Arceus to break through many walls, including Latios and Latias which are both 3HKOd, resist it, and have Soul Dew. However, if you find this unnecesary, EVs can be moved to HP in order to take a few hits and help with Genesect. Running a Modest nature with max Special Attack allows Extremekiller Arceus to be OHKOd by Judgment after Stealth Rock. Running Kyogre along with this Arceus means that it no longer fears Pokemon that give offensive rain teams so much trouble, like Ferrothorn or Dialga, allowing other teammates to sweep the opponent with many of their checks gone. Pokemon like Kabutops easily destroy Ho-Oh for this set as well. Ghost Arceus is immune to Judgment and has the defenses to take a few Dark Pulses after setting up, so teammates that can counter it are very important, such as Darkrai, who can live a Judgment and Dark Void or just 2HKO with Dark Pulse. Mewtwo is also faster then Arceus and can destroy it with Psystrike, so Pokemon like specially defensive Jirachi or Deoxys-D can check it if it lacks Fire Blast in the sun.</p>

[Other Options]

<p>Arceus has access to Swords Dance and perfect neutral coverage in 2 moves, but both are weak, and ExtremeKiller Normal Arceus has a STAB priority move while being able to hold an item, so you're better off running that if you want a Swords Dance Arceus. A set consisting of Roar, Cosmic Power, Substitute, and Recover could work with entry hazards, but is gimmicky at best, and can leave an opponents last Pokemon a good chance to set up. Running Punishment on a physical set is somewhat worthless, since not many Pokemon will set up in front of an Arceus. Perish Song can act as an auto-win against an opponents last Pokemon, but otherwise allows them to attack for a few more turns before dying or being forced to switch. Tailwind can be a good support option, especially on Donkeyceus. Will-O-Wisp can be used over any other status move. Substitute can stop many counters who can only hit it with Toxic.</p>

[Checks and Counters]

Mewtwo outspeeds and can do massive damage with Psystrike, but takes a lot of damage from Dark Pulse in return. Latios and Latias can take a hit easily thanks to Soul Dew and do a lot back with Psyshock. Tornadus-T and Shaymin-S outspeeds and does a lot of damage with Hurricane, but hates Ice Beam and Stone Edge. Tentacruel resists Judgment and Ice Beam and does not take much from Dark Pulse, but is easily worn down thanks to its lack of recovery. Jirachi does not resist Judgment, but has Wish, and can even pass it off with U-turn. Giratina has the defenses to take any hit and can phaze it out, but hates being hit with Toxic if not running Rest, and can be flinched to the point of being unable to Rest again with Dark Pulse. Gliscor walls any set without Ice Beam and can spread Toxic while stalling until Arceus dies. Arceus-Poison and Arceus-Flying both resist Judgment, but Arceus-Poison can't do much back while Arceus-Flying is still 2HKOd by an Ice Beam or Stone Edge. Deoxys-D can simple Toxic and then begin to Recover to stall, but again is weak to Dark Pulse. Giratina-O lacks the bulk of its altered form but is still completely immune to Judgment and can hit back before taking too many Dark Pulses or Ice Beams. Lugia can wait for Stone Edge to miss while Toxic stalling, and does a very goid job thanks to Multiscale, or even Pressure. Ho-Oh walls the Calm Mind set but loses to Donkeyceus. Deoxys-Attack is very frail but can just kill Arceus with Psycho Boost. Wobbufett can trap and Encore Arceus into Calm Mind and takes little from anything but Dark Pulse. Arceus-Psychic, while it has the advantage through its typing, again hates Toxic. Arceus-Ghost is immune to Judgment but is weak to Dark Pulse, however, Arceus-Ghost is a good user of Magic Coat, so be careful using Toxic against it!

