Gen 1 Articuno (Ubers) [QC 2/2] [GP 2/2]

LTG

It’s always gaming time
is a Pre-Contributor
[OVERVIEW]

Articuno’s Blizzard is the strongest attack in RBY that is not Explosion or Hyper Beam. It can even outdamage Mewtwo’s mighty Psychic against neutral targets if both are unboosted. Articuno specializes in tearing huge holes in opposing teams, achieving things like 3HKOs on Mew and Snorlax, 2HKOs on Tauros, Exeggutor, and Zapdos, and clean OHKOs on Rhydon and Golem. Blizzard is very easy to spam, as even resistant Pokemon usually take noticeable damage. The move also comes with a nice chance to freeze and disable a foe for the rest of the game. Articuno also is decently bulky and can take a few strong attacks. For example, Tauros's Body Slam usually takes less than a quarter of its health, assuming it does not get a critical hit.

However, Articuno's movepool is abysmal, with almost exclusively Ice- and Normal-type moves to choose from. The latter come off of its mediocre Attack stat, leaving it unable to deal with certain bulky Pokemon like Cloyster and Starmie. Articuno is also rather slow, requiring paralysis support or an Agility in order to function effectively against faster Pokemon. Articuno's low Speed also prevents it from functioning as a good lead, as it is outsped by common leads like Gengar, Jynx, and Starmie. These weaknesses can make Articuno hard to fit on teams at times. Still, Articuno's devastating Blizzard will reward you handsomely for the compensation it needs.

[SET]
name: Bulky Attacker
move 1: Blizzard
move 2: Hyper Beam / Double-Edge
move 3: Rest
move 4: Agility

[SET COMMENTS]
Set Description
=========

Blizzard will hit most everything harder than any other move in the game can, so Articuno will use it the most by far. Hyper Beam gives Articuno better odds to defeat Chansey, as Blizzard + Hyper Beam deals a minimum of 59% of damage to it, while also dealing massive damage to Jynx. Double-Edge can be used if Articuno wants to avoid Hyper Beam recharge mind games, but the recoil damage can easily put it into KO range of other threats. Rest allows Articuno to stick around for much longer and fire off more Blizzards. Agility lets Articuno outspeed the entire unboosted metagame and ignore the Speed drop from paralysis. It also makes Articuno less reliant on team paralysis support.

Articuno is best used early-game to rip holes into the opposing team with the sheer power of Blizzard, as even Water-types are afraid of switching into Blizzard because of its freeze chance. Switch Articuno in against weaker attacks, such as Chansey's attacks bar Thunderbolt, or on a predicted Earthquake from opposing Mew, Snorlax, or Tauros. It can also switch in against Earthquake from Rhydon or Golem, but it must be very careful, as Rock Slide from either can OHKO Articuno. However, if it manages to come in on their Earthquakes, Articuno will either OHKO them or force them out and do massive damage to something else. Articuno can also be used to absorb paralysis, since it can use Rest later to heal itself or use Agility to negate the Speed drop. Once Articuno is on the field, it should use Blizzard as often as it can and do as much damage to opposing teams as possible.

Articuno greatly appreciates paralysis support from teammates such as Exeggutor, Mew, and Zapdos. This allows it to be less reliant on Agility, letting it start doing damage faster and more consistently. However, one must be careful when using Thunder Wave, as a Water-type switching into it becomes immune to freeze, meaning Articuno cannot threaten it at all. Tauros can capitalize on holes Articuno makes in the opponent’s team while supporting it by dealing with opposing Chansey, Starmie, and Jynx. It can also spread paralysis with Body Slam to assist Articuno. Articuno appreciates teammates that can deal with Slowbro, which it is helpless against most of the time. Zapdos, Jolteon, and Thunderbolt Mewtwo can use critical Thunderbolts to bypass Amnesia boosts and do huge damage to Slowbro, while Cloyster, Starmie, