LC Archen

[OVERVIEW]

Archen is a classic glass cannon with its huge Attack stat and high-powered STAB moves. With a solid Speed tier and dangerous STAB combination that threatens common Pokemon like Mienfoo and Foongus, Archen can provide strong offensive pressure and capitalize on its ability to force switches. It also has a wide range of coverage moves to beat its checks and utility options like Stealth Rock, Defog, Knock Off, and U-turn to support its team. However, Archen is frail, has a crippling ability that forces it to always remain above 50% HP to deal consistent damage, and has a mediocre typing. Its Speed tier also makes Archen vulnerable to faster threats like Staryu and Abra as well as Choice Scarf users like Porygon and Mienfoo. All these traits make Archen difficult to use and fit on many teams.

[SET]
name: Offensive
move 1: Acrobatics / Dual Wingbeat
move 2: Head Smash / Rock Blast
move 3: Earthquake / Heat Wave
move 4: Aqua Tail / Roost
item: Berry Juice / Eviolite
ability: Defeatist
nature: Jolly / Naive
evs: 180 Atk / 76 Def / 4 SpA / 196 Spe

[SET COMMENTS]

Moves
========

Acrobatics synergizes with Berry Juice and threatens Grass- and Fighting-types like Foongus, Mienfoo, and Timburr. Dual Wingbeat is a more consistent option that breaks Focus Sash from Abra and does more damage before Berry Juice is consumed. Head Smash is Archen's most powerful STAB attack but inflicts recoil; this recoil damage can be useful for activating Berry Juice, but it may also put Archen into Defeatist range. Rock Blast breaks Focus Sash from Abra and Sturdy from Dwebble while also not having recoil. Earthquake deals solid damage to checks like Pawniard and Onix. Heat Wave allows Archen to beat Ferroseed while maintaining coverage for Pawniard and Magnemite. Aqua Tail can be used to lure and surprise Ground- and Rock-type switch-ins, OHKOing non-Sturdy Onix and punishing Mudbray. Roost synergizes with Eviolite and provides helpful recovery to avoid dropping into Defeatist range.

Set Details
========

Defeatist is Archen's only ability and forces it to remain above 50% HP in order to deal consistent damage. Berry Juice provides recovery and helps Archen stay out of Defeatist range while also synergizing with Acrobatics. Eviolite is an option on Dual Wingbeat sets for extra bulk. A Naive nature can be used over a Jolly nature to boost the power of Heat Wave.

Usage Tips
========

Archen is ideally brought onto the field safely by a slow pivot, double switch, or after a teammate has fainted to wreak havoc against metagame staples like Timburr and Foongus. It is difficult for teams to check Archen that has not been scouted, as using the correct coverage move can result in the loss of a check, so make sure to utilize the amount of switches it forces. Stealth Rock should be removed before Archen switches in to prevent being put into Defeatist range. Archen has to try to play around priority as well as faster threats that can inflict heavy damage like Staryu, Abra, and Choice Scarf Mienfoo, so it is important to try to scout as best as possible before bringing it in against these Pokemon.

Team Options
========

Entry hazard removal from Staryu and Defog Timburr is crucial to keeping Archen healthy. Entry hazard setters like Pawniard and Ferroseed put foes into KO range, with Pawniard also helping check threats like Abra and Galarian Ponyta and Ferroseed checking Staryu. Knock Off support from Mienfoo, Timburr, and Pawniard weaken bulky foes like Mudbray and Ferroseed; they also help absorb Knock Off. Pivots such as Mienfoo, Magnemite, and U-turn Grookey help bring Archen in safely. Trappers like Diglett and Trapinch can eliminate Stealth Rock setters and opposing Rock- and Ground-types. Koffing and Foongus are helpful teammates for Archen, as they are able to switch into strong Fighting-type attacks and function as a check to Grookey.

[STRATEGY COMMENTS]

Other Options
=============

U-turn lets Archen pivot against checks like Mudbray and bring in a teammate. Archen can function as either a Stealth Rock setter or entry hazard remover, but it is threatened by the prevalent Staryu, which makes it unable to set Stealth Rock effectively, and forced out by common Stealth Rock setters like Mudbray and Pawniard. Knock Off provides helpful utility, allowing Archen to cripple its checks or assist in breaking down opposing Pokemon for its teammates. Substitute blocks status, helps activate Berry Juice, and provides a free opportunity for Archen to attack. Choice Scarf turns Archen into a revenge killer and late-game cleaner, but it limits Archen's opportunities to switch in.

Checks and Counters
===================

**Bulky Rock-, Steel-, and Ground-types**: Pokemon such as Onix, Pawniard, and Mudbray can switch into Archen's STAB moves and KO it, but they must be wary of its coverage options.

**Priority Users**: Priority users such as Grookey, Timburr, and Pawniard can limit Archen's effectiveness by putting it into Defeatist range. Grookey in particular threatens to OHKO Archen with Grassy Glide.

**Faster Offensive Threats**: Naturally faster Pokemon such as Abra, Staryu, and Diglett, as well as Choice Scarf users like Mienfoo and Porygon, outspeed and threaten Archen.

[CREDITS]
- Written by: [[zeroouttathere, 519108], [DC, 449990]]
- Quality checked by: [[DC, 449990], [zizalith, 410251], [San Tomas, 255030]]
- Grammar checked by: [[Finland, 517429], [DC, 449990]]
 
Last edited by a moderator:

DC

LC Main, No Brain
is a Site Content Manageris a Social Media Contributoris a Forum Moderatoris a Contributor to Smogon
Moderator
Sorry for the wait, here the QC check. The more I thought about it, I think Archen only deserves one set since many of the functions of both sets overlap and its movepool is pretty much the same across. There are a lot of informal slang in this analysis, so you should give this a re-read and make adjustments as needed to meet GP standards.
Standard Colors Remove Add Comments
[OVERVIEW]
  • Archen is a classic glass cannon with its huge attack stat and high powered STAB moves, along with a good but not great speed tier
  • Archen also has the tools to function as an offensive utility mon, capitalizing on its ability to create pressure and force switches with a variety of team support options (These two sentences are contradictory to each other. If you are a glass cannon, you don't really have utility.)
  • Archen does not take damage well, with a vulnerable defensive typing and a literally debilitating ability-- consequently Archen functions best as a revenge killer or late game cleaner
  • Because Archen wants to invest in its best attributes, its physical attack and speed, Archen ends up relatively frail; Archen must be brought in and played very carefully, as Stealth Rock weakness in conjunction with Defeatist limits its longevity and ability to pivot
  • Archen is vulnerable to tier staples foes like Pawniard, Onix and Staryu that can damage it Super Effectively; Archen also takes significant neutral damage from some prevalent Fighting- and Grass- moves, such as Mienfoo and Timburr's STAB attacks or Grookey's Grassy Glide, which can be debilitating for it. This can make building with Archen challenging at times.
  • Archen can also have a hard time finding openings due to its speed tier, while just enough to let it pressure certain targets like Vullaby and Scraggy, nevertheless leaves it outsped by several key mons such as Staryu, Abra and Diglett, as well as potential Choice Scarf users like Mienfoo and Magnemite that are capable of inflicting serious damage and crippling or KO’ing it
  • Archen requires dedicated team support and must be played carefully if it is to accomplish much, hampering it from being a reliable and more splashable threat
Overall, I think this overview is overly negative. I think there could be more focus on its good points instead of just listing its bad points. Some of the drawing points of Archen are that its STAB coverage is quite dangerous (threatening common mons like Vull and Foo) while having a good Speed tier and access to decent coverage and utility options (if you have more ideas, add them here). Afterwards, you can discuss its flaws (Bad ability, bad typing that makes it weak to a lot of common types, being slower than some dangerous threats, etc.)

