[AG] Arceus-Ground [QC 0/3] [reassigned]

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Adeleine

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Ayy QC lmao

Arceus-Ground

Overview

  • Great support Arceus forme due to its excellent typing, which is weak to very few physical threats and has positive matchups against many.
  • This typing and its support movepool give it many defensive niches, especially defogging on the premier Stealth Rock setter in Primal Groudon with confidence. Access to Recover lets it execute these throughout the match.
  • It also shines in offensive roles, backing Swords Dance and Calm Mind sets with powerful and reliable STAB moves in Earthquake and Judgment, as well as the tools to handle foes not affected by Ground STAB.
  • Swords Dance in particular is excellent in removing common counters, such as Ho-oh.
  • It is vulnerable to strong special moves, such as Primal Kyogre Origin Pulse and Rayquaza-Mega Draco Meteor.
  • Although immune to Thunder Wave, Toxic in particular hurts its staying power and makes Recover less effective on defensive sets.
  • While it has the tools to handle any individual Pokemon not threatened by Ground moves, it often can't handle all at once due to moveslot limitations and its desire to run support/setup moves.
Speedy Support
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Defog
- Judgment
- Recover
- Ice Beam / Toxic

Set Comments

Moves
  • Defog removes troublesome Stealth Rocks and other hazards from the field, allowing this set to switch into Primal Groudon and remove any hazards it sets.
  • Recover lets it last against strong physical attacks and moderate special attacks from Pokemon it wishes to Defog on, and prevents it from succumbing to chip damage.
  • Judgment is a reliable and fairly powerful STAB attack to deal consistent damage and reliably dispatch Primal Groudon.
  • Ice Beam smashes Rayquaza-Mega and Zygarde-Complete seeking to absorb unboosted Judgments.
  • Toxic lets this set cripple bulky Pokemon that could otherwise wall or even set up on this set, such as Ho-Oh and Primal Kyogre.
Set Details
  • Since Groundium Z does not affect Judgment, Earth Plate is the logical choice, as it also slightly boosts Judgment's power.
  • High HP investment lets Arceus take attacks, especially physical ones, and Recover off the damage or attack their users.
  • Maximum Speed investment and a Timid nature lets this set outspeed Jolly Mega Rayquaza and smack it with Ice Beam, as well as guarantee a speed tie at worst with other Arceus.

Usage Tips
  • If you expect your opponent to lead with Primal Groudon, counter-lead with this Arceus. Later in the match, switch it in fairly liberally on Groudon-Primal, and remove its hazards if needed; you can also remove it with Judgment and Recover off chip damage.
  • Anticipate switches. Particularly, your Arceus-Ground will often lead against Primal Groudon; if they have a Rayquaza in the back, your opponent will likely use it to absorb the now-useless Judgment and set up. Surprise it with Ice Beam, which OHKOs if it has not yet Mega Evolved.
  • Keep your health high with Recover to maximize your ability to check physical threats and stay out of Primal Groudon's KO range, but be careful about giving Pokemon like Mega Rayquaza and Arceus setup opportunities.
  • Bring Arceus-Ground on Pokemon that are forced out or can't outdamage Recover's healing, and Defog if hazards are up on your side. If they aren't and Arceus-Ground can't significantly hurt the incoming switch-in, try double-switching to keep the momentum and possibly gain a setup opportunity with another Pokemon.
  • Sacrificing this set to a Pokemon you can't switch into safely can be helpful, but wait until your opponent's hazard setter has fainted.
  • If at all possible, try to avoid being Toxiced by a support Arceus forme or other Pokemon, as if you lack Aromatherapy / Heal Bell support, you will be forced to play much more carefully with this set throughout the rest of the match.

Team Options
  • Ho-Oh is a natural partner, appreciating Defog support, pressure on Primal Groudon / Zygarde-Complete / Zekrom, the ability to fairly-reliably defeat opposing Ho-Oh, and the general ability to take physical attacks Ho-oh can't. In return, Ho-Oh handles Ferrothorn as well as strong special attackers like Geomancy Xerneas / Special Yveltal / Calm Mind Arceus Steel (which paradoxically tends to defeat the support set) and removes Lugia's Multiscale by burn or Toxic. This does stack a double weakness to Primal Kyogre, but some Ho-Oh outspeed and can OHKO some Primal Kyogre.
  • Extreme Killer Arceus sets with Stone Edge pair very well, threatening responses to this set like Ho-Oh, Primal Kyogre, and offensive / weakened defensive Yveltal, appreciating the support in handling Primal Groudon and clearing hazards.
  • Although Stealth Rock sets dislike having their hazards Defogged, Primal Groudon checks Primal Kyogre and (possibly) Mega Rayquaza, toasts Ferrothorn, and appreciates a partner that can reliably switch into opposing Primal Groudon or cripple support Arceus. If not Defogged, its Rocks also deter Ho-Oh, who often takes advantage of this set.
  • Clefable is a great backup in case Arceus-Ground is overwhelmed by Mega Rayquaza, and more reliably handles boosting attackers like Arceus and Arceus-Ghost, as well as provides Heal Bell support in case of Toxic. Arceus-Ground can handle troublesome formes like Steel and Poison, although this pairing increases weakness to Ho-oh.
  • Arceus-Poison checks Xerneas and absorbs Toxic while capitalizing on this set's essential ability to threaten Arceus-Poison's worst enemy, Primal Groudon.

Swords Dance
Arceus-Ground @ Groundinium Z
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Extreme Speed / Recover / Magic Coat

Set Comments

Moves
  • Swords Dance boosts an already strong Attack stat through the roof, letting this Arceus-Ground sweep the opposing team.
  • Earthquake is the mandatory physical STAB. Importantly, Arceus-Ground is the only forme besides Normal to have a 100+ BP, 100% accuracy, drawback-free physical STAB.
  • Stone Edge forms the iconic EdgeQuake combination, hitting foes like Yveltal, Mega Rayquaza, and especially Ho-Oh not affected by Earthquake.
  • Extreme Speed finishes off faster threats when backed up by boosting, and is especially important when running an Adamant nature, which is outspend by enemies like Jolly Mega Rayquaza and Jolly Arceus.
  • Since Earthquake + Stone Edge is already such good coverage, Jolly Arceus-Ground has multiple options for the final slot. Best among them is Recover, which keeps Arceus-Ground healthy in case setup fails and helps it check Primal Groudon.
  • Magic Coat sends Whirlwind and status moves like Will-o-Wisp and Toxic back to their user, but requires good prediction to use effectively, especially once revealed. It also helps Arceus anti-lead on occasion, using Magic Coat and Swords Dance to pressure common leads like support Arceus and Primal Groudon.
Set Details
  • Groundinium Z is the item of choice, allowing a 180 BP Tectonic Range to dispatch bulkier obstacles to sweeps, such as bulky support Arceus and Primal Kyogre.
  • Maximum Attack investment is used for a high damage output.
  • Maximum Speed investment and a Jolly nature ensures that you outspeed Rayquaza-Mega and at least speed tie opposing Arceus. The high Base powers of Earthquake and Stone Edge makes an Attack-boosting nature less necessary.
  • However, especially with access to Extreme Speed, an Adamant nature is very viable. After a Swords Dance, only Adamant can OHKO 248/244+ Support Arceus formes after Stealth Rock before they burn you, or OHKO physically defensive Yveltal 93.8% of the time after Rocks before it kills with Foul Play.

Usage Tips
  • Use this set to catch common checks to Arceus-Ground, like Ho-Oh and Primal Kyogre, very off guard.
  • If not leading it, switch it into threats that bother it minimally, which may depend on its fourth move. For example, Recover lets you switch into Primal Groudon and force it out more easily, while Refresh lets you exploit support Arceus.
  • Slightly chip support Arceus formes so that you may crush them with a boosted Tectonic Rage later, ensuring that you don't get crippled or phazed before they faint.
  • Exploit the fact that your opponents don't know your fourth move, and that they will often presume that it is Extreme Speed. Especially if it isn't Extreme Speed, wait to reveal it to ensure maximum surprise value.
  • In a pinch, unboosted Extreme Speed can revenge kill weakened threats like Rayquaza-Mega and Xerneas.

