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Quality Control Dragon Dance Arceus Ground (QC 1/2)

LouisIX

ONLY ACCEPT HAHA REACTS
is a Tiering Contributor
Arceus-Ground @ Earth Plate
Tera type: Ground / Fairy / Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Dragon Dance
- Recover / Ice Beam / Taunt
- Stone Edge / Ice Beam / Flare Blitz

Dragon Dance Arceus-Ground is one of the most dangerous sweepers of the tier and one way of measuring the integrity of a team is to see how effective the team contains it. It is found in a wide range of team structures, but most commonly seen in Hyper offense. With minimal help from hazards it can break through the majority of the tier without resist/immunity to Ground at +1, bursting through those who are bulky enough to barely tank one with Tera Ground, and humiliates status checks with Taunt, passive checks with Recover. Arceus-Ground is well known for its diverse movesets. For example, an Ice Beam can OHKO Landorus-Therian and physically defensive Gliscor after rocks even with a negative nature, while also providing consistent chip against physically defensive Groudon and Giratina-O to facilitate a later sweep; Taunt stops the opponent's phazing and status moves, in addition stops the opponent's attempt to boost against it with natural bulk or surprising immunity, such as Extreme Killer Arceus, Trick Room Necrozma-DM, Calyrex-I, Tera Flying Zacian-C and Air Balloon Kingambit. Flare Blitz not only provides coverage against Skarmory/Corviknight and Tera Steel Giratina-O, but also is boosted by the omnipresent Sun in the tier, giving it a critical damage calc of OHKOing Calyrex-Ice at +1. Other options such as Gravity, Substitute, Supercell Slam and Outrage are occasionally seen in many tours and battles that make up the unpredictability of Arceus-Ground.

Tera Ground provides a benchmark for damage after one Dragon Dance , such as being able to OHKO Koraidon from full, bursting through physically defensive Kyogre with one layer of hazards or minimal chip, 2HKOing the bulkiest sets of Arceus even if they have Iron Defense. Tera Fire provides burn immunity that voids opposing Terastallized Ho-Oh attempt to Sacred Fire burning Arceus-Ground; and Tera Fairy provides important immunity to Scale Shot and Dragon Tail which can gain you a critical Dragon Dance turn to completely turn the tables.

Dragon Dance Arceus-Ground appreciates teammates taking care of Giratina-O and Kyogre for its late game sweeping. Teammates such as Koraidon, Eternatus and Kyogre help dealing with and chipping opposing Kyogre. Ting-Lu and physically defensive Ho-Oh can reliably take hits from Giratina-O and make progress against it. Terapagos provides hazard removal, status spreading and emergency phazing that are valuable to help Arceus-Ground reaches its sweeping position easier.
 
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Arceus-Ground @ Earth Plate
Tera type: Ground / Fairy / Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Dragon Dance
- Recover / Ice Beam / Taunt
- Stone Edge / Ice beam Beam / Flare Blitz
i am okay with this but i would listen stone edge before recover. i would move flare bltiz into the other options category too.

Dragon Dance Arceus-Ground is one of the most dangerous sweepers of the tier that and one way of measuring the integrity of a team is to see how effective the team contains it. It is found in a wide range of team structures, but most commonly seen in Hyper offense. i wouldn't say its found in a wide range of team structures. i'd specify that its really only found in offense. With minimal help such as one layer of rocks from hazards it can 0HKO OHKO the majority of the tier without resist/immunity to Ground at +1 don't really like this sentence. would prefer you just said it breaks through majority of the tier (arceus formes need quite a bit of chip for this), bursting through those who are bulky enough to barely tank one with Tera Ground,. and humiliates status checks with Taunt, passive checks with Recover. you talk about Taunt later, add the Recover info there too. Allowing an unknown set of Arceus-Ground coming in against a passive mon is one of the most terrifying situations in SV Ubers, since the set variety of it is unmatched across every other mon in the tier. this is just glazing An Ice Beam can 0HKO OHKO Landorus-Therian and physically defensive Gliscor after rocks even under with a negative nature, while also provides providing stable consistent chip against physically defensive Groudon and Giratina-O to smooth facilitate a later game sweep; Taunt stops the opponent's attempt for not only phazing and status moves, but also find itself valuable of stopping stops the opponent's attempt to boost against it with natural bulk or surprising immunity, such as Extreme Killer Arceus/, Trick Room Necrozma-Dusk Mane, or Calyrex-Ice for the prior case, and frequent Tera Flying user Zacian-Crowned/Air Balloon user Kingambit for the later case such as Extreme Killer Arceus, Trick Room Necrozma-DM, Calyrex-I, Tera Flying Zacian-C, Air Balloon Kyogre and Air Balloon Kingambit. Flare Blitz not only provides coverage against Steel/Flying mons Skarmory and Tera Steel Giratina-O, but also naturally hitting hard with is boosted by the omnipresent Sun in the tier. Other options such as Gravity, Substitute, Supercell Slam and Outrage are occasionally seen in many tours and battles that make up the unpredictability of Arceus-Ground.

