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Articuno

In-battle formes

Type
Immune to:
Resists:
Weak to:
Very weak to:
Tier
HP:90
Attack:85
Defense:100
Sp. Atk:125
Sp. Def:125
Speed:85

Strategies

Written by Plague von Karma

Overview

Articuno possesses the most powerful unboosted special attack in the game in its Blizzard, giving it offensive prowess rivaled only by the less consistent Moltres. This alone grants Articuno a strong niche in the tier, outspeeding and 2HKOing the mighty Exeggutor. This offense is backed by a reasonable 15% critical hit rate, with critical hit Blizzard OHKOing even Tauros. With Agility, Articuno can function as a late-game sweeper that is very difficult to stop when the stage is set. This is because it isn't just a strong offensive threat: it's also quite bulky, winning against Tauros one-on-one, or even Zapdos if at +2 Speed. Because of the increased presence of Rest Exeggutor, there are many opportunities for Articuno to switch in and turn the game on its head with nuclear damage output.

However, Articuno has some deep pitfalls that make it difficult to use in Stadium OU. Team Preview is a massive hit to its viability, removing all surprise factor that helps set up for a sweep in cartridge play. Articuno only has Normal-type coverage and a poor Attack stat to use it with, so Pokemon like Chansey and Starmie, as well as the rarer Lapras and Cloyster, tend to wall it out. Additionally, its valuable Speed, while high relative to OU, means paralysis inducers force it out, which is worsened by Agility not negating the paralysis Speed drop, unlike standard play. It can use Rest to get rid of it, but this isn't ideal. Due to these flaws, Articuno can be seen as very linear, but its immense power is nothing to sneeze at.

Special Attacker

Move 1
  • Blizzard
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power120 BP
    Accuracy90%
Move 2
Move 3
Move 4
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic

Articuno's Blizzard is the main reason it sees play, OHKOing Rhydon, Golem, and the rare Nidoking; it also 2HKOes a majority of the tier, notably Exeggutor, Tauros, Zapdos, Persian, Kangaskhan, and Alakazam after using Substitute once. The freeze chance also cannot be ignored, giving Articuno a degree of volatility that means even consistent checks like Chansey aren't safe. Double-Edge allows Articuno to consistently pressure Substitute without losing valuable PP against users such as Chansey and Alakazam. It also pressures Blizzard-resistant Pokemon like Starmie and Lapras. Rest is crucial for allowing Articuno to make use of its bulk, giving it staying power against Snorlax and Tauros while removing the Speed drop from paralysis.

The third moveslot defines how Articuno will act for its team. Ice Beam acts as a weaker alternative to Blizzard with more PP while still finishing off Exeggutor, ensuring a sustained assault; it can also let Articuno fish for a freeze against big targets like Chansey. Reflect is a viable third option for a bulky approach, stonewalling Pokemon like Snorlax and Tauros without much effort; they require two critical hit Body Slams to stop it from repeatedly using Rest if Reflect is active. Reflect doesn't protect Articuno from Persian, though, and it's threatened with a 3HKO from Slash. Agility lets Articuno take a late-game sweeping approach, which, combined with Rest, can be difficult for weakened teams to stop.

Articuno cannot break through bulky Water-types, so it's best to cut your losses and have its teammates deal with them. Articuno is often used alongside Thunderbolt Chansey, Zapdos, or Jolteon, forming a two-pronged special offense that can be difficult for teams to counter; Jolteon also appreciates Articuno's Ground immunity. Additionally, Pokemon like Tauros and the ubiquitous Snorlax, which can muscle past physically frail Pokemon like Alakazam, are also of great assistance; Self-Destruct Snorlax also tends to help against Pokemon like Slowbro. Rhydon warrants consideration for reducing the holes opened up by Articuno's weaknesses to Electric and Rock. Gengar shuts down Persian offensively, has good Speed, and has access to Thunderbolt, all of which highly benefit Articuno; Gengar's Explosion also puts Chansey in KO range for Articuno's Double-Edge. Articuno functions best late-game when its bulky Water-type checks have been removed, though Team Preview often makes the opponent less inclined to use them, which frequently means aggressive double switching is necessary to force them in earlier than usual. Articuno can function as a mid-game tank if the opponent lacks a good check. If using Agility and intending to sweep, it's best to bring Articuno in upon a forced Rest from Pokemon like Exeggutor, letting it set up and attempt to muscle past. Articuno can arguably run Hyper Beam alongside Double-Edge despite the drawbacks, namely to finish off Starmie and Chansey from a minimum of 33.4% and 37.9%, respectively. However, it is somewhat difficult to fit into its moveset and comes at severe opportunity cost outside of these matchups.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
10
Waits 2-3 turns; deals double the damage taken.
 
Power
120
Accuracy
90%
PP
5
10% chance to freeze the target.
 
Power
65
Accuracy
100%
PP
20
33% chance to lower the target's Speed by 1.
 
Power
100
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
70
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
150
Accuracy
90%
PP
5
Can't move next turn if target or sub is not KOed.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
Accuracy
100%
PP
10
Random move known by the target replaces this.
 
Power
Accuracy
PP
30
While active, user is protected from stat drops.
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
20
Accuracy
100%
PP
20
Lasts forever. Raises user's Attack by 1 when hit.
 
Power
80
Accuracy
75%
PP
10
Charges turn 1. Hits turn 2.
 
Power
Accuracy
PP
20
While active, the user's Defense is doubled.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
140
Accuracy
90%
PP
5
Charges turn 1. Hits turn 2.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a Substitute.
 
Power
60
Accuracy
PP
20
Never misses, even against Dig and Fly.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
Accuracy
85%
PP
20
No competitive use.
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