Archeops + Vivillon HO

archeops.png
vivillon.png
tyrantrum.png
hitmonlee.png
magneton.png
meloetta.png


After toying around with the idea of using Vivillon in RU and wondering what ways I could use it in, I decided to make a team with it revolving around my favorite playstyle Hyper Offense!




archeops.gif



Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Endeavor
- Head Smash

Archeops is definitely one of the best offensive hazard setters in RU. With its combinations of Taunt and Endeavor, it beats many common leads in the tier. Especially with all of dangerous walls that can potentially shut down my team, Archeops helps with Endeavor in bringing them down to low HP.




tumblr_n0ddgqQDIe1qi6m6ao8_r1_250.gif



Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Bug Buzz
- Quiver Dance
- Sleep Powder

Maybe one of the most underrated mons in RU, Vivillon is a threat that can be pretty hard to handle. With a 97.5% accurated Sleep Powder, a 91% accurated Hurricane, and one of the best boosting moves in the game, Vivillon is scary. Timid is used here to get the fastest possible speed, and sash is here so I don't die in one hit and can outspeed them the next turn.




tyrantrum.gif



Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Head Smash
- Outrage
- Earthquake

Tyrantrum is here mainly as the main fire-type beater. Scarf allows it to outspeed things like Delphox and Houndoom. Since Jolteon can also be a bit problematic to my team so scarf also allows it to outspeed that. Other than that, I think the set is pretty self-explanatory.



hitmonlee.gif



Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin

Since I am running Vivillon, a spinner was a necessity. I would've run Kabutops as my spinner (as it is a more consistent spinner imo), but because I was very weak to rock-types and I don't think Kabutops would've worked as well on a purely offensive team. Here I'm running the usual life orb adamant set. Pretty self-explanatory like Tyrantrum.



magneton.gif


Magneton @ Eviolite
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hidden Power [Grass]
- Flash Cannon
- Volt Switch
- Thunderbolt

Fletchinder is arguably the most problematic mon to HO teams, and since I did have two mons weak to it (Lee and Vivi) I needed something to beat it. Here's where Magneton comes in. It takes nothing from Acro and doesn't care about Wisp. Evio Magneton also is one of the tiers best offensive pivots, as it can tank most moves. Analytic allows Magneton to do extra damage to mons switching out too. HP Grass allows me to beat things like Gastro and Toad on the switch, and is just the best HP to run in this situation.



meloetta.gif


Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Hyper Voice
- Focus Blast
- Dazzling Gleam

Meloetta was added to this team last as I just needed a special beatstick besides Magneton. It can 2HKO most things with Psychic and Hyper Voice, and the last two moves provide it with great coverage too. I'm running Modest to add more power, and it doesn't really need to run timid as there aren't really many mons that it needs to outspeed besides lee, but it too also usually runs adamant as far as i know.

Threats
spiritomb.png
-
Walls my team sometimes, but can usually be taken care of via Dazzling Gleam Melo, or just continuously getting damage on it from other mons like Magneton
registeel.png
- If Hitmonlee dies, I kinda lose to this if it's the Rest variant
escavalier.png
- If Hitmonlee dies, then I can also lose to this. However, it can be easily played around, and I rarely find myself losing to this
flygon.png
- The scarf variant can kinda ruin me. However if it's locked into a move such as Earthquake, it can give me a chance to set up with Vivi.
Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Endeavor
- Head Smash

Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Bug Buzz
- Quiver Dance
- Sleep Powder

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Head Smash
- Outrage
- Earthquake

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin

Magneton @ Eviolite
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hidden Power [Grass]
- Flash Cannon
- Volt Switch
- Thunderbolt

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Hyper Voice
- Focus Blast
- Dazzling Gleam

 
Last edited:
yo.

this is a pretty interesting team you have here, and of course i always can appreciate some hard ho. the interactions between tyrantrum and vivillon are cool, and in fact something i have tinkered with myself. that said, i notice some integral flaws with this build. the overall "speed" of this team is rather low, and tends to set it up for sizable issues in the offense mu should you come across particular offensive threats or batteries, most notably ice types (sneasel, glalie, and aboma if you're looking to play w/this squad in the oncoming meta), or general above-middling speed scarfers (gallade looks brutal here, and its set to get a lot more usage i feel) whose remaining teammates don't outright crumble in the face of a +1 vivillon.

