Defensive Arceus-Water [DONE]

Status
Not open for further replies.

Solosis

*blorp*
is a Pre-Contributor
[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 252 HP / 156 Def / 100 Spe
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which provides Arceus-Water a modest offensive presence, especially when it is using Judgment as its only damage-dealing move. Ice Beam provides crucial coverage against the likes of Eternatus, Zapdos, and Raging Bolt, which can otherwise check Arceus-Water. Although somewhat niche, it can also run other utility options such as Stealth Rock and Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in significant momentum loss or heavily debilitate Arceus-Water by setting entry hazards on its side or paralyzing it. The Speed EVs allow Arceus-Water to outspeed Hearthflame Mask Great Tusk. Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Ho-Oh helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as multiple threats, such as Urshifu-R, can then 2HKO it as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain Arceus-Water's longevity. Electric-types like Raging Bolt and Zapdos are among the best checks to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when it isn't using the move at all. Electric-resistant and Electric-immune Pokemon like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt and Rocky Helmet Eternatus make great partners, as they can reliably answer Urshifu-R.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/solosis.641598/
Quality checked by:
https://www.smogon.com/forums/members/clas.545372/
https://www.smogon.com/forums/members/lightniong.591294/
Grammar checked by:
https://www.smogon.com/forums/members/clas.545372/
https://www.smogon.com/forums/members/zastra.558636/
 
Last edited:
1/2, good as always

Add Remove Comment
[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 248 HP / 156 Def / 104 Spe 252 HP / 152 Def / 104 Spe if i had my way itd be 232hp 176def but alas, anyway its bc not x/8 hp when 252hp
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Urshifu-R Great Tusk you lose to it instantly, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which not only boosts its special bulk but also gives it a modest offensive presence, especially when it is using Judgement as its only damage-dealing move. Ice Beam provides crucial coverage against Dragon-types such as Dragonite, Eternatus, and Giratina Roaring Moon always has dtail, which could otherwise wall Arceus-Water and create progress. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss by setting hazards on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed max Speed Hearthflame Mask Great Tusk and other common threats that attempt to speed-creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on Bbulky Offense and Bbalance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, Galarian Slowking, or and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as they can leave it vulnerable to being 2HKOed by multiple threats, such as Urshifu-R's Close Combat, as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain its longevity. Electric-types such as Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric-resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. talk abt how urshifu can wear down waterceus despite resisting sstrikes and why etern/pecha are good partners as a result

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/solosis.641598/
Quality checked by:
<Person 1>
<Person 2>
Grammar checked by:
<Person 3>
 
1/2, good as always

Add Remove Comment
[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 248 HP / 156 Def / 104 Spe 252 HP / 152 Def / 104 Spe if i had my way itd be 232hp 176def but alas, anyway its bc not x/8 hp when 252hp
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Urshifu-R Great Tusk you lose to it instantly, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which not only boosts its special bulk but also gives it a modest offensive presence, especially when it is using Judgement as its only damage-dealing move. Ice Beam provides crucial coverage against Dragon-types such as Dragonite, Eternatus, and Giratina Roaring Moon always has dtail, which could otherwise wall Arceus-Water and create progress. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss by setting hazards on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed max Speed Hearthflame Mask Great Tusk and other common threats that attempt to speed-creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on Bbulky Offense and Bbalance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, Galarian Slowking, or and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as they can leave it vulnerable to being 2HKOed by multiple threats, such as Urshifu-R's Close Combat, as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain its longevity. Electric-types such as Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric-resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. talk abt how urshifu can wear down waterceus despite resisting sstrikes and why etern/pecha are good partners as a result

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/solosis.641598/
Quality checked by:
<Person 1>
<Person 2>
Grammar checked by:
<Person 3>
Speedrunning through QCs (Implemented)
Do mention if I need to make any more changes, especially in that Shifu sentence
 
[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 252 HP / 152 Def / 104 Spe
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R would like at least 1 more example, and Calm Mind, which not only boosts its special bulk but also gives it a modest offensive presence, especially when it is using Judgement as its only damage-dealing move. Ice Beam provides crucial coverage against Dragon-types such as Dragonite, Eternatus, and Roaring Moon, which could otherwise wall Arceus-Water and create progress you could also mention killowattrel and Zapdos here. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss by setting hazards on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed max Speed Hearthflame Mask Great Tusk and other common threats that attempt to speed-creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as they can leave it vulnerable to being 2HKOed by multiple threats, such as Urshifu-R's Close Combat, as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain its longevity. Electric-types such as Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric-resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt, Corviknight, A little shaky, especially if it’s running SD, but your call and Rocky Helmet Eternatus make excellent partners, as they can reliably counter Urshifu-R.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/solosis.641598/
Quality checked by:
https://www.smogon.com/forums/members/clas.545372/
<Person 2>
Grammar checked by:
<Person 3>