[Set]
name: Donkeyceus (Support)
move 1: Judgment
move 2: Recover
move 3: Stone Edge / Ice Beam
move 4: Toxic / Thunder Wave
item: Fist Plate
nature: Timid
evs: 252 HP / 4 SpA / 252 Spd

- Good defensive pivot that takes care of Ho-Oh
- Great to be a bulky Fighting type
- Judgment is still strong enough to do decent damage to what it needs to
- Recover is once again great
- Stone Edge is there to kill Ho-oh
- Ice Beam
- Toxic helps with other Arceus types Fighting is weak against or annoying walls like Lugia
- Thunder Wave can help out more offensive teams by crippling Mewtwo, Latios

[Additional Comments]

- EVs can be changed to fit your team. A stronger Judgment can be worth it for things like Ferro. Make sure you still outspeed Ho-oh. You can move EVs into defenses to help take hits from EKiller, Darkrai or Genesect
- Arceus-Fighting helps deal with Genesect, and also works well with Genesect since Scarf Gene beats Darkrai
- Latios and Latias like a switch in to Genesect
- Genesect takes care of Psychics for it
- Darkrai is a good teammate
- EKiller mention

[Set]
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Dark Pulse / Ice Beam
move 4: Recover
item: Fist Plate
nature: Timid
evs: 4 HP / 252 SpA / 252 Spd

- CM Arceus that beats Ferro
- Dark Pulse hits Mewtwo Latias Latios Giratina etc and has a chance to flinch them
- Ice Beam OHKOs Rayquaza
- Recover restores HP allowing it to get a few more boosts

[Additional Comments]
- EVs allow Latios and Latias to be 3HKOd after SR
- You can move SpA EVs to HP to help with Genesect
- Modest has a chance to OHKO EKiller but you lose to other Arceus now and Latios Latias
- Kyogre and Arceus-Fighting work well together since Arceus kills Ferro
- This thing hates Arceus-Ghost/Ho-Oh
- Mewtwo and Ho-Oh are very good counters as long as Mewtwo doesn't switch into Dark Pulse. Jirachi and Deo-D help with Mewtwo while Omastar and Heatran help with Ho-Oh

[Other Options]
- SD is bad because Brick Break is weak and EKiller does this anyway
- Roar
- Cosmic Power
- Punishment (lol)
- Perish Song
- Tailwind
- Will-O

[Checks and Counters]
- Mewtwo
- Latios
- Latias
- Tornadus-T (no Ice Beam/Stone Edge)
- Shaymin-S (same as Torn-T)
- Tentacruel is a bitch to every set
- Jirachi too
- Giratina hates taking 2 SE moves if it switches in but lives and phazes
- Gliscor walls most Donkeyceus
- Arceus-Poison is bad
- Arceus-Flying lol
- Deoxys-D
- Giratina-O isn't as good of a check as Gira-A but still
- Lugia hates Toxic
- Ho-Oh gets raped by Donkeyceus but walls all the others
- Deoxys-Attack
- Wobufett
- Arceus-Psychic hates Toxic but can take some Dark Pulses
- Arceus-Ghost is annoying
 
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Going to wait before posting any type of defensive or stallbreaker (including C&C since this is important for it) until I get a little feedback, of course no GP yet.
This. I'm sure it's been a while since the last Arceus-Fighting analysis so an opinion would be helpful.
 
Get donkeyceus up

name: Donkeyceus
move 1: Judgement
move 2: Recover
move 3: Stone Edge / Ice Beam
move 4: Toxic / Thunder Wave
item: Fist Plate
nature: Timid
evs: 252 HP / 4 SAtk / 252 Spd


if you have any other sets in mind just add them and we'll consider them as well. I'll give more feedback once I see donkeyceus up.
 
gonna be lazy and just comment in a quote
[Overview]

  • We have an overview already written up by superimp don't worry about this
[Set]
No space here
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Ice Beam / Dark Pulse I prefer Dark Pulse for 1st slash
move 4: Recover Make this the third move and put the coverage in last slot
item: Fist Plate
nature: Timid
evs: 252 HP / 4 SAtk / 252 Spd

