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Overview
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Despite its the reputation it has for a terrible ability, Archeops is a powerful offensive threat due to its excellent Speed and Attack stats. Its Archeops's high Speed allows it to check common threats such as Pyroar, Typhlosion, Mismagius, and Liepard. Archeops has a great support movepool, including Taunt, Endeavor, Defog, and Stealth Rock, and as well as reliable recovery in Roost. Archeops can hit almost all Pokemon for at least neutral damage with the combination of its STAB Acrobatics and Earthquake. Archeops differentiates itself from other physical attackers such as Kangaskhan and Sawk in that it hits hard while also being able to outlast common defensive Pokemon. (consider finding a way to combine these sentences to avoid monotony of sentence structure) Unfortunately, Defeatist is a terrible ability that halves Archeops's Attack when its HP reaches below 50%. This problem is further compounded by Archeops' weaknesses to enhanced because Archeops is weak to common priority moves, (remove comma) such as Aqua Jet, Bullet Punch, and Ice Shard. As a Stealth Rock setter, Archeops has a poor matchup against most common entry hazard users, (comma) such as Crustle, Rhydon, and Seismitoad.
Offensive Taunt + Roost
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name: Offensive Taunt + Roost
move 1: Taunt
move 2: Roost
move 3: Acrobatics
move 4: Earthquake
ability: Defeatist
item:
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly
Moves
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Taunt prevents entry hazards, status moves, and recovery from the likes of Audino, Uxie, and Weezing in order to let Archeops function as a pseudo-stallbreaker (note the spelling of pseudo) as well as a strong attacker. Roost provides a reliable form of recovery, (remove comma) and works well in tandem with Taunt to break down defensive cores. Acrobatics is a strong STAB move that deals heavy damage to anything that doesn't resist it. Earthquake provides great coverage, hitting to hit Rock-, Steel-, and Electric-types that resist Archeops's STAB Acrobatics, such as Rhydon, Klinklang, and Lanturn. Heat Wave can be used if your team struggles with Ferroseed, but it is generally not worth it.
Set Details
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A Jolly nature and maximum Speed investment are is used to outspeed base 100s and base 106s, such as Ninetales, Typhlosion, and Liepard. Maximum Attack investment is used to hit as hard as possible. Not holding an item doubles the power of Acrobatics.
Usage Tips
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Archeops functions best as an anti-lead early on to prevent entry hazards from the likes of Qwilfish and Garbodor and status from the likes of Uxie and Weezing. However, Archeops has a poor matchup against other common entry hazard setters, such as Seismitoad, Crustle, and Rhydon. Archeops also works well as an early- or mid-game early to mid game hole-puncher, as even some frail Pokemon that resist Archeops's STAB moves, (comma) such as Rotom, (comma) are hit for a lot of damage. Archeops is generally a safe switch-in to passive Pokemon on defensive teams, (comma) such as Audino, which often relies on Knock Off for damage and is severely crippled by Taunt. It is important to know what Pokemon Archeops can use Roost against, such as versus a Taunted Weezing, (comma) that has been Taunted because and Archeops resists Sludge Bomb and Flamethrower, Weezing's two main attacks coverage moves. Against more offensive Pokemon, Archeops should only use Roost when it cannot be 2HKOed by the foe. Archeops should not take any unnecessary damage if possible, especially if it needs to check threats such as Mismagius and Pyroar.
Team Options
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With the combination of Taunt and Roost, Archeops is fairly self-sufficient. However, it is important to cover its type weaknesses with teammates, as taking unnecessary damage is problematic. It is notable that this set fits best on more offensive teams. Seismitoad is a good partner because it that threatens Rock-type Pokemon with its STAB moves and is immune to Electric-and Water-type attacks thanks to Water Absorb, and also threatens Rock-type Pokemon with its STAB moves. Seismitoad is also a good teammate because Archeops threatens Grass-types with a strong Acrobatics. Volt Switch or U-turn users such as Lanturn, Mesprit, Liepard, and Rotom are all good partners to bring in Archeops safely. Late-game cleaners or sweepers such as Feraligatr and Lilligant appreciate Archeops' ability to wear down bulky Pokemon with the combination of Taunt and powerful attacks. Entry hazard support from the likes of the Seismitoad and Garbodor is helpful to wear down Archeops's switch ins, notably allowing Archeops to 2HKO defensive Seismitoad after Stealth Rock and one layer of Spikes. Rapid Spin or Defog support from Pokemon such as Cryogonal, Sandslash, and Swanna, (remove comma) is helpful to preserve Archeops's health.
