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Thread: Community POTW #113

  1. #1
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    Default Community POTW #113

    Time for the next Pokémon. This week it's a Unova Pokémon



    It's Archeops. This fossil Pokémon is a brilliant Pokémon that can do significant damage, but is somewhat damaged by its ability

    http://www.serebii.net/pokedex-bw/567.shtml

    Go nuts!

  2. #2
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    Oh sh!t yay my favorite Porckaman!

    Archeops@ Choice Band
    Defeatist
    Jolly/Adamant
    EVs: 252 Attack/252 Speed/4 HP
    Stone Edge
    Earthquake
    U-Turn
    Head Smash/HP Fire (for if you hate that spiky seed)

    Edit: my bad BW2 Heat Wave
    Last edited by Dragalge; 24th February 2013 at 1:44 PM.

  3. #3

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    Ability: Defeatist
    Item: Flying Gem
    Moves: Acrobatics, Rock Slide, Dragon Claw, Earthquake
        Spoiler:- Favourite Pokemon:

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    Oh wow. Archeops. Why u so powerful, but have a weak spot.

    My fav fossil pokemon to date. Better than armaldo.

    Well bw2 was kind enough to give it roost, so then it can unactivate defeatist

    Prehistoric style KFC
    Archeops@flying gem
    evs 252 att, 252 spd, 4
    adamant/jolly
    acrobatics
    stone edge
    earthquake
    u-turn/roost

    Want a definition of glass canon, look above. archeops is basically the slaking and regigigas of this gen. Super powerful, but its ability lets it down. quake edge had good coverage. acrobatics hits hard. uturn allows it to scout, but roost can be used to let it survive, and hit again
    All Hail Goomy

  5. #5

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    I bet a lot of people are gonna have physical sets so i'll have a specs set :P

    Archeops @ Choice Specs
    Modest/Timid Nature (Timid more recommended cos Jolly Band Entei/ Jolly Durant/Timid Galvatula/timid jynx/timid specs typhlosion + a lot of other stuff probably)
    252spatk 252spe 4whatever

    - Heat wave (@your boss it's BW2 tutor so no need hp fire :])
    - Earth Power
    - U-Turn / Dragon Pulse / HP [Flying] / HP [Rock] / Focus Blast
    - U-Turn / Dragon Pulse / HP [Flying] / HP [Rock] / Focus Blast

    Heat Wave and Earth power are pretty good attacks to have, dealing with some common switch ins like ferroseed,tangrowth,nidoqueen and qwilfish(if they're that ballsy),steelix and rhydon. Last 2 moveslots have some good choices between them. U-turn is U-turn, anything choice like this attack for momentum. Dragon Pulse is a better way of dealing with Druddigon, who might come in to deal rocky helmet+rough skin damage to bring you close to defeatist range. HP [Flying/Rock] is STAB, flying dealing with stuff like gallade , hitmonchan or hitmonlee and a 100% accuracy attack against liligant, rock has a pretty good coverage, hurting cryogonal, other archeops, jynx and moltres. Focus Blast has more power than Earth Power so like, uh......., I wouldn't give this a shot though.

    Good counters are Slowking, pratically being able to take anything and hit back with a SE scald. Mantine walls this thing pretty much to hell, but hey it's a freaking mantine so it's probably not gonna be as common.


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    Probably the only set that should be used in OU at all is the standard Acrobatics set.

    Archeops @ Flying Gem
    Trait: Defeatist
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Acrobatics
    - Stone Edge
    - Earthquake
    - Roost

    I run Roost over U-turn simply because Defeatist sucks. Roost allows me to get my recovery in without having me give up the Flying Gem boost. EQ and SE give that amazing coverage (Though Accuracy is always an issue). Acrobatics is the obvious staple of the set giving the STAB boost and the Flying Gem Boost. Overall, this thing is pretty iffy. I wouldn't use it unless I specifically crafted a team for it, it doesn't hold it's own all the the time, so yeah.

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    The common ancestor of birds like Pidgey, Fearow and Staraptor, Archeops may not be the most graceful of flyers, but it is certainly one of the strongest fighters. It's Attack stat is a massive 140, allowing it to sweep its prey with much ease. It's Special Attack isn't too bad either, so walls like Skarmory may have to think twice. Oh yeah, and it's Speed is pretty high too, meaning most victims may not be able to strike before it. This strong bird has only one real drawback, and sadly, it is a HUGE one. It's Ability, Defeatist, cuts it's once massive Attack in half to a mere 70. It's Special Attack is also affected, so one can't fall back on it either. And due to Archeops's low Defense and Special Defense stats and relatively weak typing, one may see Archeops give up hope quite often. Despite these drawbacks, and thanks to B2/W2 giving it Roost to heal itself, Archeops can be very deadly for foes slower than it.

    Abilities

    Defeatist: Archeops's only ability, and it is not a good one to have. Once it's HP gets down to 50%, it's Attack and Special Attack stats get cut in half. Considering how high those stats initially are, you'd best try to keep it's health up as much as possible.

    A Bird as strong as a Battleship

    - U-Turn
    - Acrobatics
    - Return/Earthquake
    - Roost
    Item Attatched: Flying/Bug Gem

    Going for the offense, Archeops can use a Bug Gem-boosted U-Turn to get a knock in at a potential threat before going back to the safe confines of a Poké Ball. Although Acrobatics has double the power when nothing is held, using a Flying Gem will cause it to triple instead; throw in STAB and Acrobatics is one deadly move on Archeops. Return also provides a strong physical move, but Earthquake can also deal with at least three of Archeops's weaknesses (Rock, Steel and Electric). Finally, Roost can be used to recover what health it loses and prevent Defeatist from coming into play.
    Last edited by Spin Attaxx; 24th February 2013 at 2:05 PM.
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    Archeops is too frail to be using Roost. It will lose all that health again the next turn. :/

    Archeops should be inflicting as much damage as possible when it's out. For this reason, I much prefer a Choice Band/Scarf set.

    Archeops @ Choice Band/Scarf
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    ~ Stone Edge
    ~ Aerial Ace/Crunch
    ~ U-turn
    ~ Earthquake
    Last edited by Monster Guy; 24th February 2013 at 2:34 PM.

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    Archeops Analysis
    In Doubles and Triples, Archeops can wreak major havoc and, to some degree, Rotation can also see huge usage. First and foremost, any Pokemon with Skill Swap or Entrainment is an Arceus-send to Archeops in Doubles/Triples. Oddly enough, attacking your own Cofagrigus can also be useful.

    Fast, hard-hitting, and Rock/Flying Type...where have we seen that before, now? The only difference between it and Aerodactyl is that it's a viable Special Attacker, too. You suffer on STAB and number of options, but you have some really good options - Heat Wave, Dragon Pulse, Earth Power, and Focus Blast are quite good, despite the Accuracy risk on some of them.

    Countering it is rather simple. If your opponent is foolish enough to run an even-numbered HP, Super Fang will wreck Archeops's offense. Not that that means much - Base 75 HP is Above Average and Base 65 defenses are Mediocre-bordering-Bad, so Archeops is often 1-shot if it's outrun. Stealth Rock Weakness is also crippling.
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    Archeops
    Trait: Defeatist
    Jolly Nature
    ~Rock Slide
    ~Acrobatics
    ~Dragon Claw
    ~Earthquake
    EV: 4 HP, 252 Attack, 252 Speed
    Last edited by papayaperson; 24th February 2013 at 3:39 PM.
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    The fossil with the best roll of Lead.

    Deafeatist
    Naive / Hasty
    Focus sash
    252 Spd - 212 Atk - 46 Sp.attack

    - U-turn
    - Head smash / Stone edge / Rock Slide
    - Heat wave
    - Endeavor

    Archeops is a great lead cannon, despite its abillity being an disadvantage.

    U-turn is for the scouting and can score quite some damage due its huge Attack.
    I overall like Head smash on it, it's an garuantee kill on your enemy and if your enemy has lots of HP your recoil will be more and
    can work quite well in combination with Endeavor, which comes to this move. Endeavor is pure to make archeops usefull even when its HP is beneath 50%
    Heat wave is an nice add and kills alot of poks which may counter archeops (Many steel types) plus in my opinion scout pokemon are the best either annoying or mixed in attack and sp.attack.
    Last edited by Azulart; 24th February 2013 at 4:07 PM.