- Great user of CM, as it increases bulk and power Not really, a lot of dangerous things eat up cm but, if you manage to get rid of them, cm can bust shit up cause the typing is good
- Judgment is a 120 BP factoring in the plate with no drawbacks, STAB, and decent coverage Don't need to say the obvious just mention how its a cm arceus that easily beats ferrothorn cause fighting judgment
- While Dark Pulse has better neutral coverage Ice Beam hits more specific targets super effectively Dark pulse hits latis and mewtwo and most of the same things as ice beam so its better
- Ice Beam OHKOs Rayquaza and other dragons except Palkia/Kyurem, does good damage to Groudon (actually barely outdamages) Ice beam beats flying types and hits dragons and donner harder but otherwise not too special
- Dark Pulse hits Mewtwo (won't win, take out y/n?), Cresselia, Deoxys-D, and Arceus-Ghost (still won't win) harder but does less to Giratina
- Recover restores HP and helps break stall for Kyogre Reccover is important on cm to nab more boosts, idk what you are talkign about with kyogre
- Works great with Kabutops (yes, no, or AC?) Specific team mate mentions go in ac yes but I'm not seeing what kabutops has special with cm fightarc, elaborate

[Additional Comments]
- EVs are standard If evs are standard you don't need to talk about them, you only talk about evs if there is somethign signicant to talk about. You can mention a max spatk instead of HP spread to hit harder and wear down your problem mons faster (it may be a good idea to make it the main spread but I've not decided on this yet so keep it ac)
- Modest makes you lose to other Arceus, Latios, Latias that run max speed, and Terrakion, but it can run Modest max Special Attack to 2HKO Wobbuffet with Dark Pulse, 2HKO Chansey and Blissey after Stealth Rock, and OHKO Extreme Killer Arceus after Stealth Rock most of the time. (not really smart) yeah don't even mention modest for CM
- Can be changed if you really want but you should almost always keep max Speed
- Shadow Ball no
- Flamethrower, Thunder(bolt), anything sort of bad but not complete garbage people think should be here no
- CM 3 attacks not smart This is ac not oo, don't mention shit alternatives
- Teammates include Kyogre, Kabutops, SR, something to kill Arceus Ghost SR is assumed don't mention it, you need to elaborate on teammates. You also need to mention about dealing with big threats like mewtwo, ho oh and lati@s. Flesh this out because CM fight arc is very reliant on team support to work

[Set]
n space
name: Donkeyceus (Support) <- forgot to tell you to add that
move 1: Judgment
move 2: Recover
move 3: Stone Edge / Ice Beam
move 4: Toxic / Thunder Wave
item: Fist Plate
nature: Timid
evs: 252 HP / 4 SAtk / 252 Spd

- More of a lure then wallbreaker or sweeper <- its not a lure anymore when it's his best set (so make sure to bump it up above CM) Replace this with a few lines talking about the immense utility of a bulky fighting type in the metagame. Also explain how it also is a type that gives a bunch of easy switch ins for dangerous stuff like Ho-Oh and Mewtwo, which is why using a support, hit-and-run set works so well.
- Judgment is still strong enough to do decent damage to what it needs to You don't really say anything useful with this, talk about how great fighting type judgment is instead. Helping with ferro, darkrai, ekiller, etc etc
- Recover is once again great Go ahead an repeat how Recover is vital for keeping him healthy
- Stone Edge is there to kill Ho-oh and a little more damage then Ice Beam to stuff like SpDef Latias No, its just for ho-oh :p
- Ice Beam could still be used but kind of destroys the purpose (should it even be slashed?) Ice beam is for teams that handle ho-oh but don't want to give latios too many free turns
- Toxic for stall or other Arceus types Fighting is weak against Toxic criples many, otherwise good, switch-ins like Latias and Ghostarceus while adding useful chip damage to Mewtwo and Latios
- Thunder Wave can help out more offensive teams by crippling Mewtwo, Darkrai, Latios Darkrai dies to judgment, remove that mention. Thunder Wave is for teams that hit hard enough to beat paralysed ghost arc and would prefer to just have a slower mewtwo and latios instead of one that takes extra chip damage.

