pancake
movement and location
QC 3/3: YOBIBEARS, MEBAZARD, BALBIA
GP 2/2: frenzyplant, marthaa
uploaded -zard
[OVERVIEW]
Archeops is one of the most threatening offensive Pokemon in PU. Its amazing Speed tier and sky-high offensive stats allow it to outspeed and 2HKO a huge chunk of the metagame. It has a wide movepool that includes powerful STAB moves like Acrobatics and Stone Edge, many coverage options like Earthquake and Knock Off, and a wide range of utility moves like Defog and Taunt that allow it to threaten and support offensive and defensive Pokemon alike. Furthermore, its useful typing gives it STAB moves that are difficult to switch into and the ability to switch into the STAB moves of Pokemon like Kangaskhan and Weezing. There is, however, one big thing that holds Archeops back: its ability, Defeatist, renders it completely useless offensively when it is below half health. Despite its access to recovery in Roost, Archeops's weakness to Stealth Rock and relatively low defenses mean that it has a decent amount of difficulty staying out of Defeatist range. Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move in Acrobatics, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Palossand.
[SET]
name: Offensive
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / U-turn
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Acrobatics is Archeops's most powerful STAB move and hits targets that do not resist it insanely hard, even though it requires Archeops to not have an item to be used effectively. Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Togedemaru, Aggron, and Lanturn for super effective damage. Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to stay healthy in order to check Pokemon like Choice Scarf Pyroar throughout the match. Taunt prevents Pokemon like Weezing, Type: Null, and Miltank from setting up entry hazards, recovering HP, or crippling Archeops with Will-O-Wisp or other status moves. Meanwhile, Stone Edge hits opposing Archeops and Eelektross the hardest, as it is Archeops's best Rock-type STAB option. U-turn is yet another option that works very well with other Volt Switch or U-turn users by gaining a lot of momentum, as it lets Archeops pivot out of its checks and into Pokemon that can beat them without losing momentum.
Set Details
========
Maximum Speed and Attack investment and a Jolly nature capitalize on Archeops's good Speed tier while letting it hit as hard as possible. No item is used to power up Acrobatics, making Archeops very difficult to switch into.
Usage Tips
========
It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless offensively, even though it still has utility moves. There are many different ways to do this. Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. In conjunction with Taunt, Roost works especially well against more passive Pokemon like Weezing that can only cripple Archeops with status moves. Additionally, try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up, it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves, like Zangoose's Quick Attack and Assault Vest Hitmonchan's Mach Punch, can bring it below 50% HP after Stealth Rock. Generally, switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. Archeops should instead be brought in on more passive Pokemon, on a predicted switch, or on a predicted utility move. Also, Acrobatics is a pretty spammable move due to its sheer power, and it should be used as much as possible, especially when it can weaken the opponent's Archeops check, like Ferroseed. Because of this, only use U-turn in very specific situations when you want to pivot out of a counter like Regirock without losing momentum, as Archeops can chip away at its checks very effectively by just using Acrobatics. Finally, Taunt can also be used to prevent Pokemon like Miltank from recovering their HP or setting up entry hazards. In this way, it helps break stall teams, as the ability to prevent recovery is very useful against stall staples like Audino.
Team Options
========
Archeops really appreciates entry hazard removal support from the likes of Skuntank and Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep out of Defeatist range. Hitmonchan also offers priority support, which helps against Abomasnow and Lycanroc, while Skuntank can trap and remove threats that can revenge kill Archeops like Choice Scarf Jynx. Archeops can help them by pressuring Pokemon like Weezing, which checks them both. Many of Archeops's checks and counters, such as Carracosta and Regirock, are pressured by entry hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. Archeops can help them by revenge killing and pressuring Pokemon that might try to set up on them, like Oricorio-G. Furthermore, Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, Gurdurr, and Alolan Raichu can take advantage of these Pokemon by setting up. In exchange, Archeops can outspeed many of the Pokemon that can revenge kill these setup sweepers, such as Togedemaru and Swanna, by virtue of its amazing Speed tier, and it can use Taunt to help them destroy stall teams. Finally, while Archeops is a decent soft check to Fire- and Normal-types like Pyroar and Kangaskhan, it should not be your primary switch-in to these Pokemon. As a result, more sturdy checks like Carracosta, Gastrodon, and Gurdurr make decent teammates. Many of these checks are slow, and Archeops can compensate for this with its high Speed.
