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Archeops

In-battle formes

HP:75
Attack:140
Defense:65
Sp. Atk:112
Sp. Def:65
Speed:110
Min (-ve nature, 0 IVs)202
Default256
Max Neutral319
Max Positive350
Max Neutral (+1)478
Max Positive (+1)525
Max Neutral (+2)638
Max Positive (+2)700
NeverUsed
Offensive350
BulkyCheops350
Suicide Lead350

Evolutions

Strategies

  • en
Formats:
Written by Pokedots

Overview

With its gargantuan mixed attacking stats and a blazing Speed that lets it outspeed almost all of the unboosted metagame, Archeops has established itself as one of the best Pokemon in the tier. Its offensive stats are matched with an equally strong offensive movepool, with a wide variety of both special and physical moves that allow Archeops to potentially beat almost every one of its counters. In particular, STAB Acrobatics is one of the most spammable and powerful attacks in the tier, though it comes at the price of not being able to viably run an item. Archeops's typing is even decent defensively, giving it resistances to Normal-, Fire-, Bug-, and Flying-type moves, and its access to reliable recovery in Roost and support moves in Taunt and Defog gives Archeops both defensive and supportive utility. While these would all be traits of an easily OverUsed or even Ubers Pokemon, Archeops's wings are clipped by Defeatist, which makes Archeops virtually useless when it's below half HP. A Stealth Rock weakness and low defenses don't do Archeops any favors in compensating for its ability, either. In addition, very common Pokemon such as Rhydon, Steelix, and Regirock check Archeops with ease if it lacks the appropriate coverage move.

Offensive

Move 1
  • Acrobatics
    Power doubles if the user has no held item.
    TypeFlying
    CategoryPhysical
    Power55 BP
    Accuracy100%
Move 2
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
Move 3
  • Earth Power
    10% chance to lower the target's Sp. Def by 1.
    TypeGround
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying

Moves

Acrobatics is a powerful Flying-type STAB move and Archeops's most spammable move. Stone Edge targets most Pokemon that resist Flying-type attacks, dealing great damage against Rotom and Lanturn, as well as notably OHKOing Rotom-S, Xatu, Pelipper, Mantine, bulky Charizard, and opposing Archeops. Earth Power primarily targets Steel-types and takes advantage of the low Special Defense typical of common Archeops switch-ins, such as Mawile, Garbodor, Omastar, Rock Polish Rhydon, and most notably Steelix. Roost lets Archeops recover health on forced switches and against Pokemon that can't do much to it to keep it out of Defeatist range, but it typically doesn't get too many opportunities to use it. Heat Wave is also an option over Earth Power that targets Ferroseed, which walls this set otherwise, as well as still hit the likes of Steelix and Mawile. Hidden Power Grass nails bulky Rock-, Ground-, and Water-types such as Rhydon, Carracosta, and Quagsire for, most of the time, 4x super effective damage. Focus Blast can be used to hit almost all of Hidden Power Grass's targets except for Quagsire for about the same damage, with the bonus of beating Steelix, Regirock, Ferroseed, and Miltank, but its low accuracy makes it rather unreliable. Aqua Tail is another option to 2HKO Rhydon as well as hitting opposing Archeops. Knock Off nails Rotom, does good damage to Musharna, and removes Leftovers and Eviolite from the likes of Regirock and Rhydon, respectively, making them significantly easier to wear down and beat, notably letting Archeops 2HKO tank Rhydon with Hidden Power Grass or Focus Blast.

Set Details

Maximum Speed investment and a Hasty nature let Archeops outspeed the majority of the tier and Speed tie with other base 110 Speed Pokemon such as Tauros while not weakening any of its moves. The rest of the EVs are placed into Attack in order to give Acrobatics and Stone Edge a powerful punch. Archeops can opt to run maximum Special Attack investment in order to 2HKO standard tank Rhydon with Hidden Power Grass or Focus Blast and Regirock with Focus Blast, and it can still hit hard physically due to its naturally high Attack and the high Base Power of Acrobatics. No item is used as to double Acrobatics's power.

