Arghonaut

[OVERVIEW]

Arghonaut is the premier bulky Water-type in the CAP metagame, as it's capable of handling some of the most threatening Pokemon around such as Volkraken, Ash-Greninja, Heatran, Syclant, and Mega Crucibelle. It also provides its team with valuable Spikes and potential Circle Throw support, which can quickly weaken the opposition. Its vast movepool lets it run quite a few different attacking moves such as Earthquake, Knock Off, Circle Throw, and Ice Punch, letting it personalize its sets to better fit its team. Arghonaut's Unaware prevents it from being setup fodder for threats like Mega Charizard X, offensive Dragon Dance Zygarde, and Revenankh. Its great bulk allows it to act as either a mixed or a special wall depending on your team needs. However, Arghonaut is vulnerable to some very common threats like Mega Mawile, Mega Alakazam, and Tornadus-T. Despite its great movepool and ability, it is still rather passive, and depending on the moves it runs, it can be setup bait for sweepers like Zygarde, Aurumoth, and Necturna. Finally, Arghonaut faces competition from Toxapex, which trades Unaware, Spikes, and a better matchup against Zygarde, Mega Crucibelle, and Colossoil for the ability to wall offensive Tomohawk, Tornadus-T, and Magearna, neutrality to Necturna's Power Whip, and greater resistance to being worn down thanks to Regenerator.

[SET]
name: Support
move 1: Spikes
move 2: Knock Off / Ice Punch
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers
ability: Unaware
nature: Careful
252 HP / 124 Def / 132 SpD

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

One of Knock Off or Ice Punch is necessary to prevent Shell Smash Necturna from freely setting up a Substitute and potentially winning the game. The former is preferred, as it cripples some of the most common switch-ins to Arghonaut such as Tapu Lele, Krilowatt, and Kartana by removing their items and 2HKOes Z-Move Pajantom after Stealth Rock damage. Ice Punch, on the other hand, is Arghonaut's only move capable of breaking Zygarde's Substitute and deals significant damage to Landorus-T. Earthquake OHKOes Heatran after a bit of prior damage and Mega Crucibelle without any while still dealing significant damage to Volkraken, Krilowatt, and Tapu Koko. Circle Throw doesn't cover as much as Earthquake, but its ability to phaze allows Arghonaut to rack up Spikes damage and serve as an emergency check to setup sweepers that would otherwise beat it like Aurumoth, Cawmodore, and Hawlucha. Toxic its a more defensively oriented choice that cripples bulky threats like Tomohawk and Jumbao.

Set Details
========

124 Defense EVs allow Arghonaut to avoid a 2HKO from Choice Band Zygarde's Thousand Arrows, Earthquake from offensive Landorus-T, or Gunk Shot from Mega Crucibelle. The rest of the EVs are invested in Special Defense with a Careful nature to better check threats like Volkraken and Greninja. If your team can already check the aforementioned physical attackers, maximum Special Defense can be used to minimize the damage taken from Choice Specs Volkraken, even allowing Arghonaut to always survive its Hidden Power Grass on the switch when at full health. Unaware allows Arghonaut to better check setup sweepers like Naviathan.

Usage Tips
========

Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team or Knock Off to cripple any switch-in. Avoid setting up multiple layers until the opponent's entry hazard control is worn down unless you need the extra pressure. Earthquake should be used to take care of threats like Heatran and Volkraken or surprise an Electric-type switching in like Tapu Koko or Krilowatt. However, it should be used carefully, as it can let dangerous threats like Tomohawk, Tornadus-T, Mega Latios, and Mega Latias come in freely. If running Circle Throw, it can be spammed after Spikes is set to wear down the opposition. If Arghonaut is required to stop a certain threat like Cawmodore or Hawlucha, which usually only gets once chance at sweeping, prioritize keeping it at full health so it can phaze the sweeper before getting KOed. Always try to avoid switching Arghonaut in if Spikes or Toxic Spikes is on the field, as it will be quickly worn down. When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky Pokemon that would otherwise be hard to deal with; Arghonaut has the bulk to take even some uninvested super effective attacks, so it doesn't have to play aggressively. If you use Toxic too soon, the opponent will become much more cautious and instead send in Pokemon not affected by the status.

Team Options
========

Bulky Grass-types like Tangrowth, Jumbao, Mega Venusaur, Ferrothorn, and Pyroak are some of the best possible teammates for Arghonaut, as they can check Fairy- and Electric-types, while Arghonaut handles Heatran and Volkraken in return. The latter two can also use Stealth Rock to further stack up entry hazards. Steel-types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy, and Psychic, and appreciate Arghonaut taking on Ground- and Fire-types. Besides the aforementioned Ferrothorn, Heatran, Celesteela, and Magearna are great picks for this role. Ground-types such as Landorus-T, Colossoil, and Zygarde can dissuade the opponent from spamming Electric-type moves and appreciate Arghonaut's ability to check Greninja and Syclant. Powerful wallbreakers like Mega Mawile, Mega Medicham, and Tapu Lele can force switches and become even more dangerous with Spikes helping them wear down their checks. VoltTurn users such as Mega Crucibelle, Krilowatt, and Tapu Koko benefit a lot from the extra damage provided by Spikes. Spinblockers can help keep Spikes up, particularly against Tomohawk. Specially defensive Pajantom, Kitsunoh, and Revenankh are some of the best choices for this role. Finally, clerics can be used to cure Arghonaut of status effects, most notably including Toxic. Cyclohm is a good choice for this, as it is capable of checking Flying-types like Mega Pinsir and Tornadus-T. Chansey is another option, as it can take on lots of special attackers that threaten Arghonaut such as Tapu Koko, Krilowatt, and Magearna.

[STRATEGY COMMENTS]
Other Options
=============

An Iapapa Berry can be used on more offensive teams to allow Arghonaut to gain back 50% of its health once without losing momentum by using Recover. Scald can be used to spread burns, but it uses Arghonaut's underwhelming Special Attack, and it can be an outright liability if you burn something like Tomohawk, as that would make it immune to Toxic. Gunk Shot can be used to lure in Jumbao and Tapu Bulu and also hits other Fairy- and Grass-types for heavy damage, but it's almost always outclassed by other moves. Bulk Up is an option to serve as a late-game cleaner, but it is neutered by the omnipresent Haze Tomohawk, is still forced out by threats like Tornadus-T, and consumes a valuable moveslot, meaning that you have to either give up Spikes or be left with a single attacking move.

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

**Psychic-types**: Tapu Lele, Aurumoth, Mega Latios, Mega Latias, Mega Alakazam, and Mega Medicham threaten to deal severe damage to or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly, especially disliking Knock Off, and can also be easily worn down by Spikes and Toxic.

**Fairy-types**: Mega Mawile, Clefable, and Kerfluffle beat Arghonaut with their STAB moves, and only Unaware Clefable cares about Toxic.

**Electric-types**: Tapu Koko, Krilowatt, Zapdos, and Cyclohm force Arghonaut out, though the first two must be wary of Earthquake, and all of them can be crippled by Knock Off or Toxic.

**Flying-types**: Flying-types are an issue for Arghonaut, both offensively and defensively. Mega Pinsir, Flyinium Z Tornadus-T, and Landorus-T can threaten to OHKO it, and the latter two can even remove Spikes by using Defog. Defensive Tomohawk is another nuisance, especially if Arghonaut lacks Toxic.

**Grass-types**: Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, and scare Arghonaut out with their STAB moves. Kartana can also threaten Arghonaut with Leaf Blade, although it dislikes switching into Knock Off or Circle Throw. Ferrothorn dislikes losing its Leftovers, but is only 4HKOed by Circle Throw, can set up its own hazards or Leech Seed, and 2HKOes Arghonaut with Power Whip.

**Toxic and Toxic Spikes**: Poison severely hampers Arghonaut's durability by putting it on a timer, so Pokemon that usually carry Toxic or Toxic Spikes, like Toxapex, Zygarde, and Gliscor, are huge threats.

[Credits]

-Written by Mx
-Quality checked by snake_rattler, Jordy, LucarioOfLegends
-Grammar checked by CryoGyro, The Dutch Plumberjack
 
Last edited:

snake_rattler

Burn bright, Centiskorch!
is a Forum Moderatoris a Top CAP Contributoris a Contributor to Smogon
Moderator
[OVERVIEW]

-Premier Bulky Water-Types in the CAP metagame, as its capable of handling some of the most threatening Pokemon there, such as Volkraken, Ash-Greninja, Heatran, Syclant, Mega Scizor and Tyranitar.
-Provides its team with valuable Spikes support, which can help to gradually wear down the opposing team through the game.
-Great movepool allows you to run quite a few different attacking moves, making Arghonaut not a sitting duck, while letting it personalize its sets to better fit its team.
-Unaware prevents you from being set-up fodder for threats like Mega Gyarados and Mega Charizard X.
-Capable of tanking even some weak Super Effective Hits, like Tomohawk Air Slash or Pyroak Giga Drain.
talk about how its bulky allows it to act as a full special tank or a good mixed tank

-Faces competition from Toxapex, which resist Fairy, is neutral to Flying, and has access to Regenerator.
-Vulnerable to some very common types such as Psychic, Fairy, Electric and Flying. it's better to list out relevant mons that it struggles with as a result of its typing
-Can be overwhelmed by powerful physical attackers, such as Colossoil, Mega Crucibelle and Landorus-T.
-Despite its great movepool and ability, it is still a rather passive mon, and can be set-up bait for things like Substitute Zygarde, Calm Mind Mega Latias and Shell Smash Necturna.

[SET]
name: Spikes Support
move 1: Spikes
move 2: Recover
move 3: Earthquake / Circle Throw
move 4: Knock Off / Toxic
item: Leftovers / Aguav Berry
ability: Unaware
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

I’m not sure if you can afford to drop Knock Off, or at least not run a move that doesn’t break Shell Smash Necturna’s Substitute. Otherwise it’s complete set up fodder that gives Nect the free sub it needs to win the game.

name: Spikes Support
move 1: Spikes / Toxic
move 2: Knock Off
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers / Aguav Berry
ability: Unaware
nature: Careful
evs: 252 HP / 4 Def / 252 SpD


Detail moves in the following order: Spikes, Knock, EQ, Circle Throw, Toxic, Recover

A comment after reading the rest of the analysis - which is better: EQ or Circle Throw? the moves section seems to make EQ sound better, but then usage tips makes it sound like the analysis is about phazing - put whichever is better first and then frame the analysis like that

[SET COMMENTS]
Moves
========
(add a space here)
-Recover allows you to keep healthy through the game.
-Spikes lets you support your team, and can be easily set up against Pokemon that Arghonaut walls.
-Earthquake hits Heatran, Mega Crucibelle, Naviathan, Plasmanta and Mollux harder than anything else. this makes it sound like it's slashed after Circle Throw, but it's slashed first. what makes it so important?
-Circle Throw doesn't cover as much as Earthquake, but its ability to phaze allows Arghonaut to rack up Spikes damage and serve as an emergency check against Hawlucha and Cawmodore, as Acrobatics fails to OHKO.
-Knock Off cripples some of the most common switch-ins to Arghonaut, such as Tapu Lele, Tapu Koko, Jumbao, Krilowatt, Kartana, and its notable for letting you check Alolan Marowak, one of the scarier Trick Room sweepers much more easily by getting rid of its Thick Club. necessary to break SS nect's sub and prevent it from being complete setup bait, also smacks pajantom hard
-Toxic its a more defensively oriented choice that cripples threats like Tomohawk, Pyroak, Zygarde, Cyclohm, Jumbao and Zapdos.

Set Details
========
(add a space here)
-Maximum Special Defense investment allows Arghonaut to minimize the damage taken from the threats its supposed to check, and most notably avoids the 2HKO from uninvested Jumbao's Moonblast Jumbao almost never runs uninvested moonblast though and Specs Volkraken Hidden Power Grass on the switch. take analytic into account and Volkraken can usually break through - I'd find better examples, simply saying that it can stomach volkraken's stab moves is good enough
-Unaware is the superior ability choice, as it allows Arghonaut to better check set up sweepers like Mega Charizard X and offensive Dragon Dance Zygarde.
-Leftovers gives you passive recovery though the whole game, as long as you avoid Knock Off. i'd drop the knock off point, just say that Leftovers eases 2HKOs
-Aguav Berry is an alternative item, better used in more offensive teams. why is this? talk about why the burst recovery is better for offensive teams
-An alternative, more physically defensive spread of 248 HP/184 Def/76 SpD with an Impish nature can be used to better check Mega Crucibelle and Alolan Marowak, as it always avoid being 2HKO'd by Gunk Shot and Shadow Bone respectively. move 4 SpD EVs into HP - 252 HP / 184 Def / 76 SpD - also mention that Volkraken's STABs are still tanked but at a much riskier margin

Usage Tips
========

-Early in the game, prioritize using Spikes to pressure the opponent's team, or Knock Off to cripple any switch in. set just one layer of spikes until the hazard remover is worn down, then set up many
-After a layer of Spikes is set, if Circle Throw is run, it can be spammed to wear down the opposition.
-Try to avoid switching Arghonaut in if there are Spikes or Toxic Spikes on the field, as you will be quickly worn down.
-If you require Arghonaut to stop threats like Cawmodore and Hawlucha, prioritize keeping it at full health, otherwise, you will be KO'd before you can phaze them. this is true for most set up sweepers too
-When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky mon that would otherwise be hard to deal with, as Arghonaut has the bulk to take even some uninvested super effective attacks, and if you use it too soon, the opponent will become much more cautious and will instead send in Pokemon not affected by the status.

when do I use EQ? these usage tips go a lot into about phazing, but circle throw isn't first on the list.

Team Options
========

-Bulky Grass-Types like Tangrowth, Mega Venusaur, Ferrothorn and Pyroak can check Fairy and Electric types, while in turn Arghonaut handles Heatran and Volkraken. The latter two can also use Stealth Rock to further stack up hazards. maybe add Jumbao here
-Ground Types like Landorus-T, Colossoil and Zygarde can dissuade the opponent from spamming Electric moves, and appreciate Arghonaut ability to check Greninja and Syclant.
-Powerful wallbreakers like Mega Mawile, Mega Medicham, Tapu Lele and Mega Diancie can force switches, and become even more dangerous with Spikes helping them to wear down their checks.
-VoltTurn users, such as Mega Crucibelle, Krilowatt and Tapu Koko benefit a lot from the extra damage provided by Spikes.
-Spinblockers can help to keep Spikes against Tomohawk. Specially Defensive Pajantom, Choice Band Kitsunoh and Revenankh are some of the best choices for this role.

Steel-types for Psychic / Flying / Fairy check
since you talk about clerics in the checks and counters section, put them here too


[STRATEGY COMMENTS]
Other Options
=============

-Ice Punch deals more damage than anything else against Landorus-T, and its the only move capable of reliably breaking Zygarde's Substitutes.
-Scald can be used to spread burns through the opposing team, but it comes of out of Arghonaut underwhelming Special Attack, and can be an outright liability if you burn something like Tomohawk, as that makes it immune to Toxic.
-Gunk Shot can lure in Jumbao, Tapu Bulu to one-shot them, while hitting other Fairy and Grass-types for heavy damage, but is almost always outclassed by other options.
-Other fighting moves like Drain Punch or Close Combat can be used to provide you with extra recovery, or a high powered Fighting STAB respectively, but they're usually outclassed by Circle Throw. i'd only list these on the offensive sets below, you're never using these over EQ
-Bulk Up is an option to serve as a late game cleaner, but it is neutered by the omnipresent Haze Tomohawk, it is still forced out by threats like Tornadus-T, Tapu Lele, Tapu Koko and Jumbao, and consumes a valuable moveslot, meaning that you have to either give up Spikes or be left with a single attacking move.
-An offensive Technician set, using double priority with Aqua Jet and Mach Punch might sound tempting, but Arghonaut is too weak to pull it off, and Tapu Lele's Psychic Terrain could render you completely helpless against offensive teams.

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

**Psychic Types**: Tapu Lele, Mega Latios, Mega Latias Mega Alakazam and Mega Medicham can all threaten to deal severe damage or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly. they have to watch out for knock off and being worn down by spikes
(add a space here)

**Electric Types**: like Tapu Koko and Krilowatt can also force out Arghonaut, though they must be wary of Earthquake and Knock Off. Zapdos and Cyclohm are more defensive Electric-types that can switch into anything but Toxic.
(add a space here)
**Flying Types**: Both offensively and defensively, these are a huge problem. Mega Pinsir, Flynium-Z Tornadus-T and Landorus-T can all OHKO Arghonaut, and the later two can even remove Spikes by using Defog. Defensive Tomohawk is another nuisance, especially if not carrying Toxic, but it is unable to 2HKO without a few Air Slash flinches.
(add a space here)
**Grass Types**: Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, while scaring Arghonaut out with their STAB. Scarf Kartana has a good chance to OHKO with Leaf Blade, although it dislikes switching into Knock Off or Circle Throw.
(add a space here)
**Fairy types**: start a complete sentence here like Clefable, Tapu Fini and Kerfluffle have a good match-up against Arghonaut, don't even care too much about Toxic, and can beat it 1v1 with Moonblast.
(add a space here)
**Toxic and Toxic Spikes**: Those severely hamper Arghonaut's durability by putting it on a timer, so Pokemon that usually carry those moves, like Toxapex, Zygarde or Gliscor can be a huge threat unless your team carries a Cleric.

252 SpA Expert Belt Protean Greninja Extrasensory vs. 252 HP / 252+ SpD Arghonaut: 194-230 (46.8 - 55.5%) -- 18% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Analytic Volkraken Hidden Power Grass vs. 252 HP / 252+ SpD Arghonaut: 208-246 (50.2 - 59.4%) -- 79.3% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Volkraken Hidden Power Grass vs. 252 HP / 252+ SpD Arghonaut: 160-190 (38.6 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 252 HP / 252+ SpD Arghonaut: 109-129 (26.3 - 31.1%) -- 12.5% chance to 4HKO after Leftovers recovery
252 Atk Tough Claws Charizard-Mega-X Dragon Claw vs. 252 HP / 0 Def Arghonaut: 178-210 (42.9 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Tomohawk Air Slash vs. 252 HP / 252+ SpD Arghonaut: 134-158 (32.3 - 38.1%) -- 1.2% chance to 3HKO after Leftovers recovery
0 SpA Jumbao Moonblast vs. 252 HP / 252+ SpD Arghonaut: 180-212 (43.4 - 51.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Hawlucha Acrobatics (110 BP) vs. 252 HP / 0 Def Arghonaut: 326-386 (78.7 - 93.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Crucibelle-Mega Gunk Shot vs. 252 HP / 184+ Def Arghonaut: 160-189 (38.6 - 45.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 184+ Def Arghonaut: 174-205 (42 - 49.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 Atk Arghonaut Earthquake vs. 4 HP / 0 Def Zygarde: 67-79 (18.7 - 22%) -- possible 5HKO
0 Atk Arghonaut Earthquake vs. 0 HP / 0 Def Naviathan: 170-202 (48.9 - 58.2%) -- guaranteed 2HKO after burn damage
0 Atk Arghonaut Earthquake vs. 4 HP / 0 Def Crucibelle-Mega: 396-468 (111.8 - 132.2%) -- guaranteed OHKO
0 Atk Arghonaut Gunk Shot vs. 248 HP / 0 Def Tapu Bulu: 336-396 (97.9 - 115.4%) -- 87.5% chance to OHKO
0 Atk Arghonaut Gunk Shot vs. 248 HP / 8 Def Jumbao: 384-452 (99.2 - 116.7%) -- 93.8% chance to OHKO
Good start - I'd like to look at it again before I stamp though.
 

snake_rattler

Burn bright, Centiskorch!
is a Forum Moderatoris a Top CAP Contributoris a Contributor to Smogon
Moderator
[OVERVIEW]

-Premier Bulky Water-Types in the CAP metagame, as its capable of handling some of the most threatening Pokemon there, such as Volkraken, Ash-Greninja, Heatran, Syclant, Mega Scizor and Tyranitar.
-Provides its team with valuable Spikes support, which can help to gradually wear down the opposing team through the game.
-A vast movepool allows you to run quite a few different attacking moves, making Arghonaut not a sitting duck, while letting it personalize its sets to better fit its team.
-Its great bulk allows you to act as either special or mixed wall, depending on your team needs.
-Unaware prevents you from being set-up fodder for threats like Mega Charizard X, Mega Scizor, offensive DD Zygarde and Revenankh.
-Capable of tanking even some weak Super Effective Hits, like Tomohawk Air Slash or Pyroak Giga Drain.

-Faces competition from Toxapex, which resist Fairy, is neutral to Flying, and has access to Regenerator.
-Vulnerable to some very common threats like Tapu Lele, Tapu Koko, Mega Latios, Jumbao and Tornadus-T.
-Can be overwhelmed by powerful physical attackers, such as Colossoil, Mega Crucibelle and Landorus-T.
-Despite its great movepool and ability, it is still a rather passive mon, and tends to be set-up bait for things like Substitute Zygarde, Calm Mind Mega Latias and Shell Smash Necturna.

[SET]
name: Support
move 1: Spikes / Toxic
move 2: Knock Off
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers / Aguav Berry
ability: Unaware
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

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

-Spikes lets you support your team, and can be easily set up against Pokemon that Arghonaut walls.
-Knock Off is necessary to prevent Shell Necturna from freely setting up a Substitute, potentially winning the game. It also cripples some of the most common switch-ins to Arghonaut, such as Tapu Lele, Tapu Koko, Jumbao, Krilowatt and Kartana. It is also notable for letting you check Alolan Marowak, one of the scarier Trick Room sweepers, much more easily by getting rid of its Thick Club, and is your best move against Pajantom, being capable of 2HKOing offensive sets after Stealth Rock damage.
-Earthquake does a minimum of 76% to Heatran don't give an actual percentage - "almost OHKO" or "OHKO with prior damage" will suffice, and OHKOs Mega Crucibelle, allowing Arghonaut to check two of the most threatening Pokemon in the meta, while dealing significant damage to Volkraken, Naviathan, Plasmanta and Mollux.
-Alternatively, Circle Throw doesn't cover as much as Earthquake, but its ability to phaze allows Arghonaut to rack up Spikes damage and serve as an emergency check against set-up sweepers like Aurumoth, Cawmodore and Hawlucha, as their attacks fails to OHKO.
-Toxic its a more defensively oriented choice that cripples threats like Tomohawk, Pyroak, Zygarde, Cyclohm, Jumbao and Zapdos.
-Recover allows you to keep Arghonaut healthy through the game.

