But really though, I literally just c/p NU sets and change the partners 'n stuff (seriously, I don't do this on purpose I just feel as though these deserve sets, especially 'cuz spdef art totally isn't worth the dedicated spin support lol). Also I like berd.
i am artist
[SET]
name: Offensive
move 1: Ice Beam
move 2: Hurricane
move 3: Substitute / Hidden Power Ground
move 4: Roost
item: Life Orb
ability: Pressure
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe
[SET COMMENTS]
[ADDITIONAL COMMENTS]
Why This Set Deserves To Be On-Site:
Since I know the biggest point of contention is going to be "Why use this over Moltres?", since they're very similar, I'll just make this section about that, ok? Ok. If there are other issues than be sure to bring them up so I can do what I can to answer them ^_^
i am artist
[SET]
name: Offensive
move 1: Ice Beam
move 2: Hurricane
move 3: Substitute / Hidden Power Ground
move 4: Roost
item: Life Orb
ability: Pressure
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe
[SET COMMENTS]
- Due to its naturally high Special Attack and good bulk, backed by strong, high-power STAB moves, Articuno can be a very dangerous offensive threat despite its crippling SR weakness
- [Longish-winded blah on its pros & cons against Moltres]
- STAB Ice Beam is super chill (i'm funny) in RU due to limited long-lasting responses to them, and generally pops stuff
- Hurricane gives Art something most Ice-types could only dream of: a solid secondary STAB move. This allows it to smash most relevant Ice resists, including Entei, Esca, and Slowking (solid chance to 2HKO w/SR, guaranteed by a layer of Spikes), making the shaky acc. somewhat of a necessary evil
- Articuno finds several opportunities to set up Substitute, at which point it can effectively avoid status that would otherwise cripple it, notably Scald burns and Toxic from bulky Water-types that switch in (even though they basically all lose 1v1 barring really bad luck '~'), PP stall Stone Edges, Fire Blasts, and such (thanks to Pressure !_!), force would-be checks such as Lanturn to Volt Switch out and take hazards damage, etc. It also minimizes the risk associated with missing Hurricane
HP Ground is worse, use SubHP Ground allows Articuno a more immediate method of damaging Steel-types+Lanturn / Kabutops while also hitting Fire-types hard without having to risk Hurricane missing, and although most Steel-types are being hit neutrally by one of Art's STAB moves it is the better option if the team can't afford Spikes support to wear down such Pokemon- Roost allows Articuno to remain healthy and even occasionally switch in on weaker special attackers with SR up, allowing to maintain its HP throughout a match, PP stall certain threats, and so forth
[ADDITIONAL COMMENTS]
- A Timid nature can be used to get the jump on + Speed Base 80's such as Gallade and Kabutops, as well as outpacing Smeargle and Timid Nidoqueen
- More EVs can be pooled into bulk to beef up Aritcuno's subs, allowing it to more comfortably take attacks from Slowking and such
- HP Fighting / Fire can both be used over HP Ground to hit Ice-types such as Cryogonal and Glaceon without having to resort to Hurricane while maintaining coverage against Steel-types
- Articuno can be used in the context of hail teams, with its good secondary STAB and reliable recovery helping to distinguish it from other Ice-types (though Ice Body would be really cool for giving more reason to use it over Rotom-F :[ ), in which case it could run Blizzard reliably
- Rapid Spin. Kabutops is the most suitable partner for this end, offering solid synergy offensively a ok synergy defensively and consistently removing hazards while retaining a good offensive presence
- As with most berds, Articuno appreciates Spikes support since 90% of its checks and counters are worn down by them. Smeargle is usually the one-stop shop for faster hazards, though Scollipede and Qwilfish are equally viable partners
- CB Spiritomb is really cool for eliminating / wearing down special walls without having to rely on consecutive Hurricane hits while also doubling as a spin-blocker. Also soft-checks Cincinno, whose multi-hit moves (Rock Blast in particular obviously) donk Articuno regardless of sub
- Checks for Klinklang don't hurt, since it has the bulk to take a hit or two and set up a Shift Gear and proceed to smash through it sub or no. Entei, Emboar, and Rotom-C all accomplish this fairly well
Why This Set Deserves To Be On-Site:
Since I know the biggest point of contention is going to be "Why use this over Moltres?", since they're very similar, I'll just make this section about that, ok? Ok. If there are other issues than be sure to bring them up so I can do what I can to answer them ^_^
- Handles Water-types better: While both Articuno and Moltres' non-Flying STABs are resisted by Water-types, Articuno, unlike Moltres, can stay in on such Pokemon and even beat a fair amount of them 1v1 instead of being scared out. Articuno is very capable of subbing up on several common bulky Water-types, with all but Slowking and Lanturn consistently failing to break Articuno's uninvested Substitutes with their STAB attacks, with the latter being forced to switch out (Volt Switch) and take another round of hazards damage as well as Ibeam / Hurricane damage only to break its sub and with a moderate investment in bulk (80 HP EVs to be precise) even Slowking's Scald never breaks its sub. Moreover, not being constantly scared out by Aqua Jet is really nice.
- Generally Bulkier: Though this slightly overlaps with the first point, it really does deserve its own section. Articuno's better defenses are really critical, as they allow it more leniency switching in, which really counts when hard-pressed to spin away Stealth Rock (since Articuno can switch into a fair chunk of defensive Pokemon with SR up and just Roost off the damage later). This also helps in taking priority attacks from Pokemon such as Absol, even taking a Volt Switch from Scarf Rotom-C and Roosting off most of the damage. This also makes Articuno much better at capitalizing on Pressure, since it can often take a hit in a pinch if need be.
- Ice STAB =/= Fire STAB: Kinda obvious, but it's a big deal .-. Having Ice STAB grants Articuno certain liberties that Moltres can't afford. For instance, Articuno can actually use Substitute to good effect without having to be constantly weary of Rhydon switching in and taking it out. Being able to handily punch through Pokemon such as Druddigon, that has [finally] increased in usage substantially is also a pretty big deal.