Usage Tips

Because of Archeops's frailty, its Stealth Rock weakness, and the threat of getting down to Defeatist range, it should rarely switch into even resisted hits, especially if it doesn't have Roost. Generally, it's best to bring Archeops in on a teammate's U-turn or Volt Switch on a predicted switch, preventing it from taking any damage. Once in, Acrobatics is usually Archeops's most spammable move due to its high Base Power and great neutral coverage, and even if the opponent has a Pokemon that resists Flying such as Klinklang or Barbaracle, Archeops can simply go for the appropriate coverage move in the next turn and KO it. If the opponent has a bulky Rock-type or Steel-type such as Omastar, Rhydon, or Steelix, it's best to go for Earth Power as they switch in in order to 3HKO or 2HKO them. If one of Archeops's counters such as Musharna, Regirock, or Miltank (the latter two are counters only if it lacks Focus Blast, though) is on the opposing team, double switch into a teammate that threatens them in order to maintain momentum and potentially make them take entry hazard damage. Roost off damage on forced switches to stay out of Defeatist range. Roost is also useful to evade a Sucker Punch that could otherwise KO Archeops.

Team Options

Water-, Grass-, and Fighting-type partners, such as Samurott, Torterra, and Primeape, handle the Rock-, Water-, and, to a lesser extent, Steel-types that check Archeops. Generally speaking, Archeops appreciates special wallbreakers, such as Life Orb Haunter and Magmortar, that can pressure physically bulky Pokemon. Entry hazard control from the likes of Xatu, Prinplup, Shiftry, and Hitmonchan is recommended, as not only is it weak to Stealth Rock, but it also becomes useless in Defeatist range; Archeops doesn't need this support, however, as it is generally found on offensive teams. Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes to help Archeops wear down its checks and counters. Sweepers such as Swords Dance Samurott, Swords Dance Mawile, and Tauros love Archeops's ability to lure Rock- and Steel-types and Quagsire and weaken them with its wide coverage so that they can sweep late-game. U-turn and Volt Switch support from the likes of Scyther, Rotom, and Lanturn helps Archeops get in safely.

BulkyCheops

Move 1
  • Acrobatics
    Power doubles if the user has no held item.
    TypeFlying
    CategoryPhysical
    Power55 BP
    Accuracy100%
Move 2
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 3
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
  • Defog
    -1 evasion; clears user and target side's hazards.
    TypeFlying
Move 4
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
  • Defog
    -1 evasion; clears user and target side's hazards.
    TypeFlying

Moves

Acrobatics is a powerful Flying-type STAB move and has good neutral coverage by itself. Roost provides Archeops with reliable recovery and allows it to remain healthy throughout the match. Taunt prevents foes from using support moves, setting up, and healing themselves, allowing Archeops to beat Pokemon it otherwise wouldn't such as Mega Audino and Weezing. Earthquake hits Steel- and Electric-types that resist Acrobatics such as Mawile and Lanturn and lets Archeops get at least some damage on bulky Rock-types, in addition to hitting Garbodor without making contact. Defog supports the team by getting rid of entry hazards, and while Archeops has a terrible matchup against most Stealth Rock setters, it handles Garbodor pretty well. U-turn allows Archeops to pivot out of its switch-ins and gain momentum.

Set Details

Maximum HP investment allows Archeops to take both physical and special hits better, and maximum Speed investment and a Jolly nature allow it to outspeed common Pokemon it checks such as Pyroar and Speed tie with the likes of Tauros and Jumpluff. No item is used as to maximize the power of Acrobatics.

Usage Tips

Archeops can come in on the Normal-, Fire-, Flying-, and Flying-types it checks throughout the game, but it will often find itself taking around 50% damage from these Pokemon. Because of this, Archeops often wants to use Roost after switching in, particularly if it took Stealth Rock damage. If Archeops didn't take too much damage, however, it can spam Acrobatics to deal good damage against anything that doesn't resist it. However, if there is a bulky Rock-type on the opposing team, Archeops can either Taunt it as it comes in to prevent it from setting up Stealth Rock or switch to a teammate that threatens it. Other typical answers to Archeops lose to this set, however, as Pokemon such as Musharna, Seismic Toss Miltank, Weezing, and Mega Audino without Surf can't inflict status on Archeops, set up, or recover HP because of Taunt and can't 2HKO Archeops with their unboosted attacking options. Defog Archeops can switch into (Toxic) Spikes setters such as Garbodor and Weezing, Defog away their entry hazards, and Taunt them, though it has to play around Will-O-Wisp in the latter's case and hates getting poisoned by Gunk Shot and Sludge Bomb; moreover, keep in mind that Defog Archeops has a uniformly terrible matchup against most Stealth Rock setters.

