Articuno QC (0/3)

CrushinDefeat

Defeat me if you can... Survive if I let you!
articuno.gif

"Cold! As! Ice! You know that you are
Cold, cold, as, as, ice, as cold as ice to me
Cold, cold, as, as, ice"

Overview
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  • + Great Defense and Special Defense
  • + Great HP
  • + Strong Special Attack
  • - Ice / Flying typing is weak to many threats in NU such as Archeops, Typhlosion, Electivire, Magmortar.
  • + Pressure good ability for stalling
  • - Very weak to Stealth Rocks
  • - sub par Speed
  • - Cryogonal is much nicer Special Attacker and faster
Offensive
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name: Offensive
move 1: Freeze Dry
move 2: Hurricane
move 3: Roost
move 4: Hidden Power Ground / U-turn / Substitute
ability: Pressure
item: Life Orb / Leftovers
evs: 252 HP / 4 SpA / 252 Spe
nature: Modest

Moves
========
  • Freeze Dry is a reliable STAB for Water-,Flying-, and Grass-types
  • Hurricane reliable for Grass and Bug types, useful for Fighting types as well
  • Roost to recover health
  • Hidden Power Ground for Electric-types, Fire-types, Steel and Rock too, good coverage.
  • U-turn can be used to deal damage while escaping from battle to avoid more damage.
  • Alternatively Substitute can be used for SubRoosting stalling opponents out.

Set Details
========
  • Max HP and Speed fore maximum offensive presence against threats
  • Life Orb to boost damage output.
  • Alternatively Leftovers can be used to regain HP, Articuno will need its health to be high at all times, Articuno benefits from gradually recovering HP each turn especially with its Ice / Flying-typing.
  • Agility can be utilized instead to allow investments in Special Defense instead.

Usage Tips
========
  • Use Hurricane for huge hits against opponents, especially against Lilligant, Leafeon, and Ludicolo. Ludicolo will usually be out with Rain allowing Articuno to capitalize on 100% accurate Hurricanes. Spam Hurricane against Sawk, Gurdurr, or Hariyama as well.
  • Roost when on low health, Roosting takes away flying neutrality and makes Articuno an Ice-type, be weary of Roosting on a Fighting-type as they may use a fighting move.
  • If using Substitute, Roost afterwords to regain HP. Remember only Roost if you THINK that Roost will allow you to keep your substitute.
  • Spam Freeze-Dry on Water-types such as Ludicolo, Samurott, and Feraligatr.
  • Alternatively after setting up a substitute, spam Freeze Dry and Hurricane against the opponent.
Team Options
========
  • Sandslash for Rapid spinning hazards away against opponents. Articuno's typing makes it a huge target when Stealth Rock is out. Sandslash is needed to get rid of Stealth Rock to prevent Articuno from suffering huge amounts of damage. Kabutops is also a viable choice as a spinner. Kabutops also resists Fire-types fairly well allowing it to handle them with ease, in case of an emergency.
  • Seismitoad is a strong partner as well effectively taking out all potential threats that Articuno faces whether this be Fire-types such as Pyroar, to Klinklang with the utilization of Earth Power. Seismitoad is also immune to Electric-types giving it the edge as a teammate for Articuno. In return Articuno resists Grass-types fairly well and has no problem taking them out.
  • Offensive presences such as Feraligatr, to set up and sweep opponents. Electivire is useful for absorbing Electric-moves with its ability, Articuno also protects Electivire from Ground-moves due to its immunity to the ground. Magmortar is also a useful teammate for taking out Steel-types utilizing Flamethrower or Fire Blast. Magmortar can also utilize Focus Blast against Rock-types as well.