[Additional Comments]

- Standard EVs Talk about how the EVs can be changed to suit your team. You can take from speed to invest more in Defense for stuff like Ekiller and Genesect. Spdef helps out with handling darkrai and CM arc formes. Spatk can be used to hit harder on the many switches it forces
- Thunderbolt (no) There isn't really any alternative moves worth mentioning in AC so take out tbolt and dark pulse
- Dark Pulse is bad

Talk about good teammates like Darkrai who enjoys having such a good genesect switch in and can use those latioses as a free turn to do scary stuff. Talk about things like Latias/os that like having a genesect and darkrai switch-in as well as somethign that can force ferro out easy. Latias also helps checks Mewtwo. Talk about using genesect to cover all those deadly psychic types. Mention groudon's sun to weaken Palkia's water stabs so fight arc can check the monster.
More advice for this set, this is one of the few times I've seen it so anyone who wants to say something go ahead This is honestly pretty bad because Donkeyceus is one of the main reasons this is getting a revamp. I suggest you get some experience with this by playing with it some (donkey has an excellent RMT with this set that you can find in the archives). If you feel like this is too much, dw, somebody else can take over.

[Set]
Kill this set, its just an inferior variant of donkeyceus
name: Defensive
move 1: Judgment
move 2: Recover
move 3: Ice Beam
move 4: Toxic / Roar / Thunder Wave
item: Fist Plate
nature: Bold
evs: 252 HP / 88 Def / 168 Spd

- While Extremekiller is usually checked by Arceus-Fighting, this set has a bit of an easier time dealing with it and almost any other physical sweeper
- Judgment Recover normal stuff
- Needs Ice Beam to handle any type of Rayquaza, which this is a very good counter to
- Toxic is good for other Arceus particularly Ghost which it can't do much else to
- Roar for phazing
- Thunder Wave helps against Latios and Latias who outspeed this and it can live a Psyshock

[Additional Comments]

- EVs beat Rayquaza and Kyurems while giving maximum bulk
- Substitute is bad
- Dark Pulse is not that good on a defensive set unlike it being a possibility on CM
- Can run more Speed to beat whatever you want especially without TWave
- Arceus-Ghost is crippled by Toxic the most, but this set shouldn't be walling that if you have a better option
- SpDef spread

[Other Options]

- Not much a lot of stuff above covers everything important, but Arceus has a wide movepool Doesn't need to be mentioned
- SD is bad because Brick Break is weak and EKiller does this anyway
- Roar
- Cosmic Power
- Punishment (lol)
- Perish Song
- Thunderbolt and Fire Blast are bad
- Tailwind
mention mention magic coat and espeed for anti leading things. Mcoat beats deo s since they don't run psychic moves while espeed can be used with a u-turner to pick off deo s and deo a

[Checks and Counters]

- Arceus-Ghost
- Defensive Giratina
- Tornadus-T revenge kill but hate Ice Beam (especially if it has Taunt)
- Anything that outspeeds tbh no, lol
- Ho-Oh
- Ho-Oh again because it walls it to hell and back -on Donkeyceus
- Psystrike Mewtwo
- Arceus Psychic (lol)
- Cresselia
- Shaymin-S
- Tentacruel
- Zekrom can live an Ice Beam and do a ton back
- Victini (not common enough)
- Wobuffet (Dark Pulse doesn't KO and everything else has no hope, you have to rely on flinches, or in Ice Beams case a Freeze)

OKay, in gneral you order the Checks and counters list in order of best down to worst. soo
-Mewtwo is the biggest cause it switches in easy and can do so much damage doesn't like twave though or dark pulse from cm sets
-Latios is like mewtwo but being slower makes it die faster, still a great punish and can bypass cms with psyshock
-Latias hates toxic more than latios but yeah, still good
-Torna-t is a good punish but has to avoid stone/beam/twave and will lose to cm arceus that run ice beam
-shymin-s is like torna-t except it doesn't have regen to continue being a dick, toxic ruins sub seed, and it doesn't have any wiggle room with ice beam. It can flinch hax to bypass boosts though
-tentacruel can cripple with toxic while setting up hazards and shit on it
-jirachi gives no shits
-tina-a walls it pretty well but cm can put up a fight and tina-a only phazes it
-gliscor can handle most donkeyceus
-poison arc lol
-arc flying hates toxic (unless it uses refresh) and will lose the cm war if it runs ice beam but is good otherwise
-deo-d can do the same thing as tenta but hates toxic
-tina-o can switch in and phaze but dislikes toxic as it can't dtail spam anymore
-lando-t can fight with most donkeyceus some
-xatu can wall it if sr isn't up, can bounce back a toxic too
-lugiass handles it kinda well but really hates toxic
-ho-oh beats cm and donkeyceus not running stone edge
-Deo-a can RK easy
-wobb can fuck the ones that don't run toxic, even those that do run toxic can still be locked into a move easily and have the rest of the wobb's team profit
-arc psy can forceit out if it uses judgment or cripple with toxic but hates toxic itself and won't do well against CM dark pulse
-arc ghost can beat twave donkeyceus or cm ice beam and that is it
 
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I looked up and tried Donkeyceus and it is a good set, so I'll do some calcs and come back to fix that one, otherwise hope this isn't too bad for my first analysis (I've been playing Ubers for a long time just never got an opporotunity to write one). 2 things otherwise:

- Donkeyceus OHKOs Darkrai with 20 SpAtk if no rocks but Darkrai is faster so mention the EVs in AC or just say to predict or something
- If you're using Donkeyceus and have no Ho-Oh problem there goes a lot of reason to use it over CM, say that?
 
Implemented the rest of those changes. Leaving the last one just in case someone has something to say otherwise I will delete it.
 
donkeyceus is still incredibly bare when I gave you a lot of material you could put in myself. (while also hoping you would play with the set some to add on top of that where needed) There's no rush, you can take the time needed to get the sets down.
 
  • Helps destroy Rain stall that gives Rain offense trouble (mention Specs Kyogre+CM Arceus-Fighting specifically?)
Well, rain stall usually handles this fine with the use of mons like sdef Ogre and Toxic Tentacruel.

- Good wallbreaker that takes care of Ho-Oh
That's quite a stretch. An uninvested Arceus Forme with mono coverage isn't a wallbreaker per definition. Also, it doesn't "take care of Ho-oh," as in that it is a switch in but it forces the Ho-oh user to react to you which is very nice- i.e while it can't switch in, neither can Ho-oh. Really minor nitpick tbh and I'm guessing you will formulate this differently later anyway.

- Thunder Wave can help out more offensive teams by crippling Mewtwo, Darkrai, Latios
Remove Darkrai, Thunder Wave won't achieve more than Judgment vs this and it will never ever switch in like Latios and Mewtwo.

It should be mentioned that it checks E-killer pretty good. SR resistance is actually really nice considering Arceus-Formes lack Leftovers.

About CM:
- This thing hates Arceus-Ghost
Should be "This thing hates Ho-oh." Since this is a skeleton, I guess that some of these things are intuitive to add later on (at least I hope so).

Edit: Noticed MM2s comment just now, sorry for a bit of redundancy.
 
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In order cause I'm lazy: planned to add that later, yes, fixed, yes

Besides a few stupid mistakes from before I just fixed, this should be ready.
 
