Ubers Arceus-Ground (Calm Mind)

#1
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Ice Beam
move 4: Recover
item: Earth Plate
ability: Multitype
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

* Calm Mind boosts both Special Attack and Special Defense in order to attempt a sweep, and Arceus-Ground's strong coverage, high all-around stats, and good matchup against many physical threats make it a great user of this move.
* Judgment is a reliable STAB attack that deals strong, consistent damage.
* Ice Beam provides the best possible coverage for a specially oriented set, damaging common Ground-immune Pokemon such as Mega Salamence and Yveltal super effectively and letting Arceus-Ground easily defeat Zygarde-C.
* Recover provides longevity, helping Arceus-Ground set up multiple Calm Mind boosts and last throughout the match.
* Thunder is an option to surprise Ho-Oh, Primal Kyogre, and Celesteela, which typically wall Calm Mind Arceus-Ground, but the coverage and reliability that Ice Beam offers is usually preferred.

Set Details
========

* Maximum Speed investment allows Arceus-Ground to outspeed as many foes as possible and at worst Speed tie with opposing Arceus formes and Mega Salamence.
* 252 Special Attack EVs grant Arceus-Ground a large increase in upfront power. This lets Arceus-Ground guarantee the OHKO on offensive variants of Primal Groudon and Zygarde-C. After Stealth Rock damage, defensive variants of Primal Groudon and Zygarde-C are OHKOed most of the time, and specially defensive Necrozma-DM is 2HKOed. After one Calm Mind, Judgment also secures the 2HKO on support Arceus formes. This extra power additionally helps Arceus-Ground break through Gothitelle.
* Maximum HP investment instead of Special Attack investment is an option, granting Arceus-Ground more bulk and greater ease of switching into threats it checks. However, this spread loses immediate offensive presence, plays more reactively, and is thus outclassed by the support set, which can better justify the more defensive playstyle. It also struggles to break through Gothitelle.


Usage Tips
========

* Attempt to aggressively force matchups where Arceus-Ground can threaten out foes to set up Calm Mind. This can be done through leading with Arceus-Ground, double switches, or coming in on support moves such as Stealth Rock. Due to this set's lower bulk, try to avoid switching into powerful attacks, such as Primal Groudon's Overheat.
* Calm Mind Arceus-Ground can't afford to be as reactive as the support set due to its lower bulk. While it can still defensively take on most of what the support set checks, Calm Mind Arceus-Ground will sacrifice most of its HP and sweeping potential to do so. Additionally, be careful switching into Primal Groudon, Necrozma-DM, and Mega Salamence, as maximum Special Attack Overheat, Searing Sunraze Smash, and +1 Adamant Double-Edge from these respective threats are able to OHKO Arceus-Ground.
* Avoid committing to a sweep if counters such as Ho-Oh, Primal Kyogre, Celesteela, Lugia, and Blissey are alive and healthy, as they can take on even boosted Arceus-Ground. Marshadow can also outspeed Arceus-Ground and steal its Calm Mind boosts or force it out, so if Marshadow is present on the enemy team, only set up as many boosts as necessary in order to defeat the threat Arceus-Ground is currently facing.
* Take advantage of this set's unexpected damage output and Calm Mind in order to net surprise KOs or rob momentum from threats expecting to face support Arceus-Ground. Unlike the support set, Calm Mind Arceus-Ground is able to defeat Gothitelle, opposing support Arceus formes, and defensive Necrozma-DM and can set up on Yveltal, so be prepared to make the most of this to accumulate extra boosts or force key KOs.
* Be prepared to catch possible switch-ins with the right move as they come in, as the opponent might try to juggle around Ground- and Ice-resistant Pokemon to accumulate Toxic damage or try to bring in a check such as Primal Kyogre or Marshadow on a weaker attack or predicted Calm Mind.