Team Options

BulkyCheops fits on most playstyles as a glue Pokemon that checks Fire-, Normal-, and Flying-types, stallbreaks, and even removes entry hazards while still being extremely fast and hitting hard. Archeops appreciates Water-, Ground-, and Fighting-type partners, such as Samurott, Torterra, and Hariyama, that can check and beat the Rock- and, to a lesser extent, Steel-types that handle Archeops. Grass- and Electric-types such as Torterra, Vileplume, and Lanturn put a stop to the Water- and Electric-types that beat Archeops. Pokemon such as Hariyama and Assault Vest Magmortar that check the Ice-types Archeops struggles with are also decent partners. Although it's not necessary by any means, entry hazard control from the likes of Shiftry and Prinplup helps Archeops check foes with greater ease, as it won't have to take Stealth Rock damage when coming in.

Suicide Lead

Move 1
Move 2
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
Move 3
  • Endeavor
    Lowers the target's HP to the user's HP.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 4
  • Head Smash
    Has 1/2 recoil.
    TypeRock
    CategoryPhysical
    Power150 BP
    Accuracy80%

Moves

Stealth Rock is necessary for all teams, and Archeops is a decent setter for hyper offensive ones due to its excellent Speed and matchup versus Xatu. Taunt prevents the foe from setting up entry hazards, weather, or a boosting move. Endeavor allows Archeops to essentially eliminate a foe by bringing it down to 1 HP once its Focus Sash is broken. Head Smash allows Archeops to smash Xatu and to KO itself to prevent the foe from using Rapid Spin or Defog.

Set Details

Maximum Speed investment and a Jolly nature are necessary to outspeed as much as possible and to guarantee Archeops at least two turns on the field, and maximum Attack investment makes Head Smash even more powerful. Focus Sash lets Archeops survive any non-multi-hit move if it hasn't taken any prior damage.

Usage Tips

Archeops should typically lead in order to avoid getting its Focus Sash broken and set up Stealth Rock as early as possible. In most scenarios, Archeops should prioritize setting Stealth Rock first. If the opponent leads off with an entry hazard setter of their own or a setup sweeper, Archeops can Taunt them. A lot of 50/50s are created when Archeops is up against Pokemon with multi-hit moves such as Rhydon, Crustle, and Klinklang. In the former two cases, it's generally best to go for Stealth Rock rather than to Taunt them unless the cost of Stealth Rock on Archeops's side is too high. Klinklang's case is trickier, however; if Archeops's team has an answer to it, it's generally safe to set up Stealth Rock, but if the team doesn't, it might be better for Archeops to Taunt Klinklang to prevent it from sweeping or creating huge holes in Archeops's team right after the first turn. After Archeops has been knocked down to its Focus Sash, go for Endeavor to effectively KO the foe by bringing it down to 1 HP. On the other hand, if Archeops is up against a spinner or Defogger, it should use Head Smash to KO itself with recoil to prevent it from successfully using Rapid Spin or Defog. If the opponent has Xatu but nothing that can revenge kill Archeops with its Focus Sash broken, nail Xatu with Head Smash on the predicted switch to prevent it from bouncing back Stealth Rock; if the opponent does have a priority attacker or a Pokemon that outspeeds Archeops, it might be best to lead with something else, or you can risk the 50/50 if necessary. Judging whether Xatu checks something important on Archeops's team or if its only role in the match is to bounce back Stealth Rock can ease prediction.

Team Options

Archeops fits best on hyper offensive teams that want a fast Stealth Rock lead that can Taunt opposing leads. Archeops doesn't need much support, so it can be paired with just about any other offensive Pokemon, such as Swords Dance Samurott and Lilligant. An answer to Klinklang, such as Poliwrath or Steelix, is appreciated, as not only does Klinklang play obnoxious mind games with Archeops, but it also is one of the biggest threats to the fast, frail offensive teams that Archeops finds a home on. A spinblocker or Defog deterrent, such as Mismagius or Pawniard, respectively, prevents spinners and Defoggers from getting rid of Archeops's Stealth Rock. Pursuit trappers such as Skuntank and Liepard can prevent Archeops from having to play mind games with Xatu, but this isn't always necessary.

