Project Ubers Victim of the Week! Week 6: Arceus Ground (Vote)

Since you went All attacking M2 and not CM M2 this makes my life easier. I nominate Ho-oh as a check

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 116 HP / 52 Atk / 200 Def / 200 Spe
Jolly Nature
- Sacred Fire
- Brave Bird
- Earthquake/Curse
- Recover

Strategy is pretty simple, get up rocks, get up Curse and start clicking Sacred Fire. After +1, M2 cannot 2HKO you while you OHKO back with SF or BB. Don't switch this guy in on a Psystrike tho.
 
Reserving deo-attack

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

The best defensive mon in the tier, deo can outspeed and kill mewtwo-y with a small bit of chip. It obviously cannot tank a hit so cant really be brought in on the switch.

252 SpA Life Orb Deoxys-Attack Dark Pulse vs. 0 HP / 0 SpD Mewtwo-Mega-Y: 250-294 (70.8 - 83.2%) -- guaranteed 2HKO

Mewtwo OHKOs with any move.

It cant come in on a switch and cant OHKO without chip but if mewtwo survives with a maximum 29% hp it can be easily revenged killed by any priority or scarfer.
 
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Gothorita (M) @ Eviolite
Ability: Shadow Tag
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Charm
- Confide
- Taunt
- Rest

Gothorita makes for a solid counter to Mega Mewtwo Y. It takes absolutely nothing from MM2Y's attacks, traps it with Shadow Tag, then proceeds to PP-stall it with a combination of Confide and Rest. The PhysDef turns MM2Y's +0 Psystrike into a 4HKO while also giving it a better chance vs defensive Ho-Oh.
 

DBW

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is a Pre-Contributor
Voting is here!
reserving alo-muk

View attachment 184642

Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 80 Atk / 28 Def / 148 SpD
Adamant Nature
- Pursuit
- Knock Off
- Shadow Sneak
- Poison Jab

Alo-Muk is a good counter to Mega Mewtwo Y as it doesn't take anything from Mewtwo y in general, also even at +1 Mewtwo y won't do much on Assault Vest Muk and
Alola-Muk can threaten Mewtwo y in multiple ways: Pursuit trapping, poisen with Poison Jab or just outright danmage it heavily with either Knock off or Poison Job.

Calcs:
Mewtwo-Mega-Y Psystrike vs. Muk-Alola: 0-0 (0 - 0%) -- aim for the horn next time
216 SpA Mewtwo-Mega-Y Ice Beam vs. 252 HP / 148 SpD Assault Vest Muk-Alola: 76-90 (18.3 - 21.7%) -- guaranteed 5HKO after Stealth Rock
216 SpA Mewtwo-Mega-Y Fire Blast vs. 252 HP / 148 SpD Assault Vest Muk-Alola: 92-109 (22.2 - 26.3%) -- guaranteed 4HKO after Stealth Rock
216 SpA Mewtwo-Mega-Y Focus Blast vs. 252 HP / 148 SpD Assault Vest Muk-Alola: 101-119 (24.3 - 28.7%) -- guaranteed 4HKO after Stealth Rock

80+ Atk Muk-Alola Pursuit vs. 0 HP / 40 Def Mewtwo-Mega-Y: 134-162 (37.9 - 45.8%) -- 10.9% chance to 2HKO after Stealth Rock
80+ Atk Muk-Alola Knock Off vs. 0 HP / 40 Def Mewtwo-Mega-Y: 218-260 (61.7 - 73.6%) -- guaranteed 2HKO after Stealth Rock
80+ Atk Muk-Alola Shadow Sneak vs. 0 HP / 40 Def Mewtwo-Mega-Y: 90-108 (25.4 - 30.5%) -- 8.5% chance to 3HKO after Stealth Rock
80+ Atk Muk-Alola Poison Jab vs. 0 HP / 40 Def Mewtwo-Mega-Y: 135-160 (38.2 - 45.3%) -- 9.8% chance to 2HKO after Stealth Rock

Pursuit Damage - Min Roll - Max Roll: 75,8% - 91,6% The Max roll of Pursuit while withdrawn is a OHKO after some chips with Stealth Rocks.

View attachment 184674
Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn

Mewtwo is going to have fun outpacing the entire tier until Scarf Yveltal comes along and wrecks it with (of all things) Foul Play. It is a soft check, being able to come in anything bar Ice Beam after Rocks, and even IB can OHKO 37.5% of the time after Rocks. It comes in, proceeds to Foul Play or U-turn if MMY is weakened, and brings in, like, Gengar. A nice thing about this is that, in addition to checking MMY, if you guess wrong, it can also check MMX with Oblivion Wing. Ofc MMX isn’t a meta staple or anything, but this can throw off some checks to MMY.


Check
Even if Mewtwo doesn't Mega Evolve right away to keep Unnerve, Focus Blast will never OHKO Arceus, Arceus will gets its Swords Dance, and now Arceus has a priority OHKO on Mewtwo with Extreme Speed. If Arceus is at full health, this particular Mewtwo will never 2HKO Arceus with heavy HP investment with Psystrike outside of crits. If Mewtwo misses the Focus Blast, then Arceus can get get another Swords Dance in the following turns. Most teams Mewtwo finds itself on have limited options for dealing with Extreme Killer Arceus anyways and most of that already limited counterplay goes away when it reaches +4. At any rate, Mewtwo doesn't want to stay in on Arceus if it doesn't have to given just how sour the encounter can go for not just Mewtwo, but the rest of its team.

Mega Mewtwo X is another animal and completely turns the match up on its head given that it has the defense to live +2 Extreme Speed. Base Mewtwo can live +2 Extreme Speed at full health, but still has to rely on two Focus Blasts to KO Arceus.

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Extreme Speed
- Swords Dance
- Recover
- Shadow Claw


Lunala as a counter

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moongeist Beam
- Psyshock
- Focus Blast
- Ice Beam

Lunala can easily take any attack that Mewtwo uses against it due to Shadow Shield + resisting Psychic and hits back hard with STAB Moongeist Beam. Choice Scarf allows it to outspeed Mega Mewtwo Y.

252+ SpA Lunala Moongeist Beam vs. 0 HP / 0 SpD Mewtwo-Mega-Y: 320-378 (90.6 - 107%) -- 43.8% chance to OHKO
216 SpA Mewtwo-Mega-Y Fire Blast vs. 0 HP / 4 SpD Shadow Shield Lunala: 75-88 (18 - 21.2%) -- possible 5HKO
216 SpA Mewtwo-Mega-Y Fire Blast vs. 0 HP / 4 SpD Lunala: 150-177 (36.1 - 42.6%) -- guaranteed 3HKO after Stealth Rock

Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 216 Def / 44 SpD
Bold Nature
- Toxic
- Foul Play
- Slack Off
- Iron Defense

Nominating as a counter. It just so happens that Slowbro's unique typing lets it resist all of Mewtwo Y's coverage moves, and its colossal physical bulk means that it takes next to nothing from Psystrike. It can consistently 2HKO Mewtwo Y with Foul Play, letting it beat Calm Mind/Taunt variants too.

  • 252 SpA Mewtwo-Mega-Y Psystrike vs. 248 HP / 216+ Def Slowbro-Mega: 53-63 (13.4 - 16%) -- possible 7HKO
  • 252 SpA Mewtwo-Mega-Y Focus Blast vs. 248 HP / 44 SpD Slowbro-Mega: 101-119 (25.6 - 30.2%) -- guaranteed 4HKO
  • 0- Atk Slowbro-Mega Foul Play vs. 0 HP / 40 Def Mewtwo-Mega-Y: 222-262 (62.8 - 74.2%) -- guaranteed 2HKO

This isn't all that useful though, since Slowbro should already be paired with a Pursuit trapper like Amuk to deal with Mega Gengar; since its role is that of a physical wall, a well-designed team shouldn't be using it to deal with special attackers. You should only switch it in if you need to or you're unsure of whether the Mewtwo is X or Y.