SubToxic
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name: SubToxic
move 1: Toxic
move 2: Substitute
move 3: Roost
move 4: Freeze-Dry
ability: Pressure
item: Leftovers
evs: 248 HP / 124 SpD / 136 Spe
nature: Calm


Moves
========
  • Freeze Dry to hit pesky Water-types effectively but also SE against grass types.
  • Roost to recover HP Back, Articuno's typing isn't the strongest so recovery.
  • Substitute to help Articuno stay protected against opponents, and to stall out foes.
  • Toxic to poison foes causing them to take increasing levels of damage.

Set Details
========
  • 248 HP / 124 SpD / 136 Spe to allow Articuno space to outspeed opponents while still playing to its strong Special Defense.
  • Alternatively, Special Defense can be maxed out instead of outspeeding opponents Pokemon.
  • Outruns max Speed neutral base 70s (Modest Samurott / Ludicolo).
  • Leftovers to recover HP back every turn
  • Calm Nature to maximize Special Defense decrease in Attack.

Usage Tips
========
  • Toxic opponents, but take notice on what Pokemon to Toxic, as some Pokemon can outspeed Articuno, and use Substitute effectively defeating this moveset.
  • Roost against opponents when versing them Pressure will help cut their moves in half they'll run out
  • Sub stall with Toxic
  • Freeze Dry opponents.
  • Avoid Steel-types at all costs, switch out, Articuno has absolutely nothing to take out Steel-types in this set. Its best to switch into a Pokemon such as Seismitoad being resistant to Steel- and Fire-types as well.
  • In conjunction with Pressure, use Subsitute against Pokemon with moves that can be Super effective to Articuno such as Stone Edge and Fire Blast, this allows them four oppertunities to attack Articuno with a chance at missing a move.
Team Options
========
  • Rapidspinners such as Sandslash crucial for Stealth Rock. Sandslash is also immune to Electricity making it perfect for switching in on Electric-types. Kabutops can also be used as a rapid spinner resisting Fire-types, Articuno shields it from Grass- and Ground-types as well.
  • Other Offensive Teammates: Feraligatr, is dangerous setting up with either Swords Dance or Dragon Dance, effectively becoming a Sweeper capable of wiping out the opponents team, often taking care of dangerous Rock-types such as Archeops. Lilligant, Typhlosion is a great partner that can take out Steel-types for Articuno. Along with Typhlosion, Magmortar is also very useful being able to utilize Focus Blast and Flamethrower against Steel-types such as Klinklang and Steelix.
  • Seismitoad, one of the best partners for Articuno resisting its weakenss's being able to take out threats easily. Immune to Electricity! In return Articuno resists Grass-moves allowing the two to switch in and out against threats such as Electivire, and Lanturn.

Other Options
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  • Tailwind
  • Ice Beam
  • Ice Shard
  • Defog
  • Heal Bell
  • Haze
  • Agility
Checks & Counters
########

**Fire-types**: Magmortar and Typhlosion have no problem breaking through Articuno's defenses with their strong Special Attack. Magmortar can access both Fire Blast and Thunderbolt causing huge damage against Articuno. Choice Specs Modest Typhlosion can OHKO specially defensive Articuno. Pyroar is also very dangerous against Articuno with access to Flamethrower and Will-O-Wisp applying pressure while dealing damage.

**Stealth Rock**: Due to Articuno's unique Ice / Flying-type, Articuno is plagued by Stealth Rocks, as it takes 50% damage from Stealth Rock. This leaves Articuno in a very scary position, especially against faster Pokemon that can capitalize on it.

**Steel-types**: Klingklang and Steelix can utilize moves such as Gear Grind, Iron Head which are very deadly against Articuno. Klingklang can also utilize Wild Charge while Steelix has access to Stone Edge and Rock Slide, effectively 2HKO'ing Articuno. Both Klingklang and Steelix resist Ice- and Flying-types and are also immune to Toxic.