Team Options
  • Arceus-Steel absorbs Toxic or attacks from possible counters, like Lugia and Clefable/Quagsire, and is able to cripple Lugia with Toxic / destroy Clefable with Judgment respectively. It does lack ways to deal with Quagsire, though, if it lacks Toxic.
  • Mega Gengar forces support Arceus to play much more carefully, and can trap them while taking advantage of them with Substitute. It also prevents Extreme Speed revenge killing, if that is a concern. It also traps the aforementioned Lugia/Clefable and eliminates them,
  • Spikes and Stealth Rock support from Pokemon like Skarmory and Ferrothorn, both of which conveniently are immune to Toxic from walls, puts support Arceus and other bulky Pokemon closer to Tectonic Rage KO range, increases the amount of things Arceus-Ground can force out, and lets you capitalize on these switches. Leech Seed support form Ferrothorn can also force switches, giving this set windows to enter, or heal it as it sets up.
  • Mega Sableye stifles defensive options that threaten to stop this set and cripple them with their own support moves while recovering off chip damage, although Clefable's Moonblast can prove concerning.

Strategy Comments

Other Options

  • A bulky, Bold support spread with a 248 HP / 244 Def / 16 Spe is viable to better check threats like Swords Dance Arceus formes, but the lack of speed is noticeably hurtful against foes like Mega Rayquaza. If this set is used, Will-o-Wisp should be the secondary option over Toxic, to make the most use of the set's increased physical bulk versus threats like LO Ekiller.
  • A Calm Mind set, particularly with Ice Beam, is also viable to use Groundceus's good typing and often useful STAB to surprise and set up on the opponent. Generally, though, other specific Arceus formes use CM better due to their unique advantages, such as Arceus-Fairy's STAB being super effective on Rayquaza-Mega and Arceus Steel's Toxic immunity.
  • The Swords Dance set has other options in the last slot. Gravity and Fire Blast let it surprise typical checks like Celesteela and Skarmory. Refresh doesn't require the prediction Magic Coat does, allows Arceus to switch into possible status moves more effectively, and cures Sacred Fire burns, but doesn't protect against Whirlwind / Roar and doesn't cripple users of status moves.
  • Stone Edge may be tempting in a support set to lure Ho-Oh, but the reduced reliability in hurting Mega Rayquaza and inability to deter threats like Zygarde-Complete is problematic. Further, Stone Edge is physical, and the physical STAB option (Earthquake) is outclassed on this set because it damages Primal Groudon less. Toxic, which also lures such switch-ins to a degree, is a superior option.

Checks and Counters

[Flying-types]: Flying-types can pose problems due to their Ground immunities. Ho-Oh takes any move Arceus-Ground has to offer except Stone Edge and sets up Substitute or prepares to nail the switch-in. Skarmory and Lugia can Toxic Arceus-Ground, force it out with Whirlwind or Dragon Tail before it boosts enough, and heal off the damage. Celesteela ignores anything before boosts except Will-o-Wisp and forces an eventual switch with Leech Seed and/or Toxic, but without Toxic can be outstalled and bludgeoned by CM Recover sets. Yveltal beats most sets 1-on-1 so long as it has Toxic or Life Orb/Choice Specs boosted special attacks, although it does fear boosted Ice Beam and Stone Edge. Rayquaza-Mega is a less clear-cut case and is discussed below.

[Rayquaza-Mega] Mega Rayquaza is immune to Ground STAB and can try to overwhelm with setup or surprise with Draco Meteor, although proper prediction and full health on Arceus's behalf makes this difficult. Overall, however, it is a less reliable Flying check due to its distaste for Ice Beam/Will o Wisp, with Ice Beams on the switch-in / by fast Support Arceus and Will-o-Wisp without Lum Berry protection posing serious problems. Boosted Stone Edge can also threaten it, but remember that it only hits neutrally.

[Kyogre]: Kyogre, Primal or not, has the bulk to easily take special hits and destroy Arceus-Ground with Origin Pulse, Water Spout, or even Scald. Calm Mind Arceus-Ground needs excessive boosts to handle it, but Swords Dance can threaten with boosted Earthquake.

[Giratina] Capable of phazing like the aformentioned Lugia and Skarmory, each forme has individual benefits. Altered has the bulk to tank even boosted Ice Beams and burns/poisons physical sets, while Origin is immune to Earthquake/Judgment and can finish off weakened variants with Draco Meteor.

[Xerneas]: Especially with maximum HP investment, Xerneas doesn't really fear much besides a boosted Earthquake, and sets up Geomancy/Z-Geomancy. Non-boosting sets perform fine so long as they can 2HKO and avoid being Recover-stalled, but should beware SD and especially CM sets.

[Ferrothorn] Ferrothorn can set Stealth Rock, use Leech Seed and Leftovers to heal off Judgment damage, and eventually force support Arceus-Ground out. If they have Recover to avoid dying to residual damage, SD and CM sets can eventually crush it 1v1, but may need to beware a switchin that can exploit the Leech Seed.

[Runaway Setup] Although the support set does possess decent physical bulk, setup can overwhelm it. This is especially true because Ground outright resists few physical moves, with the notable exceptions of Stone Edge and Bolt Strike. Z-Moves compound the problem, particularly powerful ones like Shadow Force-> Never-Ending Nightmare, which can put Arceus-Ground in KO range after boosting and pave the way for a sweep if not KO outright. If used, Will-o-Wisp often remedies this problem, though.

[Unaware]: Clefable and Pyukumuku can use their bulk, recovery, and access to Unaware to wall and possibly Toxic Arceus-Ground. They don't prevent the Support set from using Defog, however. Quagsire walls the Swords Dance set but fears an invested Judgment even after ignoring boosts.

[Chansey and Blissey]: The two blobs can wall special/support sets and cripple them with Toxic, although they fear Swords Dance.

Arceus-Ground

Overview

  • Great support Arceus forme due to its excellent typing, which is weak to very few physical threats and has positive matchups against many, such as Primal Groudon and Arceus-Rock.
  • This typing and its support movepool give it many defensive niches, especially defogging on the premier Stealth Rock setter in Primal Groudon with confidence. Access to Recover lets it execute these throughout the match.
  • It also shines in offensive roles, backing Swords Dance and Calm Mind sets with powerful and reliable STAB moves in Earthquake and Judgment, as well as the tools to handle foes not affected by Ground STAB.
  • Swords Dance in particular is excellent in removing common counters, such as Ho-oh.
  • It is vulnerable to strong special moves, such as Primal Kyogre Origin Pulse and Rayquaza-Mega Draco Meteor.
  • Toxic especially hurts its staying power and makes Recover less effective on defensive sets.
  • While it has the tools to handle any individual Pokemon not threatened by Ground moves, it often can't handle all at once due to moveslot limitations and its desire to run support/setup moves.
Speedy Support
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Defog
- Judgment
- Recover
- Ice Beam / Toxic

Set Comments

Moves
  • Defog removes troublesome Stealth Rocks and other hazards from the field, preventing teammates like Ho-oh and Mega Rayquaza from taking heavy damage upon switching in, allowing this set to switch into Primal Groudon and remove any hazards it sets.
  • Recover lets it last against strong attacks, such as Precipice Blades and Judgment, thosefrom Pokemon it wishes to Defog on. It also prevents Arceus-Ground from succumbing to chip damage.
  • Judgment is a reliable and fairly powerful STAB attack to deal consistent damage and reliably dispatch Primal Groudon.
  • Ice Beam smashes Flying-types, like Rayquaza-Mega and Yveltal, in addition to bulky targets like Zygarde-Complete not bothered by Judgment.
  • Toxic lets this set cripple bulky Pokemon that could otherwise wall or even set up on this set, such as Ho-Oh, Primal Kyogre, and support Arceus formes.
Set Details
  • Since Groundium Z does not affect Judgment, Earth Plate is the logical choice, as it also slightly boosts Judgment's power.
  • High HP investment lets Arceus tank attacks and Recover off the damage or attack their users.
  • Maximum Speed investment and a Timid nature lets this set outspeed Jolly Mega Rayquaza and smack it with Ice Beam, as well as guarantee a speed tie at worst with other Arceus.

Usage Tips
  • If you expect your opponent to lead with Primal Groudon, counter-lead with this Arceus. Later in the match, switch it in fairly liberally on Groudon-Primal, and remove its hazards if needed; you can also remove it with Judgment and Recover off chip damage.
  • Keep your health high with Recover to maximize your ability to check physical threats and stay out of Primal Groudon's KO range, but be careful about giving Pokemon like Mega Rayquaza and Arceus setup opportunities.
  • Bring Arceus-Ground on Pokemon that are forced out or can't outdamage Recover's healing, like Primal Groudon and Arceus-Steel,and Defog if hazards are up on your side. If they aren't and Arceus-Ground can't significantly hurt the incoming switch-in, double-switching to keep the momentum and possibly gain setup opportunities can be risky but rewarding.
  • Sacrificing this set to a Pokemon you can't switch into safely can be helpful, but wait until your opponent's hazard setter has fainted.
  • If at all possible, try to avoid being Toxiced by a support Arceus forme or other Pokemon, as if you lack Aromatherapy / Heal Bell support, you will be forced to play much more carefully with this set throughout the rest of the match. Even if support Arceus doesn't toxic you, it can usually weather your attacks and keep setting up rocks, so eliminating it is key.

Team Options
  • Ho-Oh is a natural partner, appreciating Defog support, pressure on Primal Groudon / Zygarde-Complete / Zekrom, the ability to fairly-reliably defeat opposing Ho-Oh, and the general ability to take physical attacks Ho-oh can't. In return, Ho-Oh handles Ferrothorn as well as strong special attackers like Geomancy Xerneas / Special Yveltal / Calm Mind Arceus Dark and removes Lugia's Multiscale by burn or Toxic. This does stack a double weakness to Primal Kyogre, however.
  • Extreme Killer Arceus sets with Stone Edge pair very well, threatening responses to this set like Ho-Oh, Primal Kyogre, and offensive / weakened defensive Yveltal, appreciating the support in handling Primal Groudon and clearing hazards.
  • Although Stealth Rock sets dislike having their hazards Defogged, Primal Groudon checks Primal Kyogre,toasts Ferrothorn, and appreciates a partner that can reliably switch into opposing Primal Groudon or cripple support Arceus. If not Defogged, its Rocks also deter Ho-Oh, who often takes advantage of this set.
  • Clefable is a great backup in case Arceus-Ground is overwhelmed by boosting attackers like Swords Dance Arceus / Arceus-Ghost or Calm Mind Arceus, in addition to providing Heal Bell support in case of Toxic. Arceus-Ground can handle troublesome formes like Steel and Poison, although this pairing increases weakness to Ho-oh.
  • Arceus-Rock handles Mega Rayquaza and other Flying-types more reliably than your Ice Beam and its Will-o-Wisp lets you tank physical attackers better, while Arceus-Ground checks Primal Groudon and Arceus-Steel in return. It can also supplement your defog with its own or set hazards instead.
  • Arceus-Poison checks Xerneas and absorbs Toxic while capitalizing on this set's essential ability to threaten Arceus-Poison's worst enemy, Primal Groudon.

Swords Dance
Arceus-Ground @ Groundinium Z
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Extreme Speed / Recover / Magic Coat

Set Comments

Moves
  • Swords Dance boosts an already strong Attack stat through the roof, letting this Arceus-Ground sweep the opposing team.
  • Earthquake is the mandatory physical STAB. Importantly, Arceus-Ground is the only forme besides Normal to have a 100+ BP, 100% accuracy, drawback-free physical STAB.
  • Stone Edge forms the iconic EdgeQuake combination, hitting foes like Yveltal, Mega Rayquaza, and especially Ho-Oh (which this set lures) not affected by Earthquake.
  • Extreme Speed finishes off faster/as fast threats when backed up by boosting, such as Extreme Speed Arceus-Normal and Choice Scarf Mega Rayquaza.
  • Since Earthquake + Stone Edge is already such good coverage, Jolly Arceus-Ground has multiple options for the final slot. Behind Extreme Speed, best among them is Recover, which keeps Arceus-Ground healthy in case setup fails and helps it check Primal Groudon.
  • Magic Coat sends Whirlwind and status moves like Will-o-Wisp and Toxic back to their user, but requires good prediction to use effectively, especially once revealed. It also helps Arceus anti-lead on occasion, using Magic Coat and Swords Dance to pressure common leads like support Arceus and Primal Groudon.
Set Details
  • Groundinium Z is the item of choice, allowing a 180 BP Tectonic Range to dispatch bulkier obstacles to sweeps, such as bulky support Arceus and Primal Kyogre.
  • Maximum Attack investment is used for a high damage output.
  • Maximum Speed investment and a Jolly nature ensures that you outspeed Rayquaza-Mega and at least speed tie opposing Arceus. The high Base powers of Earthquake and Stone Edge makes an Attack-boosting nature less necessary.
  • However, especially with access to Extreme Speed, an Adamant nature is very viable. After a Swords Dance, only Adamant can OHKO 248/244+ Support Arceus formes after Stealth Rock before they burn you, or OHKO physically defensive Yveltal 93.8% of the time after Rocks before it kills with Foul Play. Move to OO. Not even being able to so much as the other arcs sucks, especially if they have wisp or are SE, losing to fast Mray sucks, losing to thimos kart even if u lead before webs is bad, and it doesn't even get u much.

Usage Tips
  • Use this set to catch common checks to Arceus-Ground, like Ho-Oh and Primal Kyogre, very off guard.
  • If not leading it, switch it into threats that bother it minimally, which may depend on its fourth move. For example, Recover lets you switch into Primal Groudon and force it out more easily.
  • Slightly chip support Arceus formes so that you may crush them with a boosted Tectonic Rage later, ensuring that you don't get crippled or phazed before they faint.
  • Exploit the fact that your opponents don't know your fourth move, and that they will often presume that it is Extreme Speed. Especially if it isn't Extreme Speed, wait to reveal it to ensure maximum surprise value.
  • In a pinch, unboosted Extreme Speed can revenge kill weakened threats like Rayquaza-Mega and Xerneas.
  • Bullet on when to zmove
  • Bullet on what forces it out.w

Team Options
  • Arceus-Steel absorbs Toxic or attacks from possible counters, like Lugia and Clefable/Quagsire, and is able to cripple Lugia with Toxic / destroy Clefable with Judgment respectively. It does lack ways to deal with Quagsire, though, if it lacks Toxic.
  • Mega Gengar forces support Arceus to play much more carefully, and can trap them while taking advantage of them with Substitute. It also prevents Extreme Speed revenge killing, if that is a concern. It also traps the aforementioned Lugia/Clefable and eliminates them,
  • Spikes and Stealth Rock support from Pokemon like Skarmory and Ferrothorn, both of which conveniently are immune to Toxic from walls, puts support Arceus and other bulky Pokemon closer to Tectonic Rage KO range, increases the amount of things Arceus-Ground can force out, and lets you capitalize on these switches. Leech Seed support form Ferrothorn can also force switches, giving this set windows to enter, or heal it as it sets up.
  • Mega Sableye stifles defensive options that threaten to stop this set and cripple them with their own support moves while recovering off chip damage, although Clefable's Moonblast can prove concerning. These don't really fit on the same kind of team
  • Some kind of zygarde answer
  • Mention mons that appreciate groundceus (stuff that needs Hooh gone, for instance)

Strategy Comments

Other Options

  • A bulky, Bold support spread with a 248 HP / 244 Def / 16 Spe is viable to better check threats like Swords Dance Arceus formes, but the lack of speed is noticeably hurtful against foes like Mega Rayquaza. If this set is used, Will-o-Wisp should be the secondary option over Toxic, to make the most use of the set's increased physical bulk versus threats like LO Ekiller. Even on bulky Groundceus, Toxic is still the primary status option
  • A Calm Mind set, particularly with Ice Beam, is also viable to use Groundceus's good typing and often useful STAB to surprise and set up on the opponent. Generally, though, other specific Arceus formes use CM better due to their unique advantages, such as Arceus-Fairy's STAB being super effective on Rayquaza-Mega and Arceus Steel's Toxic immunity.
  • The Swords Dance set has other options in the last slot. Gravity and Fire Blast let it surprise typical checks like Celesteela and Skarmory. Refresh doesn't require the prediction Magic Coat does, allows Arceus to switch into possible status moves more effectively, and cures Sacred Fire burns, but doesn't protect against Whirlwind / Roar and doesn't cripple users of status moves.
  • Stone Edge may be tempting in a support set to lure Ho-Oh, but the reduced reliability in hurting Mega Rayquaza and inability to deter threats like Zygarde-Complete is problematic. Further, Stone Edge is physical, and the physical STAB option (Earthquake) is outclassed on this set because it damages Primal Groudon less. Toxic, which also lures such switch-ins to a degree, is a superior option. Specify that this is on the support set, as the Swords dance set runs this as a standard

Checks and Counters

[Flying-types]: Flying-types can pose problems due to their Ground immunities. Ho-Oh takes any move Arceus-Ground has to offer except Stone Edge and sets up Substitute or prepares to nail the switch-in. Skarmory and Lugia can Toxic Arceus-Ground, force it out with Whirlwind or Dragon Tail before it boosts enough, and heal off the damage. Celesteela ignores anything before boosts except Will-o-Wisp and forces an eventual switch with Leech Seed and/or Toxic, but without Toxic can be outstalled and bludgeoned by CM Recover sets. Yveltal beats most sets 1-on-1 so long as it has Toxic or Life Orb/Choice Specs boosted special attacks, although it does fear boosted Ice Beam and Stone Edge. Rayquaza-Mega is a less clear-cut case and is discussed below. Cut mention of CM recover and boosted slice beam; OO are not included in C&C

[Rayquaza-Mega] Mega Rayquaza is immune to Ground STAB and can try to overwhelm with setup or surprise with Draco Meteor, although proper prediction and full health on Arceus's behalf makes this difficult. Overall, however, it is a less reliable Flying check due to its distaste for Ice Beam/Will o Wisp, with Ice Beams on the switch-in / by fast Support Arceus and Will-o-Wisp without Lum Berry protection posing serious problems. Boosted Stone Edge can also threaten it, but remember that it only hits neutrally. Don't mention wisp, it's OO.

[Kyogre]: Kyogre, Primal or not, has the bulk to easily take special hits and destroy Arceus-Ground with Origin Pulse, Water Spout, or even Scald. Calm Mind Arceus-Ground needs excessive boosts to handle it, but Swords Dance can threaten with boosted Earthquake. Again, don't mention calm mind

[Giratina] Capable of phazing like the aformentioned Lugia and Skarmory, each forme has individual benefits. Altered has the bulk to tank even boosted Ice Beams and burns/poisons physical sets, while Origin is immune to Earthquake/Judgment and can finish off weakened variants with Draco Meteor. Origin can also status, especially on wisphex sets, so why the specificity?

[Xerneas]: Especially with maximum HP investment, Xerneas doesn't really fear much besides a boosted Earthquake, and sets up Geomancy/Z-Geomancy. Non-boosting sets perform fine so long as they can 2HKO and avoid being Recover-stalled, but should beware SD and especially CM sets. Again, remove Calm Mind.

[Ferrothorn] Ferrothorn can set Stealth Rock, use Leech Seed and Leftovers to heal off Judgment damage, and eventually force support Arceus-Ground out. If they have Recover to avoid dying to residual damage, SD and CM sets can eventually crush it 1v1, but may need to beware a switchin that can exploit the Leech Seed. Once more cm.

[Runaway Setup] Although the support set does possess decent physical bulk, setup can overwhelm it. This is especially true because Ground outright resists few physical moves, with the notable exceptions of Stone Edge and Bolt Strike. Z-Moves compound the problem, particularly powerful ones like Shadow Force-> Never-Ending Nightmare, which can put Arceus-Ground in KO range after boosting and pave the way for a sweep if not KO outright. If used, Will-o-Wisp often remedies this problem, though. Cut wisp.

[Unaware]: Clefable and Pyukumuku can use their bulk, recovery, and access to Unaware to wall and possibly Toxic Arceus-Ground. They don't prevent the Support set from using Defog, however. Quagsire walls the Swords Dance set but fears an invested Judgment even after ignoring boosts. Don't mention boosts on judgment

[Chansey and Blissey]: The two blobs can wall special/support sets and cripple them with Toxic, although they fear Swords Dance.

Implemented + Megazard wanted me to add CMceus so there's that (and for now some implements weren't added due to this)
 
Last edited by a moderator:
Am QC Check, this does not count for 1/3. Implement what you agree with and leave the rest for QC.
rip in WIP, WIP in rip

Ayy QC lmao

Arceus-Ground

Overview

  • Great support Arceus forme due to its excellent typing, which is weak to very few physical threats and has positive matchups against many. Examples aren't required here, but wouldn't go amiss.
  • This typing and its support movepool give it many defensive niches, especially defogging on the premier Stealth Rock setter in Primal Groudon with confidence. Access to Recover lets it execute these throughout the match.
  • It also shines in offensive roles, backing Swords Dance and Calm Mind sets with powerful and reliable STAB moves in Earthquake and Judgment, as well as the tools to handle foes not affected by Ground STAB. Calm mind Is OO and thus should not be in overview.
  • Swords Dance in particular is excellent in removing common counters, such as Ho-oh. This should probably be in the above bullet, particularly as in particular doesn't fit w/o calm mind.
  • It is vulnerable to strong special moves, such as Primal Kyogre Origin Pulse and Rayquaza-Mega Draco Meteor.
  • Although immune to Thunder Wave, Toxic in particular hurts its staying power and makes Recover less effective on defensive sets. Either mention this in the context of status as a whole (and thus burn+maybe sleep), or cut the twave
  • While it has the tools to handle any individual Pokemon not threatened by Ground moves, it often can't handle all at once due to moveslot limitations and its desire to run support/setup moves.
Speedy Support
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Defog
- Judgment
- Recover
- Ice Beam / Toxic

Set Comments

Moves
  • Defog removes troublesome Stealth Rocks and other hazards from the field, allowing this set to switch into Primal Groudon and remove any hazards it sets. Some mention of supporting teammates, as that's the main reason to give this Defog.
  • Recover lets it last against strong physical attacks and moderate special attacks such as from Pokemon it wishes to Defog on, and prevents it from succumbing to chip damage. This Arceus is just as bulky specially as physically, so I don't understand the change
  • Judgment is a reliable and fairly powerful STAB attack to deal consistent damage and reliably dispatch Primal Groudon.
  • Ice Beam smashes Rayquaza-Mega and Zygarde-Complete seeking to absorb unboosted Judgments. Mary can take any judgement? Also mention this is your main way of hitting mons like YGod.
  • Toxic lets this set cripple bulky Pokemon that could otherwise wall or even set up on this set, such as Ho-Oh and Primal Kyogre. Supportceus should be here
Set Details
  • Since Groundium Z does not affect Judgment, Earth Plate is the logical choice, as it also slightly boosts Judgment's power.
  • High HP investment lets Arceus take attacks, especially physical ones, and Recover off the damage or attack their users. Again, this set is just as specially bulky as it is physically
  • Maximum Speed investment and a Timid nature lets this set outspeed Jolly Mega Rayquaza and smack it with Ice Beam, as well as guarantee a speed tie at worst with other Arceus.

Usage Tips
  • If you expect your opponent to lead with Primal Groudon, counter-lead with this Arceus. Later in the match, switch it in fairly liberally on Groudon-Primal, and remove its hazards if needed; you can also remove it with Judgment and Recover off chip damage.
  • Anticipate switches. Particularly, your Arceus-Ground will often lead against Primal Groudon; if they have a Rayquaza in the back, your opponent will likely use it to absorb the now-useless Judgment and set up. Surprise it with Ice Beam, which OHKOs if it has not yet Mega Evolved. This should really be cut. Mray isn't anything like a groundceus counter, and no good player would make that trade without it being a 50-50 either way or unless they really needed their PDon
  • Keep your health high with Recover to maximize your ability to check physical threats and stay out of Primal Groudon's KO range, but be careful about giving Pokemon like Mega Rayquaza and Arceus setup opportunities.
  • Bring Arceus-Ground on Pokemon that are forced out or can't outdamage Recover's healing, such as and Defog if hazards are up on your side. If they aren't and Arceus-Ground can't significantly hurt the incoming switch-in, try double-switching to keep the momentum and possibly gain a setup opportunity with another Pokemon. This seems risky to advise, as while this works for the bulky offense teams that employ this groundceus is also a legitimate choice on full stall, which shouldn't take those risks.
  • Sacrificing this set to a Pokemon you can't switch into safely can be helpful, but wait until your opponent's hazard setter has fainted.
  • If at all possible, try to avoid being Toxiced by a support Arceus forme or other Pokemon, as if you lack Aromatherapy / Heal Bell support, you will be forced to play much more carefully with this set throughout the rest of the match.
  • Some mention of Defog vs SR on supportceus (specifically that groundceus can't beat most other support Arceus even if they lack toxic)

Team Options
  • Ho-Oh is a natural partner, appreciating Defog support, pressure on Primal Groudon / Zygarde-Complete / Zekrom, the ability to fairly-reliably defeat opposing Ho-Oh, and the general ability to take physical attacks Ho-oh can't. In return, Ho-Oh handles Ferrothorn as well as strong special attackers like Geomancy Xerneas / Special Yveltal / Calm Mind Arceus Steel (which paradoxically tends to defeat the support set) there's no paradox involved, and parenthetical clauses shouldn't be there. Arc steel doesn't defeat groundceus anyway, just make it risky to switch in, so I'm confused why it's an example over, say, darkceus and removes Lugia's Multiscale by burn or Toxic. This does stack a double weakness to Primal Kyogre, but some Ho-Oh outspeed and can OHKO some Primal Kyogre. This just seems needless. It's speed creep either way, which shouldn't be talked about in analyses, and Primal Kyogre should always either outspeeds or lives unless both are running near max speed, which in turn makes ho-oh not a check to geoxern.
  • Extreme Killer Arceus sets with Stone Edge pair very well, threatening responses to this set like Ho-Oh, Primal Kyogre, and offensive / weakened defensive Yveltal, appreciating the support in handling Primal Groudon and clearing hazards.
  • Although Stealth Rock sets dislike having their hazards Defogged, Primal Groudon checks Primal Kyogre and (possibly) Mega Rayquaza no lol, Mray checks PDon, toasts Ferrothorn, and appreciates a partner that can reliably switch into opposing Primal Groudon or cripple support Arceus. If not Defogged, its Rocks also deter Ho-Oh, who often takes advantage of this set.
  • Clefable is a great backup in case Arceus-Ground is overwhelmed by Mega Rayquaza er, what? Clefable isn't an Mray answer. If you want to list smith it beats go cmceus and more reliably handles boosting attackers like Arceus and Arceus-Ghost, as well as provides Heal Bell support in case of Toxic. Arceus-Ground can handle troublesome formes like Steel and Poison, although this pairing increases weakness to Ho-oh.
  • Arceus-Poison checks Xerneas and absorbs Toxic while capitalizing on this set's essential ability to threaten Arceus-Poison's worst enemy, Primal Groudon.
  • Arceus rock should be here, groundceus checks PDon+Steelceus while rockceus beats flyers (including Mray), gives wisp support, and either sets rocks or lets u go Dual Defog.

Swords Dance
Arceus-Ground @ Groundinium Z
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Extreme Speed / Recover / Magic Coat

Set Comments

Moves
  • Swords Dance boosts an already strong Attack stat through the roof, letting this Arceus-Ground sweep the opposing team.
  • Earthquake is the mandatory physical STAB. Importantly, Arceus-Ground is the only forme besides Normal to have a 100+ BP, 100% accuracy, drawback-free physical STAB.
  • Stone Edge forms the iconic EdgeQuake combination, hitting foes like Yveltal, Mega Rayquaza, and especially Ho-Oh not affected by Earthquake. Hooh really shouldn't be an especially here unless you're emphasizing the lure, as MRay is far more threatening both for this and the teams it is run on.
  • Extreme Speed finishes off faster threats when backed up by boosting, and is especially important when running an Adamant nature, which is outspend by enemies like Jolly Mega Rayquaza and Jolly Arceus. Don't mention the adamant nature please :/
  • Since Earthquake + Stone Edge is already such good coverage, Jolly Arceus-Ground has multiple options for the final slot. Best among them is Recover, which keeps Arceus-Ground healthy in case setup fails and helps it check Primal Groudon. If recover is best, it should be before extreme speed, both here and above.
  • Magic Coat sends Whirlwind and status moves like Will-o-Wisp and Toxic back to their user, but requires good prediction to use effectively, especially once revealed. It also helps Arceus anti-lead on occasion, using Magic Coat and Swords Dance to pressure common leads like support Arceus and Primal Groudon.
Set Details
  • Groundinium Z is the item of choice, allowing a 180 BP Tectonic Range to dispatch bulkier obstacles to sweeps, such as bulky support Arceus and Primal Kyogre.
  • Maximum Attack investment is used for a high damage output.
  • Maximum Speed investment and a Jolly nature ensures that you outspeed Rayquaza-Mega and at least speed tie opposing Arceus. The high Base powers of Earthquake and Stone Edge makes an Attack-boosting nature less necessary.
  • However, especially with access to Extreme Speed, an Adamant nature is very viable. After a Swords Dance, only Adamant can OHKO 248/244+ Support Arceus formes after Stealth Rock before they burn you, or OHKO physically defensive Yveltal 93.8% of the time after Rocks before it kills with Foul Play. I really suggest moving this to OO. Not even being able to so much as the other arcs sucks, especially if they have wisp or are SE, losing to fast Mray sucks, losing to thimos kart even if u lead before webs is bad, and it doesn't even get u much.

