[OVERVIEW]
* Arceus-Fire can act as a situational lure to Mega Salamence and certain variants of Zygarde thanks to its access to Ice Beam.
* It also has some utility as a Mega Lucario check for offensive teams.
* However, Arceus-Fire has the misfortune of being an Arceus forme that is extremely vulnerable to all entry hazards, especially Stealth Rock, which is detrimental in this metagame.
* Arceus-Fire is always checked by a large number of threatening Pokemon, as it cannot fit all coverage moves it wants to run on the same set.
* The increased prominence of Primal Kyogre in this metagame, which almost completely shuts down Arceus-Fire, is a further issue for it.
* Arceus-Fire has poor type synergy with Primal Groudon, bringing an extra weakness to Ground-type moves to teams.
* Arceus-Fire cannot use Defog reliably, can barely check anything relevant, and is incapable of doing anything that cannot be done better by another Arceus forme.
* Therefore, Arceus-Fire is a waste of an Arceus slot that offers very little to teams over the far superior Primal Groudon or specially offensive Arceus formes with superior defensive utility, such as Arceus-Dark and Arceus-Fairy.
[SET]
name: Offensive Calm Mind
move 1: Calm Mind
move 2: Fire Blast
move 3: Ice Beam
move 4: Thunder
item: Flame Plate
ability: Multitype
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
[SET COMMENTS]
Moves
========
* Calm Mind lets Arceus-Fire take advantage of the few switches it forces from certain Steel-types, such as Magearna.
* Fire Blast acts as Arceus-Fire's STAB attack, letting it heavily damage Steel-types such as Aegislash, Magearna, and Solgaleo.
* Ice Beam is Arceus-Fire's best way of dealing damage to Dragon-types, such as Mega Salamence, Zygarde, and Giratina-O.
* Thunder allows Arceus-Fire to hit Ho-Oh and Primal Kyogre.
Set Details
========
* A Timid nature with maximum investment in Speed lets Arceus-Fire Speed tie with other maximum Speed Arceus formes.
* Maximum investment in Special Attack gives Arceus-Fire maximum offensive presence.
Usage Tips
========
* Arceus-Fire often cannot switch in more than once due to its glaring lack of reliable recovery and severe weakness to all entry hazards, so it must be played very carefully.
* Therefore, Arceus-Fire should be brought into play through a U-turn or after a Pokemon on its team has fainted to minimize damage taken on the switch in.
* Arceus-Fire can then either set up Calm Mind or hit the predicted switch-in with the appropriate coverage move.
Team Options
========
* Arceus-Fire can only fit onto offensive teams.
* Primal Groudon has fairly poor defensive synergy with Arceus-Fire, as both share a Ground-type weakness. However, Primal Groudon helps deal with Primal Kyogre and Ho-Oh for Arceus-Fire and can set up Stealth Rock to wear down the opposing team. Arceus-Fire can, in return, lure and remove Mega Salamence and Zygarde for Primal Groudon.
* Power Construct Zygarde and Mega Salamence are useful checks to Primal Groudon for Arceus-Fire.
* Defog users are mandatory, as Arceus-Fire is both incapable of using Defog itself and incredibly weak to entry hazards. Giratina-O is the best team option, bringing with it an immunity to Ground-type moves, but Defog Mega Salamence can fulfil a similar role.
* Geomancy Xerneas appreciates Arceus-Fire's ability to deal with Steel-types, as do Mega Salamence variants lacking Earthquake.
* Choice Band Yveltal is an interesting option, as it can help pivot Arceus-Fire into play with its U-turn and provides a Ground-type immunity. However, using Yveltal alongside Arceus-Fire compounds the team's weakness to Stealth Rock.
* Palkia can act as a secondary Kyogre check for Arceus-Fire.
[STRATEGY COMMENTS]
Other Options
=============
* Firium-Z gives a one-time boost to Arceus-Fire's STAB move, but it is generally a wasted item, as Arceus-Fire becomes quite weak afterwards. It also prevents other, more useful teammates from running a Z-move.
* Earth Power hits Primal Groudon harder than any other move Arceus-Fire can run but has no other use.
* Roar and Perish Song can allow Arceus-Fire to better check Xerneas, but they place an even greater constraint on Arceus-Fire's coverage.
Checks and Counters
===================
**Rock-types**: Rock-types, such as Arceus-Rock, counter Arceus-Fire thanks to their resistance to its STAB type, ability to shake off all coverage moves save for the uncommon Earth Power, and natural type advantage.
**Blissey**: Blissey is not fazed by any of Arceus-Fire's special attacks and can easily use it as setup bait.
**Primal Groudon**: Primal Groudon does not like taking Calm Mind-boosted Fire Blasts, as they are boosted by the sun Primal Groudon brings upon switching in. However, if healthy, Primal Groudon can easily switch into Arceus-Fire and either set up on it or KO it with its Ground-type STAB moves.
**Primal Kyogre**: Primal Kyogre does not appreciate switching into Thunder, especially if Stealth Rock is up. However, most variants can safely switch in and obliterate Arceus-Fire with a rain-boosted Water-type move.
**Arceus-Ground**: Arceus-Ground Speed ties with Arceus-Fire and cleanly OHKOes it after Stealth Rock. It cannot safely switch into Fire Blast if Stealth Rock is up, however.
**Tyranitar and Excadrill**: Tyranitar walls Arceus-Fire, hits it for super effective damage with its Rock-type STAB, and wears it down through sandstorm damage. Excadrill can easily revenge kill Arceus-Fire if sand is up, but it cannot switch in, as it is destroyed by Fire Blast.
**Palkia**: Palkia completely walls Arceus-Fire and can either OHKO it with Hydro Pump or set up Z-Heal Block as Arceus-Fire switches out.
**Arceus-Dragon**: Arceus-Dragon cannot switch into boosted Ice Beams but can otherwise easily come in on Arceus-Fire and either force it out or Defog on it.
**Ho-Oh**: Ho-Oh cannot safely switch in if Stealth Rock is up, as it is threatened by Thunder at low health. In all other situations, Ho-Oh isn't even 2HKOed by an unboosted Thunder and forces Arceus-Fire out, especially if Arceus-Fire has already been damaged by Stealth Rock.
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