Set Details
========

-Maximum Special Defense investment allows Arghonaut to minimize the damage taken from the threats its supposed to check, tanking both of Choice Specs Volkraken STABs moves comfortably, and Hidden Power Grass on the switch when at full health.
-Unaware is the superior ability choice, as it allows Arghonaut to better check set up sweepers like Mega Charizard X and offensive Dragon Dance Zygarde.
-Leftovers gives you passive recovery though the whole game.
-Aguav Berry is an alternative item, better suited for more offensive teams to allow you to gain back 50% of your health once without losing momentum by using Recover.
-An alternative, more physically defensive spread of 252 HP / 184 De f/ oops, change to "Def /" 72 SpD with an Impish nature can be used to better check Mega Crucibelle and Alolan Marowak, as it always avoid being 2HKO'd by Gunk Shot and Shadow Bone respectively, while still tanking Choice Specs Volkraken's STABs moves, although by a much smaller margin.

Usage Tips
========

-Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team, or Knock Off to cripple any switch in. Only try setting up multiple layers after the opponent Hazard Remover is worn down.
-Earthquake should be used to take care of threats like Heatran and Volkraken, or to surprise an Electric-type switching in like Tapu Koko or Krilowatt. However it should be used carefully, as it can let dangerous threats come in for free, like Tomohawk, Tornadus-T and Mega Latios and Latias.
-After a layer of Spikes is set, if Circle Throw is run, it can be spammed to wear down the opposition.
-Try to avoid switching Arghonaut in if there are Spikes or Toxic Spikes on the field, as you will be quickly worn down.
-If you require Arghonaut to stop certain threats like Cawmodore and Hawlucha, which usually only get once chance at sweeping, prioritize keeping it at full health, otherwise, you Arghonaut will be KO'd before you can phaze them.
-When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky mon that would otherwise be hard to deal with, as Arghonaut has the bulk to take even some uninvested super effective attacks, and if you use it too soon, the opponent will become much more cautious and will instead send in Pokemon not affected by the status.

Team Options
========

-Bulky Grass-Types like Tangrowth, Jumbao, Mega Venusaur, Ferrothorn, and Pyroak can check Fairy and Electric types, while in turn Arghonaut handles Heatran and Volkraken. The latter two can also use Stealth Rock to further stack up hazards.
-Steel-Types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy ,and Psychic and appreciate Arghonaut taking on Fire-types. Beside the aforementioned Ferrothorn, Jirachi, Magearna and Heatran are all great picks for this role.
-Ground Types like Landorus-T, Colossoil and Zygarde can dissuade the opponent from spamming Electric moves, and appreciate Arghonaut's ability to check Greninja and Syclant.
-Powerful wallbreakers like Mega Mawile, Mega Medicham, Tapu Lele and Mega Diancie can force switches, and become even more dangerous with Spikes helping them to wear down their checks.
-VoltTurn users, such as Mega Crucibelle, Krilowatt and Tapu Koko benefit a lot from the extra damage provided by Spikes.
-Spinblockers can help to keep Spikes against Tomohawk. Specially Defensive Pajantom, Choice Band Kitsunoh and Revenankh are some of the best choices for this role.
-Clerics can be used to prevent Arghonaut from being worn down by Toxic. Clefable is a good choice of this, as it can handle Mega Medicham. Cyclohm can serve this role too, while also checking the likes of Mega Pinsir and Tornadus-T.

[STRATEGY COMMENTS]
Other Options
=============

-Ice Punch deals more damage than anything else against Landorus-T, and its the only move capable of reliably breaking Zygarde's Substitutes.
-Scald can be used to spread burns through the opposing team, but it comes of out of Arghonaut underwhelming Special Attack, and can be an outright liability if you burn something like Tomohawk, as that makes it immune to Toxic.
-Gunk Shot can lure in Jumbao or Tapu Bulu to one-shot them, while hitting other Fairy and Grass-types for heavy damage, but is almost always outclassed by other options.
-Bulk Up is an option to serve as a late game cleaner, but it is neutered by the omnipresent Haze Tomohawk, it is still forced out by threats like Tornadus-T, Tapu Lele, Tapu Koko and Jumbao, and consumes a valuable moveslot, meaning that you have to either give up Spikes or be left with a single attacking move.
-An offensive Technician set, with double priority in Aqua Jet and Mach Punch might sound tempting, but Arghonaut is too weak to pull it off, and Tapu Lele's Psychic Terrain could render you completely helpless against offensive teams.

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

**Psychic Types** Tapu Lele, Aurumoth, Mega Latios, Mega Latias, Mega Alakazam and Mega Medicham can all threaten to deal severe damage or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly, especially disliking Knock Off, and can also be easily worn down by Spikes.

**Electric Types** like Tapu Koko and Krilowatt can also force out Arghonaut, though they must be wary of Earthquake and Knock Off. Zapdos and Cyclohm are more defensive Electric-types that can switch into anything but Toxic.all of these don't appreciate knock off or toxic though - change it so that its that the first two don't like EQ and none of them like knock / tox

**Flying Types** Both offensively and defensively, these are a huge problem change to something more dynamic like "Flying-types are an issue for Arghonaut, both offensively and defensively. Mega Pinsir, Flynium-Z Tornadus-T and Landorus-T can all OHKO Arghonaut, and the latter two can even remove Spikes by using Defog. Defensive Tomohawk is another nuisance, especially if not carrying Toxic, but it is unable to 2HKO without a few Air Slash flinches.

**Grass Types** Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, while scaring Arghonaut out with their STAB. Scarf Kartana has a good chance to OHKO with Leaf Blade, although it dislikes switching into Knock Off or Circle Throw. what about Ferrothorn?

**Fairy types** Clefable, Tapu Fini and Kerfluffle, all have a good match-up against Arghonaut, don't even care about Toxic unaware clef does, and can beat it 1v1 with Moonblast.

**Toxic and Toxic Spikes** Those severely hamper Arghonaut's durability by putting it on a timer, so Pokemon that usually carry those moves, like Toxapex, Zygarde or Gliscor can be a huge threat unless your team carries a Cleric.

add bolded colons after each of the second set of **

so **x**:

252 SpA Expert Belt Protean Greninja Extrasensory vs. 252 HP / 252+ SpD Arghonaut: 194-230 (46.8 - 55.5%) -- 18% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Analytic Volkraken Hidden Power Grass vs. 252 HP / 252+ SpD Arghonaut: 208-246 (50.2 - 59.4%) -- 79.3% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Volkraken Hidden Power Grass vs. 252 HP / 252+ SpD Arghonaut: 160-190 (38.6 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 252 HP / 252+ SpD Arghonaut: 109-129 (26.3 - 31.1%) -- 12.5% chance to 4HKO after Leftovers recovery
252 Atk Tough Claws Charizard-Mega-X Dragon Claw vs. 252 HP / 0 Def Arghonaut: 178-210 (42.9 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Tomohawk Air Slash vs. 252 HP / 252+ SpD Arghonaut: 134-158 (32.3 - 38.1%) -- 1.2% chance to 3HKO after Leftovers recovery
0 SpA Jumbao Moonblast vs. 252 HP / 252+ SpD Arghonaut: 180-212 (43.4 - 51.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Hawlucha Acrobatics (110 BP) vs. 252 HP / 0 Def Arghonaut: 326-386 (78.7 - 93.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Aurumoth Psyshock vs. 252 HP / 0 Def Arghonaut: 330-393 (79.7 - 94.9%) -- 6.3% chance to OHKO after Stealth Rock
252 Atk Crucibelle-Mega Gunk Shot vs. 252 HP / 184+ Def Arghonaut: 160-189 (38.6 - 45.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 184+ Def Arghonaut: 174-205 (42 - 49.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 Atk Arghonaut Earthquake vs. 4 HP / 0 Def Zygarde: 67-79 (18.7 - 22%) -- possible 5HKO
0 Atk Arghonaut Earthquake vs. 0 HP / 0 Def Naviathan: 170-202 (48.9 - 58.2%) -- guaranteed 2HKO after burn damage
0 Atk Arghonaut Earthquake vs. 4 HP / 0 Def Crucibelle-Mega: 396-468 (111.8 - 132.2%) -- guaranteed OHKO
0 Atk Arghonaut Gunk Shot vs. 248 HP / 0 Def Tapu Bulu: 336-396 (97.9 - 115.4%) -- 87.5% chance to OHKO
0 Atk Arghonaut Gunk Shot vs. 248 HP / 8 Def Jumbao: 384-452 (99.2 - 116.7%) -- 93.8% chance to OHKO
0 Atk Arghonaut Knock Off vs. 0 HP / 0 Def Pajantom: 136-160 (44 - 51.7%) -- guaranteed 2HKO after Stealth Rock
Excellent analysis so far, QC 1/3!
 
  • Like
Reactions: Mx

Drapionswing

Eating it up, YUMMY!
is a CAP Contributor
Just a small suggestion for a change of EVs and Nature.
Impish Nature
EVs: 252 HP / 32 Def / 224 SpD
This allows you to take on Crucibelle, Lando-T and Zygarde much better, and with experience in these matchups I can say the EVs are definitely worth it because I've actually lost games to Cruci and Scarf lando, because I was full spdef. The special threats you wall are going to stay walled if you alternate to this spread anyway. Note that Lando still doesn't 2hko, but it can do over 50%.

252+ Atk Choice Band Zygarde Thousand Arrows vs. 252 HP / 0 Def Arghonaut: 211-249 (50.9 - 60.1%) -- 89.1% chance to 2HKO after Leftovers recovery
252 Atk Crucibelle-Mega Gunk Shot vs. 252 HP / 0 Def Arghonaut: 211-249 (50.9 - 60.1%) -- 89.1% chance to 2HKO after Leftovers recovery
252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Arghonaut: 186-219 (44.9 - 52.8%) -- guaranteed 3HKO after Leftovers recovery

vs

252+ Atk Choice Band Zygarde Thousand Arrows vs. 252 HP / 32+ Def Arghonaut: 186-219 (44.9 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Crucibelle-Mega Gunk Shot vs. 252 HP / 32+ Def Arghonaut: 186-219 (44.9 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Landorus-Therian Earthquake vs. 252 HP / 32+ Def Arghonaut: 163-193 (39.3 - 46.6%) -- guaranteed 3HKO after Leftovers recovery



I think the biggest thing about dropping the spdef is you get weaker vs Volcarona, but psychium z still does not ohko. 25% change to ohko with 1 spike, and 68.8% chance with a spike and stealth rock. But given Volcarona is less common than the 3 mentioned above I think it's worth.