Usage Tips
  • Use this set to catch common checks to Arceus-Ground, like Ho-Oh and Primal Kyogre, very off guard.
  • If not leading it, switch it into threats that bother it minimally, which may depend on its fourth move. For example, Recover lets you switch into Primal Groudon and force it out more easily, while Refresh lets you exploit support Arceus. Refresh isn't on the set, cut. Also really give examples here, usage tips is probably the most important place to mention them
  • Slightly chip support Arceus formes so that you may crush them with a boosted Tectonic Rage later, ensuring that you don't get crippled or phazed before they faint.
  • Exploit the fact that your opponents don't know your fourth move, and that they will often presume that it is Extreme Speed. Especially if it isn't Extreme Speed, wait to reveal it to ensure maximum surprise value.
  • In a pinch, unboosted Extreme Speed can revenge kill weakened threats like Rayquaza-Mega and Xerneas.
  • Bullet on when to zmove
  • Bullet on what forces it out.w

Team Options
  • Arceus-Steel absorbs Toxic or attacks from possible counters, like Lugia and Clefable/Quagsire, and is able to cripple Lugia with Toxic / destroy Clefable with Judgment respectively. It does lack ways to deal with Quagsire, though, if it lacks Toxic.
  • Mega Gengar forces support Arceus to play much more carefully, and can trap them while taking advantage of them with Substitute. It also prevents Extreme Speed revenge killing, if that is a concern. It also traps the aforementioned Lugia/Clefable and eliminates them,
  • Spikes and Stealth Rock support from Pokemon like Skarmory and Ferrothorn, both of which conveniently are immune to Toxic from walls, puts support Arceus and other bulky Pokemon closer to Tectonic Rage KO range, increases the amount of things Arceus-Ground can force out, and lets you capitalize on these switches. Leech Seed support form Ferrothorn can also force switches, giving this set windows to enter, or heal it as it sets up.
  • Mega Sableye stifles defensive options that threaten to stop this set and cripple them with their own support moves while recovering off chip damage, although Clefable's Moonblast can prove concerning. These don't really fit on the same kind of team
  • Some kind of zygarde answer
  • Mention mons that appreciate groundceus (stuff that needs Hooh gone, for instance)

Strategy Comments

Other Options

  • A bulky, Bold support spread with a 248 HP / 244 Def / 16 Spe is viable to better check threats like Swords Dance Arceus formes, but the lack of speed is noticeably hurtful against foes like Mega Rayquaza. If this set is used, Will-o-Wisp should be the secondary option over Toxic, to make the most use of the set's increased physical bulk versus threats like LO Ekiller. This should really be a main set. It's at least as good as the Swords dance set. Also you should never run wisp on groundceus, cut that from this.
  • A Calm Mind set, particularly with Ice Beam, is also viable to use Groundceus's good typing and often useful STAB to surprise and set up on the opponent. Generally, though, other specific Arceus formes use CM better due to their unique advantages, such as Arceus-Fairy's STAB being super effective on Rayquaza-Mega and Arceus Steel's Toxic immunity.
  • The Swords Dance set has other options in the last slot. Gravity and Fire Blast let it surprise typical checks like Celesteela and Skarmory. Refresh doesn't require the prediction Magic Coat does, allows Arceus to switch into possible status moves more effectively, and cures Sacred Fire burns, but doesn't protect against Whirlwind / Roar and doesn't cripple users of status moves.
  • Stone Edge may be tempting in a support set to lure Ho-Oh, but the reduced reliability in hurting Mega Rayquaza and inability to deter threats like Zygarde-Complete is problematic. Further, Stone Edge is physical, and the physical STAB option (Earthquake) is outclassed on this set because it damages Primal Groudon less. Toxic, which also lures such switch-ins to a degree, is a superior option. Specify that this is on the support set, as the Swords dance set runs this as a standard

Checks and Counters

[Flying-types]: Flying-types can pose problems due to their Ground immunities. Ho-Oh takes any move Arceus-Ground has to offer except Stone Edge and sets up Substitute or prepares to nail the switch-in. Skarmory and Lugia can Toxic Arceus-Ground, force it out with Whirlwind or Dragon Tail before it boosts enough, and heal off the damage. Celesteela ignores anything before boosts except Will-o-Wisp and forces an eventual switch with Leech Seed and/or Toxic, but without Toxic can be outstalled and bludgeoned by CM Recover sets. Yveltal beats most sets 1-on-1 so long as it has Toxic or Life Orb/Choice Specs boosted special attacks, although it does fear boosted Ice Beam and Stone Edge. Rayquaza-Mega is a less clear-cut case and is discussed below. Cut mention of CM recover and boosted slice beam; OO are not included in C

[Rayquaza-Mega] Mega Rayquaza is immune to Ground STAB and can try to overwhelm with setup or surprise with Draco Meteor, although proper prediction and full health on Arceus's behalf makes this difficult. Overall, however, it is a less reliable Flying check due to its distaste for Ice Beam/Will o Wisp, with Ice Beams on the switch-in / by fast Support Arceus and Will-o-Wisp without Lum Berry protection posing serious problems. Boosted Stone Edge can also threaten it, but remember that it only hits neutrally. Don't mention wisp, it's bad on Groundceus.

[Kyogre]: Kyogre, Primal or not, has the bulk to easily take special hits and destroy Arceus-Ground with Origin Pulse, Water Spout, or even Scald. Calm Mind Arceus-Ground needs excessive boosts to handle it, but Swords Dance can threaten with boosted Earthquake. Again, don't mention calm mind

[Giratina] Capable of phazing like the aformentioned Lugia and Skarmory, each forme has individual benefits. Altered has the bulk to tank even boosted Ice Beams and burns/poisons physical sets, while Origin is immune to Earthquake/Judgment and can finish off weakened variants with Draco Meteor. Origin can also status, especially on wisphex sets, so why the specificity?

[Xerneas]: Especially with maximum HP investment, Xerneas doesn't really fear much besides a boosted Earthquake, and sets up Geomancy/Z-Geomancy. Non-boosting sets perform fine so long as they can 2HKO and avoid being Recover-stalled, but should beware SD and especially CM sets. Again, remove Calm Mind.

[Ferrothorn] Ferrothorn can set Stealth Rock, use Leech Seed and Leftovers to heal off Judgment damage, and eventually force support Arceus-Ground out. If they have Recover to avoid dying to residual damage, SD and CM sets can eventually crush it 1v1, but may need to beware a switchin that can exploit the Leech Seed. Once more cm.

[Runaway Setup] Although the support set does possess decent physical bulk, setup can overwhelm it. This is especially true because Ground outright resists few physical moves, with the notable exceptions of Stone Edge and Bolt Strike. Z-Moves compound the problem, particularly powerful ones like Shadow Force-> Never-Ending Nightmare, which can put Arceus-Ground in KO range after boosting and pave the way for a sweep if not KO outright. If used, Will-o-Wisp often remedies this problem, though. Cut wisp.

[Unaware]: Clefable and Pyukumuku can use their bulk, recovery, and access to Unaware to wall and possibly Toxic Arceus-Ground. They don't prevent the Support set from using Defog, however. Quagsire walls the Swords Dance set but fears an invested Judgment even after ignoring boosts. Don't mention boosts on judgment

[Chansey and Blissey]: The two blobs can wall special/support sets and cripple them with Toxic, although they fear Swords Dance.
 
rip in WIP, WIP in rip

Ayy QC lmao

Arceus-Ground

Overview

  • Great support Arceus forme due to its excellent typing, which is weak to very few physical threats and has positive matchups against many. Examples aren't required here, but wouldn't go amiss.
  • This typing and its support movepool give it many defensive niches, especially defogging on the premier Stealth Rock setter in Primal Groudon with confidence. Access to Recover lets it execute these throughout the match.
  • It also shines in offensive roles, backing Swords Dance and Calm Mind sets with powerful and reliable STAB moves in Earthquake and Judgment, as well as the tools to handle foes not affected by Ground STAB. Calm mind Is OO and thus should not be in overview.
  • Swords Dance in particular is excellent in removing common counters, such as Ho-oh. This should probably be in the above bullet, particularly as in particular doesn't fit w/o calm mind.
  • It is vulnerable to strong special moves, such as Primal Kyogre Origin Pulse and Rayquaza-Mega Draco Meteor.
  • Although immune to Thunder Wave, Toxic in particular hurts its staying power and makes Recover less effective on defensive sets. Either mention this in the context of status as a whole (and thus burn+maybe sleep), or cut the twave
  • While it has the tools to handle any individual Pokemon not threatened by Ground moves, it often can't handle all at once due to moveslot limitations and its desire to run support/setup moves.
Speedy Support
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Defog
- Judgment
- Recover
- Ice Beam / Toxic