Team Options
========

* Facade Mega Salamence is a great partner, as it is able to check Ho-Oh, one of the biggest threats to Calm Mind Arceus-Ground, with ease and take advantage of the reliance on status of many Calm Mind Arceus-Ground checks in order to power up Facade. Mega Salamence also provides an additional Primal Groudon check to make up for Arceus-Ground's lower bulk and is effective at removing Spikes, Toxic Spikes, and Sticky Web for Arceus-Ground with its fast, non-grounded Defog.
* Primal Groudon makes for a good teammate, being able to threaten most of Arceus-Ground's checks with its powerful STAB moves, coverage, or status. It also provides a switch-in to Primal Kyogre and Ho-Oh and sets Stealth Rock, which is greatly appreciated to keep Ho-Oh and Lugia in check.
* Ferrothorn is another strong Primal Kyogre switch-in that can also utilize its defensive typing and immunity to Toxic and Leech Seed to take on Lugia, Celesteela, and Blissey while providing support with various entry hazards, Leech Seed, and status.
* Strong Geomancy Xerneas checks are necessary as teammates, as Xerneas is often the main method in which offensive teams can take back momentum from Calm Mind Arceus-Ground. Necrozma-DM is a great answer to Xerneas and can opt to carry Ultranecrozium Z to lure and KO Ho-Oh and Primal Kyogre for Arceus-Ground or run Stone Edge for Ho-Oh on a set without Ultranecrozium Z.
* Choice Scarf Xerneas can provide crucial cleric support with Aromatherapy and revenge kills offensive threats such as Ultra Necrozma and Marshadow, both of which can be troublesome for Arceus-Ground. Xerneas can also remove troublesome hazards with Defog and lure and KO certain Arceus-Ground checks with specialized coverage moves such as Rock Slide, Close Combat, Thunder, and Hidden Power Fire. In return, Arceus-Ground checks Primal Groudon and Necrozma-DM. Together they form a strong anti-offense core that can be difficult for offensive teams to handle.
* Primal Kyogre can check Ho-Oh, come in on Primal Groudon's powerful special Fire-type attacks, and lure in opposing Primal Groudon for Arceus-Ground to set up on. Primal Kyogre can also take on special walls such as Blissey with a mixed set or work in tandem with Arceus-Ground to overwhelm shared checks such as Ferrothorn and opposing Primal Kyogre.
* Gothitelle can trap Ferrothorn, Celesteela, Arceus-Water, defensive Ho-Oh, Chansey, and variants of Lugia without Dragon Tail, possibly paving the way for an Arceus-Ground sweep. It can also threaten to trap Defog users in order to keep Stealth Rock up against Ho-Oh, making Ho-Oh much easier to manage.
* Other Pokemon with a good matchup against bulkier teams, such as Life Orb Yveltal and wallbreaking variants of the aforementioned Primal Groudon, Necrozma-DM, and Primal Kyogre, can compensate for Arceus-Ground's inability to pressure defensive teams due to the common presence of special walls that Arceus-Ground cannot break.
 
Last edited:

Minority

Numquam Vincar
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#3
Looks good. If you're looking for more team options think Pokemon that can pressure strong defensive teams as these are where this set is going to struggle to do much.


QC: 1/3
 
#6
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Ice Beam
move 4: Recover
item: Earth Plate
ability: Multitype
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

* Calm Mind boosts both Special Attack and Special Defense in order to attempt a sweep, and Arceus-Ground's strong coverage, high all-around stats,(AC) and good matchup against many physical threats make it a great user of this move.
* Judgment is a reliable STAB attack that deals strong consistent damage.
* Ice Beam provides the best possible coverage for a specially oriented set, super-effectively damaging common Ground immunities Ground-immune Pokemon such as Mega Salamence and Yveltal,(RC) super effectively and lets letting Arceus-Ground easily defeat Zygarde-C.
* Recover provides longevity, helping Arceus-Ground set up multiple Calm Mind boosts and last throughout the match.
* Thunder is an option to surprise Ho-Oh, Primal Kyogre, and Celesteela, which typically wall Calm Mind Arceus-Ground, but the coverage and reliability that Ice Beam offers is usually preferred.

