BH Utility Ghostceus [GP 1/1]

rightclicker

HARDWAREZ
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[OVERVIEW]
Arceus-Ghost is one of the most defining centerpieces of Balanced Hackmons thanks to its built-in self Imposter-proofing due to Spooky Plate + Judgment that allows it to run Shore Up without worrying about Imposter, good bulk, great offensive typing, and versatility. It is able to soft check a lot of would-be annoyances such as RegenVest Celesteela without Nuzzle and Mega Lucario depending on its ability. Its ability to block Rapid Spin also differentiates it from other Arceus formes. However, Arceus-Ghost can be hard walled rather easily by certain walls such as Mega Audino and Meloetta. Its low immediate damage output can also lead to fast offensive threats like Eternatus forcing it out. Its ability choice of Magic Guard or Fur Coat also mean it either has limited defensive presence or is a physical wall that's weak to Choice Band Ash-Greninja, respectively.

[SET]
Utility (Arceus-Ghost) @ Spooky Plate
Ability: Magic Guard / Fur Coat
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Shore Up / Strength Sap
- Knock Off
- Spikes / Rapid Spin / Mortal Spin

[SET COMMENTS]
Arceus-Ghost can provide very consistent utility to its team with its immunity to item removal and built in self-Imposter-proofing through Judgment. Shore Up is the preferred healing move because it isn't blocked by the likes of Blissey and Mega Audino, but Strength Sap heals more HP at once and fares better against Choice Band users. Knock Off removes crucial items from walls like Heavy-Duty Boots and Covert Cloak from Mega Audino, making them susceptible to entry hazard damage or getting poisoned by Mortal Spin. Potentially removing Eviolite from Imposter users is also nice but should not be relied on, as these foes rarely want to switch in on Arceus-Ghost. Spikes takes advantage of Arceus-Ghost's conventional switch-ins, like Blissey, being passive and lacking hazard removal; alternatively, Rapid Spin and Mortal Spin provide hard-to-block hazard removal. Magic Guard is the preferred ability, as it provides an immunity to entry hazards and other chip damage such as Salt Cure and Mortal Spin, but Fur Coat makes Arceus-Ghost function as more of a wall capable of soft checking foes like Koraidon.

Arceus-Ghost fits well on entry hazard-stacking teams, as it can easily provide item removal support and reliably block Rapid Spin. Teams that stack hazard-immune teammates also enjoy Arceus-Ghost as a Knock Off absorber. Most attackers such as Ash-Greninja or and Eternatus appreciate Arceus-Ghost stacking Spikes to wear away at their checks or, in Eternatus's case, directly damage checks like Ice Scales Arceus formes. Other teammates such as RegenVest Celesteela and Mega Audino also synergize well with Arceus-Ghost defensively alongside the occasional Imposter-proofing Arceus-Ghost can provide for them. Arceus-Ghost is particularly vulnerable to Dark-types and opposing Ghost-types that are faster such as Ash-Greninja, Yveltal, and Flutter Mane; therefore, checks to them like the aforementioned Mega Audino are valuable.

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

Thunder Cage can constantly chip down most bulkier walls and hits Celesteela hard, but Mortal Spin is generally better at chipping down walls on utility sets, which leaves Thunder Cage mostly just for Celesteela. Other offensive abilities such as Speed Boost and Good as Gold can be chosen over Fur Coat on the setup set, but this provides little defensive utility and would leave Arceus-Ghost with fewer opportunities to set up. Taunt is an option on the setup set to deny recovery and other utility such as Spikes and Topsy-Turvy, but giving up a moveslot for utility such as Knock Off or coverage is often not desirable. Plus, it either locks Arceus-Ghost into using Judgment as its only attack or means it has no recovery, both of which are very easily exploitable.

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

**Dark-types**: Arceus-Ghost struggles against most Dark-type foes in general, especially faster attackers such as Ash-Greninja. However, they dislike switching in on Secret Sword or Knock Off especially with entry hazards up. Magic Guard Yveltal in particular, however, is a great annoyance, as it completely halts anything Arceus-Ghost can do.

**Normal-type Walls**: Blissey and Mega Audino handily beat setup sets via Topsy-Turvy and their immunity to Judgment, although Blissey needs to watch out for Secret Sword. Utility sets are hard stopped by Magic Guard Blissey, and even if it is not running Magic Guard, Arceus-Ghost can only make progress through Knock Off and Spikes.