**Rock-types**: Regirock and Archeops are extremely dangerous against Articuno. Regirock's access to Rock Slide and resistance to Ice- and Flying- moves can cause Articuno to faint fairly quickly. On top of this, Regirock can set up with Curse and can remove status inflictions with Rest. Archeops, with its vigorous speed can utilize Rock Slide as well, but can OHKO Articuno with Head Smash. Probopass is also dangerous, resisting Ice- and Flying-types as well as hitting super effective STAB moves, and also can access Stealth Rock as well.

**Bulky Walls**: Walls such as Audino, Muk, and even Ferroseed are problematic towards Articuno, all posing their own status inflictions as well as having strong defenses to contain any amount of offense that Articuno boasts. Easily stalling Articuno in its tracks with very little risk.
 
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This doesn't look QC ready to me. o0

Offensive should be the first set. Specially Defensive should be:

SubToxic
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name: SubToxic
move 1: Toxic
move 2: Substitute
move 3: Roost
move 4: Freeze-Dry
ability: Pressure
item: Leftovers
evs: 248 HP / 124 SpD / 136 Spe
nature: Calm

Outruns max Speed neutral base 70s (modest samurott/ludicolo). Naming it Specially Defensive gives off the vibe that it's supposed to be used as a dedicated wall, which it's not.

Under Usage Tips for this set, mention that you can spam Sub to stall things out of moves with Pressure. A good example would be a Stone Edge user, as they only get four uses of the move. Afterwards, a lot of Stone Edge users won't be able to touch Articuno anymore.

Also make sure you include specific examples of things throughout. Team Options should have actual examples of Pokemon that can fulfill the role you're describing and why they are good at that role alongside Articuno.

Oh also slash Sub with HP Ground on offensive. SubRoost owns.
 
I personally like using heal bell, though Audino is obviously a better cleric, it can still come in handy, with his bulk there is always a chance to use it. It could just be thrown in the other options.
 
Uturn is a great option on offensive Articuno, allowing Articuno to pivot out on walls it can not break. Hidden Power Fighting seems much worse than HP Ground remove it and replace it with Uturn as the primary slash. I wanted to try to fit Defog somewhere in there on the offensive set but I think Uturn is a much better option. And also Leftovers should get a slash as the item, LO with rocks up forces Articuno to either roost or get rid of the harzards.

Your Usage Tips are lacking, Hurricane hits hard is not a good one cause its so obvious lol. Also roosting right after sub kind of defeats the purpose of subbing. Pls expand.

Your team options are pretty vague other than the obvious hazard control. Why toad? Why hard hitters? Mention some pokemon to beat steel types and special walls.

In the Sub Roost Usage tips please tell people how to beat steel types, and to watch out for pokemon with substitute who prevent toxic.

Team options need more work, aside from the obvious hazard control mention pokemon to take care of Steel-types who completely wall this set.

In C&C you still need examples for Rock-types. Add in substitute which totally screw over the toxic set.
 
Some thoughts:


Hidden Power Ground for Electric-types, Fire-types,

Are there any 2hitkoes that hp ground is getting on elecs/rocks which freeze dry isn't?

Also, i view it like this: hp ground is for steels, then gets a somewhat stronger hit vs rocks and elecs (what threatens you a lot) and an accurate and still fairly powerful option vs. fires.

Max HP and Speed for maximum offensive presence against threats

SpA?
  • Substitute can be used instead of HP Ground for SubRoost
Remove this mention since it's slashed already plz
  • If using Substitute, Roost afterwords to regain HP.
To add to what montsegur said, roost only if you think that roost will let you keep the sub when you lose it otherwise. Like, say

0 Atk Piloswine Icicle Spear (3 hits) vs. 0 HP / 0 Def Articuno: 42-51 (13 - 15.8%) -- possibly the worst move ever
(14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 17

Ofc it can eq, but it probably won't.
  • Alternatively after setting up a substitute, spam Freeze Dry in case the opponent
Or hurricane?
  • Sandslash for Rapid spinning rocks away against opponents
Elaborate on why. Maybe also mention kabu since fire
  • Defoggers for Rocks
Any in particular?
  • Seismitoad
I assume you will elaborate when you write here, so yea dont forget i guess.