Set Details
========

* Maximum Speed investment allows Arceus-Ground to outspeed as many foes as possible,(RC) and at worst Speed tie with opposing Arceus formes and Mega Salamence.
* 252 Special Attack EVs grants grant Arceus-Ground a large increase in upfront power. This lets Arceus-Ground guarantee the OHKO on offensive variants of Primal Groudon and Zygarde-C. After Stealth Rock damage, defensive variants of Primal Groudon and Zygarde (write "Zygarde-C" if this also applies) are OHKOed most of the time, and specially defensive Necrozma-DM is 2HKOed. After one Calm Mind, Judgment also secures the 2HKO on support Arceus formes. This extra power additionally helps Arceus-Ground break through Gothitelle.
* Maximum HP investment instead of Special Attack investment is an option, granting Arceus-Ground more bulk and greater ease of switching into threats it checks. However,(AC) this spread loses immediate offensive presence, plays more reactively, and is thus outclassed by the support set,(AC) which can better justify the more defensive playstyle. It also struggles to break through Gothitelle.
(remove goth mentions if banned) (remove comment. Put it on top of the entire analysis if you want to keep it here for reference)

Usage Tips
========

* Attempt to aggressively force matchups where Arceus-Ground can threaten out foes to set up Calm Mind. This can be done through leading Arceus-Ground,(AC) or double switches, or coming in on support moves such as Stealth Rock. Due to this set's lower bulk, try to avoid switching into powerful attacks, such as Primal Groudon's Overheat.
* Calm Mind Arceus-Ground can't afford to be as reactive as the support set due to its lower bulk. While it can still defensively take on most of what the support set checks, Calm Mind Arceus-Ground will sacrifice most of its HP and sweeping potential to do so. Additionally, be careful switching into Primal Groudon, Necrozma-DM,(AC) and Mega Salamence, as Max maximum Special Attack Overheat, Searing Sunraze Smash,(AC) and +1 Adamant Double-(AH)Edge from these respective threats are able to OHKO Arceus-Ground.
* Avoid committing to a sweep if counters such as Ho-Oh, Primal Kyogre, Celesteela, Lugia, or and Blissey are alive and healthy,(AC) as they can take on even boosted Arceus-Ground. Marshadow can also outspeed Arceus-Ground and steal its Calm Mind boosts or force it out, so if Marshadow is present on the enemy team, only set up as many boosts as necessary in order to defeat the threat Arceus-Ground is currently facing.
* Take advantage of this set's unexpected damage output and Calm Mind in order to net surprise KOs or rob momentum from threats expecting to face support Arceus-Ground. Unlike the support set, Calm Mind Arceus-Ground is able to defeat Gothitelle, opposing support Arceus formes, and defensive Necrozma-DM,(RC) and can set up on Yveltal, so be prepared to make the most of this to accumulate extra boosts or force key KOs.
* Be prepared to catch possible switch-ins with the right move as they come in, as the opponent might try to juggle around Ground and Ice resists Ground- and Ice-resistant Pokemon to accumulate Toxic damage,(RC) or try to bring in a check such as Primal Kyogre or Marshadow on a weaker attack or predicted Calm Mind.