**Faster Threats**: Most faster threats, like Flutter Mane, Eternatus, and Mega Alakazam, threaten Arceus-Ghost out with direct damage. They can't really switch in, however.

**Status Effects**: Fur Coat Arceus-Ghost sets hate status, as chip damage from poison cuts heavily into its longevity, and paralysis completely cripples it. Magic Guard sets don't mind poison but still dislike paralysis.

**Ice Scales + Take Heart Arceus Formes**: Ice Scales Acreus amplified with Take Heart's Special Defense boosts means that all of Arceus-Ghost's attacks, including Secret Sword, will do basically no damage to these Arceus formes. Many of them also carry a Plate, which means they can easily sponge Knock Off.

[CREDITS]
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Last edited:
Add Comment
Lmk on disc when done I'll look over again.
[OVERVIEW]
Arceus-Ghost is one of the most defining threats dont know if i would call it a threat, its not actually that threatening by itself of BH, thanks to its extreme versatility idt its particularly versatile, and if it is it should be mentioned after self improof as that is what enables a lot of its stuff, built-in self Imposter-proofing due to Spooky Plate + Judgment, good bulk, and great offensing typo typing. It is able to softcheck a lot of otherwise would be annoyances such as RegenVest Celesteela, Mega Lucario and more depending on its ability This feels weird because it doesn't really soft check the former and latter maybe but considering the dominant sets are Shore you don't really handle well. Definitely mention spinblocking as thats a huge thing. Also can mention how the self Improof differentiates it by comfortably running Recover (which can be added to an existing sentence). And also mention its downsides in the overview, can look at other analyses with overviews for idea.

[SET]
Utility (Arceus-Ghost) @ Spooky Plate
Ability: Magic Guard / Fur Coat
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Shore Up / Strength Sap
- Knock Off
- Spikes / Mortal Spin / Rapid Spin Mortal should be last if even slashed, can discuss

[SET COMMENTS]
Arceus-Ghost can provide very consistent utility to its team using this set with Knock Off immunity inaccurate wording and built in self Imposter-proofing through Judgment. Magic Guard is the preferred ability as it provides an immunity to hazards and other chip damage such as Salt Cure mention mortal i think, pretty significant annoyance to ghost otherwise as it doesnt run th, but Fur Coat makes Arceus-Ghost functions as more of a wall can mention what it can soft check with it. Shore Up is the preferred healing move due to its inability to get blocked by the likes of Blissey or Magic Bounce users such as Ho-Oh just drop bounce mention nothing really runs it definitively, but Strength Sap has a higher burst and fares better against Choice Band users such as Mega Garchomp, especially if Arceus-Ghost opts for Fur Coat this should be reworded to only be for FC, MG Sap is pretty troll. Knock Off removes crucial items from walls like Heavy-Duty Boots or Covert Cloak from Mega Audino, making them susceptible to hazard damage or getting poisoned by Mortal Spin if Mortal is unslashed can drop the mention, also mention Evio and plate from Imp. Spikes is preferred on the last moveslot as a guaranteed way to make progress against most teams even if Arceus-Ghost encounters a hard wall like Magic Guard Blissey can word it to be that Ghostceus is good user of it because its switch-ins are generally passive and poor removals, but if other teammates already carry Spikes, hazard removal with either Rapid Spin or Mortal Spin is a decent alternative. Rapid Spin is very hard to block as Judgment will heavily dent, if not outright KO most Ghost-type foes switching in to deny Rapid Spin's hazard removal, but Mortal Spin has the potential to permanently cripple walls without Take Heart or Magic Guard.

