Who would've guess that one of the scariest things to face in a 1v1 was a stapler remover...
Absolutely everyone -- cuz this damned thing is banned in like every format it's legal in (well, from what I can tell, OU at least). I personally would lean more on the Ban Archaludon train because of the sheer versatility it has (as said previously by bern above me) and the stranglehold it has on Team Preview. Now, I'm not a 1v1 statistics wiz but if ANY MON can singlehandedly bring you up to near Top 500 on any tier ladder, that mon is a little bit too good.
There's literally any active ladder challenge where you run a single Pokémon to get 1500s. There are many Pokémon way beyond Arch that can singlehandedly get you to 1500.
No singular mon should ever catapult the masses to top tier performance WHILE ALSO being extremely difficult to handle.
What do you think top tier performances are if not being pokemon that are extremely difficult to handle?
Much Archaludon counterplay is the likes of Ground types or just trying to outbulk it and retaliate.
The only problem; Archaludon, for some reason, has a base speed stat of 80 FUCKIN 5 and a SpAtk stat of 125.
Now, this may not seem like much but as most of you know, this fuckhead got an Electric type Meteor Beam -- oh, AND IT HAS METEOR BEAM. This thing can easily run Electro Shot + Meteor Beam on a Power Herb set as it normally does, and it has access to a Choice Specs damage boost for free. The fact that it's actually kinda fast doesn't exactly help your case of "how to beat Archaludon". You can't beat what you can't outspeed, especially if the thing you're trying to outspeed is the #1 mon to beat in the tier. Sturdy only bolsters this things offensive prowess to an alarming degree. At least without Sturdy, you can POSSIBLY try and OHKO it. With Sturdy, however, you're not gonna be able to OHKO archaludon unless you have some sacred tech or Mold Breaker. If you don't have access to either the anti-Archaludon tech, or a Mold Breaker mon, you better KO it in 2 hits -- because Archaludon can VERY EASILY 2HKO the entire list of good 1v1 mons. It all comes together in this really oppressive collection of everything it has.
- Sturdy
- Dragon + Steel typing (makes it hard to OHKO even without Sturdy due to the defensive benefits of Dragon + Steel)
- Actually has good bulk (90/130/65)
- High SpAtk stat (125)
- Good speed (85)
- Access to an Electric and Rock type +1 SpAtk -- both of which have MINIMUM, 120 BP
This is a rather frustrating paragraph to respond to, because it's extremely exaggerated and because while everything is *technically* correct, it's just not the right picture. The truth of the matter is that a combination of Special Bulk / Recovery / Speed / Priority absolutely does shut down Power Herb, Custap, and Specs sets.
For example, AV Raging Bolt stops even Specs Arch
252 SpA Choice Specs Archaludon Draco Meteor vs. 252 HP / 252 SpD Assault Vest Raging Bolt: 354-416 (77.9 - 91.6%) -- guaranteed 2HKO
0+ SpA Raging Bolt Draco Meteor vs. 0 HP / 0 SpD Archaludon: 288-339 (89.7 - 105.6%) -- 37.5% chance to OHKO
0+ SpA Raging Bolt Thunderclap vs. 0 HP / 0 SpD Archaludon: 77-91 (23.9 - 28.3%) -- 96.6% chance to 4HKO
Dual charge moves can be stopped by the likes of Substitute Iron Moth
-1 252 SpA Archaludon Draco Meteor vs. 0 HP / 0 SpD Iron Moth: 127-150 (42.1 - 49.8%) -- guaranteed 3HKO
(you sub on the meteor beam on 1 and the draco on 2, flash does not cut it)
Snarl + Moonlight Umbreon shrugs off virtually everything
+1 252 SpA Archaludon Electro Shot vs. 252 HP / 0 SpD Umbreon: 164-194 (41.6 - 49.2%) -- guaranteed 3HKO
252 SpA Archaludon Draco Meteor vs. 252 HP / 0 SpD Umbreon: 165-195 (41.8 - 49.4%) -- guaranteed 3HKO
The actual problem IS the set versatility. If Arch was restricted to what you listed, we'd be laughing at even the concept of the suspect. It's because Arch is able to run ID or Stamina AV BPress, Mixed Scarf, Mirror Coat, Rock Tomb, or whatever other thingss you can imagine that we are considering this suspect.
This thing is almost perfect. It has little to no downsides whatsoever, with an expansive enough movepool to be fairly customizable in its role of
being an overall goodstuffs mon.
This is an actually interesting point you've brought up. Usage has a whopping 15 moves associated with it. Now I wouldn't necessarily call this an "expansive" movepool. Rather sets use a few different core moves and then throw in whatever filler else. Like you can't run Electro Shot or Meteor Beam on non-Herb sets. You're not running endure or rock tomb on any choiced set. And while yea it's interesting that you're running dark pulse on your specs set to have some notable usage for it, when is it actually relevant
Anyways let's suspect Arch, but let's have an informed discussion on it.