
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Roost
- Stealth Rock
The premise of this set is Archeops' nothing short of a stellar matchup against common hazard removers such as Hitmonchan and Skuntank, as well as being able to set rocks up on forced switches. Although Stealth Rock is indeed a very good option on Archeops due to the aforementioned reasoning, it is often passed over for other options such as U-turn, Taunt, and Stone Edge, which is why it's not as common. Like Knock Off, the change is simple, but effective.
...And that concludes the submissions phase! Here are your options for voting:

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- Tailwind
- Earthquake
Tailwind Archeops is pretty cool since it allows archeops to outspeed all scarfers and makes it a lot harder to revenge kill. The main use however is to suicide Tailwind to support powerful breakers such as Guts Ursaring and Crabominable who can come in after and destroy stuff with +2 speed for a couple of turns.

Archeops @ Choice Band
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Stone Edge
- Switcheroo
- Earthquake / Pluck
Even though pluck archeops looks gimmick af, I think the idea of choice+ switcheroo archie -not necessarily with pluck- isn't that stupid, but instead of boosting pluck or using it as a scarfer, I focus here on the utility aspect archie can provide. If you accept for a minute to forget acrobatics is a spammable move, try to think of switchins to this: there are few. This set takes advantage of insanely strong uturns, and can dent a pokemon like mesprit turn1.
Switcheroo cripples gastrodon/palossand, uturn coz its op, stone edge as a really strong stab. Finally, pluck hits gurdurr and doesnt miss, while earthquake almost ohkoes hitmonchan (with band), and kills lanturn after rocks. Switcheroo is very useful as a lure especially when paired with kingler (gastrodon) or hitmonchan (palossand). No roost, but healing wish isn't a rare move in PU iirc.
Earthquake
252 Atk Choice Band Archeops Earthquake vs. 252 HP / 56+ Def Regirock: 166-196 (45.6 - 53.8%) -- 94.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Archeops Earthquake vs. 40 HP / 220 Def Lanturn: 394-464 (98.2 - 115.7%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Archeops Earthquake vs. 208 HP / 0 Def Hitmonchan: 209-247 (71.3 - 84.3%) -- guaranteed 2HKO after Stealth Rock
Stone Edge
252 Atk Choice Band Archeops Stone Edge vs. 252 HP / 0 Def Eelektross: 312-367 (83.4 - 98.1%) -- 68.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Archeops Stone Edge vs. 252 HP / 160+ Def Weezing: 177-208 (52.9 - 62.2%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
252 Atk Choice Band Archeops Stone Edge vs. 252 HP / 240+ Def Mesprit: 183-216 (50.2 - 59.3%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Archeops Stone Edge vs. 0 HP / 4 Def Mesprit: 247-292 (82 - 97%) -- 62.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Archeops Stone Edge vs. 4 HP / 0 Def Skuntank: 358-423 (102.8 - 121.5%) -- guaranteed OHKO
U-Turn
252 Atk Choice Band Archeops U-turn vs. 252 HP / 240+ Def Mesprit: 170-202 (46.7 - 55.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Archeops U-turn vs. 252 HP / 0 Def Eelektross: 146-172 (39 - 45.9%) -- 19.9% chance to 2HKO after Stealth Rock
Pluck
252 Atk Choice Band Archeops Pluck vs. 0 HP / 0 Def Swanna: 226-267 (77.6 - 91.7%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Archeops Pluck vs. 0 HP / 4 Def Mesprit: 148-175 (49.1 - 58.1%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Archeops Pluck vs. 252 HP / 64 Def Eviolite Gurdurr: 218-260 (58.2 - 69.5%) -- guaranteed 2HKO after Stealth Rock
Switcheroo
Archeops Switcheroo vs. Swinub: 0-0 (0 - 0%) -- nice move
252 Atk Choice Band Archeops Earthquake vs. 252 HP / 56+ Def Regirock: 166-196 (45.6 - 53.8%) -- 94.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Archeops Earthquake vs. 40 HP / 220 Def Lanturn: 394-464 (98.2 - 115.7%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Archeops Earthquake vs. 208 HP / 0 Def Hitmonchan: 209-247 (71.3 - 84.3%) -- guaranteed 2HKO after Stealth Rock
Stone Edge
252 Atk Choice Band Archeops Stone Edge vs. 252 HP / 0 Def Eelektross: 312-367 (83.4 - 98.1%) -- 68.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Archeops Stone Edge vs. 252 HP / 160+ Def Weezing: 177-208 (52.9 - 62.2%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
252 Atk Choice Band Archeops Stone Edge vs. 252 HP / 240+ Def Mesprit: 183-216 (50.2 - 59.3%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Archeops Stone Edge vs. 0 HP / 4 Def Mesprit: 247-292 (82 - 97%) -- 62.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Archeops Stone Edge vs. 4 HP / 0 Def Skuntank: 358-423 (102.8 - 121.5%) -- guaranteed OHKO
U-Turn
252 Atk Choice Band Archeops U-turn vs. 252 HP / 240+ Def Mesprit: 170-202 (46.7 - 55.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Archeops U-turn vs. 252 HP / 0 Def Eelektross: 146-172 (39 - 45.9%) -- 19.9% chance to 2HKO after Stealth Rock
Pluck
252 Atk Choice Band Archeops Pluck vs. 0 HP / 0 Def Swanna: 226-267 (77.6 - 91.7%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Archeops Pluck vs. 0 HP / 4 Def Mesprit: 148-175 (49.1 - 58.1%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Archeops Pluck vs. 252 HP / 64 Def Eviolite Gurdurr: 218-260 (58.2 - 69.5%) -- guaranteed 2HKO after Stealth Rock
Switcheroo
Archeops Switcheroo vs. Swinub: 0-0 (0 - 0%) -- nice move
EdgeQuake. What else.
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Acrobatics
- Earthquake
- Roost
- Heat Wave / Hidden Power [Grass]
With the typical 4th moveslot of Taunt/Stone Edge/ U-Turn/Defog open, Archeops can make room to run either Heat Wave or Hidden Power Grass to bop Ferroseed, Gastrodon, or Carracosta after they switch into an Acrobatics
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Acrobatics
- Earthquake
- Roost
- Heat Wave / Hidden Power [Grass]
With the typical 4th moveslot of Taunt/Stone Edge/ U-Turn/Defog open, Archeops can make room to run either Heat Wave or Hidden Power Grass to bop Ferroseed, Gastrodon, or Carracosta after they switch into an Acrobatics
252 Atk Archeops Acrobatics (110 BP) vs. 248 HP / 128 Def Eviolite Ferroseed: 120-142 (41.2 - 48.7%) -- guaranteed 3HKO
4 SpA Archeops Heat Wave vs. 248 HP / 132+ SpD Eviolite Ferroseed: 180-216 (61.8 - 74.2%) -- guaranteed 2HKO
252 Atk Archeops Acrobatics (110 BP) vs. 252 HP / 252+ Def Gastrodon: 174-205 (40.8 - 48.1%) -- guaranteed 3HKO after Leftovers recovery
4 SpA Archeops Hidden Power Grass vs. 252 HP / 4 SpD Gastrodon: 224-268 (52.5 - 62.9%) -- 99.6% chance to 2HKO after Leftovers recovery
252 Atk Archeops Acrobatics (110 BP) vs. 0 HP / 0 Def Carracosta: 74-87 (25.6 - 30.1%) -- guaranteed 4HKO
4 SpA Archeops Hidden Power Grass vs. 0 HP / 4- SpD Solid Rock Carracosta: 225-267 (77.8 - 92.3%) -- guaranteed 2HKO
4 SpA Archeops Heat Wave vs. 248 HP / 132+ SpD Eviolite Ferroseed: 180-216 (61.8 - 74.2%) -- guaranteed 2HKO
252 Atk Archeops Acrobatics (110 BP) vs. 252 HP / 252+ Def Gastrodon: 174-205 (40.8 - 48.1%) -- guaranteed 3HKO after Leftovers recovery
4 SpA Archeops Hidden Power Grass vs. 252 HP / 4 SpD Gastrodon: 224-268 (52.5 - 62.9%) -- 99.6% chance to 2HKO after Leftovers recovery
252 Atk Archeops Acrobatics (110 BP) vs. 0 HP / 0 Def Carracosta: 74-87 (25.6 - 30.1%) -- guaranteed 4HKO
4 SpA Archeops Hidden Power Grass vs. 0 HP / 4- SpD Solid Rock Carracosta: 225-267 (77.8 - 92.3%) -- guaranteed 2HKO
Archeops
Ability: Defeatist
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Taunt
- Roost
- Toxic/defog/earthquake
I'm gonna stray away from the offensive Cheops and present you with a fatter supportive one.
Acro is still spamable as always. Roost to keep it healthy. Taunt to stop rock, opponent recovery and helps against stall. Toxic can punish switchins like rock types and gastro or earthquake to Boop electrics or defog if it's needed.
Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- Knock Off
- Earthquake
Knock Archeops can give your team some nice utility. Like knocking Ferroseed's eviolite off on the switch, or Regirock's lefties. You also chip Weezing down if you're running Taunt>EQ, without the annoying Helmet damage. Overall it can be a surprising move that they might not expect, and can support your team really well.
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- Knock Off
- Earthquake
Knock Archeops can give your team some nice utility. Like knocking Ferroseed's eviolite off on the switch, or Regirock's lefties. You also chip Weezing down if you're running Taunt>EQ, without the annoying Helmet damage. Overall it can be a surprising move that they might not expect, and can support your team really well.