Since you went All attacking M2 and not CM M2 this makes my life easier. I nominate Ho-oh as a check

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 116 HP / 52 Atk / 200 Def / 200 Spe
Jolly Nature
- Sacred Fire
- Brave Bird
- Earthquake/Curse
- Recover

Strategy is pretty simple, get up rocks, get up Curse and start clicking Sacred Fire. After +1, M2 cannot 2HKO you while you OHKO back with SF or BB. Don't switch this guy in on a Psystrike tho.

Reserving deo-attack

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Dark Pulse

The best defensive mon in the tier, deo can outspeed and kill mewtwo-y with a small bit of chip. It obviously cannot tank a hit so cant really be brought in on the switch.

252 SpA Life Orb Deoxys-Attack Dark Pulse vs. 0 HP / 0 SpD Mewtwo-Mega-Y: 250-294 (70.8 - 83.2%) -- guaranteed 2HKO

Mewtwo OHKOs with any move.

It cant come in on a switch and cant OHKO without chip but if mewtwo survives with a maximum 29% hp it can be easily revenged killed by any priority or scarfer.



Gothorita (M) @ Eviolite
Ability: Shadow Tag
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Charm
- Confide
- Taunt
- Rest

Gothorita makes for a solid counter to Mega Mewtwo Y. It takes absolutely nothing from MM2Y's attacks, traps it with Shadow Tag, then proceeds to PP-stall it with a combination of Confide and Rest. The PhysDef turns MM2Y's +0 Psystrike into a 4HKO while also giving it a better chance vs defensive Ho-Oh.

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2. katy
3. ropalme
 
arceus water

4505-Arceus-Water.png
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Judgment
- Ice Beam
- Recover
- Toxic

Waterceus takes very little from Arceus Gorunds Attacks and can safely 2HKO Arceus Ground with Judgment or 3HKO with Ice Beam, also it can wear down Groundceus with Toxic and hurts its longevity heavily.
Also Waterceus has still a chance of 2HKOing Groundceus with Judgment even when Groundceus is at +1 due to CM boost, therefore Arceus-Water is a very reliable and good check to Arceus-Ground.

Calcs:
unboosted:
0 SpA Splash Plate Arceus-Water Judgment vs. 0 HP / 0 SpD Arceus-Ground: 258-306 (67.7 - 80.3%) -- guaranteed 2HKO after Stealth Rock
0 SpA Arceus-Water Ice Beam vs. 0 HP / 0 SpD Arceus-Ground: 130-154 (34.1 - 40.4%) -- guaranteed 3HKO after Stealth Rock

252 SpA Earth Plate Arceus-Ground Judgment vs. 252 HP / 0 SpD Arceus-Water: 159-187 (35.8 - 42.1%) -- guaranteed 3HKO after Stealth Rock
252 SpA Arceus-Ground Ice Beam vs. 252 HP / 0 SpD Arceus-Water: 39-47 (8.7 - 10.5%) -- possible 9HKO after Stealth Rock

boosted:
0 SpA Splash Plate Arceus-Water Judgment vs. +1 0 HP / 0 SpD Arceus-Ground: 174-206 (45.6 - 54%) -- 94.5% chance to 2HKO after Stealth Rock
0 SpA Arceus-Water Ice Beam vs. +1 0 HP / 0 SpD Arceus-Ground: 88-104 (23 - 27.2%) -- 99.6% chance to 4HKO after Stealth Rock

+1 252 SpA Earth Plate Arceus-Ground Judgment vs. 252 HP / 0 SpD Arceus-Water: 237-280 (53.3 - 63%) -- guaranteed 2HKO after Stealth Rock
+1 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 0 SpD Arceus-Water: 59-70 (13.2 - 15.7%) -- possible 6HKO after Stealth Rock
 
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Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Soft-Boiled
- Heal Bell
- Toxic
- Confide

A counter to Arceus-Ground, with Confide and Toxic, Chansey simply stalls Arceus-Ground out with no trouble whatsoever.
 
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Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Heavy Slam
- Toxic
- Protect

Nominating as a counter. Even without special defense investment, you completely wall Groundceus and use Toxic/Leech Seed to stall it to death. The nice thing about Celesteela when compared to other Groundceus checks such as Ho-Oh/Kyogre is that it can handle physical variants (lacking Substitute) rather well too.

  • 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 4 SpD Celesteela: 92-109 (23.1 - 27.3%) -- possible 5HKO after Leftovers recovery
  • +1 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 4 SpD Celesteela: 137-162 (34.4 - 40.7%) -- 57.8% chance to 3HKO after Leftovers recovery
  • +2 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 4 SpD Celesteela: 183-216 (45.9 - 54.2%) -- 5.9% chance to 2HKO after Leftovers recovery
 
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Support Rotom-Wash
186206

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Will-O-Wisp
- Pain Split
- Thunderbolt

Support Rotom-W as an absolute counter. Takes nothing from Ice Beams, even at +2, and can cripple Groundceus with a Toxic, with Pain Split allowing it to recover from crits and freezes.
Will-O-Wisp allows it to cripple Groundceus' possible physical attacking companions and is also a backup plan in case the Arceus is running the rare Swords Dance set.
Thunderbolt allows it to heavily damage the Yveltals and Ho-Oh's that are so common in Arceus-Ground teams.
Pain Split is the only form of recovery outside of Leftovers.
 
Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Recover
- Toxic

Ho-oh counters CM Groundceus (SD blasts it with Edge) by virtue of its typing. Ho-oh’s Brave Bird slaps Arc, doing ~60% minimum, and Arceus fails to do anything back as a boosted Ice Beam is a 4hko. While the Arceus player could attempt to rack up recoil on Ho-oh in an emergency, it can just Toxic to circumvent this in addition to Recovering itself.
 
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Grassceus as a check (not reliable enough for counter)

Arceus-Grass @ Meadow Plate
Ability: Multitype
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Grass Knot
- Ice Beam
- Fire Blast
- Recover

Grassceus resists Judgment and does heavy damage with Grass Knot while speed-tying Groundceus.
176 SpA Meadow Plate Arceus-Grass Grass Knot (120 BP) vs. 0 HP / 0 SpD Arceus-Ground: 360-426 (94.4 - 111.8%) -- 62.5% chance to OHKO
252 SpA Arceus-Ground Ice Beam vs. 80 HP / 0 SpD Arceus-Grass: 158-188 (39.4 - 46.8%) -- guaranteed 3HKO
176 SpA Meadow Plate Arceus-Grass Grass Knot (120 BP) vs. +1 0 HP / 0 SpD Arceus-Ground: 240-284 (62.9 - 74.5%) -- guaranteed 2HKO
+1 252 SpA Arceus-Ground Ice Beam vs. 80 HP / 0 SpD Arceus-Grass: 238-282 (59.3 - 70.3%) -- guaranteed 2HKO
 
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DBW

woof woof
is a Pre-Contributor
Voting is up!
arceus water

View attachment 186202
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
- Judgment
- Ice Beam
- Recover
- Toxic

Waterceus takes very little from Arceus Gorunds Attacks and can safely 2HKO Arceus Ground with Judgment or 3HKO with Ice Beam, also it can wear down Groundceus with Toxic and hurts its longevity heavily.
Also Waterceus has still a chance of 2HKOing Groundceus with Judgment even when Groundceus is at +1 due to CM boost, therefore Arceus-Water is a very reliable and good check to Arceus-Ground.

Calcs:
unboosted:
0 SpA Splash Plate Arceus-Water Judgment vs. 0 HP / 0 SpD Arceus-Ground: 258-306 (67.7 - 80.3%) -- guaranteed 2HKO after Stealth Rock
0 SpA Arceus-Water Ice Beam vs. 0 HP / 0 SpD Arceus-Ground: 130-154 (34.1 - 40.4%) -- guaranteed 3HKO after Stealth Rock

252 SpA Earth Plate Arceus-Ground Judgment vs. 252 HP / 0 SpD Arceus-Water: 159-187 (35.8 - 42.1%) -- guaranteed 3HKO after Stealth Rock
252 SpA Arceus-Ground Ice Beam vs. 252 HP / 0 SpD Arceus-Water: 39-47 (8.7 - 10.5%) -- possible 9HKO after Stealth Rock

boosted:
0 SpA Splash Plate Arceus-Water Judgment vs. +1 0 HP / 0 SpD Arceus-Ground: 174-206 (45.6 - 54%) -- 94.5% chance to 2HKO after Stealth Rock
0 SpA Arceus-Water Ice Beam vs. +1 0 HP / 0 SpD Arceus-Ground: 88-104 (23 - 27.2%) -- 99.6% chance to 4HKO after Stealth Rock