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  12. #12
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    Quote Originally Posted by Spin Attaxx View Post
    The common ancestor of birds like Pidgey, Fearow and Staraptor, Archeops may not be the most graceful of flyers, but it is certainly one of the strongest fighters. It's Attack stat is a massive 140, allowing it to sweep its prey with much ease. It's Special Attack isn't too bad either, so walls like Skarmory may have to think twice. Oh yeah, and it's Speed is pretty high too, meaning most victims may not be able to strike before it. This strong bird has only one real drawback, and sadly, it is a HUGE one. It's Ability, Defeatist, cuts it's once massive Attack in half to a mere 70. It's Special Attack is also affected, so one can't fall back on it either. And due to Archeops's low Defense and Special Defense stats and relatively weak typing, one may see Archeops give up hope quite often. Despite these drawbacks, and thanks to B2/W2 giving it Roost to heal itself, Archeops can be very deadly for foes slower than it.

    Abilities

    Defeatist: Archeops's only ability, and it is not a good one to have. Once it's HP gets down to 50%, it's Attack and Special Attack stats get cut in half. Considering how high those stats initially are, you'd best try to keep it's health up as much as possible.

    A Bird as strong as a Battleship

    - U-Turn
    - Acrobatics
    - Return/Earthquake
    - Roost
    Item Attatched: Flying/Bug Gem

    Going for the offense, Archeops can use a Bug Gem-boosted U-Turn to get a knock in at a potential threat before going back to the safe confines of a Poké Ball. Although Acrobatics has double the power when nothing is held, using a Flying Gem will cause it to triple instead; throw in STAB and Acrobatics is one deadly move on Archeops. Return also provides a strong physical move, but Earthquake can also deal with at least three of Archeops's weaknesses (Rock, Steel and Electric). Finally, Roost can be used to recover what health it loses and prevent Defeatist from coming into play.
    Unfortunately even roost wont help. it's so defensively frail that it is usually taken out in one hit from surf and other super effective hits.

    it'll lose every time in singles if you have it it in standard play, though it might stand a chance in double in triple play if you have someone to remove defeatist and have another use wide guard to prevent surf and rock slide.

    so yeah, it doesnt look good. Too frail and crippled by it's ability and far too powerful for UU and NU, which will mean the first bird pokemon will forever be banished into the borderline tier.

  13. #13
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    overview:

    Archeops is a very strong damage dealer, capable of dealing lots of damage both physical and special, but the prehistoric bird does have its drawbacks.
    the first thing is that Archeops is weak against stealth rock. this means that everytime that he switches in, he loses 25% of his max health. this basically means that after 2 switch-ins your ability will activate. speaking of which. his ability prevents him of good sweeping because the moment that his ability activates, his damage halves.
    Nevertheless is Archeops a very dangerous pokemon, and should be taken care of with caution, or otherwise will he bring devastation among your team.


    Abilities:
    Defeatist: as said earlier, is this a very bad ability, it's comparable with truant and slow start, as those abilities makes the pokemon who have it more "balanced", because they would otherwise be too strong for the normal meta.

    Physical set:
    Ability: Defeatist
    Nature: adamant/Jolly
    Ev:s 4 hp/ 252att/252 speed
    item:choice band/flying gem/choice scarf

    Rock slide/stone edge
    Earthquake
    Outrage/dragon claw
    Acrobatics/u-turn/pluck/heat wave

    Rock slide is weaker than stone edge, but it has more accuracy, so this is your own choice. Earthquake to kill strong steels and such and because it's a strong attack. Outrage does more damage but locks you, dragon claw is weaker but a safer choice. for the last slot go for u-turn for switch-outs, pluck if u think that you can eat an opponent's berry, or acrobatics for the dmg, though if you're going to pick acrobatics, or go for heat wave for more coverage against scizor/ferrothorn or skarmory you might wanna pick another usable item over choice band.


    The special Bird:

    Ability: defeatist
    Nature:modest/timid
    Ev: 4 hp/ 252 sp att/ 252 speed

    Moves:
    Ancientpower
    Dragon pulse/dragonbreath
    earth power/focus blast
    heat wave

    the special set: ancientpower for stab, dragon pulse to kill the dragons of course, you could also go for the weaker version dragonbreath, as dragonbreath has a chance to paralyze which can cripple certain sweepers. 3rd slot for earth power, same reason as earthquake, but you could also go for focus blast, since it has around the same coverage, but it's less accurate. finally the 4th slot for heat wave, heat wave is there to take care of the pokemon like skarmory and ferrothorn.

    other options:
    Aqua tail: yes the rock bird learns aqua tail from a move tutor (how, we don't know), you could use this for certain targets, but it's not that great.
    roost: recovery move, though you won't see it much since most attacks will 1hko or 0hko the bird anyway.
    Head smash: use this one if you want to secure a kill on a certain hated enemy (like a rampaging gyarados for example), though you also should use this with care since it will then probably ko you as well
    Return: 130 base move is never bad
    hyper beam/giga impact: same use as head smash
    Shadow claw: also for the same reason as aqua tail.
    iron tail: see above.