Team Options
========

* Facade Mega Salamence is a great partner,(AC) as it is able to check Ho-Oh, one of the biggest threats to Calm Mind Arceus-Ground, with ease and take advantage of the reliance on status of many Calm Mind Arceus-Ground checks in order to power up Facade. Mega Salamence also provides an additional Primal Groudon check to make up for Arceus-Ground's lower bulk,(RC) and is effective at removing Spikes, Toxic Spikes,(AC) and Sticky Web for Arceus-Ground with its fast, non-grounded Defog.
* Primal Groudon makes for a good teammate, being able to threaten most of Arceus-Ground's checks with its powerful STABs STAB moves, coverage, or status. It also provides a switch-in to Primal Kyogre and Ho-Oh.(period) Primal Groudon can also set and sets Stealth Rock, which is greatly appreciated to keep Ho-Oh and Lugia in check.
* Ferrothorn is another strong Primal Kyogre switch-in that can also utilise utilize its defensive typing and immunity to Toxic and Leech Seed to take on Lugia, Celesteela,(AC) and Blissey,(RC) while providing support with various entry hazards, Leech Seed, and status.
* Strong Geomancy Xerneas checks are necessary as teammates, as Xerneas is often the main method in which offensive teams can take back momentum from Calm Mind Arceus-Ground. Necrozma-DM is a great answer to Xerneas,(RC) and can opt to carry Ultranecrozium Z to lure and KO Ho-Oh and Primal Kyogre for Arceus-Ground,(RC) or run Stone Edge for Ho-Oh on a set without Ultranecrozium Z.
* Choice Scarf Xerneas can provide crucial cleric support with Aromatherapy,(RC) and revenge kills offensive threats such as Ultra Necrozma and Marshadow, both of which can be troublesome for Arceus-Ground. Xerneas can also remove troublesome hazards with Defog and lure certain Arceus-Ground checks with specialized coverage moves such as Rock Slide, Close Combat, Thunder, and Hidden Power Fire. In return,(AC) Arceus-Ground checks Primal Groudon and Necrozma-DM. Together they form a strong anti-offense core that can be difficult for offensive teams to handle. Xerneas can also remove troublesome hazards with Defog and lure certain Arceus-Ground checks with specialised coverage moves such as Rock Slide, Close Combat, Thunder, or Hidden Power Fire. (talking about Xerneas and then Arceus-Ground and then back to Xerneas isn't the best flow)
* Primal Kyogre can check Ho-Oh, come in on Primal Groudon's powerful special Fire-type attacks, and can lure in opposing Primal Groudon for Arceus-Ground to set up on. Primal Kyogre can also take on special walls such as Blissey with a mixed set,(RC) or work in tandem with Arceus-Ground to overwhelm shared checks such as Ferrothorn and opposing Primal Kyogre.
* Gothitelle can trap Ferrothorn, Celesteela, Arceus-Water, defensive Ho-Oh, Chansey, and variants of Lugia without Dragon Tail, possibly paving the way for an Arceus-Ground sweep. It can also threaten to trap Defog users in order to keep Stealth Rock up against Ho-Oh, making Ho-Oh much easier to manage.
* Other Pokemon with a good matchup against bulkier teams, such as Life Orb Yveltal,(RC) or and wallbreaking variants of the aforementioned Primal Groudon, Necrozma-DM, and Primal Kyogre, can compensate for Arceus-Ground's inability to pressure defensive teams due to the common presence of special walls which that Arceus-Ground cannot break.
GP 1/2
 
#7
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Judgment
move 3: Ice Beam
move 4: Recover
item: Earth Plate
ability: Multitype
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

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

* Calm Mind boosts both Special Attack and Special Defense in order to attempt a sweep, and Arceus-Ground's strong coverage, high all-around stats, and good matchup against many physical threats make it a great user of this move.
* Judgment is a reliable STAB attack that deals strong, (AC) consistent damage.
* Ice Beam provides the best possible coverage for a specially oriented set, damaging common Ground-immune Pokemon such as Mega Salamence and Yveltal super effectively and letting Arceus-Ground easily defeat Zygarde-C.
* Recover provides longevity, helping Arceus-Ground set up multiple Calm Mind boosts and last throughout the match.
* Thunder is an option to surprise Ho-Oh, Primal Kyogre, and Celesteela, which typically wall Calm Mind Arceus-Ground, but the coverage and reliability that Ice Beam offers is usually preferred.

Set Details
========

* Maximum Speed investment allows Arceus-Ground to outspeed as many foes as possible and at worst Speed tie with opposing Arceus formes and Mega Salamence.
* 252 Special Attack EVs grant Arceus-Ground a large increase in upfront power. This lets Arceus-Ground guarantee the OHKO on offensive variants of Primal Groudon and Zygarde-C. After Stealth Rock damage, defensive variants of Primal Groudon and Zygarde-C are OHKOed most of the time, and specially defensive Necrozma-DM is 2HKOed. After one Calm Mind, Judgment also secures the 2HKO on support Arceus formes. This extra power additionally helps Arceus-Ground break through Gothitelle.
* Maximum HP investment instead of Special Attack investment is an option, granting Arceus-Ground more bulk and greater ease of switching into threats it checks. However, this spread loses immediate offensive presence, plays more reactively, and is thus outclassed by the support set, which can better justify the more defensive playstyle. It also struggles to break through Gothitelle.


