Last updated: 2026-09-14

Related Pokemon
When the Pokémon takes damage from a move, its Defense stat is boosted by 1 stage.
If the Pokémon has full HP and takes damage from a move that would knock it out in one hit, it will endure the hit with 1 HP. The Pokémon is also immune to one-hit KO moves.
The Pokémon ignores the effects of Abilities and moves that draw in moves.
In singles, it has one of the highest usage rates in the metagame. The main set is a Modest special attacker with the key ability Stamina, using STAB Draco Meteor and Flash Cannon plus Thunderbolt/Electro Shot, with Stealth Rock support and staying power from Leftovers or Sitrus Berry.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-6 (2026-09-14)
Moves
Item
Nature
AP Spreads
Stealth Rock Lead
A build that uses Stamina to raise Defense while supporting teammates with Thunder Wave and Stealth Rock.
Archaludon
| HP | 196 | 31 | |
|---|---|---|---|
| Atk↓ | 112 | - | |
| Def↑ | 165 | - | |
| SpA | 145 | - | |
| SpD | 117 | 32 | |
| Spe | 108 | 3 |
Leveraging high physical bulk and the ability Stamina to stop physical attackers, a lead build that sets Stealth Rock to support its teammates.Draco Meteor to deal chip damage while using Roar to force the opponent to switch and rack up Stealth Rock damage is a powerful strategy.
The phazing move Roar can be replaced with Dragon Tail, which deals damage while forcing the target out, is also recommended. However, it cannot force out targets behind Substitute or Fairy-type Pokémon.
Air Balloon Is Also Recommended for Ground Immunity
In place of the healing item
Sitrus Berry can be
Air Balloon is also recommended. Until the Air Balloon pops, it grants immunity to Ground-type moves, making Archaludon stronger against Pokémon carrying moves such as Earthquake.
Leveraging its high Defense and many resistances, its main role is to switch in and stop the opponent's physical attackers. When the board allows, Stealth Rock and Dragon Tail can also be used to disrupt the field and chip away at the opponent's whole team.
High-power special attackers
Although points are invested in Special Defense, its base Special Defense is not particularly high, so it is prone to taking heavy damage from Special Attackers.Try to position it against physical Pokémon whenever possible is key.
Example Threats
SpD Stealth Rock
A lead build with SpD investment to cover its weakness against special attackers.
Archaludon
| HP | 197 | 32 | |
|---|---|---|---|
| Atk↓ | 112 | - | |
| Def↑ | 200 | 32 | |
| SpA | 145 | - | |
| SpD | 85 | - | |
| Spe | 107 | 2 |
Max HP/Def EVs, and leveraging the ability Stamina and
Rocky Helmet to give Archaludon a strong matchup against physical attackers.Foul Play forcing the opponent's Swords Dance while countering the foe's Stealth Rock and Thunder Wave to support the teammates in reserve.
Rest is also an option for shutting down physical attackers
Stealth Rock instead of Rest is also an option. Forcibly restoring its HP can shut down Pokémon that rely mainly on physical moves.
It switches into physical attackers and uses
Rocky Helmet to chip them. In favorable matchups against physical Pokémon, it uses Thunder Wave to reduce their Speed, then Iron Head to pressure them with flinches and paralysis.
Physical attackers that rely on contact moves
This Archaludon build is very reliable against physical attackers. Against Pokémon that mainly use contact moves, simply switching it in causes
Rocky Helmet damage on them.
Example Favorable Matchups
Struggles against special attackers
Because this Archaludon build specializes in Defense, even a neutral special move can deal fatal damage.Keep a Pokémon with high Sp. Def in reserve and use switch cycles to handle them.
Example Threats
CS Sturdy
A build that maxes Special Attack and Speed while comboing Sturdy with Mirror Coat.
Archaludon
| HP | 167 | 2 | |
|---|---|---|---|
| Atk↓ | 112 | - | |
| Def | 150 | - | |
| SpA | 177 | 32 | |
| SpD | 85 | - | |
| Spe↑ | 150 | 32 |
Max Special Attack and Speed, with the ability Sturdy guarantees it can act, making this a special-attacker Archaludon build that uses that safety net.
White Herb, Draco Meteor repeatedly while negating its Sp. Atk drop.
Customize for tough matchups
which provides a way to hit Steel types, Aura Sphere can be replaced by the more powerful but high-recoil Steel Beam, or, against Mega Charizard Y and Garchomp holding
Focus Sash, use Rock Tomb are also recommended.
Leveraging high Speed and Special Attack with broad coverage to reliably process face-off opponents as a face-off ace. Sturdy guarantees action, aiming for 1-for-1 trades or better even in unfavorable situations is possible.