    Countering Archeops:
    switching in to archeops isn't safe, as he can deal a lot of dmg, so that's not really wise to do, but revenge killing is actually pretty easy.
    the first pokemon that comes to mind regarding revenge killing at least in OU is ofcourse Scizor. Priority kills archeops, aqua jet, bullet punch, probably even mach punch can easily 0hko it. this is sad as this will probably degrade Archeops into either UU or in the borderline since scizor is one of the most popular nowadays. Scarf pokemon like scarfchomp can also seriously injure the bird. otherwise you could look at pokemon like jolteon since it has higher speed than archeops, or pokemon who are able to survive a hit and then immediately strike back like suicune, swampert or ferrothorn, although ferrothorn has to watch out for heat wave.
    overall Archeops is far from a weak pokemon, and although he does get drawn back by his very bad ability, he's still able to perform quite well as a glass canon.
    Last edited by rupsie; 24th February 2013 at 8:32 PM.

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    Archeops, a glass cannon. That term is all the describing you need. On to the sets.

    Physical set
    Ability:defeatist
    Item:dragon fang/expert belt
    Nature:any nature that boosts attack
    Moves:
    Dragon claw/outrage
    Earthquake
    Stone edge/rock slide
    Roost/bounce/fly

    Dragon claw is probably the best physical move on archeops for taking down dragons. Earthquake is there, well, because it's a strong move and gets good coverage. Stone edge and rock slide are interchangeable for obvious reasons. Roost is healing, the only one he has. Bounce and fly get STAB and can be used to avoid damage.

    Special set
    Ability:defeatist
    Item:dragon fang/expert belt
    Nature:any nature that boosts special attack
    Moves:
    Focus blast
    Dragon pulse
    Heat wave
    Earth power/roost

    This set acts the same as the physical set.
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    I used one in my black team, especially for double and triple battles. Having Rock Slide instead of Stone Edge in that case can be very fun. In triple battles I would usually lead off with it, Volcarona, and Jellicent. While everyone would focus on taking down the big threats, I would let loose with a Water Spout from Jellicent. Archeops is obviously good with flying gem+acrobatics and if it's fast, it can take out a lot, but you can also use it as a distraction from a less powerful yet extremely dangerous partner.
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  16. #16
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    Archeops @ Flying Gem/Expert Belt
    Ability: Defiatist
    EVs: 252 Atk/252 Spd/4 Def
    Jolly Nature (+Spd, -Atk)
    -Hone Claws
    -Stone Edge
    -Earthquake
    -Acrobatics

    Archeops' Acrobatics will have it's power increased by the use of the Flying Gem, and with Hone Claws making Acrobatics even more powerful, Hone Claws can also increase the attack and accuracy for Stone Edge. I choosed not to use Head Smash because it does terrible damage, and with archeops' ability it attack becomes halve.

  17. #17
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    Naive
    Ev's 220 attack, 32 sp.atk, 252 speed
    Leftovers / Sitrus
    Acrobatics / Aerial Ace / or just waste your move and do bounce
    Dragon Claw
    Stone Edge / Rock Slide
    Heat Wave / Fire Blast

    Acrobatics once items gone of your doing Sitrus berry, aerial ace if leftovers, dragon claw duh coverage, stone edge for more power or rock slide for more accuracy and way less power, heat wave for more damage or fire blast for more damage and less accuracy

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    Mixed Archeops:

    Given Archeops' stellar stats in both attacks, and its balancing ability of Defeatist, a mixed set may be the best choice for it.

    Nature: Hasty (+Spe, -Def) or Naive (+Spe, -SDef), it's already a glass cannon anyway, so give it the speed to outrun its threats

    EVs: 252 Speed, 128 Atk, 128 SAtk

    Item: Absorb Bulb or Cell Battery to negate one of the main SE hits you'll see and grant a boost from it, SAtk on a water hit for Absorb Bulb, Atk on on an electric hit for Cell Battery. Leftovers, while usually good, are not a very good choice here due to usage of Acrobatics.