Another really small thing to note is with 1 spike and rocks up Hawlucha can ohko Argho with 0 Def 81.3% of the time, however with 32+ def you need 3 layers and rocks. Basically meaning that Hawlucha is gonna have a hard time sweeping teams with Arghonaut.
 

snake_rattler

Burn bright, Centiskorch!
is a Forum Moderatoris a Top CAP Contributoris a Contributor to Smogon
Moderator
Just a small suggestion for a change of EVs and Nature.
Impish Nature
EVs: 252 HP / 32 Def / 224 SpD
This allows you to take on Crucibelle, Lando-T and Zygarde much better, and with experience in these matchups I can say the EVs are definitely worth it because I've actually lost games to Cruci and Scarf lando, because I was full spdef. The special threats you wall are going to stay walled if you alternate to this spread anyway. Note that Lando still doesn't 2hko, but it can do over 50%.

252+ Atk Choice Band Zygarde Thousand Arrows vs. 252 HP / 0 Def Arghonaut: 211-249 (50.9 - 60.1%) -- 89.1% chance to 2HKO after Leftovers recovery
252 Atk Crucibelle-Mega Gunk Shot vs. 252 HP / 0 Def Arghonaut: 211-249 (50.9 - 60.1%) -- 89.1% chance to 2HKO after Leftovers recovery
252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Arghonaut: 186-219 (44.9 - 52.8%) -- guaranteed 3HKO after Leftovers recovery

vs

252+ Atk Choice Band Zygarde Thousand Arrows vs. 252 HP / 32+ Def Arghonaut: 186-219 (44.9 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Crucibelle-Mega Gunk Shot vs. 252 HP / 32+ Def Arghonaut: 186-219 (44.9 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Landorus-Therian Earthquake vs. 252 HP / 32+ Def Arghonaut: 163-193 (39.3 - 46.6%) -- guaranteed 3HKO after Leftovers recovery



I think the biggest thing about dropping the spdef is you get weaker vs Volcarona, but psychium z still does not ohko. 25% change to ohko with 1 spike, and 68.8% chance with a spike and stealth rock. But given Volcarona is less common than the 3 mentioned above I think it's worth.

Another really small thing to note is with 1 spike and rocks up Hawlucha can ohko Argho with 0 Def 81.3% of the time, however with 32+ def you need 3 layers and rocks. Basically meaning that Hawlucha is gonna have a hard time sweeping teams with Arghonaut.
Side note that the spread is inefficient, you get 3 more SpD pts if you do 252 HP / 124 Def / 132 SpD with a Careful nature. I think the only problem with this set really is Analytic Specs HP Grass from Volk into a second one, but HP Grass is easy to take advantage of by the second hit. Max SpD has some rolls against Modest Specs Volkraken that die to HP grass anyway. Replace the spread 252 HP / 124 Def / 132 SpD with a Careful nature, and if there's a compelling reason to keep max SpD, put it in set details.
 

Jordy

is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Live Chat Contributoris a CAP Contributoris a Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Tutor Alumnusis a Top Smogon Social Media Contributor Alumnus
Moderator
I saw multiple times where you used "you" to refer to Arghonaut, change all these mentions to Arghonaut, or it when applicable.
[Overview]

-Premier Bulky Water-Types in the CAP metagame, as its capable of handling some of the most threatening Pokemon there, such as Volkraken, Ash-Greninja, Heatran, Syclant, Mega Scizor and Tyranitar.
Arghonaut is multiple Pokemon? Also, I don't think Mega Scizor is the best example here considering it runs Toxic very often.

-Provides its team with valuable Spikes support, which can help to gradually wear down the opposing team through the game.
Mention Circle Throw here aswell because shuffling Pokemon around helps a lot with wearing down Pokemon.

-A vast movepool allows you to run quite a few different attacking moves, making Arghonaut not a sitting duck, while letting it personalize its sets to better fit its team.
Such as?

-Can be overwhelmed by powerful physical attackers, such as Colossoil, Mega Crucibelle and Landorus-T.
Specify Flame Orb Colossoil here because Arghonaut does perfectly fine against Assault Vest variants, though it doesn't really like getting knocked.

-Despite its great movepool and ability, it is still a rather passive mon, and tends to be set-up bait for things like Substitute Zygarde, Calm Mind Mega Latias and Shell Smash Necturna.
This is all very dependant on the coverage moves Arghonaut is running.

[Set]

[SET]
name: Support
move 1: Spikes / Toxic
move 2: Knock Off
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers / Aguav Berry
ability: Unaware
nature: Careful
252 HP / 124 Def / 132 SpD
Toxic should be deslashed from the first move, I feel Spikes is a very big reason why you would use it over Toxapex, and I wouldn't give them up ever.

[Moves]

-Spikes lets you support your team, and can be easily set up against Pokemon that Arghonaut walls.
Bit vague, you can be more specific.

You should move Ice Punch to the bottom of Moves.

[Set Details]

-Leftovers gives you passive recovery though the whole game.
Through the whole game? It can be knocked - just say that it gives a form of passive recovery.

-Another alternative, more physically defensive spread of 252 HP / 184 Def / 72 SpD with an Impish nature can be used to always survive Alolan Marowak's Shadow Bone after Stealth Rock, while still tanking Specs Volkraken STABs, although by a much smaller margin.
You live 2, not 1 thanks to the spread. This should be the 3rd bullet to stay consistent.

[Usage Tips]

-Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team, or Knock Off to cripple any switch in. Only try setting up multiple layers after the opponent Hazard Remover is worn down.
Idk, setting up multiple layers can be useful to put pressure on their Defogger.

-When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky mon that would otherwise be hard to deal with, as Arghonaut has the bulk to take even some uninvested super effective attacks, and if you use it too soon, the opponent will become much more cautious and will instead send in Pokemon not affected by the status.
Using it on a switch to cripple anticipated switch ins such as Tapu Koko, Tapu Lele etc. is pretty nice.

[Team Options]

-Steel-Types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy and Psychic and appreciate Arghonaut taking on Fire-types. Beside the aforementioned Ferrothorn, Jirachi, Magearna and Heatran are all great picks for this role.
Besides? I thought Ferrothorn was a good teammate according to the last bullet.

-Spinblockers can help to keep Spikes against Tomohawk. Specially Defensive Pajantom, Choice Band Kitsunoh and Revenankh are some of the best choices for this role.
I don't think you have to be specific what type of Kitsunoh because Choice Scarf or even Support works aswell.

-Clerics can be used to prevent Arghonaut from being worn down by Toxic. Clefable is a good choice of this, as it can handle Mega Medicham. Cyclohm can serve this role too, while also checking the likes of Mega Pinsir and Tornadus-T.
Clefable isn't good at this at all, Heal Bell is often a wasted slot on it, with many other support options being favorable.

[Other Options]

-Ice Punch deals more damage than anything else against Landorus-T, and its the only move capable of reliably breaking Zygarde's Substitutes.
Move this to the bottom of Moves imo.

[Checks and Counters]

Psychic Types, Electric Types etc. should all be hyphenated, so Psychic-types, Electric-types etc.

**Psychic Types** Tapu Lele, Aurumoth, Mega Latios, Mega Latias, Mega Alakazam and Mega Medicham can all threaten to deal severe damage or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly, especially disliking Knock Off, and can also be easily worn down by Spikes.
Toxic cripples them aswell.

Flynium-Z Tornadus-T
That's not what the Z-move is called.

Defensive Tomohawk is another nuisance, especially if not carrying Toxic, but it is unable to 2HKO without a few Air Slash flinches.
Taunt Tomohawk variants are also very annoying, although they're way less common.

**Grass Types** Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, while scaring Arghonaut out with their STAB.
Toxic also cripples them.

**Fairy types** Clefable, Tapu Fini and Kerfluffle, all have a good match-up against Arghonaut, don't even care about Toxic, and can beat it 1v1 with Moonblast.
This should be way higher on the list, probably as the first mention, considering Arghonaut just can't touch them outside of Knock Off or the very niche Gunk Shot.

**Toxic and Toxic Spikes** Those severely hamper Arghonaut's durability by putting it on a timer, so Pokemon that usually carry those moves, like Toxapex, Zygarde or Gliscor can be a huge threat unless your team carries a Cleric.
Leave this part out because it isn't relevant to Arghonaut's matchup against them really.

In general, I saw a lot of little errors that don't hold up to the standards so you should probably read the spelling and grammar standards. Only implement what QC wants.
 
Last edited:

Jordy

is a member of the Site Staffis a Forum Moderatoris a Community Contributoris a Live Chat Contributoris a CAP Contributoris a Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Tutor Alumnusis a Top Smogon Social Media Contributor Alumnus
Moderator
[Overview]

-Premier Bulky Water-Type in the CAP metagame, as its capable of handling some of the most threatening Pokemon there, such as Volkraken, Ash-Greninja, Heatran, Syclant, Mega Crucibelle and Tyranitar.
Tyranitar isn't very threatening in the metagame, replace it with a more relevant example like Zygarde.

-Unaware prevents it from being set-up fodder for threats like Mega Charizard X, Mega Scizor, offensive DD Zygarde and Revenankh.
Even if Arghonaut wouldn't be running Unaware, it would not be set up fodder for Mega Scizor.

-Faces competition from Toxapex, which resist Fairy, is neutral to Flying, and has access to Regenerator.
Mention why I'd use Arghonaut over Toxapex because this makes it seem like Toxapex is better.

[Moves]

-Earthquake OHKOes Heatran after a bit of prior damage, and OHKOes Mega Crucibelle without any, allowing Arghonaut to check two of the most threatening Pokemon in the meta, while still dealing significant damage to Volkraken, Naviathan, Plasmanta and Mollux.
You check Heatran and Mega Crucibelle regardless of whether its running Earthquake or not.

[Set Details]

-Leftovers gives Arghonaut passive recovery though the whole game.
It turns Gunk Shot from Mega Crucibelle into a 3HKO.

-Another alternative, more physically defensive spread of 252 HP / 184 Def / 72 SpD with an Impish nature can be used to always survive Alolan Marowak's Shadow Bone after Stealth Rock, while still tanking Choice Specs Volkraken's STAB moves, although by a much smaller margin.
You mean 2 Shadow Bone's.

[Usage Tips]

-Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team, or Knock Off to cripple any switch in. Only try setting up multiple layers after the opponent Hazard Remover is worn down.
This isn't entirely true because you can definitely set up multiple layers while their hazard remover is alive to put on extra pressure.

[Team Options]

-Steel-Types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy and Psychic and appreciate Arghonaut taking on Fire-types. Besides the aforementioned Ferrothorn, Jirachi, Magearna and Heatran are all great picks for this role.
It also checks Ground-types such as Zygarde.

-Spinblockers can help to keep Spikes against Tomohawk. Specially Defensive Pajantom, Kitsunoh and Revenankh are some of the best choices for this role.
I wouldn't use Revenankh to spinblock Tomohawk.

-Clerics can be used to prevent Arghonaut from being worn down by Toxic. Cyclohm is a good choice for this, as it is capable of checking Flying-types like Mega Pinsir and Tornadus-T. Other options for this are Chansey or Clefable.
Clefable is a bad cleric.