[SET] - I will just make adjustments to this set, so its much easier to read
name: Berry Juice Cleaner Offensive
move 1: Acrobatics / Dual Wingbeat
move 2: Stone Edge Head Smash / Rock Blast
move 3: Dual Wingbeat Earthquake / Heat Wave
move 4: Earthquake/Aqua Tail Aqua Tail / Roost
item: Berry Juice / Eviolite
ability: Defeatist
nature: Jolly
evs: 76 HP / 180 Atk / 196 Spe 180 Atk / 76 Def / 4 SpA / 196 Spe

[SET COMMENTS]

Moves
========
  • Acrobatics is primary high BP STAB that allows Archen to threaten Grass- and Fighting-types like (examples), but requires BJ (write out Berry Juice in full) to be consumed or removed in order to achieve full damage output.
  • Dual Wingbeat is secondary STAB that allows Archen to threaten Grass- and Fighting-types like (examples) mons it wants to check but cannot always immediately with Acrobatics alone due to its held item; multi-hit provides insurance against sash mons like Dewpider and Abra. (Mention that it is stronger than Acrobatics when Berry Juice is not activated and is useful for breaking Focus Sash from the Pokemon that you mentioned.)
  • Stone Edge secures the OHKO most consistently against Evio Vull, one of Archen’s primary targets
  • Head Smash is a nuke option with extreme damage output at the cost of 50% recoil which can easily bring Archen into Defeatist range, limiting the number of times it can successfully be used; however this can be mitigated somewhat by Roosting off recoil damage. (You want to highlight the good points, not the bad points. Mention how Head Smash is Archen's strongest move and OHKOs Vullaby while dealing heavy damage to other foes. It also helps Archen activate Berry Juice faster to empower Acrobatics.)
  • Rock Blast provides multi-hit Rock STAB that usually out damages Dual Wingbeat against neutral targets (expand) is lower in damage output, but breaks Sturdy and Focus Sash.
  • Earthquake is widest neutral coverage and allows Archen to inflict solid damage on checks like Pawniard, Onix and Neutralizing Gas Koffing; though Archen should usually switch out against these, it can catch them on a predicted switch in
  • Heat Wave allows Archen to break Ferrothorn Ferroseed, and delivers solid damage to while retaining coverage for Pawniard and Magnemite.
  • Aqua Tail can be used to lure and surprise Ground and Rock type switch-ins, OHKOing non-Sturdy Onix and punishing Mudbray
  • Roost synergizes with Eviolite and provides crucial recovery to avoid crippling being in range of Defeatist drops and allows Archen to stay in situationally on certain checks that would normally force it out

Set Details
========
  • This set makes primary use of (Do not cross-reference sets) Berry Juice to extend Archen’s natural bulk to its maximum and avoid the prohibitive Defeatist stat drop in revenge killing and cleaning scenarios
  • This set runs Archen’s highest base power attacks in order to ensure maximum damage output and more consistently secure the kills in cleaning scenarios and so as not to take retaliatory damage itself
  • 76 HP EV’s allow Archen to retain more bulk after taking Stealth Rock damage, as the damage rounds down, allowing one additional switch in.
  • Maximum attack and speed with a Jolly nature allow Archen to hit as hard and fast as possible. Stone Edge secures the 68.8% OHKO against 15 Def Eviolite Vullaby, Acrobatics after Berry Juice is consumed achieves 69.8% OHKO rolls against 25 HP 15 Def Fighters Mienfoo and Timburr, as well as standard bulky Foongus. Dual Wingbeat can be used to dispatch all non-Berry Juice Fighting-types after taking Stealth Rock damage; note that DWB narrowly misses the KO against Berry Juice Dragon Dance Scraggy without a critical hit, 1/16 high roll or 36% prior chip damage.
- Mention Defeatist (only ability and forces Archen to remain above 50% HP to deal consistent damage)
- The second part of the paragraph is too specific. You can just say "Maximum Attack and Speed investment with a Jolly nature improves Archen's offensive capabilities while the remaining EVs are invested in Defense and Special Attack."
- Mention BJ (provides recovery, helps it stay out of Defeatist range, and synergizes with Acrobatics) and Eviolite (Improves its defenses)


Usage Tips
========
  • Archen is ideally brought onto the field safely by a slow pivot or to revenge kill a weakened or slower target preferably once its checks have been weakened or eliminated
  • Archen provides offensive pressure and functions as a check against some of the most important mons in the tier, outspeeding unboosted Vullaby and Scraggy and threatening Foongus and Timburr once Acrobatics is at full power; Archen can also revenge kill bulky Mienfoo and Timburr and Foongus once they have taken Stealth Rock or any other chip damage
  • Archen is a potent Vullaby check though it is recommended to try and scout the set as best as possible, as Archen does not like eating a Knock Off or a Dark Pulse; a safer option than to take on Vull from full health with no information on the set is to bring Archen in against it after it has taken any chip (ideally Stealth Rock) but before Weak Armor has triggered; from 20 HP and below Stone Edge is a guaranteed OHKO against 15 Def Eviolite (Too specific)
  • Anti-Focus Sash: Archen can be used as a lead against Dewpider Webs teams as Dual Wingbeat and Rock Blast breaks Focus Sash and OHKOs. Jolly Berry Juice Archen always lives Focus Sash Abra's Psychic when Archen is at full health, provided it still has its Berry Juice, so Dual Wingbeat wins the interaction and cannot be Counter'd.
  • Archen has to try to play around priority that can deal neutral or super effective damage, as well as faster threats that can inflict heavy damage like Staryu, Abra, and Choice Scarf Mienfoo. (Add the previous part about scouting for sets here)
  • Archen can on occasion be an emergency check to Flying and Fire type attacks, but it is not generally recommended to hard switch Archen in, as any chip taken from resisted hits inches Archen closer to Defeatist range or being knocked out before Berry Juice can be consumed.

[SET 2]
name: Eviolite Offensive Utility
move 1: Dual Wingbeat
move 2: Rock Blast/Head Smash
move 3: Roost/U-turn/Stealth Rock/Knock Off
move 4: Heat Wave/Earthquake/Aqua Tail
item: Eviolite
ability: Defeatist
nature: Naive

evs: 180 Atk / 76 Def / 4 Spa / 196 Spe

[SET COMMENTS]


Moves
========

  • Dual Wingbeat provides immediate Flying STAB that is deceptively powerful due to multi-hit rolls
  • Rock Blast provides multi-hit Rock STAB that usually out damages Dual Wingbeat against neutral targets (expand)
  • Head Smash is a nuke option with extreme damage output at the cost of 50% recoil which can easily bring Archen into Defeatist range, limiting the number of times it can successfully be used; however this can be mitigated somewhat by Roosting off recoil damage
  • Roost provides crucial recovery to avoid crippling Defeatist drops and allows Archen to stay in situationally on certain checks that would normally force it out
  • U-turn is an option to play Archen as a pivot, turning out to bring in teammates to counter its checks and grabbing momentum on suspected switches
  • Stealth Rock is an essential hazard that reduces the opponent's ability to make switches without taking extra damage and provides critical chip damage against threats Sturdy Juice Onix and Magenmite as well as targets like Vullaby, Mienfoo and Timburr
  • Knock Off is an option that always provides great utility, allowing Archen to assist in breaking down opposing mons for its teammates
  • Heat Wave allows Archen to break Ferrothorn and delivers solid damage to Pawniard
  • Earthquake is Archen’s widest neutral coverage and allows Archen to inflict solid damage on checks like Pawniard, Onix and Neutralizing Gas Koffing; though Archen should usually switch out against these, it can catch them on a predicted switch in
  • Aqua Tail can be used to surprise Rock- and Ground- type switch-ins, OHKO’ing non-Sturdy Onix and punishing Mudbray

Set Details
========

  • This set uses Eviolite over Berry Juice to improve Archen’s defenses and allow it more opportunities to Roost off damage, U-turn in and out of the field more frequently, or otherwise provide useful team support via Stealth Rock or Knock Off
  • This set is also flexible in terms of the wide coverage access Archen can deploy in order to surprise its checks and switch-ins and can be tailored to the abilities of teammates
  • Maximum attack and speed with a Naive nature and 4 Spa EV's allows Archen to use it's respectable base special attack for Heat Wave coverage against problematic Steel types
  • 76 Def EV’s alongside Eviolite allow Archen to better tank strong physical attacks and have a chance to retaliate
  • An alternative Jolly nature can be used with Knock Off, Earthquake or Aqua Tail over Heat Wave as a coverage option against checks; this also slightly improves Special Defense against special attackers, though the power boost to Heat Wave is generally more helpful than the SpDef buff-- Aqua Tail and Earthquake are very viable options for Archen to deal with certain checks like Onix and Mudbray; however without Fire-type coverage Archen struggles to break healthy Ferroseed that still has its Eviolite

Usage Tips
========
  • This Archen set trades immediate power for physical bulk and recovery; you can more readily come in and out of the field early and mid-game to apply pressure on the opponent.
  • Even with the added bulk provided by Eviolite, Archen is most ideally brought onto the field safely by a slow pivot or to revenge kill a weakened or slower opposing Pokemon.
  • This set can perform as a momentum grabbing pivot or help break down certain problematic mons for its teammates.
  • Archen is a potent Vullaby check though it is recommended to try and scout the set as best as possible, as Archen does not like eating a Knock Off or a Dark Pulse.
  • Archen has to be extremely careful of priority that can deal neutral or super effective damage, as well as faster threats that can inflict heavy damage like Abra and Choice Scarf Mienfoo.
  • Archen can on occasion be an emergency check to Flying- and Fire- type attacks, but it is not generally recommended to hard switch Archen in.

Team Options
========
  • Hyper Offense teams, particularly with Webs support or Veils support, allow Archen to wreak havoc and also appreciate Archen's ability to deal with threats like Vullaby, Mienfoo and Timburr (There are way better options on HO)
  • For more balanced builds, hazard removal primarily from Staryu or Vullaby is essential to keeping Archen healthy and allowing it to come in and out when it when necessary (Mention Timburr)
  • Hazard setters such as Onix, Pawniard, and Ferroseed are greatly appreciated to help break Sturdy mons and secure chip, making It easier for Archen to clean
  • Mienfoo, Timburr, and Pawniard are great teammates, as Knock Off users and Knock Off absorbers help Archen perform; these Pokemon also check the bulky rockers that Archen fears by virtue of their typing
  • Pivot users such as Mienfoo, Magnemite, Slowpoke, Vullaby help bring Archen in safely
  • Trappers like Diglett and Trapinch can eliminate Stealth Rock setters and opposing Rock- and Ground- type Pokemon that Archen fears
  • Teammates and team structures that appreciate Archen’s ability to check Vullaby and Foongus; such as Hyper Offense/Set Up Spam, double Fighter cores, and teams with Life Orb Grookey who benefit from additional options to check Foongus (Same as first point)
- Mention Koffing and Foongus (Fighting-type checks that can also check Grookey)

[STRATEGY COMMENTS]

Other Options
=============
  • Archen has access to other valuable utility moves like Defog and Taunt in addition to the aforementioned Stealth Rock and U-turn; with these moves alongside multi-hit STAB attacks to break opposing lead Focus Sashes, Archen has some potential as an anti-lead.
  • However, Archen is not a great defogger given it’s frailty and the fact that several of its checks like Pawniard and Onix are Stealth Rock setters; it is outclassed in hazard removal by Vullaby and Staryu.
  • Though Archen can set up hazards when it forces out certain mons, as a Stealth Rock setter it doesn't compare favorably with bulkier mons that can better afford to tank damage in order to set up hazards such as Pawniard and Onix; Archen also has to choose it moves wisely as coverage options are crucial to reducing the number of opposing mons that can immediately force it out.
  • Taunt is a niche fourth move option to shutdown hazard setters, status abusers or set-up mons, but Archen generally prefers to lean into its offensive prowess and run secondary coverage or have the option to pivot or recover.
  • A surprise Choice Scarf set, making use of U-turn to grab momentum and pivot out against what it can’t kill immediately, can be effective in allowing Archen to revenge several faster threats like Staryu, Abra and Diglett. Even at a boosted speed-tier, Archen is still forced out by the likes of Life Orb Grookey, Onix and certain Pawniard sets.
  • Hone Claws is an alternative option that makes use of the set up opportunity Berry Juice provides; at +1, Archen reaches a terrifying 30 Atk, capable of OHKO’ing Pawniard with Earthquake as well as the bulkiest Fighting type mons with its Flying type attacks. Even at +1, Archen is still frequently forced out, and usually does not have many chances to set up per game, making this a less consistent option.
  • A mixed, specially-biased set can take advantage of Archen’s solid special attack stat with Ancient Power or Power Herb Meteor Beam, Heat Wave, Earth Power and Acrobatics; however Meteor Beam is sub-optimal, essentially becoming a dead move slot once Power Herb is used up. Even at +1, Archen is still frequently forced out, making this a less consistent option.
- Mention these in OO: Stealth Rock, Defog, Knock Off, U-turn, Substitute. For Stealth Rock and Defog, you can mention that it has poor matchups against entry hazard removers such as Staryu and Stealth Rock setters like Onix and Mudbray, which is why it is consistent. Knock Off to cripple checks or U-turn to pivot away from checks. Substitute to help it activate Berry Juice and give it a free opportunity to attack.

Checks and Counters - Avoid using (info)
===================

**Sturdy Mons (Onix, Magnemite, Tirt, Dwebble)**: Pokemon with the Sturdy ability such as Onix and Magnemite (and far less commonly Tirtouga and Dwebble), are capable of living Archen's attacks and retaliating with guaranteed OHKO attacks.

