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NeverUsed Pokemon Showcase (Week 4)


Jelly

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OP shamelessly stolen from Hilda
Approved by yung danny



NeverUsed Showcase


In which, we discuss offensive and defensive threats in the NU metagame.

Song of the Week:

https://www.youtube.com/watch?feature=player_detailpage&v=EyARHscb8mU

Pokemon of the Week: Archeops
archeops.gif

Viability in NU: A+ Rank - Archeops' amazing speed tier (110) and base 140 attack makes it a scary threat in NU. Its ability to go bulky or offensive and still be a stallbreaker and heavy hitter makes this birb a force to be reckoned with.

Sets to use on Archeops:

tumblr_nhs2lboKPh1qlq77wo4_400.png

Archeops
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Roost
- Acrobatics
- Defog/Earthquake

Bulkychops is the best set for this monster right now. The HP investment allows you to tank hits from Typhlosion and Pyroar. Taunt is to prevent recovery, hazards, or status moves from connecting with your 'mons. Roost for keeping you out of Defeatist range. Acrobatics for a hard-hitting STAB move. Defog is normally run in the last slot for hazard control but if you already have another form of control then Earthquake can be run instead.

HBXex.png

Archeops
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Roost
- Acrobatics
- Earthquake

A less bulky variant can be run over the bulky one for more power. It can function as an anti lead with the use of Taunt. No item is run for extra Acrobatics power.

tumblr_nb2v3wy1N11s5mmwfo1_250.jpg

Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Endeavor
- Head Smash

Sash lead Archeops is extremely fast and allows you to prevent rocks from going up at the start of the battle while getting yours up in the process. Endeavor is to cripple whatever stands in front of you or whatever gets sent in. Head Smash is basically your nuke if you know something will not attack you to get you into sash range.



Also a very neato core based around Archeops is Archeops-Sesimitoad:

567.gif

Archeops
Ability: Defeatist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Roost
- Acrobatics
- Earthquake

537.gif

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Knock Off

This core basically plays off of each other's weaknesses. Archeops is weak to Electric and Water type moves, so Seismitoad covers those for Archeops. In return, Archeops handles Grass types that threaten Seismitoad.



Overall, Archeops is an insanely good Pokemon. If only it didn't have such a garbage ability. Other options to run on Archeops would maybe be a mixed set. It's not that great but since Special Attack isn't halved by Defeatist it can catch people by surprise.

I hope you all enjoy the fourth installment of the "NU Showcase"!!! I'd like some recommendations on what to do in following weeks. Because I'm starting to become more and more busy over the weekends, I'm going to start putting these out on Mondays. As always, leave your comments, checks, and counters down below!

-Jelly

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Archeops is definitely one of the best leads in the tier. Must thing that could go against it or outsped and chuncked hard. Obviously defeatist is a problem, aqau jets and even a bullet punch from hariyama leaves this bird much much weaker. Another big thing to look at for is mega steelix as an eq from archen is going to be eaten up and the heavy slam coming back is going to do a ton. All i need to say about archeops is to watch out for rocks and use as a lead or save for a nice revenge kill.

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How about a Choice Band set with a Lando T type moveset?

it's kinda meh. what you really run archeops for is the ability to use taunt and then hit something with an extremely strong attack. using a band set could work but you're better off using a standard set.

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Archeops is not your best guy to stop Grass attacks aimed at Seismitoad or generally stop things.

Why not add to the core a specially defensive Muk? (given you use the non-bulky Archeops)

Muk could stop, take a hit from Liligant (now that Serperior is getting a promotion) and Ludicolo, retaliate with STAB, and you won't have to worry about getting to defeatist range. Otherwise you can enter a (what else) Vileplume, or a Magmortar for instant attacking power.

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Archeops is not your best guy to stop Grass attacks aimed at Seismitoad or generally stop things.

why not add to the core a specially defensive Muk? (given you use the non-bulky Archeops)

Muk could stop, take a hit from Liligant (now that Serperior is getting a promotion) and Ludicolo, retaliate with STAB, and you won't have to worry about getting to defeatist range. Otherwise you can enter a (what else) Vileplume, or a Magmortar for instant attacking power.

252 SpA Lilligant Giga Drain vs. 248 HP / 0 SpD Archeops: 156-184 (44.1 - 52.1%) -- 15.2% chance to 2HKO

which means you have a solid chance of not being put into defeatist. but even if you do get down to -50%:

8 Atk Defeatist Archeops Acrobatics (110 BP) vs. 0 HP / 4 Def Lilligant: 204-240 (72.5 - 85.4%) -- guaranteed 2HKO

you shit all over lilligant's life with a chance to not get 2HKOd. muk is not very good at the moment due to psychic types being everywhere.

i also never said that archeops should be switching into grass types anywhere. it can check them, thus "handling" them.

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By the way Jelly, Defeatist drops both Attacking stats by half, including Special Attack.

Virizion is also now NU so that needs to be watched out for as well in the Grass Type department. ((Archeops still checks it easily though so not much to worry about. Like if you don't switch into an attack you should pretty much always win since Acrobatics slays that thing))

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I don;t blame you it is worded badly in the main series game cause it actually says "At 50% health, attack is decreased." and it doesn't mention SpAtk anywhere. so I can understand not knowing that lol.

Also Jeri, the reason Band is kinda Bad on Arche is the fact that the Acrobatics is it's best FLying type STAB, and it can't use it if it wields a Band/Scarf. The rest of it's move pool is a bit...eh((at least offensively it is a bit meh...)) and as a Choice user the switching really starts wearing him down.

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252 SpA Lilligant Giga Drain vs. 248 HP / 0 SpD Archeops: 156-184 (44.1 - 52.1%) -- 15.2% chance to 2HKO

which means you have a solid chance of not being put into defeatist. but even if you do get down to -50%:

8 Atk Defeatist Archeops Acrobatics (110 BP) vs. 0 HP / 4 Def Lilligant: 204-240 (72.5 - 85.4%) -- guaranteed 2HKO

you shit all over lilligant's life with a chance to not get 2HKOd. muk is not very good at the moment due to psychic types being everywhere.

i also never said that archeops should be switching into grass types anywhere. it can check them, thus "handling" them.

I had different numbers when I did the calcs :P Could you check again? They can't be both correct.

252 SpA Lilligant Giga Drain vs. 248 HP / 0 SpD Archeops: 190-225 (59 - 69.8%) -- guaranteed 2HKO

The damage from the other one is correct though. At 49.9% Archeops does min 72.5% damage.

I see that Archeops is not the man to switch into grass attacks. I simply suggested pokemon that could. You know better.

Edited by nickcrash
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