[STRATEGY COMMENTS]
Other Options
=============
A suicide lead set with a Focus Sash makes a very effective lead that can block Defog with Head Smash, weaken a target immensely with Endeavor, and beat most other suicide leads thanks to Taunt. However, it is very niche, and suicide leads that can set multiple hazards, like Crustle, are usually better. Archeops can also use Defog or Stealth Rock if it has no teammates that are able to use these moves. However, Archeops really enjoys a teammate's entry hazard removal support in order to stay out of Defeatist range, and it is impossible to remove hazards without switching into them. Also, giving up a better utility move like Taunt for Stealth Rock is not ideal because Archeops cannot beat many entry hazard setters. Knock Off is another option that cripples Pokemon like Regirock and Ferroseed that try to switch into Archeops by removing their recovery or other important items like Eviolite, but more coverage or better utility moves like Taunt are better in more situations. Tailwind is an option that Archeops can use right before it is KOed in order to aid a slower teammate in sweeping, but typically a different utility move is more useful. A mixed attacker set with Heat Wave, Earth Power, and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost because Life Orb wears it down. Just using a Hasty nature with Earth Power instead of Earthquake and no item is a decent variation on the full mixed set that has an easier time against Carracosta and Regirock than the standard set, but it is weaker against Lanturn and Magmortar and the Defense-lowering nature makes it even more vulnerable to priority. Finally, a Choice Band set hits very hard with Stone Edge and Earthquake, but it lacks a good Flying-type STAB move or reliable STAB move in general. It also loses out on utility such as Roost and Taunt, and a Choice-locked Archeops can be taken advantage of and played around.
Checks and Counters
===================
**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Gastrodon, Musharna, Ferroseed, and Mesprit, that Archeops cannot hit super effectively and that can recover their HP, in the case of Gastrodon and Musharna, or retaliate with their STAB moves. Musharna should certainly watch out for Taunt, though, and Ferroseed and especially Mesprit are worn down very easily, even more so if Archeops has U-turn.
**Rock-types**: Regirock and defensive Carracosta are not even 2HKOed by Earthquake, and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once and bring Archeops into Defeatist range with their respective priority moves, but they are shaky checks at best due to their inability to withstand Earthquake.
**Electric-types**: Eelektross, Rotom-S, and Oricorio-E resist Acrobatics, are immune to Earthquake, and can retaliate with their super effective STAB moves. However, they should all watch out for Stone Edge, especially the latter two. Zebstrika, Choice Scarf Togedemaru, and Choice Scarf Manectric can all outspeed Archeops and OHKO it, but they cannot switch into it, as Earthquake demolishes them.
**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless offensively thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit, and Kabutops, priority users such as Gurdurr, Abomasnow, and Hitmonchan, and faster Pokemon such as Lycanroc and Floatzel can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of these Pokemon cannot switch in when Archeops is healthy due to its sheer power.
GP 2/2: frenzyplant, marthaa
uploaded -zard
[OVERVIEW]
Archeops is one of the most threatening offensive Pokemon in PU. Its amazing Speed tier and sky-high offensive stats allow it to outspeed and 2HKO a huge chunk of the metagame. It has a wide movepool that includes powerful STAB moves like Acrobatics and Stone Edge, many coverage options like Earthquake and Knock Off, and a wide range of utility moves like Defog and Taunt that allow it to threaten and support offensive and defensive Pokemon alike. Furthermore, its useful typing gives it STAB moves that are difficult to switch into and the ability to switch into the STAB moves of Pokemon like Kangaskhan and Weezing. There is, however, one big thing that holds Archeops back: its ability, Defeatist, renders it completely useless offensively when it is below half health. Despite its access to recovery in Roost, Archeops's weakness to Stealth Rock and relatively low defenses mean that it has a decent amount of difficulty staying out of Defeatist range. Finally, Archeops is forced to run no item if it wants to have a powerful Flying-type STAB move in Acrobatics, so it lacks the power to break through certain defensive Pokemon, like Carracosta and Palossand.
[SET]
name: Offensive
move 1: Acrobatics
move 2: Earthquake
move 3: Roost
move 4: Taunt / Stone Edge / U-turn
item:
ability: Defeatist
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Acrobatics is Archeops's most powerful STAB move and hits targets that do not resist it insanely hard, even though it requires Archeops to not have an item to be used effectively. Earthquake has nearly perfect coverage combined with Acrobatics, as it hits Carracosta, Regirock, Togedemaru, Aggron, and Lanturn for super effective damage. Roost is necessary to keep Archeops above 50% HP so its ability, Defeatist, doesn't activate. It also allows Archeops to stay healthy in order to check Pokemon like Choice Scarf Pyroar throughout the match. Taunt prevents Pokemon like Weezing, Type: Null, and Miltank from setting up entry hazards, recovering HP, or crippling Archeops with Will-O-Wisp or other status moves. Meanwhile, Stone Edge hits opposing Archeops and Eelektross the hardest, as it is Archeops's best Rock-type STAB option. U-turn is yet another option that works very well with other Volt Switch or U-turn users by gaining a lot of momentum, as it lets Archeops pivot out of its checks and into Pokemon that can beat them without losing momentum.
Set Details
========
Maximum Speed and Attack investment and a Jolly nature capitalize on Archeops's good Speed tier while letting it hit as hard as possible. No item is used to power up Acrobatics, making Archeops very difficult to switch into.
Usage Tips
========
It is of the utmost importance to keep Archeops above 50% HP whenever possible because when it has lost more than half its health, it is almost useless offensively, even though it still has utility moves. There are many different ways to do this. Utilize Roost in order to keep Archeops healthy, especially when a switch is predicted and Archeops is near or below 50% HP. In conjunction with Taunt, Roost works especially well against more passive Pokemon like Weezing that can only cripple Archeops with status moves. Additionally, try to remove Stealth Rock before bringing Archeops in, because if Stealth Rock is up, it doesn't even take a strong hit to bring it down to Defeatist range; most notably, a lot of priority moves, like Zangoose's Quick Attack and Assault Vest Hitmonchan's Mach Punch, can bring it below 50% HP after Stealth Rock. Generally, switching into remotely powerful hits is not a great idea, as even resisted hits like Pyroar's Fire Blast can bring Archeops into Defeatist range. Archeops should instead be brought in on more passive Pokemon, on a predicted switch, or on a predicted utility move. Also, Acrobatics is a pretty spammable move due to its sheer power, and it should be used as much as possible, especially when it can weaken the opponent's Archeops check, like Ferroseed. Because of this, only use U-turn in very specific situations when you want to pivot out of a counter like Regirock without losing momentum, as Archeops can chip away at its checks very effectively by just using Acrobatics. Finally, Taunt can also be used to prevent Pokemon like Miltank from recovering their HP or setting up entry hazards. In this way, it helps break stall teams, as the ability to prevent recovery is very useful against stall staples like Audino.
Team Options
========
Archeops really appreciates entry hazard removal support from the likes of Skuntank and Hitmonchan, as when Stealth Rock is up, it is very difficult for Archeops to keep out of Defeatist range. Hitmonchan also offers priority support, which helps against Abomasnow and Lycanroc, while Skuntank can trap and remove threats that can revenge kill Archeops like Choice Scarf Jynx. Archeops can help them by pressuring Pokemon like Weezing, which checks them both. Many of Archeops's checks and counters, such as Carracosta and Regirock, are pressured by entry hazards. As a result, Spikes users such as Ferroseed and Qwilfish as well as Stealth Rock users like Mesprit and Golurk make great partners. Archeops can help them by revenge killing and pressuring Pokemon that might try to set up on them, like Oricorio-G. Furthermore, Archeops also has trouble breaking past very bulky Pokemon like Gastrodon and Musharna. Jynx, Lilligant, Gurdurr, and Alolan Raichu can take advantage of these Pokemon by setting up. In exchange, Archeops can outspeed many of the Pokemon that can revenge kill these setup sweepers, such as Togedemaru and Swanna, by virtue of its amazing Speed tier, and it can use Taunt to help them destroy stall teams. Finally, while Archeops is a decent soft check to Fire- and Normal-types like Pyroar and Kangaskhan, it should not be your primary switch-in to these Pokemon. As a result, more sturdy checks like Carracosta, Gastrodon, and Gurdurr make decent teammates. Many of these checks are slow, and Archeops can compensate for this with its high Speed.