Arceus-Ghost best fit on slower not necessarily, drop hazard stacking teams, as it can easily provide item removal support and completely deny a way to remove hazards in Rapid Spin can mention its status as by far the most reliable spinblocker, which can also be reflected through a reword from "best fits on..." to "fits well on" (suggesting its the team that relies on it). Can mention on hazard resilient versions how its a solid Knock Off absorber. Most attackers such as Ash-Greninja or Eternatus appreciate Arceus-Ghost either stacking up Spikes to chip their checks down, removing the checks' crucial items needed to actually check the attackers, or damaging them with Judgment and other utility moves. Other defensive teammates such as RegenVest Celesteela or Mega Audino also synergizes well with Arceus-Ghost defensively alongside the occasional Imposter-proofing it can provide really vague sentence not sure what the idea expressed here. Ash-Greninja ? is particularly vulnerable to Dark-types and opposing Ghost-types that are faster such as Ash-Greninja, Yveltal or Flutter Mane, therefore checks to them like the aforementioned Mega Audino valuable.

[STRATEGY COMMENTS]
Other Options Entire section one paragraph, remove newlines
=============

Taunt is an option on the setup set to deny recovery and other utility such as Spikes and Topsy-Turvy, but giving up a moveslot for other utility such as Knock Off or coverage is often not desirable. I don't think this is legit? You are super locked into setup judg coverage recovery and taunt does not help you against Bliss and friends if you can't chip them down at all

Thunder Cage on both utility and setup can constantly chip down most bulkier walls and hits Celesteela hard, but Mortal Spin is generally better at this. I think this move is fake on utility but is not outclassed on setup by mortal obv. Also need to go over what is on the 4th slot on that set.

Other offensive abilities such as Speed Boost or Good As Gold can be chosen over Fur Coat on the setup set, but this provides little defensive utility and would leave Arceus-Ghost with less opportunities to set up.

Checks and Counters use **s instead of Bold
===================

Dark-types: Arceus-Ghost struggles against most Dark-type foes in general, especially faster attackers such as Ash-Greninja. However, they themselves dislike switching in on Secret Sword or Knock Off especially with hazards up. Need to mention Yveltal that mon is like solely exist for this guy and beats it pretty soundly

Normal-type walls
: Blissey and Mega Audino can completely deny any progress the Setup set can make with their immunity to Judgment and Topsy-Turvy. Magic Guard Blissey in particular can even hard wall the utility set as it does not mind Knock Off or any chip This does not account for Sword. However, if it's not Magic Guard, then, alongside Mega Audino, they have to be aware of the utility set making too much progress with Knock Off.

Miscellaneous offensive threats: Certain faster offensive threats such as Flutter Mane or Mega Sceptile can force Arceus-Ghost out. Flutter doesn't even run ghost stab that often these days, and Sceptile isn't strong enough to be reliable, can use other examples like Zam instead.

Mention Scales Arc they win setup war usually cant be knocked either. Mention status as Para is pretty annoying and poison too for FC sets. Can mention hazards for non MG.


[CREDITS]
Written by:
https://www.smogon.com/forums/members/rightclicker.589755/
Quality checked by:
https://www.smogon.com/forums/members/chessking345.355040/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
chessking345-QC-small.gif
 
add remove comment (ac) = add comma (rc) = remove comma
[OVERVIEW]
Arceus-Ghost is one of the most defining centerpieces of BH, thanks to its built-in self Imposter-proofing due to Spooky Plate + Judgment allowing it to run Shore Up without worrying about Imposter, good bulk, great offensive typing, (ac) and versatility. It is able to softcheck a lot of otherwise would be annoyances such as RegenVest Celesteela without Nuzzle, Mega Lucario, (ac) and more depending on its ability. Its ability to block Rapid Spin also differentiates it from other Arceus formes. However, Arceus-Ghost can be hard walled rather easily with certain walls such as Mega Audino and Meloetta. Setup sets' general passivity and sometimes lack of utility before setting up can also be a problem Its low immediate damage output can also lead to fast offensive threats like Eternatus safely forcing it out. Its ability choice of either Magic Guard or Fur Coat can also leave it with either limited defensive presence or being a physical wall that's weak to Choice Band Ash-Greninja, respectively.

