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Articuno

In-battle formes

HP:90
Attack:85
Defense:100
Sp. Atk:95
Sp. Def:125
Speed:85
Min (-ve nature, 0 IVs)157
Default206
Max Neutral269
Max Positive295
Max Neutral (+1)403
Max Positive (+1)442
Max Neutral (+2)538
Max Positive (+2)590
RarelyUsed
Defensive Defog266

Strategies

Formats:
Written by zizalith

Overview

Articuno is an excellent support Pokemon on stall and balance teams due to its access to the rare Pressure, which allows it to keep Stealth Rock off the field against passive users of the move, such as Registeel and Palossand, while its great defensive stats let it act as a blanket check to various offensive entry hazard setters like Nidoqueen, Roserade, and Golisopod. Articuno is also excellent at stalling out common defensive cores due to its ability to avoid status through Heal Bell or Substitute and burn through the foe's PP. Articuno's ability to break common cores can allow it to support more offensive teammates and helps mitigate its issues with passivity. However, Articuno's weak defensive typing makes it particularly vulnerable to Stealth Rock; entry hazard setters that can exploit its weaknesses heavily limit its effectiveness throughout the match. This makes it a particularly matchup-dependent Pokemon. On one hand, it can easily dominate matches where the opponent relies on passive setters like Bronzong; however, it can be a dead slot on teams that use Pokemon such as Metagross and Diancie to set up Stealth Rock. Finally, while Articuno has an amazing matchup against passive teams, it struggles to take on more offensive builds, where Pokemon like Salazzle and Raikou can take advantage of its weak damage output.

Defensive Defog

Move 1
  • Defog
    -1 evasion; clears user and target side's hazards.
    TypeFlying
Move 2
  • Freeze-Dry
    10% chance to freeze. Super effective on Water.
    TypeIce
    CategorySpecial
    Power70 BP
    Accuracy100%
Move 3
  • Roost
    Heals 50% HP. Flying-type removed 'til turn ends.
    TypeFlying
Move 4

Moves

Defog is Articuno's main niche and allows it to neuter Pokemon such as Registeel and Bronzong, rendering them useless and unable to fulfill their main purpose on teams. Freeze-Dry is a reliable STAB move that lets Articuno beat Water-types like Blastoise easily. Its high PP should also be noted, as it allows Articuno to PP stall its targets more easily. Heal Bell lets Articuno act as a cleric for its team as well as beat passive Pokemon that rely on Toxic for damage, such as Registeel or Cresselia. This move is particularly useful on stall teams, where Articuno cannot afford to be statused on the switch. Alternatively, Substitute can be used to help Articuno PP stall moves such as Stone Edge from Rhyperior and Power Gem from Diancie, as well as avoid status, although it makes Articuno more vulnerable to being statused on the switch. Substitute notably allows it to potentially stall through defensive cores.

Set Details

The given spread lets Articuno outspeed Choice Band Tyrantrum and Taunt + Toxic Mandibuzz, both common nuisances against bulkier teams, while the remaining EVs are poured into HP and Special Defense to help Articuno wall threats such as Mega Blastoise and Roserade. Slower and bulkier spreads are also viable. Some relevant Speed benchmarks include Adamant Tyrantrum and Modest Nidoqueen. Pressure immensely aids Articuno in PP stalling several moves such as Toxic and Stealth Rock.

Usage Tips

It's important to have the field clear of entry hazards before sending Articuno out. If the opponent's entry hazard setters are walled by Articuno, hard switch it into them to prevent having to take Stealth Rock damage and use Defog to remove them afterwards. Heal Bell variants have a lot more leeway against Toxic users like Registeel; with Pressure, it has enough PP to stall out a single Pokemon's Toxic. If running Substitute, try to predict whether the opponent will try to use Toxic against Articuno as it switches in, as it is heavily crippled if statused. Preserve Heal Bell's PP as much as possible; for example, switch to a Steel-type on a predicted Toxic. While Articuno can beat a single Toxic user one-on-one, multiple users of the move can overwhelm Articuno teams with little trouble. If Stealth Rock has been set up on the field already, avoid using Articuno to remove it unless absolutely necessary. Try to use Articuno's teammates first, or position your team to force the opponent to use Defog themselves. Pressure can be used to stall through a specific threat, but Articuno can also be switched into moves throughout the match to slowly stall out their PP, especially against moves such as Defog, Toxic, and Scald.

Team Options

Articuno is a good choice on bulky teams like stall and balance. As such, Pokemon commonly found in these archetypes generally work well with it; staples like Milotic, Registeel, and Mandibuzz, for example, synergize well with Articuno. While Articuno is an excellent Defogger, it won't be consistent if it is the sole entry hazard remover in a team due to the existence of Pokemon like Rhyperior and Metagross. Other removers like Mandibuzz and Donphan can keep entry hazards off the field against these Pokemon. Articuno is setup bait for many dangerous offensive Pokemon, so bulky teammates like Donphan, Bronzong, and Pyukumuku can help mitigate its weak offense matchup. Fire-type switch-ins, like Gigalith and Goodra, can check Pokemon such as Salazzle and Ninetales that can set up on Articuno. In return, Articuno can help whittle down walls for them to wallbreak later on. Cleaners like Mega Sceptile and Ditto appreciate Articuno's ability to shut down defensive answers like Registeel and can help pressure the opponent more offensively.

Other Options

Hurricane can be used as Articuno's STAB move, letting it nail Fighting-types such as Virizion, Hariyama, and Passimian as well as hit neutral targets harder, including Fire-types like Salazzle, although the coverage and PP provided by Freeze-Dry are otherwise far superior. Haze can let Articuno act as a pseudo-Unaware Pokemon on stall teams, although it has trouble fitting it on its moveset. This move, however, notably allows Articuno to prevent Stealth Rock from Calm Mind Necrozma.

Checks and Counters

Offensive Steel-types: Metagross's ubiquity in the tier and ability to easily scare out Articuno mean that it will always be able to set up Stealth Rock on its face. Less commonly, Pokemon such as Klinklang and Escavalier can also force Articuno out.

Rock-types: Pokemon like Tyrantrum and Lycanroc can get free turns off Articuno and force it out. Diancie, Gigalith, and Rhyperior can set up Stealth Rock on Articuno, although they must be wary of Substitute variants.

Fire-types: Articuno invites Fire-types such as Ninetales and Salazzle, which are a huge pain for the bulky teams it is usually found on.

Wallbreakers: Wallbreakers such as Raikou, Necrozma, and Virizion can take advantage of Articuno's passivity and set up on its face.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
20
For 5 turns, damage to allies is halved. Hail only.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
15
-1 evasion; clears user and target side's hazards.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
20
10% chance to make the target flinch.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
70
Accuracy
100%
PP
20
10% chance to freeze. Super effective on Water.
 
Power
60
Accuracy
90%
PP
10
Always results in a critical hit.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
110
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
35
Accuracy
100%
PP
35
No additional effect.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
40
Accuracy
100%
PP
25
10% chance to freeze the foe(s).
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
30%
PP
5
OHKOs non-Ice targets. Fails if user's lower level.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
60
Accuracy
100%
PP
10
User and foe fly up turn 1. Damages on turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
15
For 4 turns, allies' Speed is doubled.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
40
Accuracy
100%
PP
20
20% chance to make the foe(s) flinch.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
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