Dragon Dance Arceus-Ground appreciates teammates taking care of Giratina-O and Kyogre for its late game sweeping. Teammates such as Koraidon, Eternatus and Kyogre help dealing with and chipping against opposing Kyogre. Ting-Lu and physically defensive Ho-Oh can reliably take hits from Giratina-O and make progress against it. Terapagos provides hazard removal, status spreading and emergency phazing that are valuable to help Arceus-Ground reaches its sweeping position easier. also mention common air balloon on kyogre here. and revenge killers like ekiller, choice scarf koraidon, and caly-ice being annoying for dd ground.

Tera Ground provides a benchmark for damage after one Dragon Dance , such being able to as 0HKO OHKOing Koraidon from full, bursting through physically defensive Kyogre with one layer of hazards or minimal chip, and 2HKOing the bulkiest sets of Arceus even if they have Iron Defense. Tera Fire provides a burn immunity that voids opposing Terastallized Ho-Oh's attempt to Sacred Fire burning Arceus-Ground with Tera trying to dodge a Stone Edge; and Tera Fairy provides an important immunity to Scale Shot and Dragon Tail which can gain you a critical Dragon Dance turn to completely turn the tables. move this paragraph above the teammates one

qc 1/2
 
Arceus-Ground @ Earth Plate
Tera type: Ground / Fairy / Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Dragon Dance
- Recover / Ice Beam / Taunt
- Stone Edge / Ice beam Beam / Flare Blitz
i am okay with this but i would listen stone edge before recover. i would move flare bltiz into the other options category too.

Dragon Dance Arceus-Ground is one of the most dangerous sweepers of the tier that and one way of measuring the integrity of a team is to see how effective the team contains it. It is found in a wide range of team structures, but most commonly seen in Hyper offense. i wouldn't say its found in a wide range of team structures. i'd specify that its really only found in offense. With minimal help such as one layer of rocks from hazards it can 0HKO OHKO the majority of the tier without resist/immunity to Ground at +1 don't really like this sentence. would prefer you just said it breaks through majority of the tier (arceus formes need quite a bit of chip for this), bursting through those who are bulky enough to barely tank one with Tera Ground,. and humiliates status checks with Taunt, passive checks with Recover. you talk about Taunt later, add the Recover info there too. Allowing an unknown set of Arceus-Ground coming in against a passive mon is one of the most terrifying situations in SV Ubers, since the set variety of it is unmatched across every other mon in the tier. this is just glazing An Ice Beam can 0HKO OHKO Landorus-Therian and physically defensive Gliscor after rocks even under with a negative nature, while also provides providing stable consistent chip against physically defensive Groudon and Giratina-O to smooth facilitate a later game sweep; Taunt stops the opponent's attempt for not only phazing and status moves, but also find itself valuable of stopping stops the opponent's attempt to boost against it with natural bulk or surprising immunity, such as Extreme Killer Arceus/, Trick Room Necrozma-Dusk Mane, or Calyrex-Ice for the prior case, and frequent Tera Flying user Zacian-Crowned/Air Balloon user Kingambit for the later case such as Extreme Killer Arceus, Trick Room Necrozma-DM, Calyrex-I, Tera Flying Zacian-C, Air Balloon Kyogre and Air Balloon Kingambit. Flare Blitz not only provides coverage against Steel/Flying mons Skarmory and Tera Steel Giratina-O, but also naturally hitting hard with is boosted by the omnipresent Sun in the tier. Other options such as Gravity, Substitute, Supercell Slam and Outrage are occasionally seen in many tours and battles that make up the unpredictability of Arceus-Ground.