[SET]
Utility (Arceus-Ghost) @ Spooky Plate
Ability: Magic Guard / Fur Coat
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Shore Up / Strength Sap
- Knock Off
- Spikes / Rapid Spin / Mortal Spin

[SET COMMENTS]
Arceus-Ghost can provide very consistent utility to its team using this set with immunity to item removal and built in self Imposter-proofing through Judgment. Magic Guard is the preferred ability, (ac) as it provides an immunity to entry hazards and other chip damage such as Salt Cure and Mortal Spin, but Fur Coat makes Arceus-Ghost functions as more of a wall capable of soft checking foes like Koraidon. Shore Up is the preferred healing move due to its inability to get blocked by the likes of Blissey or Mega Audino, but Strength Sap has a higher burst and fares better against Choice Band users such as Mega Garchomp if Arceus-Ghost opts for Fur Coat heals more at once and fares better into Choice Band users. Knock Off removes crucial items from walls like Heavy-Duty Boots or Covert Cloak from Mega Audino, making them susceptible to hazard damage or getting poisoned by Mortal Spin. Potentially removing Eviolite from Imposter users is also nice but should not be relied on, as Imposter users rarely want to switch in on Arceus-Ghost. Spikes is preferred on the last moveslot as a guaranteed way to make progress against most teams because good Arceus-Ghost switch-ins like Magic Guard Blissey are generally passive and are poor hazard removers, but if other teammates already carry Spikes, hazard removal with either Rapid Spin or Mortal Spin is a decent alternative. Rapid Spin is very hard to block as Judgment will heavily dent, if not outright KO most Ghost-type foes switching in to deny Rapid Spin's hazard removal, but Mortal Spin has the potential to permanently cripple walls without Take Heart or Magic Guard. Spikes takes advantage of Arceus-Ghost's conventional switch-ins, like Blissey, being passive and lacking hazard removal; alternatively, Rapid Spin and Mortal Spin provide hard-to-block hazard removal.

Arceus-Ghost fits well on hazard stacking teams, as it can easily provide item removal support and being the most reliable Rapid Spin blocker available reliably blocks Rapid Spin. Teams that additionally stack hazard-immune teammates also enjoy Arceus-Ghost as a Knock Off absorber. Most attackers such as Ash-Greninja or Eternatus appreciate Arceus-Ghost either stacking up Spikes to chip their checks down, removing the checks' crucial items needed to actually check the attackers, or damaging them with Judgment and other utility moves. stacking Spikes to wear away at their checks, or in Eternatus's case, directly damage checks like Ice Scales Arceus formes. Other defensive teammates such as RegenVest Celesteela or and Mega Audino also synergizes synergize well with Arceus-Ghost defensively alongside the occasional Imposter-proofing it can provide covering for Spooky Plate Imposter users. Arceus-Ghost is particularly vulnerable to Dark-types and opposing Ghost-types that are faster such as Ash-Greninja, Yveltal, (ac) and or Flutter Mane, therefore checks to them like the aforementioned Mega Audino are valuable.

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

Thunder Cage on both utility and setup can constantly chip down most bulkier walls and hits Celesteela hard, but Mortal Spin is generally better at this on utility sets. Other offensive abilities such as Speed Boost or Good As Gold Good as Gold can be chosen over Fur Coat on the setup set, but this provides little defensive utility and would leave Arceus-Ghost with less fewer opportunities to set up. Taunt is an option on the setup set to deny recovery and other utility such as Spikes and Topsy-Turvy, but giving up a moveslot for other utility such as Knock Off or coverage is often not desirable. Plus, it either locks Arceus-Ghost into using Judgment as its only attack or having no recovery, both of which are very easily exploitable.

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

**Dark-types**: Arceus-Ghost struggles against most Dark-type foes in general, especially faster attackers such as Ash-Greninja. However, they themselves dislike switching in on Secret Sword or Knock Off especially with hazards up. Magic Guard Yveltal in particular however is a great annoyance as it completely halts anything Arceus-Ghost can do.

**Normal-type walls**: Blissey and Mega Audino can mostly deny any progress the Setup set can make with their immunity to Judgment and Topsy-Turvy, barring Secret Sword for Blissey. Magic Guard Blissey in particular can even hard wall the utility set as it does not mind Knock Off or any chip. However, if it's not Magic Guard, then, alongside Mega Audino, they have to be aware of the utility set making too much progress with Knock Off. Blissey and Mega Audino handily beat Setup sets via Topsy-Turvy and immunity to Judgment, although Blissey needs to watch for Secret Sword. Utility sets are hard-stopped by Magic Guard Blissey, and even if not Magic Guard, Arceus-Ghost can only make progress through Knock Off and Spikes.