the first thing i'd consider is to downplay the direct focus on vivillon a little, and while i get that seems counter-intuitive to the premise you set here, just allow me to explain. sash vivillon isn't a pokemon that you roll with for the purpose of sweeping with it, and is instead being played primarily as something that comes in early-game, sleeps a dude, then forces their m-lix or what have you to take 60-70% in exchange for it. were you seeking to end-game with it, i would perhaps recommend a sub sky plate set, but contextually you seem to work around the sash variant a lot better, so i would want to focus on that. for this reason, i do not think rapid spin support is necessary here, as crazy as it does sound when you're toting the quad-weak 'mon; given that it doesn't consistently beat offense, it'll just be rolling w/that sleep a mon, deal some dmg to the next guy scenario i mentioned, and vs more defensive teams, by the time you do set up a sweep for it, wearing down the opposing lix or eel or what have you, taking sr isn't even a huge deal b.c you'll be outpacing whatever, so you get that free turn of set-up by simply coming in, sleeping a dude, and grabbing the boost that way. realistically, it is not coming in on sr on a frequent enough basis to mandate hazard removal.

that said, consider endeavor > bug buzz on it, i guarantee it will go miles in trying to break down defensives 'mons, or even better punishing offense with a sturdier flying resist (which, less common, but it happens), much moreso than the neutral hit on zonger and eel, which is really the biggest reasons to run buzz at all. moreover, while i like the pairing of vivillon and fighters (it's cool that it can force fletchinder down low for them), i think gurdurr would be a much more useful pick here, since it's potency vs offense (which i'd currently consider to be rather poor, all things considered) would be much appreciated here, and unlike lee, it doesn't fold to an ice shard if it gets below half haha. the shortcomings to be had from its speed are accommodated nicely via stuff like meloetta, so i don't see it coming to bite you much in that regard.

that said, i would still definitely be considering a timid nature on meloetta. gurdurr's a real good check to ice 'mons, but it's far from an efficient response, and given how much they go to town on your current build, i would not feel totally comfortable giving glalie a free mega evolution here.

lastly, given how the roles of these teams have been shuffling a bit, i really don't feel archeops is optimal here; while i appreciate seeing it, b.c it's a rad mon for sure, it is best suited on a team whose role delegation allows for most fronts to be covered while still avoiding "free turns" for hazard removal. to elaborate somewhat, i feel this team relies too heavily on doubles switches to prevent defoggers / spinners from getting that turn v.your members (togetic / golbat v.gurdurr, hitmontop v.tyrantrum / gurdurr-ish, flygon v.magneton / not dragon-locked tyrantrum), is a little iffy in terms of scald switch-ins (you always have to be at least a little uncertain w/the move, especially if your switch-ins are choiced), and even already have the roll of "dedicated lead" somewhat covered, though i do not think that is a 100% go-by in the grand scheme of things (though it's tough divvying up roles effectively w/that kinda structure in this tier, frankly). what i might consider here is the use of a more offensively oriented seismitoad, which at the very least pivots bulky waters at minimal risk and provides an sr 'mon w/some more longevity, whose relevance i hopefully explained somewhat adequately. having the volt switch deterrent is also nice here, though it's implications are none too significant here.

i hope my suggestions were of use to you, best of luck in the future

gurdurr.gif

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 200 Atk / 48 Def / 8 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off

seismitoad.gif

Seismitoad @ Sitrus Berry
Ability: Water Absorb
EVs: 96 HP / 164 SpA / 16 SpD / 232 Spe
Modest Nature
- Stealth Rock
- Hydro Pump
- Grass Knot
- Sludge Wave
 
yo.

this is a pretty interesting team you have here, and of course i always can appreciate some hard ho. the interactions between tyrantrum and vivillon are cool, and in fact something i have tinkered with myself. that said, i notice some integral flaws with this build. the overall "speed" of this team is rather low, and tends to set it up for sizable issues in the offense mu should you come across particular offensive threats or batteries, most notably ice types (sneasel, glalie, and aboma if you're looking to play w/this squad in the oncoming meta), or general above-middling speed scarfers (gallade looks brutal here, and its set to get a lot more usage i feel) whose remaining teammates don't outright crumble in the face of a +1 vivillon.