2/3
 
Last edited:
Before moving this to prose, I'd like to show the exact changes I've made, and some that I did not.

-Premier Bulky Water-Type in the CAP metagame, as its capable of handling some of the most threatening Pokemon there, such as Volkraken, Ash-Greninja, Heatran, Syclant, Mega Crucibelle and Non-Toxic Zygarde.
Changed Tyranitar for Non-Toxic Zygarde, as Toxic variants still give Argho a hard time.

-Faces competition from Toxapex, which trades Unaware, Spikes and a better match-up against Zygarde, Mega Crucibelle and Colossoil for the ability to wall offensive Tomohawk, Tornadus-T, Magearna and Kerfluffle, is not as threatened by Necturna's Power Whip, and is harder to wear down thanks to Regenerator.
Expanded this, to better showcase the pros and cons of using Arghonaut. I also changed "resist X-type" by the individual match-ups that are altered, and added a mention of Toxapex being neutral to Necturna's Power Whip, which is one of its biggest advantages imo.

-Earthquake OHKOes Heatran after a bit of prior damage, and OHKOes Mega Crucibelle without any, allowing Arghonaut to heavily pressure two of the most threatening Pokemon in the metagame, while still dealing significant damage to Volkraken, Naviathan, Krilowatt, Tapu Koko, Plasmanta and Mollux.
Changed "check" for "heavily pressure". Also added mentions to Krilowatt and Tapu Koko, two very important Electric-types targeted by EQ.

-Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team, or Knock Off to cripple any switch in. Try to avoid setting up multiple layers until the opponent Hazard Remover is worn down, unless you need the extra pressure.
Changed it to explain that in certain situations you can set up hazards even with their hazard removal healthy.

-Spinblockers can help to keep Spikes against Tomohawk. Specially Defensive Pajantom, Kitsunoh and Revenankh are some of the best choices for this role.
I disagree with removing Revenankh from the list, because defensive sets with Toxic can beat defensive Tomohawk using Air Slash 1v1 (0 SpA Tomohawk Hurricane vs. 252 HP / 160 SpD Revenankh: 216-254 (56.2 - 66.1%) -- guaranteed 2HKO after Leftovers recovery (Spread shamelessly stolen from Rat With Wings team), and even without Toxic, Rev is still capable of switching on a predicted Rapid Spin, before switching again to a more appropiate teammate. Of course if the QC team insists, I will still remove it.

-Clerics can be used to prevent Arghonaut from being worn down by Toxic. Cyclohm is a good choice for this, as it is capable of checking Flying-types like Mega Pinsir and Tornadus-T. Chansey is another option, as can take on lots of special attackers that threaten Arghonaut, such as Tapu Koko, Magearna and Mega Diancie.
Removed Clefable entirely, and expanded on Chansey.

If the QC team agrees with the changes, I'll try to write this in the next few days
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
[OVERVIEW]

Arghonaut is the premier bulky Water-type in the CAP metagame, as its capable of handling some of the most threatening Pokemon there, such as Volkraken, Ash-Greninja, Heatran, Syclant, Mega Crucibelle and Non-Toxic Zygarde. It also provides its team with valuable Spikes support, which can be further abused alongside Circle Throw to gradually wear down the opposing team. It's vast movepool lets it to run quite a few different attacking moves such as Earthquake, Knock Off, Circle Throw or Ice Punch, [making Arghonaut not a sitting duck], and letting it personalize its sets to better fit its team. Stuff in brackets feels off; "not a sitting duck" I don't think is the right thing to say here. Arghonaut's ability, Unaware prevents, it from being set-up fodder for threats like Mega Charizard X, offensive DD Dragon Dance Zygarde and Revenankh, and its great bulk allows it to act as either special or mixed wall, depending on your team needs, being capable of tanking even some weak Super Effective Hits, like defensive Tomohawk's Air Slash. This is more of a grammatical thing, but you need to remove some commas in the above sentence; I see a lot of unneccesary ones that end up breaking the flow pretty badly. However, Arghonaut is vulnerable to some very common threats like Tapu Lele, Tapu Koko, Mega Latios, Jumbao and Tornadus-T, can also be overwhelmed by powerful physical attackers, such as Flame Orb Colossoil, Mega Medicham and Landorus-T, and despite its great movepool and ability, it is still a rather passive mon, and depending on the moves it run, it will be set-up bait for things like Substitute Zygarde, Calm Mind Mega Latias or Shell Smash Necturna. Above sentence is a mess because you smashed three points into them. Turn it into two sentences, starting the next sentence at "Despite its great movepool...", and adjust the sentences to be coherent based on the changes. Additionally, Arghonaut faces competition from Toxapex, which trades Unaware, Spikes and a better match-up against Zygarde, Mega Crucibelle and Colossoil for the ability to wall offensive Tomohawk, Tornadus-T, Magearna and Kerfluffle, is not as threatened by Necturna's Power Whip, and is harder to wear down thanks to Regenerator.

[SET]
name: Support
move 1: Spikes
move 2: Knock Off
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers / Aguav Berry
ability: Unaware
nature: Careful
252 HP / 124 Def / 132 SpD

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

Spikes provides your team with valuable chip damage whenever your opponent switches , and can be easily set up against Pokemon that Arghonaut walls. Knock Off is necessary to prevent Shell Smash Necturna from freely setting up a Substitute, potentially winning the game. It also cripples some of the most common switch-ins to Arghonaut, such as Tapu Lele, Tapu Koko, Jumbao, Krilowatt and Kartana, by removing their items. It is also notable for letting Arghonaut check Alolan Marowak, one of the scariest Trick Room sweepers, much more easily by getting rid of its Thick Club, and is Arghonaut's best move against Pajantom, being capable of 2HKOing offensive sets after Stealth Rock damage. Earthquake OHKOes Heatran after a bit of prior damage, and OHKOes Mega Crucibelle without any, allowing Arghonaut to heavily pressure two of the most threatening Pokemon in the metagame, while still dealing significant damage to Volkraken, Naviathan, Krilowatt, Tapu Koko, Plasmanta and Mollux. Alternatively, Circle Throw doesn't cover as much as Earthquake, but its ability to phaze allows Arghonaut to rack up Spikes damage and serve as an emergency check against set-up sweepers like Aurumoth, Cawmodore and Hawlucha, as their attacks fail to OHKO. Doesn't Unaware already let it stop setup sweepers? I get why you mention it, but you make the mons sound like run-of-the-mill setup sweepers, so specify why these ones are special. Toxic its a more defensively oriented choice that cripples threats like Tomohawk, Pyroak, Zygarde, Cyclohm, Jumbao and Zapdos. It can also be run over Spikes if your team doesn't need them. Finally, Recover allows you to keep Arghonaut healthy through the game. Ice Punch can be used over Knock Off, as it still prevents Necturna from freely setting up a Substitute, and it's Arghonaut's only move capable of breaking Zygarde's Substitute. However its lack of utility makes it not nearly as useful as Knock Off most of the time.

Set Details
========

252 HP / 124 Def EVs allows Arghonaut to avoid a 2HKO from Choice Band Zygarde's Thousand Arrows, Earthquake from offensive Landorus-T and Gunk Shot from Mega Crucibelle. The rest of the EVs are invested on Special Defense with a Careful Nature to better check threats like Volkraken, Greninja and Syclant, however, if your team can already check the aforementioned physical attackers, Maximum Special Defense can be used to minimize the damage taken from Choice Specs Volkraken, even tanking Hidden Power Grass on the switch when at full health. Turn the part that begins talking about max SpD into another sentence. Its technically a completely different spread and the subjects don't align well. Unaware is the superior ability choice, as it allows Arghonaut to better check set up sweepers like Mega Charizard X and offensive Dragon Dance Zygarde. Leftovers gives Arghonaut passive recovery though the whole game, and most notably turns Mega Crucibelle's Gunk Shot into a 3HKO. Aguav Berry is an alternative item, better suited for more offensive teams to allow Arghonaut to gain back 50% of its health once without losing momentum by using Recover. Another alternative, more physically defensive spread of 252 HP / 184 Def / 72 SpD with an Impish nature can be used to always survive 2 Alolan Marowak's Shadow Bones Shadow Bone isn't good to use plural, say that the spread makes Shadow Bone a 3HKO since that is what you are implying. after Stealth Rock, while still tanking Choice Specs Volkraken's STAB moves, although by a much smaller margin.

Usage Tips
========

Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team, or Knock Off to cripple any switch in. Try to avoid setting up multiple layers until the opponent Hazard Remover is worn down, unless you need the extra pressure. Earthquake should be used to take care of threats like Heatran and Volkraken, or to surprise an Electric-type switching in like Tapu Koko or Krilowatt. However it should be used carefully, as it can let dangerous threats come in for free, like Tomohawk, Tornadus-T and Mega Latios and Latias. If running Circle Throw, it can be spammed after a layer of Spikes is set, to wear down the opposition. If Arghonaut is required to stop certain threats like Cawmodore or Hawlucha, which usually only get once chance at sweeping, prioritize keeping it at full health, otherwise, Arghonaut will be KO'd before it can phaze them. Always try to avoid switching Arghonaut in if there are Spikes or Toxic Spikes on the field, as it will be quickly worn down. When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky mon that would otherwise be hard to deal with, as Arghonaut has the bulk to take even some uninvested super effective attacks, and if you use it too soon, the opponent will become much more cautious and will instead send in Pokemon not affected by the status. Split off this last sentence into two starting at "If you use it too soon". It gets awkward going on for that long.

Team Options
========

Bulky Grass-types like Tangrowth, Jumbao, Mega Venusaur, Ferrothorn and Pyroak are some of the best possible teammates for Arghonaut, as they can check Fairy and Electric types, while in turn Arghonaut handles Heatran and Volkraken. The latter two can also use Stealth Rock to further stack up hazards. Steel-types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy and Psychic and appreciate Arghonaut taking on Ground and Fire-types. Besides the aforementioned Ferrothorn, Jirachi, Magearna and Heatran are all great picks for this role. Ground-types such as Landorus-T, Colossoil and Zygarde can dissuade the opponent from spamming Electric moves, and appreciate Arghonaut ability to check Greninja and Syclant. Powerful wallbreakers like Mega Mawile, Mega Medicham, Tapu Lele and Mega Diancie I'm hesistent about Mega Diancie because of its recent decline into unviability can force switches, and become even more dangerous with Spikes helping them to wear down their checks. VoltTurn users, such as Mega Crucibelle, Krilowatt and Tapu Koko benefit a lot from the extra damage provided by Spikes. Spinblockers can help to keep Spikes up, particularly against Tomohawk. Specially Defensive Pajantom, Kitsunoh and Revenankh are some of the best choices for this role. Finally, clerics can be used to cure Arghonaut from status effects, most notably from Toxic. Cyclohm is a good choice for this, as it is capable of checking Flying-types like Mega Pinsir and Tornadus-T. Chansey is another option, as can take on lots of special attackers that threaten Arghonaut, such as Tapu Koko, Magearna and Mega Diancie.