**Defensive Checks (Pawniard, Mudbray, Ferroseed, Koffing)**: Bulky Defensive staples that can damage Archen Super Effectively are a significant threat: Pawniard Iron Head deals tremendous damage and Archen hates eating a STAB boosted Knock Off-- even Sucker Punch damage is to be avoided as much as possible so Pawniard should be switched out of unless it is weakened into Earthquake or Heatwave range. Mudbray's powerful physical attack and Rock- and Steel- type coverage are potentially deadly and Mudbray easily tanks all of Archen's attacks save for Aqua Tail. Ferroseed should be handled carefully especially for sets lacking Heat Wave as Archen hates Thunder Wave, Knock Off and Iron Barbs damage. Koffing is also a threat as Archen cannot OHKO and fears Will-O-Wisp burns and Thunderbolt retaliation. (Break this down into two different section. For one, mention Rock- and Ground-types like Onix, Tyrunt, and Mudbray that can do a lot of dmg to Archen, but should be wary of coverage. For the other, mention bulky Pokemon Pawniard, Ferroseed, and Koffing that can limit Archen's effectiveness, but also should be wary of coverage.)

**Grookey**: Life Orb Grookey threatens Archen with it's extremely powerful Grassy Terrain-boosted Wood Hammer, capable of OHKO'ing Berry Juice sets and dealing massive damage to Eviolite sets and bringing Archen into Defeatist range. +1 priority Grassy Glide also deals significant damage and avoids the possibility of a speed tie, consistently dealing 50% damage to Evio Archen and even more to Berry Juice sets. (You don't have to be super specific with sets. Just say that Grookey threatens Archen with its powerful Wood Hammer and Grassy Glide. Grassy Glide also allows it to avoid a Speedtie and revenge kill Archen.)

**Porgyon**: Archen lacks the coverage to Super Effectively damage Porygon, making it incapable of OHKO'ing defensive variants. Defensive variants also frequently make use of Thunder Wave which Archen fears. Archen takes significant damage even from resisted Tri-Attack and should avoid the possibility of taking Super Effective damage from frequent coverage moves like Thunderbolt and Ice Beam.
(Head Smash does a million and Porygon can't really switch into Archen)

**Fast Offensive Mons (Abra, Staryu, Diglett, Scarf Users)**: Archen is heavily pressured by 18+ speed tier Pokemon, many of whom have offensive typings that deal Super Effective damage to Archen, or frequently carry Super Effective coverage. While Focus Sash Abra cannot OHKO Archen, it does deal massive damage with Psychic and can easily bring Archen into Defeatist range and open to revenge killing, while Life Orb Abra always OHKO's Berry Juice Archen and deals major damage to Eviolite Archen. Offensive Staryu is a major threat and while defensive variants of Staryu cannot OHKO Eviolite Archen, Archen fears the possibility of a Scald burn and should avoid these interactions whenever possible. Archen should make use of its ability to switch out of Diglett whenever it can, as Diglett's Rock-type coverage will often seriously cripple if not outright KO Archen. Choice Scarf users like Mienfoo and Magnemite can also revenge Archen with very powerful STAB moves that deal neutral or Super Effective coverage and should be scouted as best as possible before Archen attempts to deal with them. (This is sorta wordy. You can easily condense this down into like three sentences without being super specific)

**Fossils (Opposing Archen, Tyrunt, Tirt, Amaura)**: Opposing Rock-type Pokemon, particularly the other fossils like Tyrunt, Tirtouga and opposing Archen, massively threaten Archen. Tyrunt in particular (and less frequently, Tirtouga) has multiple tools to deal with Archen and can use Archen as set-up fodder. Choice Scarf Amaura outspeeds and OHKO's Archen with Blizzard; however Focus Sash and Light Clay sets can be dealt with via Rock Blast, but Archen should scout the set and enter the field carefully in order to avoid Super Effective Ice- and Rock-type attacks as well as Thunderbolt coverage.
(Generally not common at all)

- Add a section on Priority

[CREDITS]
- Written by: [[zeroouttathere, ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]

A lot to implement. Tag me when you have implemented this check, so I can stamp it. BTW, ur ID is 519108.
 
Hi DC , thanks for the QC check. Implemented, just two notes here.

I’d like to keep Naive as a Nature option slashed with Jolly as hitting 14 Spa changes the Heat Wave roll against Ferro from a guaranteed 2HKO to a 1/16 OHKO, with the primary roll as 20 damage vs 16. LMK if that's ok.

Though I've removed it, I also do (perhaps mistakenly) think Porygon is a decent soft check. Recover sets can out-stall Head Smash and Archen doesn’t guaranteed 2HKO with any other move. Download Porygon pretty much always OHKO’s you with coverage so Archen users should always switch out unless Porygon has taken 30%+ chip. there's also this scarf pory trend on the rise, but idk.
 

DC

LC Main, No Brain
is a Site Content Manageris a Social Media Contributoris a Forum Moderatoris a Contributor to Smogon
Moderator
Naive is fine, I still wouldn't recommend keeping Porygon as a check tho. Here are some of the calcs:
180 Atk Archen Head Smash vs. 0 HP / 36 Def Eviolite Porygon: 16-19 (69.5 - 82.6%) -- guaranteed 2HKO
180 Atk Archen Dual Wingbeat (2 hits) vs. 0 HP / 36 Def Eviolite Porygon: 12-14 (52.1 - 60.8%) -- approx. 2HKO
Download Pory is the most used set rn and it really can't switch into Archen well. If you feel strongly about it, keep it and let next QC decide.
1/3!
 

zizalith

gravity is a theory
is a Site Content Manageris a Forum Moderatoris a Contributor to Smogon
Moderator
[OVERVIEW]

Archen is a classic glass cannon with its huge attack stat and high powered STAB moves. With a solid speed tier and dangerous STAB combination that threatens common Pokemon like Mienfoo and Vullaby, Archen can provide strong offensive pressure and capitalize on its ability to force switches. Archen has access to a wide range of coverage moves along with utility and team support options like Stealth Rock, Defog, Knock Off, and U-turn. Because Archen wants to invest in its physical attack and speed, Archen ends up relatively frail. Archen does not take damage well, with a vulnerable defensive typing and a literally debilitating ability-- consequently Archen functions best as a revenge killer or late game cleaner i don't think 17 speed is really that fast to be considered a cleaner. could probably just say wallbreaker. Archen must be brought onto the field and played very carefully, as Stealth Rock weakness in conjunction with Defeatist limits its longevity and ability to switch in and out. Archen is vulnerable to foes like Pawniard, Onix and Staryu that can damage it Super Effectively super effectively isnt capitalized. Archen also has difficulty finding openings due to its speed tier; while just enough to let it pressure certain targets like Vullaby and Scraggy, 17 Speed leaves it outsped by several key mons such as Staryu, Abra and Diglett, as well as potential Choice Scarf users like Mienfoo and Magnemite that are capable of inflicting serious damage and crippling or KO’ing it. bullet on priority being annoying as well, especially grookey cause it just pops you into defeatist range


[SET]
(shouldn't be a space here)
name: Offensive
move 1: Acrobatics/Dual Wingbeat all the slashes should have a space in between them. Acrobatics / Dual Wingbeat for example
move 2: Rock Blast/Head Smash
move 3: Heat Wave/ Earthquake
move 4: Aqua Tail/Roost
item: Berry Juice/Eviolite
ability: Defeatist
nature: Jolly/Naive
evs: 180 Atk / 76 Def / 4 SpA / 196 Spe

[SET COMMENTS]

Moves
========
  • Acrobatics is Archen's primary high damage Flying-type STAB threatening common Fighting- and Grass- types like Mienfoo, Timburr, Scraggy, and Foongus. Acrobatics requires Archen's item to be consumed or removed in order to achieve full damage output.
  • Dual Wingbeat can be used to hit harder than Acrobatics before Berry Juice is consumed, and is useful for breaking Focus Sash Pokemon like Dewpider and Abra.
  • Head Smash is Archen's most powerful STAB attack, at the cost of 50% recoil. Recoil damage can be used to Archen's advantage to help consume Berry Juice.
  • Rock Blast provides multi-hit Rock STAB that is lower in damage output but breaks Sturdy and Focus Sash. and most importantly doesn't recoil
  • Earthquake is Archen's widest neutral coverage attack and allows Archen to inflict solid damage on checks like Pawniard, Onix and Neutralizing Gas Koffing
  • Heat Wave allows Archen to break Ferroseed and maintain coverage for Pawniard and Magnemite.
  • Aqua Tail can be used to lure and surprise Ground and Rock type switch-ins, OHKO’ing non-Sturdy Onix and punishing Mudbray
  • Roost synergizes with Eviolite and provides helpful recovery to avoid Defeatist stat drops and extend longevity

Set Details
========
  • Defeatist is Archen's only ability. This forces Archen to be played carefully as it must remain above 50% HP to deal consistent damage.
  • Berry Juice synergizes with Acrobatics, providing recovery and helping Archen stay out of Defeatist range.
  • Eviolite improves Archen's defenses allowing it to better tank attacks.
  • Maximum attack and speed with a Jolly nature allow Archen to hit as hard and fast as possible, outspeeding Vullaby, Scraggy and slow Mienfoo, and threatening near or guaranteed OHKO's against Fighting- and Grass-type Pokemon like Timburr and Foongus. A Naive nature can be used to boost the power of Heat Wave, hitting Ferroseed for improved damage. you don't need to explain max max spreads. only thing id keep here is naive vs jolly, everything else can go
  • The remaining EV's are invested into Special Attack and Defense. this isnt needed

Usage Tips
========
  • Archen is ideally brought onto the field safely by a slow pivot or to revenge kill a weakened or slower target, preferably once its checks have been weakened or eliminated
  • Archen provides offensive pressure and functions as a check against some of the most important mons in the tier, outspeeding unboosted Vullaby and Scraggy and threatening Foongus and Timburr; Archen can also revenge kill bulky Mienfoo and Timburr and Foongus once they have taken Stealth Rock or any other chip damage
  • Archen can be used as a lead against Dewpider Webs teams as Dual Wingbeat and Rock Blast breaks Focus Sash.
  • Archen has to try to play around priority that can deal neutral or super effective damage, as well as faster threats that can inflict heavy damage like Staryu, Abra, and Choice Scarf Mienfoo, so it is important to try to scout the set as best as possible before bringing Archen in against these Pokemon.
  • mention keeping rocks off the field as much as possible

Team Options
========

  • Hazard removal, primarily from Vullaby or Staryu, and even Timburr, is essential to keeping Archen healthy and allowing it to come in and out of the battlefield when necessary. wingull can work too
  • Hazard setters such as Onix, Pawniard, and Ferroseed are greatly appreciated to help break Sturdy mons and secure chip damage, making It easier for Archen to secure KO's. you've mentioned several times that archens multihit moves help break sturdy. give specific examples of sturdy mons where this matters or remove it cause it can be confusing otherwise
  • Mienfoo, Timburr, and Pawniard are great teammates, as Knock Off users and Knock Off absorbers help Archen perform; these Pokemon also check the bulky rockers that Archen fears by virtue of their typing.
  • Pivots users such as Mienfoo, Vullaby, Magnemite, and Slowpoke help bring Archen in safely.
  • Trappers like Diglett and Trapinch can eliminate Stealth Rock setters and opposing Rock- and Ground- type Pokemon that Archen fears.
  • Koffing and Foongus are helpful teammates for Archen, as they are able to switch into strong Fighting-type attacks that Archen fears, while also functioning as a check to Grookey.

[STRATEGY COMMENTS]

Other Options
=============
  • U-turn is an option to allow Archen to pivot away from threatening foes, turning out to bring in teammates that can counter its checks or grabbing momentum on suspected switches.
  • Stealth Rock is an essential hazard that supports the team by reducing the opponent's ability to switch Pokemon without taking extra damage. fluff, everyone knows what rocks does already Stealth Rock provides critical chip damage against threats like Sturdy Berry Juice Onix and Magenmite, as well as targets like Vullaby, Mienfoo and Timburr. Though Archen can set up hazards when it forces out certain foes, as a Stealth Rock setter it doesn't compare favorably with bulkier Pokemon that can better afford to take damage in order to set up hazards such as Pawniard and Onix; Archen also values its moveslots highly and doesn't appreciate dropping any coverage. also has to choose it moves wisely as coverage options are crucial to reducing the number of opposing Pokemon that can immediately force Archen out.
  • Knock Off is an option that always provides helpful utility, allowing Archen to cripple its checks, or assist in breaking down opposing Pokemon for its teammates.
  • Defog allows Archen to clear entry hazards on suspected switches. However Archen is an inconsistent Defog user given it’s frailty and the fact that several of its checks like Pawniard and Onix are Stealth Rock setters. Archen is also forced out by Staryu, a common entry hazard remover. this mu isnt super relevant, you wanna focus on hazard setters Archen is outclassed in hazard removal by Vullaby and Staryu.
  • Substitute can be used to shield Archen from damage and status conditions, can help activate Berry Juice, and can provide a free opportunity for Archen to attack.
  • Taunt is a niche fourth move option to shutdown hazard setters, status abusers or set-up mons, but Archen generally prefers to lean into its offensive prowess and run additional coverage or have the option to recover or pivot.
  • With access to moves like Defog and Taunt; alongside its multi-hit STAB attacks that break opposing lead Focus Sashes, Archen has some potential in an anti-lead role. other options is more of a moves/sets thing, this doesn't really fit here

Checks and Counters
===================

**Defensive Checks**: Rock- and Ground-type Pokemon such as Onix, Tyrunt and Mudbray are able to switch into Archen's attacks and threaten it with their STAB attacks that deal Super Effective damage; however each of these must be wary of Archen's potential coverage. Bulky Pokemon like Pawniard, Koffing and Ferroseed limit Archen's effectiveness but must also be wary of coverage. this bullet is pretty vague, would rather you split this into "rock and ground type pokemon" in onix tyrunt mudbray and "physically bulky pokemon" like pawn koff ferro

**Grookey**: Grookey threatens Archen with it's extremely powerful Grassy Terrain-boosted Wood Hammer. +1 priority Grassy Glide also deals significant damage to Archen and avoids the possibility of a speed tie. you can just merge this into the following bullet. also it doesnt run choice band so i don't know where you're getting +1 from

**Priority Users**: Priority users such as Grookey, Tiimburr and Pawniard, can limit Archen's effectiveness by knocking it into Defeatist range.

**Fast Offensive Threats**: Archen is heavily pressured by 18+ speed tier Pokemon, many of whom have offensive typings that deal Super Effective damage to Archen, or frequently carry Super Effective coverage. Staryu, Abra and Diglett all naturally outspeed and are capable of OHKO'ing or crippling Archen. Choice Scarf users like Mienfoo and Magnemite can also outpace and revenge Archen with powerful STAB moves that deal neutral or Super Effective damage and should be scouted as best as possible before Archen attempts to deal with them.

[CREDITS]

- Written by: [[zeroouttathere, ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]

implement this thoroughly and qc 2/3 nice job
 
Last edited:
[OVERVIEW]

Archen is a classic glass cannon with its huge attack stat and high powered STAB moves. With a solid speed tier and dangerous STAB combination that threatens common Pokemon like Mienfoo and Vullaby, Archen can provide strong offensive pressure and capitalize on its ability to force switches. Archen has access to a wide range of coverage moves along with utility and team support options like Stealth Rock, Defog, Knock Off, and U-turn. Because Archen wants to invest in its physical attack and speed, Archen ends up relatively frail. Archen does not take damage well, with a vulnerable defensive typing and a literally debilitating ability-- consequently Archen functions best as a revenge killer or late game cleaner i don't think 17 speed is really that fast to be considered a cleaner. could probably just say wallbreaker. Archen must be brought onto the field and played very carefully, as Stealth Rock weakness in conjunction with Defeatist limits its longevity and ability to switch in and out. Archen is vulnerable to foes like Pawniard, Onix and Staryu that can damage it Super Effectively super effectively isnt capitalized. Archen also has difficulty finding openings due to its speed tier; while just enough to let it pressure certain targets like Vullaby and Scraggy, 17 Speed leaves it outsped by several key mons such as Staryu, Abra and Diglett, as well as potential Choice Scarf users like Mienfoo and Magnemite that are capable of inflicting serious damage and crippling or KO’ing it. bullet on priority being annoying as well, especially grookey cause it just pops you into defeatist range


[SET]
(shouldn't be a space here)
name: Offensive
move 1: Acrobatics/Dual Wingbeat all the slashes should have a space in between them. Acrobatics / Dual Wingbeat for example
move 2: Rock Blast/Head Smash
move 3: Heat Wave/ Earthquake
move 4: Aqua Tail/Roost
item: Berry Juice/Eviolite
ability: Defeatist
nature: Jolly/Naive
evs: 180 Atk / 76 Def / 4 SpA / 196 Spe

[SET COMMENTS]

Moves
========
  • Acrobatics is Archen's primary high damage Flying-type STAB threatening common Fighting- and Grass- types like Mienfoo, Timburr, Scraggy, and Foongus. Acrobatics requires Archen's item to be consumed or removed in order to achieve full damage output.
  • Dual Wingbeat can be used to hit harder than Acrobatics before Berry Juice is consumed, and is useful for breaking Focus Sash Pokemon like Dewpider and Abra.
  • Head Smash is Archen's most powerful STAB attack, at the cost of 50% recoil. Recoil damage can be used to Archen's advantage to help consume Berry Juice.
  • Rock Blast provides multi-hit Rock STAB that is lower in damage output but breaks Sturdy and Focus Sash. and most importantly doesn't recoil
  • Earthquake is Archen's widest neutral coverage attack and allows Archen to inflict solid damage on checks like Pawniard, Onix and Neutralizing Gas Koffing
  • Heat Wave allows Archen to break Ferroseed and maintain coverage for Pawniard and Magnemite.
  • Aqua Tail can be used to lure and surprise Ground and Rock type switch-ins, OHKO’ing non-Sturdy Onix and punishing Mudbray
  • Roost synergizes with Eviolite and provides helpful recovery to avoid Defeatist stat drops and extend longevity

Set Details
========
  • Defeatist is Archen's only ability. This forces Archen to be played carefully as it must remain above 50% HP to deal consistent damage.
  • Berry Juice synergizes with Acrobatics, providing recovery and helping Archen stay out of Defeatist range.
  • Eviolite improves Archen's defenses allowing it to better tank attacks.
  • Maximum attack and speed with a Jolly nature allow Archen to hit as hard and fast as possible, outspeeding Vullaby, Scraggy and slow Mienfoo, and threatening near or guaranteed OHKO's against Fighting- and Grass-type Pokemon like Timburr and Foongus. A Naive nature can be used to boost the power of Heat Wave, hitting Ferroseed for improved damage. you don't need to explain max max spreads. only thing id keep here is naive vs jolly, everything else can go
  • The remaining EV's are invested into Special Attack and Defense. this isnt needed

Usage Tips
========
  • Archen is ideally brought onto the field safely by a slow pivot or to revenge kill a weakened or slower target, preferably once its checks have been weakened or eliminated
  • Archen provides offensive pressure and functions as a check against some of the most important mons in the tier, outspeeding unboosted Vullaby and Scraggy and threatening Foongus and Timburr; Archen can also revenge kill bulky Mienfoo and Timburr and Foongus once they have taken Stealth Rock or any other chip damage
  • Archen can be used as a lead against Dewpider Webs teams as Dual Wingbeat and Rock Blast breaks Focus Sash.
  • Archen has to try to play around priority that can deal neutral or super effective damage, as well as faster threats that can inflict heavy damage like Staryu, Abra, and Choice Scarf Mienfoo, so it is important to try to scout the set as best as possible before bringing Archen in against these Pokemon.
  • mention keeping rocks off the field as much as possible

Team Options
========

  • Hazard removal, primarily from Vullaby or Staryu, and even Timburr, is essential to keeping Archen healthy and allowing it to come in and out of the battlefield when necessary. wingull can work too
  • Hazard setters such as Onix, Pawniard, and Ferroseed are greatly appreciated to help break Sturdy mons and secure chip damage, making It easier for Archen to secure KO's. you've mentioned several times that archens multihit moves help break sturdy. give specific examples of sturdy mons where this matters or remove it cause it can be confusing otherwise
  • Mienfoo, Timburr, and Pawniard are great teammates, as Knock Off users and Knock Off absorbers help Archen perform; these Pokemon also check the bulky rockers that Archen fears by virtue of their typing.
  • Pivots users such as Mienfoo, Vullaby, Magnemite, and Slowpoke help bring Archen in safely.
  • Trappers like Diglett and Trapinch can eliminate Stealth Rock setters and opposing Rock- and Ground- type Pokemon that Archen fears.
  • Koffing and Foongus are helpful teammates for Archen, as they are able to switch into strong Fighting-type attacks that Archen fears, while also functioning as a check to Grookey.

[STRATEGY COMMENTS]

Other Options
=============
  • U-turn is an option to allow Archen to pivot away from threatening foes, turning out to bring in teammates that can counter its checks or grabbing momentum on suspected switches.
  • Stealth Rock is an essential hazard that supports the team by reducing the opponent's ability to switch Pokemon without taking extra damage. fluff, everyone knows what rocks does already Stealth Rock provides critical chip damage against threats like Sturdy Berry Juice Onix and Magenmite, as well as targets like Vullaby, Mienfoo and Timburr. Though Archen can set up hazards when it forces out certain foes, as a Stealth Rock setter it doesn't compare favorably with bulkier Pokemon that can better afford to take damage in order to set up hazards such as Pawniard and Onix; Archen also values its moveslots highly and doesn't appreciate dropping any coverage. also has to choose it moves wisely as coverage options are crucial to reducing the number of opposing Pokemon that can immediately force Archen out.
  • Knock Off is an option that always provides helpful utility, allowing Archen to cripple its checks, or assist in breaking down opposing Pokemon for its teammates.
  • Defog allows Archen to clear entry hazards on suspected switches. However Archen is an inconsistent Defog user given it’s frailty and the fact that several of its checks like Pawniard and Onix are Stealth Rock setters. Archen is also forced out by Staryu, a common entry hazard remover. this mu isnt super relevant, you wanna focus on hazard setters Archen is outclassed in hazard removal by Vullaby and Staryu.
  • Substitute can be used to shield Archen from damage and status conditions, can help activate Berry Juice, and can provide a free opportunity for Archen to attack.
  • Taunt is a niche fourth move option to shutdown hazard setters, status abusers or set-up mons, but Archen generally prefers to lean into its offensive prowess and run additional coverage or have the option to recover or pivot.
  • With access to moves like Defog and Taunt; alongside its multi-hit STAB attacks that break opposing lead Focus Sashes, Archen has some potential in an anti-lead role. other options is more of a moves/sets thing, this doesn't really fit here

Checks and Counters
===================

**Defensive Checks**: Rock- and Ground-type Pokemon such as Onix, Tyrunt and Mudbray are able to switch into Archen's attacks and threaten it with their STAB attacks that deal Super Effective damage; however each of these must be wary of Archen's potential coverage. Bulky Pokemon like Pawniard, Koffing and Ferroseed limit Archen's effectiveness but must also be wary of coverage. this bullet is pretty vague, would rather you split this into "rock and ground type pokemon" in onix tyrunt mudbray and "physically bulky pokemon" like pawn koff ferro

**Grookey**: Grookey threatens Archen with it's extremely powerful Grassy Terrain-boosted Wood Hammer. +1 priority Grassy Glide also deals significant damage to Archen and avoids the possibility of a speed tie. you can just merge this into the following bullet. also it doesnt run choice band so i don't know where you're getting +1 from

**Priority Users**: Priority users such as Grookey, Tiimburr and Pawniard, can limit Archen's effectiveness by knocking it into Defeatist range.

**Fast Offensive Threats**: Archen is heavily pressured by 18+ speed tier Pokemon, many of whom have offensive typings that deal Super Effective damage to Archen, or frequently carry Super Effective coverage. Staryu, Abra and Diglett all naturally outspeed and are capable of OHKO'ing or crippling Archen. Choice Scarf users like Mienfoo and Magnemite can also outpace and revenge Archen with powerful STAB moves that deal neutral or Super Effective damage and should be scouted as best as possible before Archen attempts to deal with them.

[CREDITS]

- Written by: [[zeroouttathere, ]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]

implement this thoroughly and qc 2/3 nice job
Implemented! Thank you zizalith <3 ready for 3rd qc
 

San Tomas

had a Calm Mind
is a Tiering Contributoris a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
here we go

moves
  • mention that you should always run Dual Wingbeat over Acrobatics if you're using Eviolite.
  • mention that you should probably never run Head Smash over Rock Blast if you're using Eviolite.
  • switch the order of Heat Wave and Earthquake bullets to reflect the set
  • specify that Roost probably should not be used if you're using Eviolite
usage
  • mention grookey in the last bullet and recommend extreme caution against said faster threats
other options
  • collapse Sturdy Berry Juice Onix and Magnemite and Vullaby into one list on the Stealth Rock bullet

good stuff, have a qc 3/3
 
Last edited:
Add/Fix Remove Comment
(AC)/(RC): Add/Remove Comma

[OVERVIEW]

Archen is a classic glass cannon with its huge Attack stat and high-powered (added hyphen) STAB moves. With a solid Speed tier and dangerous STAB combination that threatens common Pokemon like Mienfoo and Vullaby, Archen can provide strong offensive pressure and capitalize on its ability to force switches. Archen has access to a wide range of coverage moves along with utility and team support options like Stealth Rock, Defog, Knock Off, and U-turn. pressure, and a wide range of coverage and even utility options give it versatility. (change/condensing bc you dont mention any of the listed options until oo, and you peg the first two as a bit not great) Because Archen wants to invest in its physical attack and speed, Archen Attack and Speed, it ends up relatively frail. Archen It does not take damage well, with a vulnerable defensive typing, (AC) a Stealth Rock weakness, and a literally debilitating ability&mdash;consequently, Archen functions best as a revenge killer or targeted wall breaker. Archen wallbreaker. Its limited longevity and switch-in opportunities mean it must be brought onto the field and played very carefully, as Stealth Rock weakness in conjunction with Defeatist limits its longevity and ability to switch in and out. Archen is vulnerable to foes like Pawniard, Onix, (AC) and Staryu that can damage it super effectively. Strong priority uses users like Grookey also threaten to knock Archen into Defeatist range. Archen It also has difficulty finding openings due to its Speed tier; while just enough to let it pressure certain targets like Vullaby and Scraggy, 17 Speed leaves it outsped by several key mons Pokemon such as Staryu, Abra, (AC) and Diglett, as well as potential Choice Scarf users like Mienfoo and Magnemite that are capable of inflicting serious damage and crippling or KO’ing it. can seriously damage, cripple, or KO it.


[SET]
name: Offensive
move 1: Acrobatics / Dual Wingbeat
move 2: Head Smash / Rock Blast
move 3: Earthquake / Heat Wave
move 4: Aqua Tail / Roost
item: Berry Juice / Eviolite
ability: Defeatist
nature: Naive / Jolly
evs: 180 Atk / 76 Def / 4 SpA / 196 Spe

[SET COMMENTS]

Moves
========

Acrobatics is Archen's primary high damage Flying-type STAB, a high damage STAB move after Berry Juice is consumed or removed, threatening common Fighting- and Grass- types like Mienfoo, Timburr, Scraggy, and Foongus. Acrobatics requires Archen's item to be consumed or removed in order to achieve full damage output and is always used with Berry Juice. Dual Wingbeat can be used to hit harder than Acrobatics before Berry Juice is consumed, and is useful for as well as breaking Focus Sash on Pokemon like Dewpider and Abra, and it can be run with Eviolite instead of Berry Juice to provide Archen with better immediate bulk. Head Smash is Archen's most powerful STAB attack, at the cost of 50% recoil. Recoil damage can be used to Archen's advantage to help consume Berry Juice, which provides important recovery allowing Archen to avoid the Defeatist stat drop after taking recoil damage. Rock Blast provides multi-hit Rock STAB that is lower in damage output attack, and Archen can use the recoil to its advantage to help it consume Berry Juice, allowing it to avoid the Defeatist stat drop. Rock Blast is weaker than Head Smash (RC) but avoids the drawback of recoil damage and breaks Sturdy and Focus Sash. Earthquake is Archen's widest neutral coverage attack and allows Archen it to inflict solid damage on checks like Pawniard, Onix, (AC) and Neutralizing Gas Koffing. Heat Wave allows Archen to break through Ferroseed and maintain coverage for Pawniard and Magnemite. Aqua Tail can be used to lure lets it lure in and surprise Ground- and Rock-type (added hyphens after Ground and Rock) switch-ins, OHKOing (removed apostrophe) non-Sturdy Onix and punishing Mudbray. Roost synergizes with Eviolite and provides helpful recovery to avoid Defeatist stat drops and extend longevity.