Set Details
========
  • 248 HP / 124 SpD / 136 Speed to allow Articuno space to outspeed opponents while still playing to its strong Special Defense.
Mention the stuff hollytree said it outspeeds ya? Maybe mention max SpD spread if you dont care about outspeeding that stuff


  • Defoggers Togetic
Why togetic? Any others? Does articuno have ass synergy with every defogger or is it just me?
  • Rapidspinners Sandslash crucial for Stealth Rock
Maybe kabu, again?

Why do you need spinblockers btw?
  • Seismitoad, one of the best partners for Articuno resisting its weakenss's being able to take out threats easily. Immune to Electricity!
Articuno resists grass for it btw.

Other Options
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  • Extrasensory
So, extrasensory seems pretty worthless. At best hits some not-that-threatening poisons as hard as hurricane. Fighters should be caned anyhow.



Checks & Counters
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**Fire-types**: Magmortar and Typhlosion have no problem breaking through Articuno's defenses with their strong Special Attack.

Does pyroar? Might as well complete the trio

**Stealth Rock**: Due to Articuno's unique Ice / Flying-type, Articuno is plagued by Stealth Rocks, as it takes 50% damage from Stealth Rock

**Steel-types**: Klingklang and Steelix can utilize moves such as Gear Grind, Iron Head which are very deadly against Articuno.

And resist ice, flying, plus tox immune.

Given that the primary set is offensive, is it safe to say that bulky walls that wall it are worth mentioning? Also, muk for the defensive set.
edit: thanks, not a qc if i gave that impression
 
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Offensive:

Why does the offensive set have 252 HP (which is wrong for more than 1 reason)? Slashing Timid is probably a good idea too, as it can outspeed Adamant Sawk and Kanga and even positive Magmortar and Kabutops. Its speed tier isn't as useful as last gen but it's still nice to outspeed those threats. I also would like to support having Ice Beam on the set, slashed with Freeze Dry. While Freeze Dry is undoubtedly useful, far too often it simply lacks the power to secure KOs, especially against neutral targets where you have to rely on Hurricane instead. Especially with Leftovers the increase in power is huge as unboosted Freeze Dry hits like a wet towel.

"Agility can be utilized instead to allow investments in Special Defense instead."
What does this mean? Agility is used to secure a late-game sweep/cleanup.

"Use Hurricane for huge hits against opponents, especially against Lilligant, Leafeon, and Ludicolo."
Leafeon is hit hard enough by Freeze Dry, same for Ludicolo which is mentioned as such later anyway. I wouldn't mention Grass types at all in this section, instead focus on the good neutral coverage Articuno gets from it (the mention of fighting types can stay).

In Team Options for the offensive sets, I would like to see Toxic Spikes support, as obviously SubRoost works well with that (and even without sub cuno is still bulky enough to take advantage of the residual damage). Magnet Pull Probopass also deserves a mention, sets without HP Ground appreciate Steel types gone (and can even bait them in with U-turn if it's used).
Seismitoad should be removed from Team Options as it has huge typing overlap with Sandslash and Kabutops. Spinners are much more important as partners and between the two of them they can do anything Seismitoad can according to the bullet point.


SubToxic:

In Moves mention how Substitute helps Articuno avoid status and how it allows it to beat opponents in combination with Roost and Toxic. (basically don't only look at each individual move in a vacuum but also how they work with each other)

Set Details need to be changed, you're talking about Speed in 2 different sentences which can easily be merged. There is no mention of Pressure which is very important for the set so definitely mention it.

"Freeze Dry opponents." in Usage Tips literally tells me nothing. Expand on what Freeze Dry does for Articuno (added chip damage, finishing off weakened foes, hitting poison types etc).

Again, remove Seismitoad from TO, mention hazard support to help with wearing down opponents (definitely mentions spikers, Garbodor sounds like a great teammate).
 
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