    Moves:
    Acrobatics
    Heat Wave
    Smackdown
    Earth Power

    No Earthquake here, most of the things you'd use it against in RU are better served with Earth Power (Steelix, Eviolite Rhydon) due to their tremendous Defense, and not so stellar Special Defense. Smackdown knocks Rotoms down to earth to get Earth Powered themselves. It's only BP 75 with STAB, so don't expect any KOs with it, though. Heat Wave rips through Escavalier, Rotom-C, Magnet Rise Magneton or Klinklang, and Eviolite Ferroseed (if that even gets used). Acro, after your item eats an attack, is your strongest STAB move, with BP 165.

    Partners: Due to Prankster Whimsicott in RU, Baton Passing a Sub is excellent, and throwing some boosts on the baton is always useful. Dual screens can extend Archeops' longevity, preventing it from hitting Defeatist range as quickly. Since there's no recovery, and no PHazing protection, BPing an Ingrain could also benefit Archeops. Don't put all your eggs in this one frail basket, though. One WW or Roar is enough to ruin any BP chains you're trying to send it.

    Thanks to Rocks gouging off 25% each time, you're not bringing him in and out. Once you've got this Archeops in, you may as well keep him in to finish off what you can before its dropped into a whimpering heap at 50% HP.

    All in all, you'll get a few good hits in on this, but don't expect to 6-0 with him.

  19. #19
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    Overview
    Ah, Archeops. Much like Slaking and Regigigas, Archeops is blessed with some absurd offensive stats, but an ability that all but ruins any chances of being a threat in the upper tiers. Unlike its predecessors though, Archeops lacks any kind of bulk, but makes up for it by hitting hard and fast immediately, without any downtime. Unfortunately, once it hits 50% HP, its power is cut in half, effectively neutering it for the rest of the match. For this reason, Archeops tends to be a high-powered glass cannon; it is very much a high-risk, high-reward Pokemon.

    Build
    Ability: Defeatist
    Nature: Naive
    EVs: 252 Attack, 4 Special Attack, 252 Speed
    Item: Flying Gem
    Moves:
    -Acrobatics
    -Stone Edge
    -U-Turn
    -Earth Power/Focus Blast

    This is fairly standard on the surface. STAB Flying Gem Acrobatics can put a serious dent in most of the RU tier, if not KO them outright. Stone Edge is Archeops' other STAB, able to blast through Fire and Flying types in the tier without a second thought. U-Turn exists as a way out for Archeops, working well with its high speed to switch out but still keep a hold on the momentum. The final move, however, exists to surprise some of Archeops' standard counters who expect a purely physical set. The old bluff n' snuff! Earth Power can slam Steelix, Intimidate Qwilfish, and Eviolite Rhydon for Super Effective damage, while targeting their weaker special defenses; with entry hazard support Archeops can easily 2HKO most of its would-be counters. Focus Blast can also be an alternative, which hits Eviolite Ferroseed far harder than Earth Power, but is resisted by Qwilfish and of course has its shaky accuracy to worry about. For this reason, Earth Power tends to be more reliable.
    Last edited by KillerDraco; 24th February 2013 at 8:25 PM.
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  20. #20
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    Quote Originally Posted by DizzyCobraMew View Post
    Naive
    Ev's 220 attack, 32 sp.atk, 252 speed
    Leftovers / Sitrus
    Acrobatics / Aerial Ace / or just waste your move and do bounce
    Dragon Claw
    Stone Edge / Rock Slide
    Heat Wave / Fire Blast

    Acrobatics once items gone of your doing Sitrus berry, aerial ace if leftovers, dragon claw duh coverage, stone edge for more power or rock slide for more accuracy and way less power, heat wave for more damage or fire blast for more damage and less accuracy
    it's only sad that archeops doesn't learn fire blast in any way, so heat wave is the only fire choice that Archeops has in its arsenal

  21. #21

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    Defeatist Recovery Gimmick

    Archeops@Leftovers
    Jolly - 252 Spe/252 Atk/4 HP
    -Protect
    -Fly/Bounce/Substitute
    -Stone Edge/Rock Slide
    -Dig/Fly/Bounce/Substitute/Endeavor/Earthquake