Bulky Taunt + Roost
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name: Bulky Taunt + Roost
move 1: Taunt
move 2: Roost
move 3: Acrobatics
move 4: Defog / Earthquake
ability: Defeatist
item:
evs: 248 HP / 8 Atk / 252 Spe
nature: Jolly
Moves
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Taunt prevents status moves, recovery, and entry hazards from the likes of Audino, Uxie, and Weezing. Roost allows Archeops to heal off damage taken from attacks, (remove comma) and get out of Defeatist range if given the chance; it Taunt works extremely well in tandem with Taunt, letting Archeops roost to act as a pseudo-stallbreaker. Acrobatics is an extremely strong STAB move, (remove comma) that hits very hard even with minimal Attack investment. Defog is a great support move that clears all entry hazards to support Archeops's team. However, Earthquake provides good coverage in hitting Steel-types such as Probopass and should be used if Defog is not necessary. Toxic can be used to cripples bulky Pokemon that often switch into Archeops, (comma) such as Seismitoad and Lanturn. Knock Off is an option to cripple bulky Pokemon that rely on their item, (comma) especially Eviolite users such as Togetic and Rhydon.
Set Details
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Maximum HP investment is used to be able to tank as many hits as possible from the likes of Pyroar, Typhlosion, (comma) and Zangoose. Maximum Speed investment and a Jolly nature are is used to outspeed as many threats as possible, most importantly particularly those in the base 100-106 range. 248 HP EVs give Archeops an odd HP number, allowing it Archeops to switch into Stealth Rock five times instead of four if necessary.
Usage Tips
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Archeops should be used as an anti-lead early on to prevent entry hazards from Pokemon such as Garbodor and Qwilfish, (remove comma) and status from the likes of Uxie and Weezing. However, it is important to stay away from other entry hazard setters such as Rhydon and Seismitoad, as Archeops it does not fare well against them. Archeops should be used to disrupt common defensive Pokemon such as Weezing, Uxie, Garbodor, and Audino with the combination of Taunt and Roost. Archeops should use Defog when it forces a switch against a foe such as Vileplume or Sawk. Keep Archeops away from status, (comma) as it they will severely cripple its offensive and defensive capabilities, and residual damage brings Archeops closer to Defeatist range. Archeops should use Roost against a foe that cannot 2HKO it when it will not be 2HKOed, or to stall out potential Toxic damage. If you predict the opponent to a switch into a bulky Pokemon such as Rhydon, Togetic, Lanturn, or Seismitoad, Archeops should cripple it them with either Knock Off or Toxic; (comma to semicolon) while Knock Off is more helpful against Rhydon and Togetic because it to removes the Eviolite from Rhydon and Togetic. Archeops should use Earthquake to hit Lanturn as well as Steel-types such as Probopass and Klinklang on the switch, as well as Lanturn. Earthquake can also revenge kill weakened Fire-types such as Pyroar and Typhlosion.
Team Options
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Offensive Pokemon such as Typhlosion, Ninetales, Articuno, and Pyroar appreciate Defog support from Archeops. Seismitoad is a great partner because it is immune to Electric-type attacks, (comma) and resists Rock-type attacks, and also appreciates the removal of entry hazards. In return, Archeops threatens Grass-types with its strong Acrobatics. Late-game cleaners or sweepers such as Lilligant, Feraligatr, and Ninetales all appreciate entry hazard removal and Archeops's ability to weaken or disrupt defensive Pokemon.
Focus Sash
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name: Focus Sash
move 1: Stealth Rock
move 2: Taunt
move 3: Endeavor
move 4: Head Smash
ability: Defeatist
item: Focus Sash
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly
Moves
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Stealth Rock is important on every team, and Archeops is a very reliable setter of it. Taunt prevents opposing entry hazards, status moves, and Defog. Endeavor cripples an enemy opponent by bringing it them down to low HP, working and particularly works well with a Focus Sash to bring the foe down to one HP. Head Smash is a powerful STAB move that hits Ghost-types trying to switch into Endeavor. It also blocks is helpful to block a Rapid Spin and or Defog by sacrificing Archeops's life due to its the heavy recoil, which usually KOes Archeops, and can be used to of the attack. This also is helpful to bringing in a sweeper in safely, and it also hits Ghost-types trying to switch into Endeavor.