Other Options

A Choice Band set with Stone Edge / Earthquake / U-turn / Knock Off or Aerial Ace gives Archeops ridiculous power, 2HKOing stupidly bulky Pokemon such as Prinplup, and Archeops even has Switcheroo to cripple walls and be able to use its coverage afterwards. A Life Orb also gives a significant power boost while allowing Archeops to switch moves, use Roost, and even go mixed, but the recoil will eventually bring Archeops down to Defeatist range, especially if it switches into Stealth Rock. Carrying an item in general, however, is a pretty subpar option on Archeops, as STAB Acrobatics is just too good to give up. Taunt on offensive Archeops sets allows it to get past all of non-Surf Mega Audino, Musharna, Weezing, and Seismic Toss Miltank, but its coverage moves are typically more useful, and Archeops is forced to run Roost alongside Taunt. BulkyCheops can set up Stealth Rock if nothing else on its team can. Tailwind is an option to support its teammates, with Archeops usually sacrificing itself to set Tailwind up when it isn't needed anymore to let a slower teammate outspeed the foe. Iron Tail can also work on certain teams to 3HKO Mega Audino, but has very little use outside of that.

Checks and Counters

Bulky Rock-types: Bulky Rock-types such as Rhydon, Omastar, and Regirock are found on most teams as Stealth Rock setters and check Archeops with relative ease, as they don't take much damage from either of its STAB types. They have to watch out for Earth Power, however, and due to their lack of reliable recovery, they can be worn down by a combination of repeated chip damage and entry hazards, especially if their Leftovers or, in the case of Rhydon, Eviolite gets removed by the rare Knock Off.

Water-types: Bulky Water-types such as Prinplup and Carracosta can switch into Archeops well and KO it with their Water-type STAB moves. Samurott and Kabutops can revenge kill Archeops with Aqua Jet, but they aren't reliable switch-ins because they get 2HKOed by Acrobatics and Earth Power, respectively. Carracosta and Shuca Berry Barbaracle can use either Archeops lacking Hidden Power Grass or Focus Blast or BulkyCheops as setup fodder.

Physically Bulky Pokemon: Some physically bulky Pokemon, even those that don't resist Acrobatics, such as Mega Audino, Musharna, Miltank, Piloswine, and Weezing, wall Archeops because of their high bulk and because they aren't weak to Archeops's coverage moves. A lot of these can be beaten by sets with Taunt and Roost, however. Note that Miltank and Piloswine are 2HKOed by the rare Focus Blast, and the latter takes significant damage from Aqua Tail.

Steel-types: Steel-types such as Steelix, Ferroseed, Klinklang, and Pawniard make for good checks to Archeops as they resist Acrobatics and threaten Archeops with their STAB moves. Ferroseed makes for the best check out of all of them given that it only fears the rare Heat Wave and is only 3HKOed by Acrobatics.

Stealth Rock: Not only is Archeops weak to Stealth Rock, but it also gets brought down to Defeatist range after switching into it three times, making Stealth Rock especially deadly for it.

Faster Pokemon, Choice Scarf Users, and Priority Moves: Faster Pokemon and Choice Scarf users, such as Floatzel, Choice Scarf Jynx, and Choice Scarf Rotom, can outspeed and KO Archeops, but they can only switch into it once at best. STAB super effective priority attacks from the likes of Piloswine and Samurott can KO Archeops, but even neutral or non-STAB super effective priority moves such as Shiftry's Sucker Punch and Hariyama's Bullet Punch can spell doom for Archeops by bringing it down to Defeatist range.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
15
Switches position with the ally on the far side.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
60
Accuracy
100%
PP
20
30% chance to paralyze the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
85
Accuracy
100%
PP
10
No additional effect.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
150
Accuracy
80%
PP
5
Has 1/2 recoil.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
20
Raises the user's Speed by 2.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
90%
PP
15
No additional effect.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
Removes the target's Ground immunity.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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