Set Comments

Moves
  • Defog removes troublesome Stealth Rocks and other hazards from the field, allowing this set to switch into Primal Groudon and remove any hazards it sets. Some mention of supporting teammates, as that's the main reason to give this Defog.
  • Recover lets it last against strong physical attacks and moderate special attacks such as from Pokemon it wishes to Defog on, and prevents it from succumbing to chip damage. This Arceus is just as bulky specially as physically, so I don't understand the change
  • Judgment is a reliable and fairly powerful STAB attack to deal consistent damage and reliably dispatch Primal Groudon.
  • Ice Beam smashes Rayquaza-Mega and Zygarde-Complete seeking to absorb unboosted Judgments. Mary can take any judgement? Also mention this is your main way of hitting mons like YGod.
  • Toxic lets this set cripple bulky Pokemon that could otherwise wall or even set up on this set, such as Ho-Oh and Primal Kyogre. Supportceus should be here
Set Details
  • Since Groundium Z does not affect Judgment, Earth Plate is the logical choice, as it also slightly boosts Judgment's power.
  • High HP investment lets Arceus take attacks, especially physical ones, and Recover off the damage or attack their users. Again, this set is just as specially bulky as it is physically
  • Maximum Speed investment and a Timid nature lets this set outspeed Jolly Mega Rayquaza and smack it with Ice Beam, as well as guarantee a speed tie at worst with other Arceus.

Usage Tips
  • If you expect your opponent to lead with Primal Groudon, counter-lead with this Arceus. Later in the match, switch it in fairly liberally on Groudon-Primal, and remove its hazards if needed; you can also remove it with Judgment and Recover off chip damage.
  • Anticipate switches. Particularly, your Arceus-Ground will often lead against Primal Groudon; if they have a Rayquaza in the back, your opponent will likely use it to absorb the now-useless Judgment and set up. Surprise it with Ice Beam, which OHKOs if it has not yet Mega Evolved. This should really be cut. Mray isn't anything like a groundceus counter, and no good player would make that trade without it being a 50-50 either way or unless they really needed their PDon
  • Keep your health high with Recover to maximize your ability to check physical threats and stay out of Primal Groudon's KO range, but be careful about giving Pokemon like Mega Rayquaza and Arceus setup opportunities.
  • Bring Arceus-Ground on Pokemon that are forced out or can't outdamage Recover's healing, such as and Defog if hazards are up on your side. If they aren't and Arceus-Ground can't significantly hurt the incoming switch-in, try double-switching to keep the momentum and possibly gain a setup opportunity with another Pokemon. This seems risky to advise, as while this works for the bulky offense teams that employ this groundceus is also a legitimate choice on full stall, which shouldn't take those risks.
  • Sacrificing this set to a Pokemon you can't switch into safely can be helpful, but wait until your opponent's hazard setter has fainted.
  • If at all possible, try to avoid being Toxiced by a support Arceus forme or other Pokemon, as if you lack Aromatherapy / Heal Bell support, you will be forced to play much more carefully with this set throughout the rest of the match.
  • Some mention of Defog vs SR on supportceus (specifically that groundceus can't beat most other support Arceus even if they lack toxic)

Team Options
  • Ho-Oh is a natural partner, appreciating Defog support, pressure on Primal Groudon / Zygarde-Complete / Zekrom, the ability to fairly-reliably defeat opposing Ho-Oh, and the general ability to take physical attacks Ho-oh can't. In return, Ho-Oh handles Ferrothorn as well as strong special attackers like Geomancy Xerneas / Special Yveltal / Calm Mind Arceus Steel (which paradoxically tends to defeat the support set) there's no paradox involved, and parenthetical clauses shouldn't be there. Arc steel doesn't defeat groundceus anyway, just make it risky to switch in, so I'm confused why it's an example over, say, darkceus and removes Lugia's Multiscale by burn or Toxic. This does stack a double weakness to Primal Kyogre, but some Ho-Oh outspeed and can OHKO some Primal Kyogre. This just seems needless. It's speed creep either way, which shouldn't be talked about in analyses, and Primal Kyogre should always either outspeeds or lives unless both are running near max speed, which in turn makes ho-oh not a check to geoxern.
  • Extreme Killer Arceus sets with Stone Edge pair very well, threatening responses to this set like Ho-Oh, Primal Kyogre, and offensive / weakened defensive Yveltal, appreciating the support in handling Primal Groudon and clearing hazards.
  • Although Stealth Rock sets dislike having their hazards Defogged, Primal Groudon checks Primal Kyogre and (possibly) Mega Rayquaza no lol, Mray checks PDon, toasts Ferrothorn, and appreciates a partner that can reliably switch into opposing Primal Groudon or cripple support Arceus. If not Defogged, its Rocks also deter Ho-Oh, who often takes advantage of this set.
  • Clefable is a great backup in case Arceus-Ground is overwhelmed by Mega Rayquaza er, what? Clefable isn't an Mray answer. If you want to list smith it beats go cmceus and more reliably handles boosting attackers like Arceus and Arceus-Ghost, as well as provides Heal Bell support in case of Toxic. Arceus-Ground can handle troublesome formes like Steel and Poison, although this pairing increases weakness to Ho-oh.
  • Arceus-Poison checks Xerneas and absorbs Toxic while capitalizing on this set's essential ability to threaten Arceus-Poison's worst enemy, Primal Groudon.
  • Arceus rock should be here, groundceus checks PDon+Steelceus while rockceus beats flyers (including Mray), gives wisp support, and either sets rocks or lets u go Dual Defog.

Swords Dance
Arceus-Ground @ Groundinium Z
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Extreme Speed / Recover / Magic Coat

Set Comments

Moves
  • Swords Dance boosts an already strong Attack stat through the roof, letting this Arceus-Ground sweep the opposing team.
  • Earthquake is the mandatory physical STAB. Importantly, Arceus-Ground is the only forme besides Normal to have a 100+ BP, 100% accuracy, drawback-free physical STAB.
  • Stone Edge forms the iconic EdgeQuake combination, hitting foes like Yveltal, Mega Rayquaza, and especially Ho-Oh not affected by Earthquake. Hooh really shouldn't be an especially here unless you're emphasizing the lure, as MRay is far more threatening both for this and the teams it is run on.
  • Extreme Speed finishes off faster threats when backed up by boosting, and is especially important when running an Adamant nature, which is outspend by enemies like Jolly Mega Rayquaza and Jolly Arceus. Don't mention the adamant nature please :/
  • Since Earthquake + Stone Edge is already such good coverage, Jolly Arceus-Ground has multiple options for the final slot. Best among them is Recover, which keeps Arceus-Ground healthy in case setup fails and helps it check Primal Groudon. If recover is best, it should be before extreme speed, both here and above.
  • Magic Coat sends Whirlwind and status moves like Will-o-Wisp and Toxic back to their user, but requires good prediction to use effectively, especially once revealed. It also helps Arceus anti-lead on occasion, using Magic Coat and Swords Dance to pressure common leads like support Arceus and Primal Groudon.
Set Details
  • Groundinium Z is the item of choice, allowing a 180 BP Tectonic Range to dispatch bulkier obstacles to sweeps, such as bulky support Arceus and Primal Kyogre.
  • Maximum Attack investment is used for a high damage output.
  • Maximum Speed investment and a Jolly nature ensures that you outspeed Rayquaza-Mega and at least speed tie opposing Arceus. The high Base powers of Earthquake and Stone Edge makes an Attack-boosting nature less necessary.
  • However, especially with access to Extreme Speed, an Adamant nature is very viable. After a Swords Dance, only Adamant can OHKO 248/244+ Support Arceus formes after Stealth Rock before they burn you, or OHKO physically defensive Yveltal 93.8% of the time after Rocks before it kills with Foul Play. Move to OO. Not even being able to so much as the other arcs sucks, especially if they have wisp or are SE, losing to fast Mray sucks, losing to thimos kart even if u lead before webs is bad, and it doesn't even get u much.