Set Details
========

Defeatist is Archen's only ability. This forces Archen to be played carefully, as it must remain above 50% HP in order to deal consistent damage. Berry Juice synergizes with Acrobatics, providing recovery and helping Archen stay out of Defeatist range. Eviolite improves Archen's defenses allowing it to better tank attacks. range, but it can run Eviolite with Dual Wingbeat. (is "can" right, or should it be "should"?) A Jolly nature allows Archen to outspeed Vullaby, Scraggy, (AC) and slow Mienfoo, threatening near or guaranteed OHKO's OHKOs against Fighting- and Grass-type Pokemon like Timburr and Foongus. A Naive nature can be used to boost the power of Heat Wave, hitting Ferroseed for improved damage.

Usage Tips
========

Archen is ideally brought onto the field safely by a slow pivot or to revenge kill a weakened or slower target, preferably once its checks have been weakened or eliminated. Archen provides offensive pressure and functions as a check against can check some of the most important mons Pokemon in the tier, outspeeding unboosted Vullaby and Scraggy and threatening Foongus and Timburr. Archen can also revenge kill bulky Mienfoo and Timburr, as well as Foongus, once they have taken Stealth Rock or any other chip damage. Archen teams should try to keep Stealth Rocks off the field as much as possible so Archen it can enter the battle safely. Archen can be used as a lead against Dewpider Webs Sticky Web teams, (AC) as Dual Wingbeat and Rock Blast break Focus Sash. Archen has to try to play around priority that can deal neutral or super effective damage, as well as faster strong threats that can inflict heavy damage like Staryu, Abra, and Choice Scarf Mienfoo, so it is important to try to scout these Pokemon's sets as best as possible before bringing Archen in against these Pokemon. them.

Team Options
========

Entry hazard removal, primarily from Vullaby or Staryu, (AC) and or even Timburr, is essential to keeping Archen healthy and allowing it to come in and out of the battlefield when necessary. Hazard setters such as Onix, Pawniard, and Ferroseed, (AC) are appreciated to inflict chip damage against foes, limiting the opponents ability to make switches, and to help break Sturdy mons such as Onix and Magnemite, making It easier for Archen to secure KO's. besides chipping foes and helping Archen secure KOs, break Sturdy on Pokemon such as Onix and Magnemite. Mienfoo, Timburr, and Pawniard are great teammates, as Knock Off users and Knock Off absorbers help Archen perform; these Pokemon also check the bulky rockers Stealth Rock users that Archen fears by virtue of their typing. Pivots such as Mienfoo, Vullaby, Magnemite, and Slowpoke help bring Archen in safely. Trappers like Diglett and Trapinch can eliminate Stealth Rock setters and opposing Rock- and Ground-type (removed space before "type") Pokemon that Archen fears. Koffing and Foongus are helpful teammates for Archen, as they are able to switch into strong Fighting-type attacks that Archen it fears, while also functioning as a check checks to Grookey.

[STRATEGY COMMENTS]

Other Options
=============

U-turn is an option to allow Archen to pivot away from threatening foes, turning out of the battlefield to bring bringing in teammates that can counter its checks, (AC) or grab momentum on suspected switches. Stealth Rock provides important chip damage against threats like Sturdy Berry Juice Onix, Magnemite, as well as targets such as Vullaby, Mienfoo and Timburr. Though Archen can set up hazards Archen can set up Stealth Rock when it forces out certain foes, but, (AC) as a Stealth Rock setter, (AC) it doesn't compare favorably with bulkier Pokemon that can better afford to take damage in order to set up hazards to set it up such as Pawniard and Onix. Archen is also forced out by Staryu, a common entry hazard remover. Knock Off is an option that always provides helpful utility, allowing Archen to cripple its checks (RC) or assist in breaking down opposing Pokemon for its teammates. Defog allows Archen it to clear entry hazards on suspected switches. However, (AC) Archen is an inconsistent Defog user given its frailty and the fact that several of its checks, (AC) like Pawniard and Onix, (AC) are Stealth Rock setters. Archen is It's also (or would you prefer like "This means it's/it is"?) outclassed in hazard removal by Vullaby and Staryu. Substitute can be used to shield Archen from damage and status conditions, can help activate Berry Juice, and can provide a free opportunity for Archen to attack. Taunt is a niche fourth move option to shut down (was "shutdown") hazard setters, status abusers or set-up mons users, and setup Pokemon, but Archen generally prefers to lean into its offensive prowess and run additional coverage or have the option to recover or pivot.

Checks and Counters
===================

**Bulky Rock-, Steel- and Ground-types**: Pokemon such as Onix, Tyrunt, (AC) and Mudbray are able to punish Archen with super effective damage and are able to switch in on Archen's switch in on its STAB attacks. Pawniard also resists Archen's STAB attacks by virtue of its typing, while threatening super effective damage or a STAB-boosted Knock Off. However, each of these foes must be wary of Archen's potential coverage options.

**Priority Users**: Priority users such as Grookey, Tiimburr, (AC) and Pawniard can limit Archen's effectiveness by knocking it into Defeatist range. Grookey in particular threatens to OHKO Archen with Grassy Terrain-boosted Wood Hammer, while priority Grassy Glide also deals significant damage to Archen and avoids the possibility of a Speed tie.

**Fast Offensive Threats**: Archen is heavily pressured by 18+ speed tier Pokemon, many of whom have offensive typings that deal Super Effective damage to Archen, or frequently carry Super Effective coverage. 18+ Speed Pokemon, many of which have super effective STAB or common coverage moves for Archen, heavily pressure it. Staryu, Abra, (AC) and Diglett all naturally outspeed and are capable of OHKOing (removed apostrophe) or crippling Archen. Choice Scarf users like Mienfoo and Magnemite can also outpace and revenge kill Archen with powerful STAB moves that deal neutral or Super Effective damage; these foes should be scouted as best as possible before Archen attempts to deal with them.

[CREDITS]

- Written by: [[zeroouttathere, 519108]]
- Quality checked by: [[DC, 449990], [zizalith, 410251], [San Tomas, 255030]]
- Grammar checked by: [[Finland, 517429], [, ]]

mothman.gif
1/2. just remember to mind your slang like "mons", "rockers", "abuse", etc.
 

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