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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

Formes

Strategies

  • en
Written by vmnunes

Overview

Draft Order: Round 7 onwards

Price Range: 3-4 points

Overview: Articuno is a decent low-cost option to patch up a weakness to certain special attackers while also bringing some valuable utility. It is unfortunately crippled by a horrendous defensive typing that leaves it with few notable resistances, forcing it to rely on its natural bulk to check opposing threats most of the time and locking it into Heavy-Duty Boots to avoid damage from Stealth Rock. Despite that, it is still capable of checking several noteworthy attackers that lack Rock-type coverage such as Tornadus-T, Latios, and Ursaluna-B, with Pressure helping it stall out powerful attacks from these Pokemon such as Blood Moon, Luster Purge, and Draco Meteor.

Common Roles

Defensive Wall: Articuno has good special bulk as well as reliable recovery, allowing it to perform the role of a special wall quite effectively as long as the Pokemon it is trying to check do not have ways to hit its crippling weaknesses. It can also effectively prevent setup due to having access to both Haze and Roar as well as acting as a solid pivot with U-turn. While it does have a lower Defense stat, it is also able to check physical attackers in a pinch due to its good natural bulk as long as they don't have Rock-type coverage.

Late-game Cleaner: With Agility, an offensive Articuno set can be used as a late-game cleaner once the opposing team is weakened enough. However, this set is heavily reliant on both support from its teammates and Terastallization, as Articuno has near nonexistent coverage moves and its Special Attack is average at best, often requiring a damage-boosting item to do any notable damage.

Common Moves

Primary STAB Moves: Ice Beam, Freeze-Dry, Hurricane, Air Slash, Brave Bird, Triple Axel, Ice Shard

Setup Moves: Agility

Utility Moves: Roost, U-turn, Haze, Roar, Reflect, Light Screen, Tailwind, Feather Dance, Ice Spinner

Coverage: Tera Blast, Water Pulse, Ancient Power

Niche Moves

Icy Wind: Icy Wind can be used as a form of speed control against a threatening Pokemon, and it can allow Articuno to get an extra attack off against its opponent.

Weather Ball: When paired with weather-setting teammates, Weather Ball can be used to give Articuno much-needed coverage.

Weather-changing Moves: Articuno has access to all four weather-changing moves, allowing it to potentially be used to disrupt opposing weather strategies and enable its teammates.

Common Items

Heavy-Duty Boots: Articuno is a defensive Pokemon with a double weakness to Stealth Rock. This fact makes Heavy-Duty Boots effectively mandatory on sets other than late-game cleaners and ones that use Tera to change its typing.

Niche Items

Leftovers: In situations where you are going to use Tera on Articuno or when the opponent somehow doesn't have a Pokemon that can set Stealth Rock, Leftovers can be a superior choice to Heavy-Duty Boots in order to give Articuno more longevity.

Resistance Berries: If Articuno is able to avoid damage from Stealth Rock, a Resistance Berry can be used to help it check a threatening attacker.

Damage-boosting Items: Offensive Articuno sets need all the help they can get in order to perform their job well. Items that boost one of its STAB attacks and generic damage-boosting items such as Life Orb can be used to give it the push it needs to be a more effective late-game cleaner.

Weakness Policy: Alongside Agility and Tera, Weakness Policy can be used to make Articuno a much more threatening cleaner, using its natural bulk to survive a hit and activate Weakness Policy.

Light Clay: Light Clay can be used for more offensive strategies that utilize Articuno as a lead to set up dual screens and then attack or pivot to a teammate.

Tera

As a cheap, low-tier Pokemon, Articuno should rarely be considered for one of your Tera Captains. However, if paired with a very high-cost Tera Captain, Articuno can be a good choice for your secondary Tera Captain. It greatly benefits from Tera changing its awful defensive typing into a much better one such as Tera Water, Fairy, and Steel, allowing it to be much more effective at checking different threats. Tera Water in particular also gives it access to near-unresisted STAB coverage by using Freeze Dry alongside Tera Blast Water, being very helpful for both defensive and offensive sets alike. Offensive Articuno sets also benefit greatly from Tera, as it has effectively no natural coverage, and it can use Tera types such as Tera Ground and Fire to greatly support its natural Ice-type moves.

Draft Strategy

As an extremely low-tier Pokemon, you should not build your draft around Articuno. Instead it should be used to assist in filling in gaps and deal with specific weaknesses for your draft. With that in mind, these are some things that you should have in your draft in order to be able to make the most out of Articuno:

Wallbreakers: Articuno can support wallbreakers by taking hits for them and by pivoting to them with a slow U-turn. Pokemon such as Iron Valiant, Raging Bolt, and Garchomp have good synergy with Articuno, as it is able to take most hits that would be aimed at them.

Entry Hazard Control: Having reliable entry hazard removal is already vital for most drafts, but it is nearly mandatory if you plan on using anything but Heavy-Duty Boots on Articuno. Pokemon such as Great Tusk, Iron Treads, and Blastoise can fulfill this role and take on most or all of Articuno's weaknesses.

Entry Hazard Setters: Having good entry hazard support is essential if you want to try using Articuno as a late-game cleaner. Entry hazards also allow Articuno to use Roar as a way to spread chip damage on the opposing team. Pokemon such as Hisuian Samurott, Ting-Lu, and Iron Treads are effective hazard setters that can fit into most drafts.

Physically Defensive Pokemon: While Articuno can check several special attackers, many physical attackers can easily break past it with their coverage moves. Having Pokemon that can reliably check physical attackers such as Great Tusk, Landorus-T and Scream Tail makes it much less of a hassle to bring Articuno to a game.

Checks and Counters

Rock-type Coverage: Rock-type coverage moves are surprisingly common on a lot of Pokemon, even on special attackers, though many of them often prefer not to run them. If Pokemon such as Kyurem, Greninja, and Darkrai have a free moveslot, they can fit these moves and easily get rid of an Articuno that was meant to try and check them.

Steel-type Pokemon: Articuno has no natural way to deal any reliable damage to most Steel-types, and most Steel-type Pokemon are also able to hit it for massive damage with strong physical attacks. In most cases, pivoting out with U-turn is the best thing Articuno is able to do against these Pokemon.

Knock Off: If Articuno loses its Heavy-Duty Boots, it is suddenly taking massive damage every time it switches into Stealth Rock, effectively nullifying any defensive potential it might have.

Strong Physical Attackers: Articuno is generally built to check special attackers, so it is usually vulnerable to strong physical wallbreakers such as Palafin, Urshifu-S, and Sneasler that can break through it even without super effective coverage.

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
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Snow.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
Lowers the target's Attack by 2.
 
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
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
30
Eliminates all stat changes.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
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
80
Accuracy
100%
PP
15
Ends the effects of terrain.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
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
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
5
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
30%
PP
5
OHKOs non-Ice targets. Fails if user's lower level.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
For 5 turns, snow falls. Ice: 1.5x Def.
 
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
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
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
20
Accuracy
90%
PP
10
Hits 3 times. Each hit can miss, but power rises.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
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