the first thing i'd consider is to downplay the direct focus on vivillon a little, and while i get that seems counter-intuitive to the premise you set here, just allow me to explain. sash vivillon isn't a pokemon that you roll with for the purpose of sweeping with it, and is instead being played primarily as something that comes in early-game, sleeps a dude, then forces their m-lix or what have you to take 60-70% in exchange for it. were you seeking to end-game with it, i would perhaps recommend a sub sky plate set, but contextually you seem to work around the sash variant a lot better, so i would want to focus on that. for this reason, i do not think rapid spin support is necessary here, as crazy as it does sound when you're toting the quad-weak 'mon; given that it doesn't consistently beat offense, it'll just be rolling w/that sleep a mon, deal some dmg to the next guy scenario i mentioned, and vs more defensive teams, by the time you do set up a sweep for it, wearing down the opposing lix or eel or what have you, taking sr isn't even a huge deal b.c you'll be outpacing whatever, so you get that free turn of set-up by simply coming in, sleeping a dude, and grabbing the boost that way. realistically, it is not coming in on sr on a frequent enough basis to mandate hazard removal.

that said, consider endeavor > bug buzz on it, i guarantee it will go miles in trying to break down defensives 'mons, or even better punishing offense with a sturdier flying resist (which, less common, but it happens), much moreso than the neutral hit on zonger and eel, which is really the biggest reasons to run buzz at all. moreover, while i like the pairing of vivillon and fighters (it's cool that it can force fletchinder down low for them), i think gurdurr would be a much more useful pick here, since it's potency vs offense (which i'd currently consider to be rather poor, all things considered) would be much appreciated here, and unlike lee, it doesn't fold to an ice shard if it gets below half haha. the shortcomings to be had from its speed are accommodated nicely via stuff like meloetta, so i don't see it coming to bite you much in that regard.

that said, i would still definitely be considering a timid nature on meloetta. gurdurr's a real good check to ice 'mons, but it's far from an efficient response, and given how much they go to town on your current build, i would not feel totally comfortable giving glalie a free mega evolution here.

lastly, given how the roles of these teams have been shuffling a bit, i really don't feel archeops is optimal here; while i appreciate seeing it, b.c it's a rad mon for sure, it is best suited on a team whose role delegation allows for most fronts to be covered while still avoiding "free turns" for hazard removal. to elaborate somewhat, i feel this team relies too heavily on doubles switches to prevent defoggers / spinners from getting that turn v.your members (togetic / golbat v.gurdurr, hitmontop v.tyrantrum / gurdurr-ish, flygon v.magneton / not dragon-locked tyrantrum), is a little iffy in terms of scald switch-ins (you always have to be at least a little uncertain w/the move, especially if your switch-ins are choiced), and even already have the roll of "dedicated lead" somewhat covered, though i do not think that is a 100% go-by in the grand scheme of things (though it's tough divvying up roles effectively w/that kinda structure in this tier, frankly). what i might consider here is the use of a more offensively oriented seismitoad, which at the very least pivots bulky waters at minimal risk and provides an sr 'mon w/some more longevity, whose relevance i hopefully explained somewhat adequately. having the volt switch deterrent is also nice here, though it's implications are none too significant here.

i hope my suggestions were of use to you, best of luck in the future

gurdurr.gif

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 200 Atk / 48 Def / 8 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off

seismitoad.gif

Seismitoad @ Sitrus Berry
Ability: Water Absorb
EVs: 96 HP / 164 SpA / 16 SpD / 232 Spe
Modest Nature
- Stealth Rock
- Hydro Pump
- Grass Knot
- Sludge Wave

I would first like to say that I'm very thankful for your feedback. However, I do think that any team should have at least some form of hazard removal, even if you have no mons that are weak to them. I've noticed that I have been getting kinda recked by them after laddering for a bit w/ it. As they say, it's better to be safe than sorry!

Everything else I agree with

As I said thanks for your feedback :)
 
Hey there nice team.
49 said pretty much everything and I think he made a really good job on making this really solid. I'd like to just tell you to run Choice Scarf on Magneton with Hidden Power Fire over Grass. Your team looks pretty weak to Durant, both scarf or hone claws, as you will always need to play with predictions to take it out. Scarf Magneton will be a nice way to revenge kill him, and now you have Grass Knot on Seismi to lure water types, and with hp fire it will weaken Escavalier for Meloetta.
This is all, good luck :toast:
 
Back
Top