[STRATEGY COMMENTS]
Other Options
=============
A suicide lead set with a Focus Sash makes a very effective lead that can block Defog with Head Smash, weaken a target immensely with Endeavor, and beat most other suicide leads thanks to Taunt. However, it is very niche, and suicide leads that can set multiple hazards, like Crustle, are usually better. Archeops can also use Defog or Stealth Rock if it has no teammates that are able to use these moves. However, Archeops really enjoys a teammate's entry hazard removal support in order to stay out of Defeatist range, and it is impossible to remove hazards without switching into them. Also, giving up a better utility move like Taunt for Stealth Rock is not ideal because Archeops cannot beat many entry hazard setters. Knock Off is another option that cripples Pokemon like Regirock and Ferroseed that try to switch into Archeops by removing their recovery or other important items like Eviolite, but more coverage or better utility moves like Taunt are better in more situations. Tailwind is an option that Archeops can use right before it is KOed in order to aid a slower teammate in sweeping, but typically a different utility move is more useful. A mixed attacker set with Heat Wave, Earth Power, and a Life Orb hits traditional checks to Archeops like Regirock and Ferroseed for a lot of damage, but it is difficult to keep it out of Defeatist range if it doesn't have Roost because Life Orb wears it down. Just using a Hasty nature with Earth Power instead of Earthquake and no item is a decent variation on the full mixed set that has an easier time against Carracosta and Regirock than the standard set, but it is weaker against Lanturn and Magmortar and the Defense-lowering nature makes it even more vulnerable to priority. Finally, a Choice Band set hits very hard with Stone Edge and Earthquake, but it lacks a good Flying-type STAB move or reliable STAB move in general. It also loses out on utility such as Roost and Taunt, and a Choice-locked Archeops can be taken advantage of and played around.
Checks and Counters
===================
**Physically Bulky Pokemon**: There are certain defensive Pokemon, such as Gastrodon, Musharna, Ferroseed, and Mesprit, that Archeops cannot hit super effectively and that can recover their HP, in the case of Gastrodon and Musharna, or retaliate with their STAB moves. Musharna should certainly watch out for Taunt, though, and Ferroseed and especially Mesprit are worn down very easily, even more so if Archeops has U-turn.
**Rock-types**: Regirock and defensive Carracosta are not even 2HKOed by Earthquake, and they can retaliate with their powerful STAB moves or set up Stealth Rock. Lycanroc and Kabutops can also switch into Acrobatics once and bring Archeops into Defeatist range with their respective priority moves, but they are shaky checks at best due to their inability to withstand Earthquake.
**Electric-types**: Eelektross, Rotom-S, and Oricorio-E resist Acrobatics, are immune to Earthquake, and can retaliate with their super effective STAB moves. However, they should all watch out for Stone Edge, especially the latter two. Zebstrika, Choice Scarf Togedemaru, and Choice Scarf Manectric can all outspeed Archeops and OHKO it, but they cannot switch into it, as Earthquake demolishes them.
**Faster Pokemon and Priority**: When Archeops is below 50% HP, it is nearly useless offensively thanks to its ability. As a result, Choice Scarf users such as Primeape, Mesprit, and Kabutops, priority users such as Gurdurr, Abomasnow, and Hitmonchan, and faster Pokemon such as Lycanroc and Floatzel can bring Archeops into Defeatist range so its damage is greatly reduced or KO it if it is weakened. However, most of these Pokemon cannot switch in when Archeops is healthy due to its sheer power.
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