Usage Tips
  • Use this set to catch common checks to Arceus-Ground, like Ho-Oh and Primal Kyogre, very off guard.
  • If not leading it, switch it into threats that bother it minimally, which may depend on its fourth move. For example, Recover lets you switch into Primal Groudon and force it out more easily, while Refresh lets you exploit support Arceus. Refresh isn't on the set, cut. Also really give examples here, usage tips is probably the most important place to mention them
  • Slightly chip support Arceus formes so that you may crush them with a boosted Tectonic Rage later, ensuring that you don't get crippled or phazed before they faint.
  • Exploit the fact that your opponents don't know your fourth move, and that they will often presume that it is Extreme Speed. Especially if it isn't Extreme Speed, wait to reveal it to ensure maximum surprise value.
  • In a pinch, unboosted Extreme Speed can revenge kill weakened threats like Rayquaza-Mega and Xerneas.
  • Bullet on when to zmove
  • Bullet on what forces it out.w

Team Options
  • Arceus-Steel absorbs Toxic or attacks from possible counters, like Lugia and Clefable/Quagsire, and is able to cripple Lugia with Toxic / destroy Clefable with Judgment respectively. It does lack ways to deal with Quagsire, though, if it lacks Toxic.
  • Mega Gengar forces support Arceus to play much more carefully, and can trap them while taking advantage of them with Substitute. It also prevents Extreme Speed revenge killing, if that is a concern. It also traps the aforementioned Lugia/Clefable and eliminates them,
  • Spikes and Stealth Rock support from Pokemon like Skarmory and Ferrothorn, both of which conveniently are immune to Toxic from walls, puts support Arceus and other bulky Pokemon closer to Tectonic Rage KO range, increases the amount of things Arceus-Ground can force out, and lets you capitalize on these switches. Leech Seed support form Ferrothorn can also force switches, giving this set windows to enter, or heal it as it sets up.
  • Mega Sableye stifles defensive options that threaten to stop this set and cripple them with their own support moves while recovering off chip damage, although Clefable's Moonblast can prove concerning. These don't really fit on the same kind of team
  • Some kind of zygarde answer
  • Mention mons that appreciate groundceus (stuff that needs Hooh gone, for instance)

Strategy Comments

Other Options

  • A bulky, Bold support spread with a 248 HP / 244 Def / 16 Spe is viable to better check threats like Swords Dance Arceus formes, but the lack of speed is noticeably hurtful against foes like Mega Rayquaza. If this set is used, Will-o-Wisp should be the secondary option over Toxic, to make the most use of the set's increased physical bulk versus threats like LO Ekiller. Even on bulky Groundceus, Toxic is still the primary status option
  • A Calm Mind set, particularly with Ice Beam, is also viable to use Groundceus's good typing and often useful STAB to surprise and set up on the opponent. Generally, though, other specific Arceus formes use CM better due to their unique advantages, such as Arceus-Fairy's STAB being super effective on Rayquaza-Mega and Arceus Steel's Toxic immunity.
  • The Swords Dance set has other options in the last slot. Gravity and Fire Blast let it surprise typical checks like Celesteela and Skarmory. Refresh doesn't require the prediction Magic Coat does, allows Arceus to switch into possible status moves more effectively, and cures Sacred Fire burns, but doesn't protect against Whirlwind / Roar and doesn't cripple users of status moves.
  • Stone Edge may be tempting in a support set to lure Ho-Oh, but the reduced reliability in hurting Mega Rayquaza and inability to deter threats like Zygarde-Complete is problematic. Further, Stone Edge is physical, and the physical STAB option (Earthquake) is outclassed on this set because it damages Primal Groudon less. Toxic, which also lures such switch-ins to a degree, is a superior option. Specify that this is on the support set, as the Swords dance set runs this as a standard

Checks and Counters

[Flying-types]: Flying-types can pose problems due to their Ground immunities. Ho-Oh takes any move Arceus-Ground has to offer except Stone Edge and sets up Substitute or prepares to nail the switch-in. Skarmory and Lugia can Toxic Arceus-Ground, force it out with Whirlwind or Dragon Tail before it boosts enough, and heal off the damage. Celesteela ignores anything before boosts except Will-o-Wisp and forces an eventual switch with Leech Seed and/or Toxic, but without Toxic can be outstalled and bludgeoned by CM Recover sets. Yveltal beats most sets 1-on-1 so long as it has Toxic or Life Orb/Choice Specs boosted special attacks, although it does fear boosted Ice Beam and Stone Edge. Rayquaza-Mega is a less clear-cut case and is discussed below. Cut mention of CM recover and boosted slice beam; OO are not included in C&C

[Rayquaza-Mega] Mega Rayquaza is immune to Ground STAB and can try to overwhelm with setup or surprise with Draco Meteor, although proper prediction and full health on Arceus's behalf makes this difficult. Overall, however, it is a less reliable Flying check due to its distaste for Ice Beam/Will o Wisp, with Ice Beams on the switch-in / by fast Support Arceus and Will-o-Wisp without Lum Berry protection posing serious problems. Boosted Stone Edge can also threaten it, but remember that it only hits neutrally. Don't mention wisp, it's OO.

[Kyogre]: Kyogre, Primal or not, has the bulk to easily take special hits and destroy Arceus-Ground with Origin Pulse, Water Spout, or even Scald. Calm Mind Arceus-Ground needs excessive boosts to handle it, but Swords Dance can threaten with boosted Earthquake. Again, don't mention calm mind

[Giratina] Capable of phazing like the aformentioned Lugia and Skarmory, each forme has individual benefits. Altered has the bulk to tank even boosted Ice Beams and burns/poisons physical sets, while Origin is immune to Earthquake/Judgment and can finish off weakened variants with Draco Meteor. Origin can also status, especially on wisphex sets, so why the specificity?

[Xerneas]: Especially with maximum HP investment, Xerneas doesn't really fear much besides a boosted Earthquake, and sets up Geomancy/Z-Geomancy. Non-boosting sets perform fine so long as they can 2HKO and avoid being Recover-stalled, but should beware SD and especially CM sets. Again, remove Calm Mind.

[Ferrothorn] Ferrothorn can set Stealth Rock, use Leech Seed and Leftovers to heal off Judgment damage, and eventually force support Arceus-Ground out. If they have Recover to avoid dying to residual damage, SD and CM sets can eventually crush it 1v1, but may need to beware a switchin that can exploit the Leech Seed. Once more cm.

[Runaway Setup] Although the support set does possess decent physical bulk, setup can overwhelm it. This is especially true because Ground outright resists few physical moves, with the notable exceptions of Stone Edge and Bolt Strike. Z-Moves compound the problem, particularly powerful ones like Shadow Force-> Never-Ending Nightmare, which can put Arceus-Ground in KO range after boosting and pave the way for a sweep if not KO outright. If used, Will-o-Wisp often remedies this problem, though. Cut wisp.

[Unaware]: Clefable and Pyukumuku can use their bulk, recovery, and access to Unaware to wall and possibly Toxic Arceus-Ground. They don't prevent the Support set from using Defog, however. Quagsire walls the Swords Dance set but fears an invested Judgment even after ignoring boosts. Don't mention boosts on judgment

[Chansey and Blissey]: The two blobs can wall special/support sets and cripple them with Toxic, although they fear Swords Dance.
Implement for 1/3
 
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