Set Details
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The given EV spread is simple for a suicide lead Pokemon, maximizing its Attack and Speed. A Focus Sash is used to guarantee that Archeops will get up Stealth Rock in most scenarios.
Usage Tips
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Always lead with Archeops to prevent opposing entry hazards and get up Stealth Rock. Taunt is generally the best move to go for first to prevent opposing entry hazards from Pokemon such as Qwilfish, Uxie, Ferroseed, and Weezing, and then set up stealth rock. In addition, Taunt is great against defensive Pokemon when predicting a support, hazard, or status move. However, it is not very useful when facing more offensive Pokemon. Archeops's main goal is to get up Stealth Rock to support the team and then cripple Pokemon with Endeavor afterwards. (the italicized sentences are somewhat redundant with the following one) Ideally, Archeops should prevent opposing entry hazards with Taunt, set up Stealth Rock as it is brought down to its Focus Sash, and then cripple a foe with Endeavor before fainting Archeops faints. Head Smash should be used to hit an incoming Ghost-type trying to block an Endeavor or and sacrifice Archeops's life to prevent Rapid Spin and Defog by sacrificing Archeops. If the opponent has a Xatu, Archeops should use Head Smash when it switches in to hit it on a predicted switch trying to bounce back Stealth Rock with Magic Bounce.
Team Options
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This set fits best on hyper offensive teams with teammates such as Pyroar, Feraligatr, Kangaskhan, and Zangoose, which all appreciate Stealth Rock support to wear down their checks and counters. Ghost-types such as Rotom and Mismagius are good teammates to block Rapid Spin in order to keep up Stealth Rock, while Defiant users such as Pawniard and Primeape deter the use of Defog.
Other Options
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Archeops has a variety of other coverage and support moves that it can utilize. A mixed set with moves such as Heat Wave and Hidden Power Grass works as an excellent lure to its common checks and counters, but to fully function effectively it would needs a Life Orb, which brings Archeops to Defeatist range very quickly. Tailwind can be used to double the Speed of Archeops's teammates for two turns. Aqua Tail hits Rhydon and Steelix, (remove comma) but has little use outside of that. Earth Power is an alternative to Earthquake for coverage on physically defensive Rock- (dash) and Steel-types. Hone Claws boosts Archeops's Attack to high levels, but Arcehops generally cannot find an opportunity to set up. U-turn gains momentum on off of forced switches. Lastly, Sky Attack can be used in conjunction with a Power Herb for a significantly stronger Flying-type attack, but it can only be used once has a one-time use.
Checks & Counters
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**Priority**: Aqua Jet from Feraligatr, Samurott, and Carracosta can easily finish off Archeops after some prior damage. Carracosta can easily switch into on a resisted Acrobatics and threaten Archeops out with Aqua Jet. Bullet Punch from Hariyama can also picks off a weakened Archeops, but Hariyama cannot switch in safely. Ice Shard is another super effective priority attack that threatens Archeops, most notably from Piloswine, which who can also stomach Archeops's hits thanks to with an Eviolite backed by its great bulk with Eviolite.
**Choice Scarf Users**: Common Choice Scarf users such as Rotom and Jynx can outspeed Archeops and KO it with their STAB moves. Rotom is generally a safer switch into Archeops due to its resisting Flying its Flying-stab and being immune to Earthquake, while Jynx can only revenge kill Archeops.
**Faster Pokemon**: Faster Pokemon, (comma) such as Sneasel, Tauros, and Floatzel, (comma) can easily revenge kill Archeops with their STAB moves; (comma to semicolon) however, they have trouble switching in.
**Bulky Flying Resists**: Pokemon such as defensive Rotom, Steelix, and Rhydon, and defensive Rotom can easily avoid the 2HKO from any of Archeops's attacks and KO in return, however but none appreciate losing their Leftovers or Eviolite from Knock Off or being hit with Toxic. Rhydon only has to fear the rare Life Orb Hidden Power Grass. Also, Rhydon and can OHKO Archeops even through a Focus Sash with Rock Blast. Lanturn and Klinklang take little damage from Acrobatics and can KO Archeops with their STAB moves, but they are hit hard with Earthquake.
**Status**: All forms of status greatly hinder Archeops. Burn from Scald or Will-O-Wisp halves Archeops's Attack, poison puts a timer on its health and brings it into Defeatist range quickly, and paralysis quarters hinders its high Speed.
**Stealth Rock**: While Archeops can Roost off the damage or Defog Stealth Rock away, switching into it quickly chips away at Archeops's health.