**Miscellaneous offensive threats**: Certain faster offensive threats such as Ghost move Flutter Mane or Mega Alakazam can force Arceus-Ghost out.
**Faster threats**: Most faster threats, like Flutter Mane, Eternatus, and Mega Alakazam, threaten Arceus-Ghost out with direct damage. These can't really switch in, however.

**Status effects**: Fur Coat sets hates getting statused hate status, (ac) as chip damage from poison cuts heavily into its longevity, and paralysis completely cripples it. Magic Guard sets don't mind poison but still has to mind paralysis dislike paralysis.

**Ice Scales + Take Heart Arceus formes**: Ice Scales amplified with Take Heart's Special Defense boosts means that all of Arceus-Ghost's attacks will do basically no damage, even Secret Sword as Ice Scales also reduces its damage including Secret Sword. Many of them also carry a Plate, which means they can easily sponge Knock Off.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/rightclicker.589755/
Quality checked by:
https://www.smogon.com/forums/members/chessking345.355040/
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Grammar checked by:
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qc 2/2
 
1/1 GP Team done
[OVERVIEW]
Arceus-Ghost is one of the most defining centerpieces of BH (RC) Balanced Hackmons thanks to its built-in self Imposter-proofing due to Spooky Plate + Judgment allowing that allows it to run Shore Up without worrying about Imposter, good bulk, great offensive typing, and versatility. It is able to softcheck soft check a lot of otherwise would be would-be annoyances such as RegenVest Celesteela without Nuzzle (RC) and Mega Lucario (RC) and more depending on its ability. Its ability to block Rapid Spin also differentiates it from other Arceus formes. However, Arceus-Ghost can be hard walled rather easily with by certain walls such as Mega Audino and Meloetta. Its low immediate damage output can also lead to fast offensive threats like Eternatus safely forcing it out. Its ability choice of either Magic Guard or Fur Coat can also leave mean it with either has limited defensive presence or being is a physical wall that's weak to Choice Band Ash-Greninja, respectively.

[SET]
Utility (Arceus-Ghost) @ Spooky Plate
Ability: Magic Guard / Fur Coat
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Shore Up / Strength Sap
- Knock Off
- Spikes / Rapid Spin / Mortal Spin

[SET COMMENTS]
Arceus-Ghost can provide very consistent utility to its team using this set with with its immunity to item removal and built in self Imposter-proofing self-Imposter-proofing through Judgment. Magic Guard is the preferred ability, as it provides an immunity to entry hazards and other chip damage such as Salt Cure and Mortal Spin, but Fur Coat makes Arceus-Ghost functions function as more of a wall capable of soft checking foes like Koraidon. (move the ability descriptions below where you talk about the moves, moves always come first) Shore Up is the preferred healing move due to its inability to get because it isn't blocked by the likes of Blissey or and Mega Audino, but Strength Sap heals more HP at once and fares better into against Choice Band users. Knock Off removes crucial items from walls like Heavy-Duty Boots or and Covert Cloak from Mega Audino, making them susceptible to entry hazard damage or getting poisoned by Mortal Spin. Potentially removing Eviolite from Imposter users is also nice but should not be relied on, as Imposter users these foes rarely want to switch in on Arceus-Ghost. Spikes takes advantage of Arceus-Ghost's conventional switch-ins, like Blissey, being passive and lacking hazard removal; alternatively, Rapid Spin and Mortal Spin provide hard-to-block hazard removal.

Arceus-Ghost fits well on hazard stacking entry hazard-stacking teams, as it can easily provide item removal support and reliably blocks block Rapid Spin. Teams that stack hazard-immune teammates also enjoy Arceus-Ghost as a Knock Off absorber. Most attackers such as Ash-Greninja or and Eternatus appreciate Arceus-Ghost stacking Spikes to wear away at their checks (RC) or, (AC) in Eternatus's case, directly damage checks like Ice Scales Arceus formes. Other defensive teammates such as RegenVest Celesteela and Mega Audino also synergize well with Arceus-Ghost defensively alongside the occasional Imposter-proofing Arceus-Ghost can provide. (i isn't clear how the synergy is linked to improofing) Arceus-Ghost is particularly vulnerable to Dark-types and opposing Ghost-types that are faster such as Ash-Greninja, Yveltal, and Flutter Mane (RC); (ASC) therefore, (AC) checks to them like the aforementioned Mega Audino are valuable.