Dragon Dance Arceus-Ground appreciates teammates taking care of Giratina-O and Kyogre for its late game sweeping. Teammates such as Koraidon, Eternatus and Kyogre help dealing with and chipping against opposing Kyogre. Ting-Lu and physically defensive Ho-Oh can reliably take hits from Giratina-O and make progress against it. Terapagos provides hazard removal, status spreading and emergency phazing that are valuable to help Arceus-Ground reaches its sweeping position easier. also mention common air balloon on kyogre here. and revenge killers like ekiller, choice scarf koraidon, and caly-ice being annoying for dd ground.

Tera Ground provides a benchmark for damage after one Dragon Dance , such being able to as 0HKO OHKOing Koraidon from full, bursting through physically defensive Kyogre with one layer of hazards or minimal chip, and 2HKOing the bulkiest sets of Arceus even if they have Iron Defense. Tera Fire provides a burn immunity that voids opposing Terastallized Ho-Oh's attempt to Sacred Fire burning Arceus-Ground with Tera trying to dodge a Stone Edge; and Tera Fairy provides an important immunity to Scale Shot and Dragon Tail which can gain you a critical Dragon Dance turn to completely turn the tables. move this paragraph above the teammates one

qc 1/2
mostly done with some minor changes

Arceus-Ground @ Earth Plate
Tera type: Ground / Fairy / Fire
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Dragon Dance
- Recover / Ice Beam / Taunt
- Stone Edge / Ice Beam / Flare Blitz

Dragon Dance Arceus-Ground is one of the most dangerous sweepers of the tier and one way of measuring the integrity of a team is to see how effective the team contains it. It is found in a wide range of team structures, but most commonly seen in Hyper offense. With minimal help from hazards it can break through the majority of the tier without resist/immunity to Ground at +1, bursting through those who are bulky enough to barely tank one with Tera Ground, and humiliates status checks with Taunt, passive checks with Recover. Arceus-Ground is well known for its diverse movesets. For example, an Ice Beam can OHKO Landorus-Therian and physically defensive Gliscor after rocks even with a negative nature, while also providing consistent chip against physically defensive Groudon and Giratina-O to facilitate a later sweep; Taunt stops the opponent's phazing and status moves, in addition stops the opponent's attempt to boost against it with natural bulk or surprising immunity, such as Extreme Killer Arceus, Trick Room Necrozma-DM, Calyrex-I, Tera Flying Zacian-C and Air Balloon Kingambit. Flare Blitz not only provides coverage against Skarmory/Corviknight and Tera Steel Giratina-O, but also is boosted by the omnipresent Sun in the tier, giving it a critical damage calc of OHKOing Calyrex-Ice at +1. Other options such as Gravity, Substitute, Supercell Slam and Outrage are occasionally seen in many tours and battles that make up the unpredictability of Arceus-Ground.

Tera Ground provides a benchmark for damage after one Dragon Dance , such as being able to OHKO Koraidon from full, bursting through physically defensive Kyogre with one layer of hazards or minimal chip, 2HKOing the bulkiest sets of Arceus even if they have Iron Defense. Tera Fire provides burn immunity that voids opposing Terastallized Ho-Oh attempt to Sacred Fire burning Arceus-Ground; and Tera Fairy provides important immunity to Scale Shot and Dragon Tail which can gain you a critical Dragon Dance turn to completely turn the tables.

Dragon Dance Arceus-Ground appreciates teammates taking care of Giratina-O and Kyogre for its late game sweeping. Teammates such as Koraidon, Eternatus and Kyogre help dealing with and chipping opposing Kyogre. Ting-Lu and physically defensive Ho-Oh can reliably take hits from Giratina-O and make progress against it. Terapagos provides hazard removal, status spreading and emergency phazing that are valuable to help Arceus-Ground reaches its sweeping position easier.
Notes: mentioning airballoon ogre under the taunt target section is kinda null for me you either bring supercell slam to hit it, run or sack against it when dd ground see that, so I did not mention it

added flare blitz +1 killing caly I under sun, hitting both steel fly as well.


DISAGREE ON GLAZING
 
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