[STRATEGY COMMENTS]
Other Options
=============

Scald can be used to spread burns through the opposing team, but it comes of out of Arghonaut underwhelming Special Attack, and can be an outright liability if you burn something like Tomohawk, as that makes it immune to Toxic. Gunk Shot can lure in Jumbao or Tapu Bulu to one-shot OHKO them, and also hits other Fairy and Grass-types for heavy damage, but is almost always outclassed by other options. Bulk Up is an option to serve as a late game cleaner, but it is neutered by the omnipresent Haze Tomohawk, it is still forced out by threats like Tornadus-T, Tapu Lele, Tapu Koko and Jumbao, and consumes a valuable moveslot, meaning that you have to either give up Spikes or be left with a single attacking move. Lastly, an offensive Technician set, with double priority in Aqua Jet and Mach Punch might sound tempting, but Arghonaut is too weak to pull it off, and Tapu Lele's Psychic Terrain would render it completely helpless.

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

**Psychic-types**: Tapu Lele, Aurumoth, Mega Latios, Mega Latias, Mega Alakazam and Mega Medicham can all threaten to deal severe damage or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly, especially disliking Knock Off, and can also be easily worn down by Spikes and Toxic.

**Fairy-types**: Clefable, Tapu Fini and Kerfluffle, all have a good match-up against Arghonaut, only Unaware Clefable cares about Toxic, and all can beat it 1v1 with Moonblast. Tapu Fini is not relevant to the metagame.

**Electric-types**: Tapu Koko, Krilowatt, Zapdos and Cyclohm can all also force out Arghonaut, though the first two must be wary of Earthquake, and all of them can be crippled by Knock Off or Toxic.

**Flying-types**: These are an issue for Arghonaut, both offensively and defensively. Mega Pinsir, Flyinium-Z Tornadus-T and Landorus-T can all threaten to OHKO Arghonaut, and the latter two can even remove Spikes by using Defog. Defensive Tomohawk is another nuisance, especially if not carrying Toxic, but it is unable to 2HKO without a few Air Slash flinches.

**Grass-types**: Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, and scare Arghonaut out with their STAB moves. Scarf Kartana has a good chance to OHKO with Leaf Blade, although it dislikes switching into Knock Off or Circle Throw. That calc was before the spread change, so its now only a ~38% to OHKO after Stealth Rock damage. I also wonder why you have to specify Choice Scarf here, since Arghonaut does not want to come in on a Leaf Blade no matter what set it is running. Ferrothorn dislikes losing its Leftovers, but is only 4HKOed by Circle Throw, can set up its own hazards or Leech Seed, and Power Whip 2HKOes sets that don't invest heavily on Defense.

**Toxic and Toxic Spikes**: These severely hamper Arghonaut's durability by putting it on a timer, so Pokemon that usually carry those moves, like Toxapex, Zygarde or Gliscor are a huge threat.

[Credits]

-Written by Mx
-Quality checked by snake_rattler , Jordy
-Grammar checked by [-]


I recommend that you do one last sweep through the analysis before sending it off to GP. Particularly watch for commas you don't need. Otherwise solid work on the analysis.


QC 3/3
 
One of Knock Off or Ice Punch is necessary to prevent Shell Smash Necturna from freely setting up a Substitute, potentially winning the game. The first one is preferred, as it cripples some of the most common switch-ins to Arghonaut, such as Tapu Lele, Krilowatt and Kartana by removing their items. It also lets Arghonaut check Alolan Marowak, one of the scariest Trick Room sweepers, much more easily by getting rid of its Thick Club, and 2HKOes Z-Move Pajantom after Stealth Rock damage. Ice Punch, on the other hand, is Arghonaut's only move capable of breaking Zygarde's Substitute, and deals significant damage to Landorus-T.
By snake_rattler's suggestion, I slashed Ice Punch alongside Knock Off. Here is the small bit I edited to reflect this, in case the QC team has some issues with it.
 
To better fit with the new standards, I've revised this analysis and added a few small updates to better fit the current meta.

[OVERVIEW]

Arghonaut is the premier bulky Water-type in the CAP metagame, as its capable of handling some of the most threatening Pokemon there, such as Volkraken, Ash-Greninja, Heatran, Syclant, and Mega Crucibelle, and Non-Toxic Zygarde. [Too many examples] It also provides its team with valuable Spikes support, which can be further abused alongside Circle Throw to gradually wear down the opposing team. It's vast movepool lets it to run quite a few different attacking moves such as Earthquake, Knock Off, Circle Throw, or Ice Punch, letting it personalize its sets to better fit its team. Arghonaut's ability, Unaware, prevents it from being set-up fodder for threats like Mega Charizard X, offensive Dragon Dance Zygarde, and Revenankh. Its great bulk allows it to act as either mixed or special wall depending on your team needs, being capable of tanking even some weak Super Effective Hits, like defensive Tomohawk's Air Slash. [Not really useful info, as sets without Toxic still lose 1v1]. However, Arghonaut is vulnerable to some very common threats like Mega Mawile, Mega Alakazam, and Tornadus-T Tapu Lele, Tapu Koko, Mega Latios, Jumbao and Tornadus-T, and can also be overwhelmed by powerful physical attackers, such as Flame Orb Colossoil, Mega Medicham, and Landorus-T.[Made this point more concise] Additionally, despite its great movepool and ability, it is still a rather passive mon, and depending on the moves it run, it will be set-up bait for things like Substitute Zygarde [Even without Sub, Zygarde can still cause trouble because of Toxic], Calm Mind Mega Latias Aurumoth [This is a much more relevant example], or Shell Smash Necturna [Shift Gear is also bad news, so mentioning SS specifically is inaccurate]. Finally, Arghonaut faces competition from Toxapex, which trades Unaware, Spikes, and a better match-up against Zygarde, Mega Crucibelle, and Colossoil for the ability to wall offensive Tomohawk, Tornadus-T and Magearna, and Kerfluffle [Not relevant], is not as threatened by Necturna's Power Whip, and is harder to wear down thanks to Regenerator.

[SET]
name: Support
move 1: Spikes
move 2: Knock Off / Ice Punch
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers / Aguav Berry [Moved to Other Options]
ability: Unaware
nature: Careful
252 HP / 124 Def / 132 SpD

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

Spikes provides your team with valuable chip damage whenever your opponent switches , and can be easily set up against Pokemon that Arghonaut walls. [Unnecessary by current standards] One of Knock Off or Ice Punch is necessary to prevent Shell Smash Necturna from freely setting up a Substitute, potentially winning the game. The first one is preferred, as it cripples some of the most common switch-ins to Arghonaut, such as Tapu Lele, Krilowatt and Kartana by removing their items. It also lets Arghonaut check Alolan Marowak, one of the scariest Trick Room sweepers, much more easily by getting rid of its Thick Club, and 2HKOes Z-Move Pajantom after Stealth Rock damage. [This was way too long, and Alolan Marowak is not very common in the current meta] Ice Punch, on the other hand, is Arghonaut's only move capable of breaking Zygarde's Substitute, and deals significant damage to Landorus-T. Earthquake OHKOes Heatran after a bit of prior damage, and OHKOes Mega Crucibelle without any, allowing Arghonaut to heavily pressure two of the most threatening Pokemon in the metagame, [Unnecessary] while still dealing significant damage to Volkraken, Naviathan, Krilowatt and Tapu Koko, Plasmanta and Mollux. [Way too many examples] Alternatively, Circle Throw doesn't cover as much as Earthquake, but its ability to phaze allows Arghonaut to rack up Spikes damage and serve as an emergency check against set-up sweepers that would otherwise beat it, like Aurumoth, Cawmodore and Hawlucha, as their attacks fail to OHKO. Lastly, Toxic its a more defensively oriented choice that cripples bulky threats like Tomohawk, Pyroak, Zygarde, Cyclohm, and Jumbao and Zapdos. [Too many examples again] It can also be run over Spikes if your team doesn't need them. [This is very situational, so removed it] Finally, Recover allows you to keep Arghonaut healthy through the game. [Unnecessary] Ice Punch can be used over Knock Off, as it still prevents Necturna from freely setting up a Substitute, and it's Arghonaut's only move capable of breaking Zygarde's Substitute. However its lack of utility makes it not nearly as useful as Knock Off most of the time. [I had already talked about Ice Punch above, so this last sentence was very redundant]

Set Details
========

252 HP / 124 Def EVs allows Arghonaut to avoid a 2HKO from Choice Band Zygarde's Thousand Arrows, Earthquake from offensive Landorus-T and Gunk Shot from Mega Crucibelle. The rest of the EVs are invested on Special Defense with a Careful nature to better check threats like Volkraken and Greninja and Syclant [Because of the rise of its Choice Band set, Syclant doesn't fit here very well now]. If your team can already check the aforementioned physical attackers, maximum Special Defense can be used to minimize the damage taken from Choice Specs Volkraken, even allowing Arghonaut to always survive its Hidden Power Grass on the switch when at full health. Unaware is the superior ability choice, as it [It's the only choice] allows Arghonaut to better check set up sweepers like Naviathan Mega Charizard X and offensive Dragon Dance Zygarde. [Changed this to not repeat the same examples used in Overview] Leftovers gives Arghonaut passive recovery though the whole game, and most notably turns Mega Crucibelle's Gunk Shot into a 3HKO. [Too obvious for the new standards] Aguav Berry is an alternative item, better suited for more offensive teams to allow Arghonaut to gain back 50% of its health once without losing momentum by using Recover. [Moved this to Other Options] Another alternative, more physically defensive spread of 252 HP / 184 Def / 72 SpD with an Impish nature can be used to turn Alolan Marowak's Shadow Bone into a 3HKO after Stealth Rock, while still tanking Choice Specs Volkraken's STAB moves, although by a much smaller margin. [Removed this spread, as A-Marowak is not as relevant as it once was]

Usage Tips
========

Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team, or Knock Off to cripple any switch in. Try to avoid setting up multiple layers until the opponent Hazard Remover is worn down, unless you need the extra pressure. Earthquake should be used to take care of threats like Heatran and Volkraken, or to surprise an Electric-type switching in like Tapu Koko or Krilowatt. However it should be used carefully, as it can let dangerous threats come in for free, like Tomohawk, Tornadus-T and Mega Latios and Latias. If running Circle Throw, it can be spammed after a layer of Spikes is set, to wear down the opposition. If Arghonaut is required to stop certain threats like Cawmodore or Hawlucha, which usually only get once chance at sweeping, prioritize keeping it at full health, otherwise, Arghonaut will be KO'd before it can phaze them. Always try to avoid switching Arghonaut in if there are Spikes or Toxic Spikes on the field, as it will be quickly worn down. When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky mon that would otherwise be hard to deal with, as Arghonaut has the bulk to take even some uninvested super effective attacks. If you use it too soon, the opponent will become much more cautious and will instead send in Pokemon not affected by the status.