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shrang

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I personally think Calm Mind should be the first set. It's easily the most versatile, being able to go defensively as well as offensively. It's a lot more dangerous. I just don't think purely defensive sets that just sit around doing jack shit should really be a primary set lol (unless of course, that Pokemon is something like Blissey whose lease in life IS walling). I know Ho-oh is an annoying fucker to CM Fightceus, but really, if you really wanted to you can just stick Stone Edge over your coverage and laugh at that stupid bird anyway.
 
Doing that would mean anything that resists Fighting now walls CM. I guess I'll put it in AC and see what other people say about the order.
 
Donkeyceus isn't that defensive, you actually use it because of that offensive ability to bust up things like Ferrothorn and Dialga. It's just that a typing like his is better for hit-and-run tatics because CM gives free turns to major offensive threats like Mewtwo, Ho-Oh, Latios, etc. It's just really unlikely that you'll actually do anything with CM well into the late-game and whipping it out earlier just allows those monsters to take a much bigger bite out of your team than you will with just Judgment and Dark Pulse/Ice Beam. Donkeyceus lets you take full advantage of that Judgment without giving those guys the turns to do whatever they want. (it also munchs up standard Sun offense which would otherwise munch on CM Fight arc)
 
If anything he really does seem like a lure because so many people have been recklessly switching in Ho-Oh (like the ladder means shit but still) but really he isn't that strong.

0- Atk Arceus-Fighting Stone Edge vs. 248 HP / 0 Def Ho-Oh: 332-392 (80 - 94.4%)

0 SpA Arceus-Fighting Judgment vs. 252 HP / 200+ SpD Ferrothorn: 170-204 (48.2 - 57.9%)

28 SpAtk EVs gets the 2HKO on Ferrothorn. (with rocks after Leftovers) If we used a Hasty nature instead, 144 Attack EVs OHKOs Ho-Oh without rocks, then 252 Speed, leaving 88 EVs for HP.

Might as well, in case anyone wants to try it, most hits he takes are special (that matter) anyway
 

Furai

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<p>Defending the principles of honor, nobility, and integrity, Arceus in His Fist Plate is the eternal standard of justice. In a metagame so full of His creations, such as Darkrai, Ferrothorn, and Tyranitar, The Original One has at last come to judge them for their wrongs. Even the prevalent Dialga, the ruler of time, halts at His approach; the coverage of His virtuous STAB Fighting-type attacks is terrible to endure. Any mono-attacker utilizing Bug-, Dark-, or Rock-type attacks will flee before Fighting Arceus's arrival, for they soon realize that defeat is all but inevitable. Yet even though His fighting spirit can win many battles, He can achieve the ultimate victory with the use of a support set. His attacks ring true against His alter ego Normal Arceus. Make no mistake; only His Flying-, Ghost-, Poison-, and Psychic-type creations have the forthrightness to face Him in battle. For Arceus Himself is judge; both vengeance and salvation will be delivered on that inescapable Day of Judgment.</p>

btw
 

shrang

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Okay, there are quite a few problems with this analysis which we need to fix.

Overview:

  • Great resistances and pairs extremelly well with Kyogre, allowing it to beat Ferrothorn and Dialga before they can Thunder Wave it
  • Helps destroy Rain stall that gives Rain offense trouble (mention Specs Kyogre+CM Arceus-Fighting specifically?)
I think what's really important is that Fightceus to note about the above is that it has the good offensive typing that it breaks apart many common cores that wall rain offense. While what you have is partially correct, you missed the real incentive of using Fightceus (at least the Calm Mind set anyway). The only real Pokemon that can beat Fightceus are Giratina formes (barely), Ho-oh, Ghostceus, Lati@s, Lugia - Pokemon that can't really stand up to rain offense with their Palkias and Omastars and Kabutops and Kingdras and what have you. What Fightceus brings to the table is add an additional direction in which rain offense attacks, making it harder to wall. It's also a real pain to a lot sand teams that stand in the way of rain offense.

