Articuno (Agility)

Metric

is banned in America
is a Tiering Contributor Alumnus
http://www.smogon.com/dp/pokemon/articuno

Been using this Articuno for a little while now to some success, seeing as people often assume Aritcunos to be defensive, they are quite surprised when they find out it is the sweeping kind. I also noted that the Articuno analysis lacks an offensive moveset which is a bit of a shame.

[SET]

name: Agility
move 1: Agility
move 2: Ice Beam
move 3: Roost
move 4: Hidden Power Grass / Hidden Power Ground
item: Life Orb
ability: Pressure
nature: Modest
evs: 152 HP / 252 SpA / 104 Spe

[SET COMMENTS]

<p>This set sees Articuno break from its usual role as a defensive pokemon and attempts to sweep by boosting its rather average speed. Articuno sports a respectable base 95 special attack, which when amplified by a Life Orb is more than sufficient enough to work within the UU tier.</p>

<p>The premise of the set is simple enough, by virtue of Articuno's good defences, switch in on opponents Articuno can either take on, or scare away, then Agility to initiate the sweep.</p>

<p>As always, Stealth Rock is a real thorn in Articuno's side and is even more problematic when you consider Articuno will be losing 10% of its HP from each attack due to Life Orb recoil. For this reason, Roost is a real help on this set, allowing Articuno to lengthen its sweep, or recover Stealth Rock damage.</p>

<p>Ice Beam on the set is a given, however subsequent moves will depend on what you want to be able to hit harder. Hidden Power Grass is the primary option, as it helps you to strike pokemon such as Gastrodon and Lanturn that like to switch into Articuno hard as well as threats such as Kabutops and Omastar. In terms of coverage, Hidden Power Ground is the best way to go. You won't be hitting Water-types as hard, but the Ice/Ground attacking combo hits everything in UU for at least neutral. Hidden Power Ground will also help out against Probopass and Fire-types, Pokemon which with Hidden Power Grass you would have difficulties with.</p>

<p>The given EVs allow Articuno to reach a speed of 464 after an Agility, outspeeding Timid Scarf Rotom, and pretty much the rest of the UU metagame.</p>

<p>Even with Articuno firing on all cylinders with a Modest nature and a Life Orb to boot, the typical special walls of UU such as Hypno, Grumpig and Clefable can still soak up Articuno's attacks, and thus should be weakened before attempting a full-fledged sweep. The set lacks the power needed to compete in the OU environment, so don't try using it there.</p>
 
HP Electric should just be scrapped altogether unless you're afraid of RestTalk Mantine stalling you to death (any other Mantine set will succumb to Ice Beams before it can kill Articuno with Toxic), and mentioned in the set comments. HP Grass should be the primary option, and HP Fighting second. Extrasensory is not useful enough to warrant a spot over Roost or Hidden Power, so I don't think it should be mentioned at all, really. Hidden Power Flying should be mentioned alongside HP Electric in the set comments.

252 Speed EVs seems quite excessive. I'd just go with enough to outpace Swellow or Scarf Primeape/Rotom (if possible) after an Agility, then throw the rest into defenses.
 
This set sees Articuno break from its usual role as a defensive pokemon and attempts to sweep by boosting its rather average speed
Sounds better.

its HP from each attack
Possessive.

allowing Articuno to lengthen its sweep, or recover Stealth Rock damage.
Sounds better.

I personally like Articuno so I'll give this set a shot next time I log on to Shoddy to ladder. Thanks have a nice day ^^.
 
Yeh, I also think that much Speed is a bit un-needed. The fastest thing I can think of in UU is probably Swift Swim Omastar which tops at 418 Speed (one point ahead of Electrode), or 458 if Timid (which is almost never). However, there is Qwilfish which will have the same Speed stat as this Articuno (after a Rain Dance), but then you're still only tying at best and probably not OHKOing Qwilfish (Hidden Power Electric or Extrasensory might, though). I'm not sure if tying with Qwilfish warrants maximum Speed, however.

Kabutops generally goes for around 210 Speed (before Rain Dance) so it can out-speed everything else after Rain Dance, by hitting 420.

As you can see, it's only really Swift Swimmers that are getting anywhere near Articuno at max Speed after an Agility, as you're currently getting to a massive 538 Speed, which is more than enough to out-speed Deoxys-S! You should probably lower the Speed EVs to beat a few Swift Swimmers (getting to 422+ after Agility) and pump up a Defense stat. If you're not worried about Rain Dance teams, you only really need to out-speed some Choice Scarf users.

Actually, I just realized a lot of people go for +Speed nature Choice Scarf still (mainly Rotom), but I don't want to delete everything I just said because it's not exactly useless lol.

Rotom tops at 463 Speed if Timid with a Choice Scarf, which is still miles less than your Articuno after an Agility. I don't recall seeing anything such as Jolly Scarf Primeape.. so anything more is probably getting a bit silly.

235 seems okay, but then the 100 base speed Pokémon with no Speed EVs are at 236, and while I can only think of Miltank that might run that, you might as well go for a 237 Speed stat with the rest in a Defense. Then we're running into the debate of what to out-speed without an Agility though, I don't want to think that hard right now and I can't think of any neutral base 70's in UU that don't run Speed EVs anyway. But yeh, I'm going to shut up now lol.
 
Ugh, not this set. I remember losing to it many times, due to never have seen an Articuno that actually does something.

Hidden Power Electric is pointless, go with Grass. It hits the things that are actually threats to you, like Kabutops or Omastar.

I would go Roost, myself. Unless you have great Spin support, LO and Stealth Rock will tear you down, which you don't want at all.
 
Thanks for the input.

I edited in the changes by Servant, included HP Flying/Fighting and removed HP Electric, as HP Grass really was more useful.

I changed the EVs to 152 HP / 252 SpA / 104 Spe (and the comments accordingly), though I'm not 100% sure on them. So thoughts on the set and spread are very much welcome.
 
I actually like this set but I think it warrants a little more discussion if possible. If more people can agree I'll be happy to throw this set in.
 
Hidden Power Flying really isn't that useful. You could use the same argument for Hidden Power Water, which hits Fire types, the Nidos, and Probopass SE. Oh, wait a minute.
 
Hidden Power Fighting is a viable option. Hidden Power Flying gets a mention because not only does it get STAB, and will at least hit Fire-types for neutral damage.

Hi Metric.

Nice analysis, but a couple of things.

I rejigged the end of that sentence, as all hidden powers provide damage against fire types, just some more than others.

What about HPGround? It hits Lanturn, Probopass, a number of the swift swimmers, and fire types all for SE damage ... it loses coverage to Gastradon but it seems like its worth considering.
 
Hey ODDish.

Great idea with HP Ground. I decided to change the options to HP Grass/Ground (and comments accordingly), and after playtesting, I can say those are only the two that are really worth using on this set.
 
I'll give this threat a little more time if necessary. Whenever I feel that it's ready to be added I'll put in the word.
 
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