Team Options
========

Bulky Grass-types like Tangrowth, Jumbao, Mega Venusaur, Ferrothorn and Pyroak are some of the best possible teammates for Arghonaut, as they can check Fairy and Electric types, while in turn Arghonaut handles Heatran and Volkraken. The latter two can also use Stealth Rock to further stack up hazards. Steel-types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy and Psychic and appreciate Arghonaut taking on Ground and Fire-types. Besides the aforementioned Ferrothorn, Jirachi, Magearna and Heatran, Celesteela and Magearna [Reordered to put Heatran first, and changed Jirachi for Celesteela, a much more common teammate] are all great picks for this role. Ground-types such as Landorus-T, Colossoil and Zygarde can dissuade the opponent from spamming Electric moves, and appreciate Arghonaut ability to check Greninja and Syclant. Powerful wallbreakers like Mega Mawile, Mega Medicham and Tapu Lele can force switches, and become even more dangerous with Spikes helping them to wear down their checks. VoltTurn users, such as Mega Crucibelle, Krilowatt and Tapu Koko benefit a lot from the extra damage provided by Spikes. Spinblockers can help to keep Spikes up, particularly against Tomohawk. Specially Defensive Pajantom, Kitsunoh and Revenankh are some of the best choices for this role. Finally, clerics can be used to cure Arghonaut from status effects, most notably from Toxic. Cyclohm is a good choice for this, as it is capable of checking Flying-types like Mega Pinsir and Tornadus-T. Chansey is another option, as it can take on lots of special attackers that threaten Arghonaut, such as Tapu Koko, Krilowatt and Magearna.

[STRATEGY COMMENTS]
Other Options
=============

An Iapapa Berry can be used for more offensive teams to allow Arghonaut to gain back 50% of its health once without losing momentum by using Recover. [Moved this from set details, as I decided to not slash it after Leftovers] Scald can be used to spread burns through the opposing team, but it comes of out of Arghonaut underwhelming Special Attack, and can be an outright liability if you burn something like Tomohawk, as that would make it immune to Toxic. Gunk Shot can lure in Jumbao or Tapu Bulu to OHKO them, and also hits other Fairy and Grass-types for heavy damage, but is almost always outclassed by other moves. Bulk Up is an option to serve as a late game cleaner, but it is neutered by the omnipresent Haze Tomohawk, it is still forced out by threats like Tornadus-T, Tapu Lele, Tapu Koko and Jumbao, [Too many examples again] and consumes a valuable moveslot, meaning that you have to either give up Spikes or be left with a single attacking move. Lastly, an offensive Technician set, with double priority in Aqua Jet and Mach Punch might sound tempting, but Arghonaut is too weak to pull it off, and Tapu Lele's Psychic Terrain would render it completely helpless. [Unviable sets shouldn't be mentioned, and this one is really, really, really bad]

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

**Psychic-types**: Tapu Lele, Aurumoth, Mega Latios, Mega Latias, Mega Alakazam and Mega Medicham can all threaten to deal severe damage or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly, especially disliking Knock Off, and can also be easily worn down by Spikes and Toxic.

**Fairy-types**: Mega Mawile, Clefable and Kerfluffle, all have a good match-up against Arghonaut, only Unaware Clefable cares about Toxic, and all can beat it 1v1 with their STAB moves.

**Electric-types**: Tapu Koko, Krilowatt, Zapdos and Cyclohm can all also force out Arghonaut, though the first two must be wary of Earthquake, and all of them can be crippled by Knock Off or Toxic.

**Flying-types**: These are an issue for Arghonaut, both offensively and defensively. Mega Pinsir, Flyinium-Z Tornadus-T and Landorus-T can all threaten to OHKO Arghonaut, and the latter two can even remove Spikes by using Defog. Defensive Tomohawk is another nuisance, especially if not carrying Toxic, but it is unable to 2HKO without a few Air Slash flinches. [Arghonaut will still eventually lose, so removed it]

**Grass-types**: Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, and scare Arghonaut out with their STAB moves. Kartana can also threaten Arghonaut with Leaf Blade, although it dislikes switching into Knock Off or Circle Throw. Ferrothorn dislikes losing its Leftovers, but is only 4HKOed by Circle Throw, can set up its own hazards or Leech Seed, and Power Whip 2HKOes sets that don't invest heavily on Defense.

**Toxic and Toxic Spikes**: These severely hamper Arghonaut's durability by putting it on a timer, so Pokemon that usually carry those moves, like Toxapex, Zygarde or Gliscor are a huge threat.

[Credits]

-Written by Mx
-Quality checked by snake_rattler , Jordy, LucarioOfLegends
-Grammar checked by -
If everything's alright this should be ready for GP.
 
GP 1/2
remove add comments

[OVERVIEW]

Arghonaut is the premier bulky Water-type in the CAP metagame, as its it's capable of handling some of the most threatening Pokemon there, around such as Volkraken, Ash-Greninja, Heatran, Syclant, and Mega Crucibelle. It also provides its team with valuable Spikes and potential Circle Throw support, which can be further abused (don't use that word) alongside Circle Throw to gradually wear down the opposing team quickly weaken the opposition. It's Its vast movepool lets it to run quite a few different attacking moves such as Earthquake, Knock Off, Circle Throw, or and Ice Punch, letting it personalize its sets to better fit its team. Arghonaut's ability, Unaware, (comma) prevents it from being set-up setup fodder for threats like Mega Charizard X, offensive Dragon Dance Zygarde, and Revenankh. Its great bulk allows it to act as either a mixed or a special wall depending on your team needs. However, Arghonaut is vulnerable to some very common threats like Mega Mawile, Mega Alakazam, and Tornadus-T. Additionally, Despite its great movepool and ability, it is still a rather passive mon, and depending on the moves it runs, it will can be set-up setup bait for things sweepers like Zygarde, Aurumoth, or and Necturna. Finally, Arghonaut faces competition from Toxapex, which trades Unaware, Spikes, and a better match-up matchup against Zygarde, Mega Crucibelle, and Colossoil for the ability to wall offensive Tomohawk, Tornadus-T, (comma) and Magearna, is not as threatened by neutrality to Necturna's Power Whip, and is harder to wear down greater resistance to being worn down thanks to Regenerator.

[SET]
name: Support
move 1: Spikes
move 2: Knock Off / Ice Punch
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers
ability: Unaware
nature: Careful
252 HP / 124 Def / 132 SpD

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

One of Knock Off or Ice Punch is necessary to prevent Shell Smash Necturna from freely setting up a Substitute, potentially winning the game. The first one former is preferred, as it cripples some of the most common switch-ins to Arghonaut, (comma) such as Tapu Lele, Krilowatt, (comma) and Kartana by removing their items, (comma) and 2HKOes Z-Move Pajantom after Stealth Rock damage. Ice Punch, on the other hand, is Arghonaut's only move capable of breaking Zygarde's Substitute, (comma) and deals significant damage to Landorus-T. Earthquake OHKOes Heatran after a bit of prior damage, (comma) and OHKOes Mega Crucibelle without any, while still dealing significant damage to Volkraken, Krilowatt, (comma) and Tapu Koko. Alternatively, Circle Throw doesn't cover as much as Earthquake, but its ability to phaze allows Arghonaut to rack up Spikes damage and serve as an emergency check against to set-up sweepers that would otherwise beat it, (comma) like Aurumoth, Cawmodore, (comma) and Hawlucha, as their attacks fail to OHKO. Last, Toxic its a more defensively oriented choice that cripples bulky threats like Tomohawk, (comma) and Jumbao.

Set Details
========

252 HP / 124 Defense EVs allows Arghonaut to avoid a 2HKO from Choice Band Zygarde's Thousand Arrows, Earthquake from offensive Landorus-T, (comma) or and Gunk Shot from Mega Crucibelle. The rest of the EVs are invested on in Special Defense with a Careful nature to better check threats like Volkraken and Greninja. If your team can already check the aforementioned physical attackers, maximum Special Defense can be used to minimize the damage taken from Choice Specs Volkraken, even allowing Arghonaut to always survive its Hidden Power Grass on the switch when at full health. Unaware allows Arghonaut to better check setup up sweepers like Naviathan.

Usage Tips
========

Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team, (comma) or Knock Off to cripple any switch-(hyph)in. Try to Avoid setting up multiple layers until the opponent's hazard control Hazard Remover is worn down, (comma) unless you need the extra pressure. Earthquake should be used to take care of threats like Heatran and Volkraken, (comma) or to surprise an Electric-type switching in like Tapu Koko or Krilowatt. However, (comma) it should be used carefully, as it can let dangerous threats come in for free, like Tomohawk, Tornadus-T, (comma) Mega Latios, and Mega Latias come in freely and Mega Latios and Latias. If running Circle Throw, it can be spammed after a layer of Spikes is set, (comma) to wear down the opposition. If Arghonaut is required to stop a certain threats like Cawmodore or Hawlucha, which usually only gets once chance at sweeping, prioritize keeping it at full health, (comma) otherwise, Arghonaut will be KO'd before so it can phaze them the sweeper before getting KOed. Always try to avoid switching Arghonaut in if there are Spikes or Toxic Spikes is on the field, as it will be quickly worn down. When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky Pokemon that would otherwise be hard to deal with,; (semi) as Arghonaut has the bulk to take even some uninvested super effective attacks, (comma) so it doesn't have to play aggressively. If you use it Toxic too soon, the opponent will become much more cautious and will instead send in Pokemon not affected by the status.

Team Options
========

Bulky Grass-types like Tangrowth, Jumbao, Mega Venusaur, Ferrothorn, (comma) and Pyroak are some of the best possible teammates for Arghonaut, as they can check Fairy and Electric Fairy- and Electric-types, while in turn Arghonaut handles Heatran and Volkraken in return. The latter two can also use Stealth Rock to further stack up hazards. Steel-types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy, (comma) and Psychic, (comma) and appreciate Arghonaut taking on Ground-(hyph) and Fire-types. Besides the aforementioned Ferrothorn, Heatran, Celesteela, (comma) and Magearna are all great picks for this role. Ground-types such as Landorus-T, Colossoil, (comma) and Zygarde can dissuade the opponent from spamming Electric-type moves, (comma) and appreciate Arghonaut's ability to check Greninja and Syclant. Powerful wallbreakers like Mega Mawile, Mega Medicham, (comma) and Tapu Lele can force switches, (comma) and become even more dangerous with Spikes helping them to wear down their checks. VoltTurn users, (comma) such as Mega Crucibelle, Krilowatt, (comma) and Tapu Koko benefit a lot from the extra damage provided by Spikes. Spinblockers can help to keep Spikes up, particularly against Tomohawk. Specially defensive Pajantom, Kitsunoh, (comma) and Revenankh are some of the best choices for this role. Finally, clerics can be used to cure Arghonaut from of status effects, most notably from including Toxic. Cyclohm is a good choice for this, as it is capable of checking Flying-types like Mega Pinsir and Tornadus-T. Chansey is another option, as it can take on lots of special attackers that threaten Arghonaut, (comma) such as Tapu Koko, Krilowatt and Magearna.
(tldr please start using serial comma)
[STRATEGY COMMENTS]
Other Options
=============

An Iapapa Berry can be used for on more offensive teams to allow Arghonaut to gain back 50% of its health once without losing momentum by using Recover. Scald can be used to spread burns through the opposing team, but its damage uses comes of out of Arghonaut's underwhelming Special Attack, and it can be an outright liability if you burn something like Tomohawk, as that would make it immune to Toxic. Gunk Shot can lure in Jumbao or and Tapu Bulu to OHKO them, (comma) and also hits other Fairy-(hyph) and Grass-types for heavy damage, but is it's almost always outclassed by other moves. Bulk Up is an option to serve as a late-(hyph)game cleaner, but it is neutered by the omnipresent Haze Tomohawk, it is still forced out by threats like Tornadus-T, (comma) and consumes a valuable moveslot, meaning that you have to either give up Spikes or be left with a single attacking move.