  • Not the best offensive typing
Get rid of that please, Fighting is a great attacking type.

Rest of the overview:
- While (you and) I focused a lot on rain offense, don't forget Fightceus operates pretty well in any weather, especially Donkeyceus. So, I'd suggest that you tone down the mentions of rain offense and add more mentions of its general utility, and mention rain offense a bit more in the Calm Mind set.
- Fightceus puts a lot of pressure on sand teams. You really need to make this very clear.


Donkeyceus:

- Good wallbreaker that takes care of Ho-Oh
I know Melee said it can break some teams, but he definitely did NOT mean that Donkeyceus is a wallbreaker. Please remove this. Donkeyceus is a defensive pivot, not a wallbreaker. You need to learn to make that distinction.

- Great to be a bulky Fighting type
Why? Please elaborate

Rest of the set:
- You really need add teammates and synergy to AC of this set. What synergises well with it? I'll leave you to that.
- EVs - Melee also told you for EVs, you could take EVs from Speed and add to Def/SpD. Put this in please.


Calm Mind:

- Relies on teammates and also supports them
I hope you don't put this into the analysis, lol. Pretty much every Pokemon that's worth using does this.

- Can be changed if you really want but you should almost always keep max Speed
Mention that you can run a set with max SpA and a Modest nature - you OHKO Ekiller after SR damage, as well being able to 2HKO Wobbuffet with +1 Dark Pulse, which means you can beat it with flinch hax or minor predictions.

Rest of the set:
- Put all the stuff that we talked about for rain offense in here
- Add other teammates
 
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Furai: putting that in

Shrang:

(Donkeyceus)

I know Melee said it can break some teams, but he definitely did NOT mean that Donkeyceus is a wallbreaker. Please remove this. Donkeyceus is a defensive pivot, not a wallbreaker. You need to learn to make that distinction.
Will do.

- You really need add teammates and synergy to AC of this set. What synergises well with it? I'll leave you to that.
- EVs - Melee also told you for EVs, you could take EVs from Speed and add to Def/SpD. Put this in please.
I did that already.

(CM)

I hope you don't put this into the analysis, lol. Pretty much every Pokemon that's worth using does this.
Yeah I was probably really tired then, i'll fix it.

Mention that you can run a set with max SpA and a Modest nature - you OHKO Ekiller after SR damage, as well being able to 2HKO Wobbuffet with +1 Dark Pulse, which means you can beat it with flinch hax or minor predictions.

Rest of the set:
- Put all the stuff that we talked about for rain offense in here
- Add other teammates
MM said not to keep a Modest max SpA spread in, but I guess. Which EVs are you using for that EKiller calc, doesn't sound right. Wobb isn't worth it alone but if your calc is right I'll put it in AC. As for the rest, I'll add it in.

- Everything I said I would add in will be up tomorrow morning.
 
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Everything you have said to add in so far has been fixed except for the last part.

Edit: I forgot to put in the new overview, fixed it.
 
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252+ SpA Fist Plate Arceus-Fighting Judgment (Fighting) vs. 200 HP / 0 SpD Arceus-Normal: 348-410 (80.74 - 95.12%) -- 56.25% chance to OHKO after Stealth Rock

Go ahead and mention Modest as an option in AC but make sure you also point out the problems with not being able to win speed ties against other Arceus-formes.

Also, I had nothing against running max spatk evs. On the contrary, I even told you to put it in as well. (and am still considering if it should not be main spread)
 
Okay, so max spatk is cool on CM fightceus to 3HKO latis with SR so go ahead and make that the standard spread and put max hp in AC. Also, I derped when i told you to put ice beam in ac for donkeyceus, I completely forgot about toxic which means you won't be ghosty fodder unlike CM ice beam fightceus. So go ahead an put Ice Beam back as a slash with Stone Edge.
 
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