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

Thunder Cage can constantly chip down most bulkier walls and hits Celesteela hard, but Mortal Spin is generally better at this (what is this? bc mortal spin can't hit steela + mortal spin is only mentioned in the paragraph as hazrad removal, which thunder cage isn't) on utility sets. Other offensive abilities such as Speed Boost or and Good as Gold can be chosen over Fur Coat on the setup set, but this provides little defensive utility and would leave Arceus-Ghost with fewer opportunities to set up. Taunt is an option on the setup set to deny recovery and other utility such as Spikes and Topsy-Turvy, but giving up a moveslot for other utility such as Knock Off or coverage is often not desirable. Plus, it either locks Arceus-Ghost into using Judgment as its only attack or having means it has no recovery, both of which are very easily exploitable.

Checks and Counters
===================
(every word in these headers needs to be capitalised as corrected here)
**Dark-types**: Arceus-Ghost struggles against most Dark-type foes in general, especially faster attackers such as Ash-Greninja. However, they themselves dislike switching in on Secret Sword or Knock Off especially with entry hazards up. Magic Guard Yveltal in particular, (AC) however, (AC) is a great annoyance, (AC) as it completely halts anything Arceus-Ghost can do.

**Normal-type Walls**: Blissey and Mega Audino handily beat setup sets via Topsy-Turvy and their immunity to Judgment, although Blissey needs to watch out for Secret Sword. Utility sets are hard-stopped hard stopped by Magic Guard Blissey, and even if it is not running Magic Guard, Arceus-Ghost can only make progress through Knock Off and Spikes.

**Faster Threats**: Most faster threats, like Flutter Mane, Eternatus, and Mega Alakazam, threaten Arceus-Ghost out with direct damage. These They can't really switch in, however.

**Status Effects**: Fur Coat Arceus-Ghost sets hate status, as chip damage from poison cuts heavily into its longevity, and paralysis completely cripples it. Magic Guard sets don't mind poison but still dislike paralysis.

**Ice Scales + Take Heart Arceus Formes**: Ice Scales Acreus amplified with Take Heart's Special Defense boosts means that all of Arceus-Ghost's attacks, (AC) including Secret Sword, (AC) will do basically no damage (RC) including Secret Sword to these Arceus formes. Many of them also carry a Plate, which means they can easily sponge Knock Off.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/rightclicker.589755/
Quality checked by:
https://www.smogon.com/forums/members/chessking345.355040/
https://www.smogon.com/forums/members/tea-guzzler.577920/
Grammar checked by:
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1/1 GP Team done
[OVERVIEW]
Arceus-Ghost is one of the most defining centerpieces of BH (RC) Balanced Hackmons thanks to its built-in self Imposter-proofing due to Spooky Plate + Judgment allowing that allows it to run Shore Up without worrying about Imposter, good bulk, great offensive typing, and versatility. It is able to softcheck soft check a lot of otherwise would be would-be annoyances such as RegenVest Celesteela without Nuzzle (RC) and Mega Lucario (RC) and more depending on its ability. Its ability to block Rapid Spin also differentiates it from other Arceus formes. However, Arceus-Ghost can be hard walled rather easily with by certain walls such as Mega Audino and Meloetta. Its low immediate damage output can also lead to fast offensive threats like Eternatus safely forcing it out. Its ability choice of either Magic Guard or Fur Coat can also leave mean it with either has limited defensive presence or being is a physical wall that's weak to Choice Band Ash-Greninja, respectively.

[SET]
Utility (Arceus-Ghost) @ Spooky Plate
Ability: Magic Guard / Fur Coat
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Shore Up / Strength Sap
- Knock Off
- Spikes / Rapid Spin / Mortal Spin