    This is a gimmick set should Archeops ever fall into Defeatist. Basically you play keepaway with an opponent. Protect is meant to stall for Leftovers (I do not know the spread to gain Max Lefties recovery, but it is advisable), along with either Fly, Bounce, or Dig. Fly is the strongest Flying STAB you can use (excluding Sky Attack), but Bounce is equally usable for that lucky parahax. Dig is a Ground type option to hit things that would otherwise wall these moves, like Steels. Your Rock STAB options are Stone Edge and Rock Slide, though the latter is advisable is you lucked out with parahax with Bounce. Substitute may seem counterproductive, but it does give you a shield to take with you when you go into hiding, just be sure to use it when you HP is passably high. Your last option is either Endeavor or Earthquake. If you actually live most attacks with some HP left, you can potentially take an enemy with you, hence the emphasis on speed here. Earthquake is a solid STAB that helps you cover things your other STAB moves can't hurt.


    All of this is inferior to Wish Passing, though, so I don't see why you'd ever use this.



    A quick message about Endeavor.

    The idea of Endeavor is very obvious when put next to Archeops. It means that Archeops will still be capable of dealing damage under 50% Max HP, which is when Defeatist sets in. Not many Archeops can even restore their HP once Defeatist sets in (the ones that do are stupid because they die) so Archeops is usually delegated to hit hard as possible before dying. The only way to remedy this is Wish Passing or Sub Passing.

    If you do plan to use Endeavor, though, be careful. Archeops is even more vulnerable in this state for obvious reasons made more apparent when you consider his low defenses and weaknesses. Archeops is hit by almost every priority move (He only resists Quick Attack, Fake Out, Feint, and Extremespeed, but the latter is a moot point since it's one of the strongest priority moves ever), so you might not get the chance to dish out a surprise Endeavor, unless you use a Substitute or something.

    It's a good idea, just don't be surprised if it fails.

  22. #22
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    Archeops
    Jolly w/ Flying Gem
    IV: FLAWLESS IN HP
    Moves:
    Stone Edge
    Earthquake
    Acrobatics
    U-turn

    With Defatist trying to drag it down, when its HP is lower than half thats when u-turn comes into the match and you switch out. Other than that Acrobatics and flying gem + STAB does 140 DAMAGE!!! Flying gem is activated b4 acrobatics therefor it "doesnt have an item" and earthquake for weaknesses and stone edge for the kills


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  23. #23
    Join Date
    May 2010
    Location
    Equestria
    Posts
    3,641

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    Quote Originally Posted by jr0904 View Post
    Unfortunately even roost wont help. it's so defensively frail that it is usually taken out in one hit from surf and other super effective hits.

    it'll lose every time in singles if you have it it in standard play, though it might stand a chance in double in triple play if you have someone to remove defeatist and have another use wide guard to prevent surf and rock slide.

    so yeah, it doesnt look good. Too frail and crippled by it's ability and far too powerful for UU and NU, which will mean the first bird pokemon will forever be banished into the borderline tier.
    While your right about most of that, Archeops is RU. Not Borderline.

  24. #24
    Join Date
    Sep 2010
    Location
    The Old West
    Posts
    887

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    Sitrus Berry, Head Smash, and Acrobatics can make an interesting combination as a sweeper who doesn't need to set up. Head Smash and that attack stat should do massive amounts of damage, and the sitrus berry should help it recover from defeatist after using the attack.

    Besides having Head Smash and Acrobatics, you'd probably want Stone Edge, Earthquake, or Heat Wave to go with it.
    Defeatist Recovery Gimmick
    This is an interesting idea, but 2 turn attacks generally suck. I'd rather just carry protect and leftovers. It won't do much to help, but at least it'll do something.

  25. #25
    Join Date
    Dec 2011
    Location
    Australia, Victoria, Sunbury
    Posts
    11

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    Archeops

    Ability Defeatist
    Nature Jolly
    252 Speed/252 Attack/ 4 HP
    Item Choice Scarf

    Moves
    Rock Slide
    Earthquake
    U-turn
    Aerial Ace

    My preferred choice. Scarf to outrun some threats, rock slide to have a chance of flinch since threats may survive and also great for double and triple battles. Earthquake being the same minus the STAB and flinch chance. U-turn to hit and run.
    Aerial Ace just for a garunteed hit on anything.
    Volcarona is awesome. It has the intensity of a Fire type and the cunning of a Bug type
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