Usage Tips
========

* Attempt to aggressively force matchups where Arceus-Ground can threaten out foes to set up Calm Mind. This can be done through leading with Arceus-Ground, double switches, or coming in on support moves such as Stealth Rock. Due to this set's lower bulk, try to avoid switching into powerful attacks, such as Primal Groudon's Overheat.
* Calm Mind Arceus-Ground can't afford to be as reactive as the support set due to its lower bulk. While it can still defensively take on most of what the support set checks, Calm Mind Arceus-Ground will sacrifice most of its HP and sweeping potential to do so. Additionally, be careful switching into Primal Groudon, Necrozma-DM, and Mega Salamence, as maximum Special Attack Overheat, Searing Sunraze Smash, and +1 Adamant Double-Edge from these respective threats are able to OHKO Arceus-Ground.
* Avoid committing to a sweep if counters such as Ho-Oh, Primal Kyogre, Celesteela, Lugia, and Blissey are alive and healthy, as they can take on even boosted Arceus-Ground. Marshadow can also outspeed Arceus-Ground and steal its Calm Mind boosts or force it out, so if Marshadow is present on the enemy team, only set up as many boosts as necessary in order to defeat the threat Arceus-Ground is currently facing.
* Take advantage of this set's unexpected damage output and Calm Mind in order to net surprise KOs or rob momentum from threats expecting to face support Arceus-Ground. Unlike the support set, Calm Mind Arceus-Ground is able to defeat Gothitelle, opposing support Arceus formes, and defensive Necrozma-DM and can set up on Yveltal, so be prepared to make the most of this to accumulate extra boosts or force key KOs.
* Be prepared to catch possible switch-ins with the right move as they come in, as the opponent might try to juggle around Ground- and Ice-resistant Pokemon to accumulate Toxic damage or try to bring in a check such as Primal Kyogre or Marshadow on a weaker attack or predicted Calm Mind.

Team Options
========

* Facade Mega Salamence is a great partner, as it is able to check Ho-Oh, one of the biggest threats to Calm Mind Arceus-Ground, with ease and take advantage of the reliance on status of many Calm Mind Arceus-Ground checks in order to power up Facade. Mega Salamence also provides an additional Primal Groudon check to make up for Arceus-Ground's lower bulk and is effective at removing Spikes, Toxic Spikes, and Sticky Web for Arceus-Ground with its fast, non-grounded Defog.
* Primal Groudon makes for a good teammate, being able to threaten most of Arceus-Ground's checks with its powerful STAB moves, coverage, or status. It also provides a switch-in to Primal Kyogre and Ho-Oh and sets Stealth Rock, which is greatly appreciated to keep Ho-Oh and Lugia in check.
* Ferrothorn is another strong Primal Kyogre switch-in that can also utilize its defensive typing and immunity to Toxic and Leech Seed to take on Lugia, Celesteela, and Blissey while providing support with various entry hazards, Leech Seed, and status.
* Strong Geomancy Xerneas checks are necessary as teammates, as Xerneas is often the main method in which offensive teams can take back momentum from Calm Mind Arceus-Ground. Necrozma-DM is a great answer to Xerneas and can opt to carry Ultranecrozium Z to lure and KO Ho-Oh and Primal Kyogre for Arceus-Ground or run Stone Edge for Ho-Oh on a set without Ultranecrozium Z.
* Choice Scarf Xerneas can provide crucial cleric support with Aromatherapy and revenge kills offensive threats such as Ultra Necrozma and Marshadow, both of which can be troublesome for Arceus-Ground. Xerneas can also remove troublesome hazards with Defog and lure and KO certain Arceus-Ground checks with specialized coverage moves such as Rock Slide, Close Combat, Thunder, and Hidden Power Fire. In return, Arceus-Ground checks Primal Groudon and Necrozma-DM. Together they form a strong anti-offense core that can be difficult for offensive teams to handle.
* Primal Kyogre can check Ho-Oh, come in on Primal Groudon's powerful special Fire-type attacks, and lure in opposing Primal Groudon for Arceus-Ground to set up on. Primal Kyogre can also take on special walls such as Blissey with a mixed set or work in tandem with Arceus-Ground to overwhelm shared checks such as Ferrothorn and opposing Primal Kyogre.
* Gothitelle can trap Ferrothorn, Celesteela, Arceus-Water, defensive Ho-Oh, Chansey, and variants of Lugia without Dragon Tail, possibly paving the way for an Arceus-Ground sweep. It can also threaten to trap Defog users in order to keep Stealth Rock up against Ho-Oh, making Ho-Oh much easier to manage.
* Other Pokemon with a good matchup against bulkier teams, such as Life Orb Yveltal and wallbreaking variants of the aforementioned Primal Groudon, Necrozma-DM, and Primal Kyogre, can compensate for Arceus-Ground's inability to pressure defensive teams due to the common presence of special walls that Arceus-Ground cannot break.

great analysis, 2/2
 

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