High special bulk Pokémon
This face-off-specialized Brijudoor lacks finishing power against high special bulk and struggles to fulfill its role. Decide whether to chip into another teammate's KO range or save for late game.
Example Threats
Doubles Stamina
A Doubles build that fights while boosting Defense and Sp.Atk via Stamina and Electro Shot.
Archaludon
| HP | 197 | 32 | |
|---|---|---|---|
| Atk↓ | 112 | - | |
| Def | 150 | - | |
| SpA↑ | 165 | 5 | |
| SpD | 111 | 26 | |
| Spe | 108 | 3 |
Heavy HP investment, a bulky special attacker that stays on the field via ability and item synergy — a Brijudoor build. Pairing with ally Rain, Electro Shot raises Sp.Atk, leveraging high bulk to press strong special hits.
EV Allocation Intent
EV investment in HP and Sp.Def reduces one-shot risk. For Speed, rely on ally Tailwind.
Dragon Pulse is also recommended
For Dragon coverage, Dragon Pulse is also recommended. Draco MeteorIf you dislike recoil or accuracy issues, pick Dragon Pulse.
Stays on the field long while pressuring with STAB Draco Meteor and Flash Cannon to continuously pressure the opponent as an ace. Focused attacks against it are Protectblocked with, boosting Defense from incoming hits to fight persistently — a viable playstyle.
Weak to high-power special attackers and Sacred Sword
High-power special attackers can KO it in one hit. Also, Sacred Sword is a weakness, and on top of that Stamina ignores Defense boosts.Protect and ally Tailwind can support counters.
Example Threats
Doubles Sturdy Scarf
A Doubles build that shores up bulk with the ability Sturdy while boosting Speed with a Choice Scarf
Archaludon
| HP | 167 | 2 | |
|---|---|---|---|
| Atk↓ | 112 | - | |
| Def | 150 | - | |
| SpA↑ | 194 | 32 | |
| SpD | 85 | - | |
| Spe | 137 | 32 |
With heavy Sp.Atk/Spe EV investment, a Special Attacker build that holds a Choice Scarf so it can move before opponents Archaludon. The ability Sturdy guarantees survival as a shield while leveraging the Scarf's Speed to force in high-power special moves and dominate the field.
Prioritize Electro Shot in Rain teams
If the ability Drizzle Pelipper or Politoed is on the team, Electro Shot should be prioritized. あめ状態 becomes a charge-free strong sub-weapon.
outspeeding opponents faster than itself, Draco Meteor or Steel Beam and similar an ace role that pressures opponents with high-power special moves. Its moves are locked in, but since the ability lets it endure an unexpected weakness-hitting attack once, it can reliably chip away at opponents.
Weak to Protect, switches, and Fake Out
Protect is used, the opponent confirms the move it's locked into and switches to a favorable Pokémon. Also, Fake Out is used, it flinches and can't act, and on top of that takes damage so that Sturdy no longer activates. Counter this by reading switches to focus-fire, or reading Fake Out to switch out.
Type
Category
Target
Properties
50 / 50
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Slash | Normal | Phys | 80 | 100 | 20 | ContactCut | 1 Foe | More likely to land a critical hit. (Critical hit rank +1) |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Electro Shot | Electric | Spec | 130 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In rain, the user does not gain the Charging status and can attack immediately. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. This has no effect on Ground-type Pokémon. | |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Smack Down | Rock | Phys | 50 | 100 | 16 | 1 Foe | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | |
| Meteor Beam | Rock | Spec | 120 | 90 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. The user’s Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Gives the opponent’s side the Stealth Rock status. | |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Aura Sphere | Fighting | Spec | 80 | - | 20 | BallPulse | 1 Foe | This move never misses. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Claw | Dragon | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | A regular attacking move. |
| Breaking Swipe | Dragon | Phys | 60 | 100 | 16 | Contact | All Foes | Lowers targets’ Attack stats by 1 stage. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Draco Meteor | Dragon | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Dragon Cheer | Dragon | Stat | - | - | 16 | Sound | Ally | Gives allies a Critical-Hit Ratio Boost. Dragon types receive a 2-stage boost. All other types receive a 1-stage boost. |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Night Slash | Dark | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Snarl | Dark | Spec | 55 | 95 | 16 | Sound | All Foes | Lowers targets’ Sp. Atk stats by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Hard Press | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). |
| Heavy Slam | Steel | Phys | - | 100 | 12 | Contact | 1 Foe | The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120): 120 if the target’s weight is 1/5 or less of the user’s, 100 if 1/4 or less, 80 if 1/3 or less, 60 if 1/2 or less, and 40 if more than 1/2. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Metal Sound | Steel | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |