Archeops • Generation VIII Pokédex

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Archeops
Pokédex Page for Archeops

This is the Marriland Pokédex page for Archeops, showing its information and moves in Pokémon Sword & Shield. Archeops is not available in Pokémon Brilliant Diamond or Shining Pearl and cannot be used in or sent to those versions.

Archeops

Archeops
Sprite of Archeops in Pokémon HOME

Archeops's Type

ROCK
FLYING

Archeops's Pokédex #s

National #
567
Galar #
--
Armor #
--
Crown #
150

Archeops's Base Stats

HP:
75
Attack:
140
Defense:
65
Sp. Atk:
112
Sp. Def:
65
Speed:
110
Total:
567

Misc. Info

Height:
4'7" (1.4m)
Weight:
70.5 lbs. (32 kg)
Gender Ratio:
Egg Groups:
Flying / Water 3
EXP At Lv. 100:
1,000,000
EV Yield:
2 Attack
Base EXP:
177
Catch Rate:
45
Base Happiness:
70

Archeops's Abilities

Here is what ability Archeops has, along with its effect.
Defeatist
Halves Archeops's Attack and Special Attack when its HP reaches 50% or less.

Weaknesses & Resistances

Below is a list of what Archeops's weakness and resistance is to various types.
WATER
ELECTRIC
ICE
ROCK
STEEL
½
NORMAL
FIRE
POISON
FLYING
BUG
immune
GROUND

Archeops's Evolution Line

Below you'll find a list of all Pokémon Archeops evolves from or into, along with its evolution method.
Archen
Archen
starting form
Archeops
Archeops
at level 37

Archeops's Moves in Sword & Shield

Below is a list of all of the moves that Archeops can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Archeops learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Quick Attack
Has higher priority.
NORMAL
PHYSICAL
40 100% 30 One Target
1
Leer
Lowers all nearby enemies' Defense by one stage.
NORMAL
STATUS
-- 100% 30 Nearby Enemies
1
Rock Throw
Damages the target.
ROCK
PHYSICAL
50 90% 15 One Target
1
Wing Attack
Damages the target.
FLYING
PHYSICAL
60 100% 35 One Target
9
Dragon Breath
Has a 30% chance to paralyze the target.
DRAGON
SPECIAL
60 100% 20 One Target
12
Ancient Power
Has a 10% chance of raising Archeops's Attack, Defense, Sp. Atk, Sp. Def, and Speed by one stage.
ROCK
SPECIAL
60 100% 5 One Target
15
Pluck
Does double damage if the target has a Berry and then Archeops consumes that Berry immediately.
FLYING
PHYSICAL
60 100% 20 One Target
18
Quick Guard
Protects your team from moves that that have positive priority for the turn.
FIGHTING
STATUS
-- -- 15 User's Field
21
U-turn
Forces Archeops to switch out after dealing damage.
BUG
PHYSICAL
70 100% 20 One Target
24
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
27
Scary Face
Lowers the target's Speed by two stages.
NORMAL
STATUS
-- 100% 10 One Target
30
Crunch
20% chance of lowering the target's Defense by one stage.
DARK
PHYSICAL
80 100% 15 One Target
33
Agility
Raises Archeops's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
36
Tailwind
Doubles your whole team's Speed for the next 3 turns.
FLYING
STATUS
-- -- 15 User's Field
41
Dragon Claw
Damages the target.
DRAGON
PHYSICAL
80 100% 15 One Target
46
Thrash
Confuses Archeops after 2–3 turns.
NORMAL
PHYSICAL
120 100% 10 Random Enemy
51
Endeavor
Does damage to set the target's HP equal to Archeops's. Fails if Archeops has more HP.
NORMAL
PHYSICAL
varies 100% 5 One Target

TM Moves

Here are all of the moves that Archeops can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM06
Fly
Can't be hit on the first turn, attacks on the second turn.
FLYING
PHYSICAL
90 95% 15 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM15
Dig
Can't be hit on the first turn, attacks on the second turn.
GROUND
PHYSICAL
80 100% 10 One Target
TM21
Rest
Archeops restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM22
Rock Slide
Has a 30% chance of causing all nearby enemies to flinch.
ROCK
PHYSICAL
75 90% 10 Nearby Enemies
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Archeops from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM26
Scary Face
Lowers the target's Speed by two stages.
NORMAL
STATUS
-- 100% 10 One Target
TM30
Steel Wing
Has a 10% chance of raising Archeops's Defense by one stage.
STEEL
PHYSICAL
70 90% 25 One Target
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM32
Sandstorm
Changes the weather to a sandstorm for 5 turns.
ROCK
STATUS
-- -- 10 Entire Field
TM39
Facade
Does double damage if Archeops is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM48
Rock Tomb
100% chance of lowering the target's Speed by one stage.
ROCK
PHYSICAL
60 95% 15 One Target
TM52
Bounce
Can't be hit on the first turn, attacks on the second turn. Has a 30% chance of paralyzing the target.
FLYING
PHYSICAL
85 85% 5 One Target
TM54
Rock Blast
Hits the target two to five times in a row.
ROCK
PHYSICAL
25 90% 10 One Target
TM56
U-turn
Forces Archeops to switch out after dealing damage.
BUG
PHYSICAL
70 100% 20 One Target
TM58
Assurance
Does double damage if the target was already damaged this turn.
DARK
PHYSICAL
60 100% 10 One Target
TM65
Shadow Claw
Has a higher critical hit rate. (+1 stage.)
GHOST
PHYSICAL
70 100% 15 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM78
Acrobatics
Damage is doubled if Archeops has no held item when this attack hits.
FLYING
PHYSICAL
55 100% 15 One Target
TM81
Bulldoze
100% chance of lowering all nearby Pokémon's Speed by one stage.
GROUND
PHYSICAL
60 100% 20 All But Self
TM95
Air Slash
Has a 30% chance of causing the target to flinch.
FLYING
SPECIAL
75 95% 15 One Target

TR Moves

Here are all of the moves that Archeops can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR10
Earthquake
Does double damage against targets using Dig.
GROUND
PHYSICAL
100 100% 10 All But Self
TR12
Agility
Raises Archeops's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR20
Substitute
Costs 25% of Archeops's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR24
Outrage
Confuses Archeops after 2–3 turns.
DRAGON
PHYSICAL
120 100% 10 Random Enemy
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Archeops's moves at random.
NORMAL
STATUS
-- -- 10 User
TR31
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
TR32
Crunch
20% chance of lowering the target's Defense by one stage.
DARK
PHYSICAL
80 100% 15 One Target
TR35
Uproar
Lose control for up to 5 turns. While the Uproar is active, no Pokémon can be asleep.
NORMAL
SPECIAL
90 100% 10 Random Enemy
TR36
Heat Wave
Has a 10% chance to burn all nearby enemies.
FIRE
SPECIAL
95 90% 10 Nearby Enemies
TR37
Taunt
Prevents the target from using Status moves for the next few turns.
DARK
STATUS
-- 100% 20 One Target
TR46
Iron Defense
Raises Archeops's Defense by two stages.
STEEL
STATUS
-- -- 15 User
TR47
Dragon Claw
Damages the target.
DRAGON
PHYSICAL
80 100% 15 One Target
TR62
Dragon Pulse
Damages the target.
DRAGON
SPECIAL
85 100% 10 One Target
TR64
Focus Blast
10% chance of lowering the target's Sp. Def by one stage.
FIGHTING
SPECIAL
120 70% 5 One Target
TR67
Earth Power
10% chance of lowering the target's Sp. Def by one stage.
GROUND
SPECIAL
90 100% 10 One Target
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR75
Stone Edge
Has a higher critical hit rate. (+1 stage.)
ROCK
PHYSICAL
100 80% 5 One Target
TR76
Stealth Rock
Sets floating rocks on the enemy's field. Does 1/8 max HP to enemies that switch in. Weakness/resistance to Rock affects this damage.
ROCK
STATUS
-- -- 20 Enemy Field
TR83
Ally Switch
Switches places with Archeops for the rest of the battle.
PSYCHIC
STATUS
-- -- 15 User

Egg Moves

Here are all of the moves that Archeops can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Archeops.
Move Type Category Power Acc.% PP Target Info
EGG
Bite
Has a 30% chance of causing the target to flinch.
DARK
PHYSICAL
60 100% 25 One Target
EGG
Defog
Lowers the target's evasion by one stage. Removes effects on the enemy's field such as Light Screen, Reflect, etc.
FLYING
STATUS
-- -- 15 One Target
EGG
Knock Off
Double damage if the target has a held item and knocks it off.
DARK
PHYSICAL
65 100% 20 One Target
EGG
Double Team
Raises Archeops's Evasion by one stage.
NORMAL
STATUS
-- -- 15 User
EGG
Head Smash
Archeops takes 50% of Head Smash's damage as recoil damage.
ROCK
PHYSICAL
150 80% 5 One Target
EGG
Switcheroo
Switches Archeops's held item with the target's.
DARK
STATUS
-- 100% 10 One Target

Move Tutor Moves

Here are all of the moves that Archeops can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Dual Wingbeat
Hits the target two times in a row.
FLYING
PHYSICAL
40 90% 10 One Target
TUTOR
Meteor Beam
Raises Archeops's Sp. Atk by one stage. Charges for a turn, attacks on second turn.
ROCK
SPECIAL
120 90% 10 One Target
TUTOR
Lash Out
If Archeops's stats were lowered this turn, Lash Out's power is doubled.
DARK
PHYSICAL
75 100% 5 One Target

Archeops's Detailed Stats

Below you'll find a more detailed table containing Archeops's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Archeops's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Archeops is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
260 291 323 354 75
Attack
285 316 348 379 140
Defense
135 166 198 229 65
Sp. Atk
229 260 292 323 112
Sp. Def
135 166 198 229 65
Speed
225 256 288 319 110
Total
567

Where to Find Archeops in Sword & Shield

If you're looking for where to find Archeops, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Archeops in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Getting Archeops By Evolution

Evolves from Archen at level 37.

Pokédex Entries for Archeops

Generation 8 Pokédex Entries

Sword
It needs a running start to take off. If Archeops wants to fly, it first needs to run nearly 25 mph, building speed over a course of about 2.5 miles.
Shield
Though capable of flight, Archeops was apparently better at hunting on the ground.

Generation 7 Pokédex Entries

Sun
Although apparently able to fly, they tended to run along the ground, averaging speeds of roughly 25 mph.
Moon
They hunted in flocks. When one Archeops had the prey cornered, another would swoop on it.
Ultra Sun
This ancient Pokémon's plumage is delicate, so if anyone other than an experienced professional tries to restore it, they will fail.
Ultra Moon
Said to be an ancestor of bird Pokémon, the muscles it uses to flap its wings are still weak, so it needs a long runway in order to take off.

Generation 6 Pokédex Entries

X Omega Ruby
They are intelligent and will cooperate to catch prey. From the ground, they use a running start to take flight.
Y Alpha Sapphire
It runs better than it flies. It takes off into the sky by running at a speed of 25 mph.

Generation 5 Pokédex Entries

Black
They are intelligent and will cooperate to catch prey. From the ground, they use a running start to take flight.
White
It runs better than it flies. It catches prey by running at speeds comparable to those of an automobile.
Black 2 White 2
It runs better than it flies. It takes off into the sky by running at a speed of 25 mph.
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