• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Archeops (Analysis)

Believe me, it's not as bad as it looks. A lot of the red was just "barely wrong," or "barely not smogon standard," or "barely too casual." I'd suggest reading the grammar standards thread (as all GP members do to everyone), but generally speaking, it wasn't too bad-- I'm just being anal.

It only took my 6-7 hours from start to finish because people kept interrupting me irl while I was doing it...
 
Believe me, it's not as bad as it looks. A lot of the red was just "barely wrong," or "barely not smogon standard," or "barely too casual." I'd suggest reading the grammar standards thread (as all GP members do to everyone), but generally speaking, it wasn't too bad-- I'm just being anal.

It only took my me 6-7 hours from start to finish because people kept interrupting me irl while I was doing it...

Add/Change
Delete


So is a mixed set not included in the OP because of the lack of power? Or the lack of meaning? (Not hitting something already with a physical variant)


edit @Breludicolo: you're probably right, i just see the nice SpAtk and wonder.
 
I don't really think there's any need for mixed. The only special option of any worth is hidden power, but I already mentioned ice for gligar as the very first option of OO. nothing else is really that special, at least IMO. I'd be glad to be proven wrong, though.
 
Yeah, the biggest problem with a special sweeper is its shitty move pool (Oh come on GF, really? Power Gem/HP Rock as the most powerful special rock move?). I can't believe this thing didn't even get Air Slash or Fire Blast. Essentially, its Special moves don't add any worthwhile coverage.

Furthermore-- How many mixed sweepers do you see in UU? Right, Thunder/Grass Knot Victini, that's about it. Generally speaking, the walls/tanks in UU have much more balanced defenses than in OU (because lets face it, Chansey might as well be considered a physical wall too, which is stupid).
 
[Overview]

<p>Unlike the large majority of the Pokemon of the fifth generation, Archeops has phenomenal stats that fit its role well. With Attack that approaches overkill, Speed that is uncannily high for a Rock-type, high Special Attack, and a fantastic offensive typing, Archeops is well-suited for its role as a sweeper. Its movepool, while not
very expansive, provides nearly perfect coverage with the "EdgeQuake" combination. Looking at Archeops, it is evident that Gamefreak earnestly tried to make a speedy, menacing Rock-type sweeper. However, they may have overestimated its strength. Archeops' great power is very cruelly balanced out with by its ability, Defeatist. Whenever Archeops loses more than half of its health, its ability halves its attacking stats and effectively neuters it for the rest of the match. A weakness to Stealth Rock and lack of any resistances to the most common priority moves in the tier only serve to compound the issues that Defeatist creates. Nevertheless, even with its debilitating ability, Archeops can succeed in UU by sheer offensive might.</p>

[SET]
name: Acrobatics
move 1: Acrobatics
move 2: Stone Edge
move 3: Earthquake
move 4: U-turn
item: Flight Gem
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[Set Comments]

<p>Acrobatics provides Archeops with its most powerful STAB on the first turn it is used. By using Flight Gem, Archeops' Acrobatics has incredible power, hitting
and hits nearly as hard as a Choice Band Staraptor's Brave Bird. Even after the Flight Gem is consumed, Acrobatics is still a potent move, with 110 Base Power. Stone Edge is Archeops' secondary STAB. While the accuracy is often aggravating, a 100 Base Power STAB move coupled with the Rock-type's awesome offensive coverage is not to be underestimated. Earthquake has great coverage alongside both Flying- and Rock-type attacks and removes the Rock- and Steel-types that resist Acrobatics. However, one must keep in mind that Steel- and Rock-types are often able to survive an Earthquake and heavily injure or outright KO Archeops in return, so Earthquake is best used pre&shy;-emptively to strike predicted switch-ins. U-turn fills the final moveslot and allows Archeops to play the role of a scout while also getting some quick damage in.</p>

<p>The EVs and nature are standard fare, maximizing Archeops's Speed and power. Putting the remaining 4 EVs into Defense instead of HP allows Archeops to switch into Stealth Rock twice without activating Defeatist.</p>

[Additional Comments]

<p>Claw Sharpen is an option that can replace U-turn, but considering Archeops's frailty and the dangers associated with Defeatist, the benefits of Claw Sharpen
's boosts are rarely worth missing a valuable chance to attack. This is not to say that the boosts can't be impressive—a +1 Flight Gem Acrobatics can OHKO a max HP Donphan with Stealth Rock support. Wobbuffet is also often OHKOed under the same conditions.</p>

<p>Because every precious bit of HP needs to be preserved, Archeops benefits greatly from the presence of a teammate with Rapid Spin. Hitmontop and Donphan are both good choices because they provide bulk and invaluable Rock-type resistances; Donphan is immune to Electric-type attacks as well. Magic Bounce Espeon functions similarly in its ability to keep Stealth Rock off of the field. In the event that Archeops takes a bit too much damage, Wish and Leech Seed can give it a second chance. Otherwise, Reflect, Light Screen, and sandstorm support allow it to take hits with greater ease.</p>

<p>Having teammates weak to Ground-type moves can also be effective,
luring providing invaluable opportunities for Archeops to switch into battle. Raikou, Jolteon, and Rhyperior can all work towards this goal and allow Archeops to switch in unscathed. Rhyperior is special in that it draws in the same Pokemon as has redundant coverage with Archeops, allowing them to jointly weaken their counters and muscle through the enemy team. Archeops also has a place on Brave Bird teams, which focus on abusing high-powered Flying-type attacks—it has superior coverage and power to any Flying-type Pokemon in UU except Staraptor.</p>

[SET]
name: Choice Band
move 1: Stone Edge
move 2: Earthquake
move 3: U-Turn
move 4: Aerial Ace / Crunch
item: Choice Band
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[Set Comments]

<p>Choice Band allows Archeops to simply mow down every opponent that dares to stand in its way. With the loss of Acrobatics, Stone Edge becomes Archeops' main move, but still hits incredibly hard against any Pokemon that doesn't resist it. Earthquake still fulfills its role of providing invaluable coverage, especially against Steel-types. U-turn plays a greater role on this set, allowing
and allows Archeops to hit hard to make a strong hit before switching out, an invaluable tool for avoiding the danger of being locked into the wrong move. With the boost from Choice Band, it is also able to OHKO even the bulkiest of Celebi sets with Stealth Rock support. The last slot is left to filler. Despite its low Base Power, Aerial Ace dismantles bulky Fighting-types like Hitmontop, which are traditionally problematic enemies to for Rock-type sweepers. On the other hand, Crunch deals severe damage to Mew, Dusclops, and Golurk. Psychic-type Pokemon are everywhere in UU, and Crunch can beat them without relying on Stone Edge's accuracy.</p>

[Additional Comments]

<p>A few moves can also be used in the last slot. Quick Attack is Archeops's only priority move, but it is weak and provides little coverage. Even with the Choice Band, being locked into a 40 Base Power Normal-type move is a severe liability. Acrobatics hits with about 92% of the power of Aerial Ace, but becomes more useful in the event that Archeops is hit by Knock Off.</p>

<p>Much like the previous set, anything that prevents, diminishes, or heals damage done to Archeops is a terrific boon. Magic Bounce Espeon and Pokemon with Rapid Spin become even more important for Archeops, as it needs to switch more frequently when locked into a single move. Again, Leech Seed, Wish, sandstorm, Reflect, and Light Screen are very useful
to run as well.</p>

<p>Just as with the Acrobatics set, Rhyperior and other Pokemon weak to Ground-type moves are good partners because can create opportunities
make opportune chances for Archeops to switch in.</p>

[Other Options]

<p>Hidden Power Ice is one of the most viable of Archeops's options, allowing
and allows it to KO Gligar with little effort. Knock Off can be used to make Eviolite users like Chansey, Dusclops, and the aforementioned Gligar far less useful for the rest of the match and also allows Archeops to do serious damage to them with its STAB moves. Taunt can be used to disable Chansey and cripple Baton Pass teams, but forces the opponent to attack Archeops, which is not something that is desired. A special set with Hidden Power Rock, Focus Blast, Earth Power, and a filler move can be used but lacks power. Expert Belt serves as a sort of intermediate between Choice Band and Flight Gem - Archeops retains the ability to switch between moves while gaining a valuable 20% power boost, though it lacks access to an effective Flying-type STAB attack and will have to rely more heavily on Stone Edge's shaky accuracy. Choice Scarf can be used, but Archeops ends up starved for the offensive might of other sets. However, its high base Speed allows it to outspeed most of the tier with a Choice Scarf, so it is not something to wholly ignore. One can always consider using Sitrus Berry or other one-use Items instead of Flight Gem on the Acrobatics set. Generally speaking, the speed and power provided by of Flight Gem is the best match for Archeops's style of play; an item like Sitrus Berry will leave Acrobatics with a weak Base Power until it is consumed. In regards With regard to nature, Archeops always has the option choice to run an Adamant nature to further boost its Attack. However, with Adamant, it falls behind Pokemon with 100 base Speed with and a positive nature, which is a severe blow to Archeops's already limited survivability.</p>

[Checks and Counters]

<p>While few Pokemon can switch into Archeops, it is not a difficult Pokemon to force out. While Archeops possesses the power
needed to 2HKO the majority of foes it will face in UU, most of those foes need only one turn to beat it into Defeatist range or KO it outright. With Defeatist activated, Archeops becomes rather useless, which makes it critical for Archeops to pick its battles wisely—it will often be forced to predict properly to beat foes by catching them with the correct move on the switch-in. Registeel is not 2HKOed by Earthquake without prior damage, meaning it can always force Archeops out at least once; Registeel's Iron Head easily knocks Archeops into Defeatist range. Archeops must also be weary of faster foes like Jolteon, Weavile, and UU's many Choice Scarf users. While Hitmontop must be switched in carefully to avoid Flying-type moves, it knocks Archeops into Defeatist range with Technician Mach Punch. Mamoswine and Azumarill destroy Archeops with their STAB priority moves, but both take great damage switching into Archeops's STAB attacks. Donphan is just strong enough to survive two hits from live Acrobatics twice (even if the Flight Gem is intact) and is similarly unafraid of the Choice Band set. However, because Ice Shard does not put Archeops into Defeatist range, Donphan is not a full counter and becomes an increasingly shaky check as damage creeps up on it.</p>

[Dream World]

<p>Archeops does not get a Dream World Ability, which is truly unfortunate.</p>
GP 2/2
Pretty good, though perhaps there is just a little too much "invaluable"
 
Edits made, title changing to done.

First 5th gen UU analysis finished!

Now my count of analyses goes up to 2!
 
Maybe this is a bit late since this is done, but just thought I'd post to say Endeavour could be worth a mention, what with Speed being the only useful stat after Defeatist activates.
 
Please erase all mentions of Espeon, Staraptor, and Wobbuffet if you have not done so already
 
ok, will do

On a different note, can I add Knock Off to the set as a second slash behind U-turn without having to go through QC again? I've been using it as of recent and it's a really nice "I'm about to die and this is the best I can do" move as well as something that allows archeops to just laugh at gligar and heavily disable chansey and dusclops.

EDIT: For fuck's sake I play VGC and I have not yet figured out that it's called flying gem?
 
In the analysis on-site, change the suggested IV's for the Flying Gem set from 30 atk/def to 30 HP/def. This is to keep Atk at max, because this archeopterix is sooo frail it will rarely survive a hit.
 
unfortunately, that analysis is the OU one. post in the ou analysis thread to change it.

also, as far as I know, HP Ice's best spread is 31/31/31/30/31/31. IDK why lamppost is using 30/30, tbh.

also, why did the UU analyses suddenly stop being uploaded? there are a bunch that are done yet not up.

EDIT: FUUUUU god damn why is speed in the middle? argh. Then yeah, use 30 HP / 30 def

also, why upload the OU analysis when nobody will use it in OU?
 
actually, HP Ice is 31/31/31/31/31/30, meaning one less point in speed. 30/30 keeps max speed (idk how important this is)

I think UU stopped because there are OU analyses in their slots and we don't have tier tabs or whatever we are doing this get yet.
 
It was decided that we'd upload all the OU analyses first since it's the Standard metagame, we'll get to the others eventually when we get tabs
 
Back
Top