QC 2/2, really just nitpicking
 
[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 252 HP / 152 Def / 104 Spe
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R would like at least 1 more example, and Calm Mind, which not only boosts its special bulk but also gives it a modest offensive presence, especially when it is using Judgement as its only damage-dealing move. Ice Beam provides crucial coverage against Dragon-types such as Dragonite, Eternatus, and Roaring Moon, which could otherwise wall Arceus-Water and create progress you could also mention killowattrel and Zapdos here. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss by setting hazards on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed max Speed Hearthflame Mask Great Tusk and other common threats that attempt to speed-creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as they can leave it vulnerable to being 2HKOed by multiple threats, such as Urshifu-R's Close Combat, as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain its longevity. Electric-types such as Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric-resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt, Corviknight, A little shaky, especially if it’s running SD, but your call and Rocky Helmet Eternatus make excellent partners, as they can reliably counter Urshifu-R.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/solosis.641598/
Quality checked by:
https://www.smogon.com/forums/members/clas.545372/
<Person 2>
Grammar checked by:
<Person 3>

QC 2/2, really just nitpicking
Implemented
 
screw it, AMGP; zastra can you do official gp after ty
Add Remove Comment Highlight Suggestion (any QC changes will be italicized + underlined)
[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 252 HP / 152 Def / 104 Spe
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which not only boosts its special bulk but also gives it a provides Arceus-Water a modest offensive presence theres nothing wrong with the sentence but its a bit long-winded, especially when it is using Judgement Judgment as its only damage-dealing move. Ice Beam provides crucial coverage against Dragon-types such as Dragonite, Eternatus, and Roaring Moon, and Electric-types such as Zapdos and Kilowattrel the likes of Dragonite, Eternatus, Zapdos, and Kilowattrel again to trim, otherwise append "Ice-weak" before "Electric-types", which could can past -> present tense otherwise easily switch into Arceus-Water. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss or heavily debilitate Arceus-Water qc by setting entry hazards first mention needs a clarify on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed max Speed Hearthflame Mask Great Tusk and other common threats that attempt to speed-creep Speed creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as they can leave it vulnerable to being 2HKOed by multiple threats, such as Urshifu-R's Close Combat, can now 2HKO it, as well as said hazards force it to forcing the use of Recover more often clarity + passive -> active voice change. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain its Arceus-Water's longevity overuse of "its" in a row. Electric-types such as like overuse of "such as"; best place to replace a mention Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric-resists Electric resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt, and Rocky Helmet Eternatus make excellent partners, as they can reliably counter Urshifu-R.

Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which provides Arceus-Water a modest offensive presence, especially when it is using Judgment as its only damage-dealing move. Ice Beam provides crucial coverage against the likes of Dragonite, Eternatus, Zapdos, and Kilowattrel, which can otherwise easily switch into Arceus-Water. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss or heavily debilitate Arceus-Water by setting entry hazards on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed Hearthflame Mask Great Tusk and other common threats that attempt to Speed creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as multiple threats, such as Urshifu-R, can now 2HKO it, as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain Arceus-Water's longevity. Electric-types like Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt, and Rocky Helmet Eternatus make excellent partners, as they can reliably counter Urshifu-R.
and, to clarify, i think this is really good but i have to be significantly more scrutinous with gp compared to qc so dont think youve poorly written this when i had to spend a good while even noticing these
 
Last edited:
screw it, AMGP; zastra can you do official gp after ty
Add Remove Comment Highlight Suggestion (any QC changes will be italicized + underlined)
[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 252 HP / 152 Def / 104 Spe
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which not only boosts its special bulk but also gives it a provides Arceus-Water a modest offensive presence theres nothing wrong with the sentence but its a bit long-winded, especially when it is using Judgement Judgment as its only damage-dealing move. Ice Beam provides crucial coverage against Dragon-types such as Dragonite, Eternatus, and Roaring Moon, and Electric-types such as Zapdos and Kilowattrel the likes of Dragonite, Eternatus, Zapdos, and Kilowattrel again to trim, otherwise append "Ice-weak" before "Electric-types", which could can past -> present tense otherwise easily switch into Arceus-Water. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss or heavily debilitate Arceus-Water qc by setting entry hazards first mention needs a clarify on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed max Speed Hearthflame Mask Great Tusk and other common threats that attempt to speed-creep Speed creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as they can leave it vulnerable to being 2HKOed by multiple threats, such as Urshifu-R's Close Combat, can now 2HKO it, as well as said hazards force it to forcing the use of Recover more often clarity + passive -> active voice change. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain its Arceus-Water's longevity overuse of "its" in a row. Electric-types such as like overuse of "such as"; best place to replace a mention Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric-resists Electric resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt, and Rocky Helmet Eternatus make excellent partners, as they can reliably counter Urshifu-R.

Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which provides Arceus-Water a modest offensive presence, especially when it is using Judgment as its only damage-dealing move. Ice Beam provides crucial coverage against the likes of Dragonite, Eternatus, Zapdos, and Kilowattrel, which can otherwise easily switch into Arceus-Water. Although somewhat niche, it can also run other utility options such as Stealth Rock or Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss or heavily debilitate Arceus-Water by setting entry hazards on your own side or paralyzing Arceus-Water itself. The Speed EVs allows Arceus-Water to outspeed Hearthflame Mask Great Tusk and other common threats that attempt to Speed creep it, such as Pinsirite Great Tusk and Arceus-Ground. Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Hippowdon helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as multiple threats, such as Urshifu-R, can now 2HKO it, as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain Arceus-Water's longevity. Electric-types like Raging Bolt, Kilowattrel, and Zapdos are among the best counters to Arceus-Water, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water isn't using the move at all. To help mitigate this, Electric resists like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt, and Rocky Helmet Eternatus make excellent partners, as they can reliably counter Urshifu-R.
and, to clarify, i think this is really good but i have to be significantly more scrutinous with gp compared to qc so dont think youve poorly written this when i had to spend a good while even noticing these
Implemented, ready for actual QC
 
GP 1/1 with some qc edits

[SET]
Defensive (Arceus-Water) @ Splash Plate
Ability: Multitype
EVs: 252 HP / 152 Def / 104 Spe 252 HP / 156 Def / 100 Spe
Bold Nature
- Judgment
- Calm Mind / Will-O-Wisp
- Will-O-Wisp / Ice Beam
- Recover

[SET COMMENTS]
Arceus-Water is an excellent physical wall, capable of switching into powerful physical attackers such as Great Tusk, Hisuian Arcanine, and Entei. It also has access to valuable utility moves like Will-O-Wisp, which can cripple strong physical threats such as Urshifu-R, and Calm Mind, which provides Arceus-Water a modest offensive presence, especially when it is using Judgment as its only damage-dealing move. Ice Beam provides crucial coverage against the likes of Dragonite, Eternatus, Zapdos, and Raging Bolt Kilowattrel, which can otherwise easily switch into check qc edit Arceus-Water. Although somewhat niche, it can also run other utility options such as Stealth Rock or and Thunder Wave; however, if reflected by Magic Bounce users, these moves can result in a significant momentum loss or heavily debilitate Arceus-Water by setting entry hazards on your own its side or paralyzing it Arceus-Water itself. The Speed EVs allows allow Arceus-Water to outspeed Hearthflame Mask Great Tusk and other common threats that attempt to Speed creep it, such as Pinsirite Great Tusk and Arceus-Ground lets not play creep wars (qc edit). Arceus-Water fits exceptionally well on bulky offense and balance archetypes. Pairing it with specially defensive partners like Magearna, Garganacl, Mandibuzz, and Hippowdon Ho-Oh helps form a robust defensive core capable of handling a large portion of the metagame. Arceus-Water dislikes switching into hazards, as multiple threats, such as Urshifu-R, can now then 2HKO it (RC) as well as force it to use Recover more often. Therefore, hazard control from teammates such as Regieleki, Great Tusk, Mandibuzz, and Corviknight is crucial to maintain Arceus-Water's longevity. Electric-types like Raging Bolt, Kilowattrel, and Zapdos are among the best counters checks to Arceus-Water kwatt is not a very good waterceus check, particularly if they avoid taking an Ice Beam on the switch or when Arceus-Water it isn't using the move at all (qc edits). To help mitigate this, redundant w"cover that weakness" Electric resists Electric-resistant and Electric-immune Pokemon like Dragonite, Eternatus, Clodsire, and Hippowdon are excellent choices to cover that weakness. Despite being able to comfortably switch into Urshifu-R's Surging Strikes, Arceus-Water struggles to check it long term, particularly if Urshifu-R is carrying Close Combat. As such, sturdier answers like Pecharunt (RC) and Rocky Helmet Eternatus make excellent great (repetition, some other adj works too) partners, as they can reliably counter answer Urshifu-R (counter is a strong word ursh can get past them).

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/solosis.641598/
Quality checked by:
https://www.smogon.com/forums/members/clas.545372/
https://www.smogon.com/forums/members/lightniong.591294/
Grammar checked by:
https://www.smogon.com/forums/members/clas.545372/
<Person>

GP Team done
 
Status
Not open for further replies.
Back
Top