[SET COMMENTS]
Arceus-Ghost can provide very consistent utility to its team using this set with with its immunity to item removal and built in self Imposter-proofing self-Imposter-proofing through Judgment. Magic Guard is the preferred ability, as it provides an immunity to entry hazards and other chip damage such as Salt Cure and Mortal Spin, but Fur Coat makes Arceus-Ghost functions function as more of a wall capable of soft checking foes like Koraidon. (move the ability descriptions below where you talk about the moves, moves always come first) Shore Up is the preferred healing move due to its inability to get because it isn't blocked by the likes of Blissey or and Mega Audino, but Strength Sap heals more HP at once and fares better into against Choice Band users. Knock Off removes crucial items from walls like Heavy-Duty Boots or and Covert Cloak from Mega Audino, making them susceptible to entry hazard damage or getting poisoned by Mortal Spin. Potentially removing Eviolite from Imposter users is also nice but should not be relied on, as Imposter users these foes rarely want to switch in on Arceus-Ghost. Spikes takes advantage of Arceus-Ghost's conventional switch-ins, like Blissey, being passive and lacking hazard removal; alternatively, Rapid Spin and Mortal Spin provide hard-to-block hazard removal.

Arceus-Ghost fits well on hazard stacking entry hazard-stacking teams, as it can easily provide item removal support and reliably blocks block Rapid Spin. Teams that stack hazard-immune teammates also enjoy Arceus-Ghost as a Knock Off absorber. Most attackers such as Ash-Greninja or and Eternatus appreciate Arceus-Ghost stacking Spikes to wear away at their checks (RC) or, (AC) in Eternatus's case, directly damage checks like Ice Scales Arceus formes. Other defensive teammates such as RegenVest Celesteela and Mega Audino also synergize well with Arceus-Ghost defensively alongside the occasional Imposter-proofing Arceus-Ghost can provide. (i isn't clear how the synergy is linked to improofing) Arceus-Ghost is particularly vulnerable to Dark-types and opposing Ghost-types that are faster such as Ash-Greninja, Yveltal, and Flutter Mane (RC); (ASC) therefore, (AC) checks to them like the aforementioned Mega Audino are valuable.

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

Thunder Cage can constantly chip down most bulkier walls and hits Celesteela hard, but Mortal Spin is generally better at this (what is this? bc mortal spin can't hit steela + mortal spin is only mentioned in the paragraph as hazrad removal, which thunder cage isn't) on utility sets. Other offensive abilities such as Speed Boost or and Good as Gold can be chosen over Fur Coat on the setup set, but this provides little defensive utility and would leave Arceus-Ghost with fewer opportunities to set up. Taunt is an option on the setup set to deny recovery and other utility such as Spikes and Topsy-Turvy, but giving up a moveslot for other utility such as Knock Off or coverage is often not desirable. Plus, it either locks Arceus-Ghost into using Judgment as its only attack or having means it has no recovery, both of which are very easily exploitable.

Checks and Counters
===================
(every word in these headers needs to be capitalised as corrected here)
**Dark-types**: Arceus-Ghost struggles against most Dark-type foes in general, especially faster attackers such as Ash-Greninja. However, they themselves dislike switching in on Secret Sword or Knock Off especially with entry hazards up. Magic Guard Yveltal in particular, (AC) however, (AC) is a great annoyance, (AC) as it completely halts anything Arceus-Ghost can do.

**Normal-type Walls**: Blissey and Mega Audino handily beat setup sets via Topsy-Turvy and their immunity to Judgment, although Blissey needs to watch out for Secret Sword. Utility sets are hard-stopped hard stopped by Magic Guard Blissey, and even if it is not running Magic Guard, Arceus-Ghost can only make progress through Knock Off and Spikes.

**Faster Threats**: Most faster threats, like Flutter Mane, Eternatus, and Mega Alakazam, threaten Arceus-Ghost out with direct damage. These They can't really switch in, however.

**Status Effects**: Fur Coat Arceus-Ghost sets hate status, as chip damage from poison cuts heavily into its longevity, and paralysis completely cripples it. Magic Guard sets don't mind poison but still dislike paralysis.

**Ice Scales + Take Heart Arceus Formes**: Ice Scales Acreus amplified with Take Heart's Special Defense boosts means that all of Arceus-Ghost's attacks, (AC) including Secret Sword, (AC) will do basically no damage (RC) including Secret Sword to these Arceus formes. Many of them also carry a Plate, which means they can easily sponge Knock Off.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/rightclicker.589755/
Quality checked by:
https://www.smogon.com/forums/members/chessking345.355040/
https://www.smogon.com/forums/members/tea-guzzler.577920/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
implemented, thanks
ready to upload
 
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