+1 252 SpA Earth Plate Arceus-Ground Judgment vs. 252 HP / 0 SpD Arceus-Water: 237-280 (53.3 - 63%) -- guaranteed 2HKO after Stealth Rock
+1 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 0 SpD Arceus-Water: 59-70 (13.2 - 15.7%) -- possible 6HKO after Stealth Rock



Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Soft-Boiled
- Heal Bell
- Toxic
- Confide

A counter to Arceus-Ground, with Confide and Toxic, Chansey simply stalls Arceus-Ground out with no trouble whatsoever.



Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Heavy Slam
- Toxic
- Protect

Nominating as a counter. Even without special defense investment, you completely wall Groundceus and use Toxic/Leech Seed to stall it to death. The nice thing about Celesteela when compared to other Groundceus checks such as Ho-Oh/Kyogre is that it can handle physical variants (lacking Substitute) rather well too.

  • 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 4 SpD Celesteela: 92-109 (23.1 - 27.3%) -- possible 5HKO after Leftovers recovery
  • +1 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 4 SpD Celesteela: 137-162 (34.4 - 40.7%) -- 57.8% chance to 3HKO after Leftovers recovery
  • +2 252 SpA Arceus-Ground Ice Beam vs. 252 HP / 4 SpD Celesteela: 183-216 (45.9 - 54.2%) -- 5.9% chance to 2HKO after Leftovers recovery

Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Roost
- Toxic
- Whirlwind
- Psychic

Lugia can easily withstand even a boosted Ice Beam and then Phase Arceus with whirlwind.

Support Rotom-Wash
View attachment 186206

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Will-O-Wisp
- Pain Split
- Thunderbolt

Support Rotom-W as an absolute counter. Takes nothing from Ice Beams, even at +2, and can cripple Groundceus with a Toxic, with Pain Split allowing it to recover from crits and freezes.
Will-O-Wisp allows it to cripple Groundceus' possible physical attacking companions and is also a backup plan in case the Arceus is running the rare Swords Dance set.
Thunderbolt allows it to heavily damage the Yveltals and Ho-Oh's that are so common in Arceus-Ground teams.
Pain Split is the only form of recovery outside of Leftovers.

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Recover
- Toxic

Ho-oh counters CM Groundceus (SD blasts it with Edge) by virtue of its typing. Ho-oh’s Brave Bird slaps Arc, doing ~60% minimum, and Arceus fails to do anything back as a boosted Ice Beam is a 4hko. While the Arceus player could attempt to rack up recoil on Ho-oh in an emergency, it can just Toxic to circumvent this in addition to Recovering itself.

Grassceus as a check (not reliable enough for counter)

Arceus-Grass @ Meadow Plate
Ability: Multitype
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Grass Knot
- Ice Beam
- Fire Blast
- Recover

Grassceus resists Judgment and does heavy damage with Grass Knot while speed-tying Groundceus.
176 SpA Meadow Plate Arceus-Grass Grass Knot (120 BP) vs. 0 HP / 0 SpD Arceus-Ground: 360-426 (94.4 - 111.8%) -- 62.5% chance to OHKO
252 SpA Arceus-Ground Ice Beam vs. 80 HP / 0 SpD Arceus-Grass: 158-188 (39.4 - 46.8%) -- guaranteed 3HKO
176 SpA Meadow Plate Arceus-Grass Grass Knot (120 BP) vs. +1 0 HP / 0 SpD Arceus-Ground: 240-284 (62.9 - 74.5%) -- guaranteed 2HKO
+1 252 SpA Arceus-Ground Ice Beam vs. 80 HP / 0 SpD Arceus-Grass: 238-282 (59.3 - 70.3%) -- guaranteed 2HKO

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