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

**Psychic-types**: Tapu Lele, Aurumoth, Mega Latios, Mega Latias, Mega Alakazam, (comma) and Mega Medicham can all threaten to deal severe damage to or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly, especially disliking Knock Off, and can also be easily worn down by Spikes and Toxic.

**Fairy-types**: Mega Mawile, Clefable, (comma) and Kerfluffle, (comma) all have a good match-up against Arghonaut, only Unaware Clefable cares about Toxic, and all can beat it 1v1 with their STAB moves beat Arghonaut with their STAB moves, and only Unaware Clefable cares about Toxic.

**Electric-types**: Tapu Koko, Krilowatt, Zapdos, (comma) and Cyclohm can all also force out Arghonaut out, though the first two must be wary of Earthquake, and all of them can be crippled by Knock Off or Toxic.

**Flying-types**: These Flying-types are an issue for Arghonaut, both offensively and defensively. Mega Pinsir, Flyinium-(hyph)Z Tornadus-T, (comma) and Landorus-T can all threaten to OHKO Arghonaut, and the latter two can even remove Spikes by using Defog. Defensive Tomohawk is another nuisance, especially if not carrying Arghonaut lacks Toxic.

**Grass-types**: Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, and scare Arghonaut out with their STAB moves. Kartana can also threaten Arghonaut with Leaf Blade, although it dislikes switching into Knock Off or Circle Throw. Ferrothorn dislikes losing its Leftovers, but is only 4HKOed by Circle Throw, can set up its own hazards or Leech Seed, and Power Whip 2HKOes sets that don't invest heavily on in Defense with Power Whip.

**Toxic and Toxic Spikes**: These Poison severely hampers Arghonaut's durability by putting it on a timer, so Pokemon that usually carry those moves Toxic or Toxic Spikes, like Toxapex, Zygarde, (comma) and or Gliscor, (comma) are a huge threats.
 
Last edited:

The Dutch Plumberjack

ace of wands
is a member of the Site Staffis a Top Smogon Social Media Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator
C&C & TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Arghonaut is the premier bulky Water-type in the CAP metagame, as it's capable of handling some of the most threatening Pokemon around such as Volkraken, Ash-Greninja, Heatran, Syclant, and Mega Crucibelle. It also provides its team with valuable Spikes and potential Circle Throw support, which can quickly weaken the opposition. Its vast movepool lets it run quite a few different attacking moves such as Earthquake, Knock Off, Circle Throw, and Ice Punch, letting it personalize its sets to better fit its team. Arghonaut's Unaware prevents it from being setup fodder for threats like Mega Charizard X, offensive Dragon Dance Zygarde, and Revenankh. Its great bulk allows it to act as either a mixed or a special wall depending on your team needs. However, Arghonaut is vulnerable to some very common threats like Mega Mawile, Mega Alakazam, and Tornadus-T. Despite its great movepool and ability, it is still rather passive, and depending on the moves it runs, it can be setup bait for sweepers like Zygarde, Aurumoth, and Necturna. Finally, Arghonaut faces competition from Toxapex, which trades Unaware, Spikes, and a better matchup against Zygarde, Mega Crucibelle, and Colossoil for the ability to wall offensive Tomohawk, Tornadus-T, and Magearna, neutrality to Necturna's Power Whip, and greater resistance to being worn down thanks to Regenerator.

[SET]
name: Support
move 1: Spikes
move 2: Knock Off / Ice Punch
move 3: Earthquake / Circle Throw / Toxic
move 4: Recover
item: Leftovers
ability: Unaware
nature: Careful
252 HP / 124 Def / 132 SpD

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

One of Knock Off or Ice Punch is necessary to prevent Shell Smash Necturna from freely setting up a Substitute (RC) and potentially winning the game. The former is preferred, as it cripples some of the most common switch-ins to Arghonaut such as Tapu Lele, Krilowatt, and Kartana by removing their items (RC) and 2HKOes Z-Move Pajantom after Stealth Rock damage. Ice Punch, on the other hand, is Arghonaut's only move capable of breaking Zygarde's Substitute and deals significant damage to Landorus-T. Earthquake OHKOes Heatran after a bit of prior damage and Mega Crucibelle without any (RC) while still dealing significant damage to Volkraken, Krilowatt, and Tapu Koko. Circle Throw doesn't cover as much as Earthquake, but its ability to phaze allows Arghonaut to rack up Spikes damage and serve as an emergency check to set-up setup sweepers that would otherwise beat it like Aurumoth, Cawmodore, and Hawlucha. Toxic its a more defensively oriented choice that cripples bulky threats like Tomohawk and Jumbao.

Set Details
========

124 Defense EVs allow Arghonaut to avoid a 2HKO from Choice Band Zygarde's Thousand Arrows, Earthquake from offensive Landorus-T, (AC) or Gunk Shot from Mega Crucibelle. The rest of the EVs are invested in Special Defense with a Careful nature to better check threats like Volkraken and Greninja. If your team can already check the aforementioned physical attackers, maximum Special Defense can be used to minimize the damage taken from Choice Specs Volkraken, even allowing Arghonaut to always survive its Hidden Power Grass on the switch when at full health. Unaware allows Arghonaut to better check setup sweepers like Naviathan.

Usage Tips
========

Early in the game, prioritize setting up one layer of Spikes to pressure the opponent's team or Knock Off to cripple any switch- in switch-in. Avoid setting up multiple layers until the opponent's entry hazard control is worn down unless you need the extra pressure. Earthquake should be used to take care of threats like Heatran and Volkraken or surprise an Electric-type switching in like Tapu Koko or Krilowatt. However, it should be used carefully, as it can let dangerous threats like Tomohawk, Tornadus-T, Mega Latios, and Mega Latias come in freely. If running Circle Throw, it can be spammed after Spikes is set to wear down the opposition. If Arghonaut is required to stop a certain threat like Cawmodore or Hawlucha, which usually only gets once chance at sweeping, prioritize keeping it at full health so it can phaze the sweeper before getting KOed. Always try to avoid switching Arghonaut in if Spikes or Toxic Spikes is on the field, as it will be quickly worn down. When using Toxic, wait for a clear chance to hit a vulnerable foe, preferably a bulky Pokemon that would otherwise be hard to deal with; Arghonaut has the bulk to take even some uninvested super effective attacks, so it doesn't have to play aggressively. If you use Toxic too soon, the opponent will become much more cautious and instead send in Pokemon not affected by the status.

Team Options
========

Bulky Grass-types like Tangrowth, Jumbao, Mega Venusaur, Ferrothorn, and Pyroak are some of the best possible teammates for Arghonaut, as they can check Fairy- and Electric-types, while Arghonaut handles Heatran and Volkraken in return. The latter two can also use Stealth Rock to further stack up entry hazards. Steel-types can check a lot of types that threaten Arghonaut, resisting Flying, Fairy, and Psychic, and appreciate Arghonaut taking on Ground- and Fire-types. Besides the aforementioned Ferrothorn, Heatran, Celesteela, and Magearna are great picks for this role. Ground-types such as Landorus-T, Colossoil, and Zygarde can dissuade the opponent from spamming Electric-type moves and appreciate Arghonaut's ability to check Greninja and Syclant. Powerful wallbreakers like Mega Mawile, Mega Medicham, and Tapu Lele can force switches and become even more dangerous with Spikes helping them wear down their checks. VoltTurn users such as Mega Crucibelle, Krilowatt, and Tapu Koko benefit a lot from the extra damage provided by Spikes. Spinblockers can help keep Spikes up, particularly against Tomohawk. Specially defensive Pajantom, Kitsunoh, and Revenankh are some of the best choices for this role. Finally, clerics can be used to cure Arghonaut of status effects, most notably including Toxic. Cyclohm is a good choice for this, as it is capable of checking Flying-types like Mega Pinsir and Tornadus-T. Chansey is another option, as it can take on lots of special attackers that threaten Arghonaut such as Tapu Koko, Krilowatt, (AC) and Magearna.

[STRATEGY COMMENTS]
Other Options
=============

An Iapapa Berry can be used on more offensive teams to allow Arghonaut to gain back 50% of its health once without losing momentum by using Recover. Scald can be used to spread burns, but it uses Arghonaut's underwhelming Special Attack, and it can be an outright liability if you burn something like Tomohawk, as that would make it immune to Toxic. Gunk Shot can be used to lure in Jumbao and Tapu Bulu to and OHKO them and also hits other Fairy- and Grass-types for heavy damage, but it's almost always outclassed by other moves. Bulk Up is an option to serve as a late-game cleaner, but it is neutered by the omnipresent Haze Tomohawk, is still forced out by threats like Tornadus-T, and consumes a valuable moveslot, meaning that you have to either give up Spikes or be left with a single attacking move.

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

**Psychic-types**: Tapu Lele, Aurumoth, Mega Latios, Mega Latias, Mega Alakazam, and Mega Medicham threaten to deal severe damage to or outright OHKO Arghonaut, although most of them are too fragile to be switching in recklessly, especially disliking Knock Off, and can also be easily worn down by Spikes and Toxic.

**Fairy-types**: Mega Mawile, Clefable, and Kerfluffle beat Arghonaut with their STAB moves, and only Unaware Clefable cares about Toxic.

**Electric-types**: Tapu Koko, Krilowatt, Zapdos, and Cyclohm force Arghonaut out, though the first two must be wary of Earthquake, and all of them can be crippled by Knock Off or Toxic.

**Flying-types**: Flying-types are an issue for Arghonaut, both offensively and defensively. Mega Pinsir, Flyinium Z Tornadus-T, and Landorus-T can threaten to OHKO Arghonaut it, and the latter two can even remove Spikes by using Defog. Defensive Tomohawk is another nuisance, especially if Arghonaut lacks Toxic.

**Grass-types**: Jumbao and Tapu Bulu can usually come in for free, only fearing Toxic and the rare Gunk Shot, and scare Arghonaut out with their STAB moves. Kartana can also threaten Arghonaut with Leaf Blade, although it dislikes switching into Knock Off or Circle Throw. Ferrothorn dislikes losing its Leftovers, but is only 4HKOed by Circle Throw, can set up its own hazards or Leech Seed, and 2HKOes Arghonaut with Power Whip.

**Toxic and Toxic Spikes**: Poison severely hampers Arghonaut's durability by putting it on a timer, so Pokemon that usually carry Toxic or Toxic Spikes, like Toxapex, Zygarde, and Gliscor, are huge threats.

[Credits]

-Written by Mx
-Quality checked by snake_rattler, Jordy, LucarioOfLegends
-Grammar checked by CryoGyro
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top