Archeops @ Fightinium Z
Ability: Defeatist
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Roost
- Hidden Power [Grass]
- Focus Blast
- Stone Edge / Earthquake / Heat Wave
I'll be the first one to say that this set isn't meant to be super great. What it is meant to do is lure common physical walls that can normally take on standard Archeops (that's what this thread is about, right?). As far as I know, the main switch ins and check to Arch are Gastrodon, Ferroseed, and Regirock. This set lures all three with the correct coverage move or All Out Pummeling. This obviously isn't meant to do much of a sweeping job on its own, but rather to break down those physical walls for another sweeper in the back. The main Pokemon that come to mind for me are Lycanroc, Zangoose, Kingler and other physical set up sweepers like those that struggle with one or more of the aforementioned defensive Pokemon. Unfortunately, this set doesn't deal too well with Weezing which is another great Arch check, but there isn't much Archeops can do against that no matter what it runs.
Last move I figured could be whatever you want really, Stone Edge gives you STAB, EQ makes you seem more like a standard Archeops, and Heat Wave helps deal with Ferroseed without using your Z move but really the last move can be anything you need to break through things for another sweeper to clean.

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Roost
- Stealth Rock
The premise of this set is Archeops' nothing short of a stellar matchup against common hazard removers such as Hitmonchan and Skuntank. Although Stealth Rock is indeed a very good option on Archeops due to the aforementioned reasoning, it is often passed over for other options such as U-turn and Stone Edge, which is why it's not as common. Like Knock Off, the change is simple, but effective.
My own vote will be going to Specs Jigglypuff's Knock Off Archeops. Although the change is simple, it's extremely effective at crippling Archeops' usual checks and counters.
But holy hell I gotta say, CB Archeops hits hard

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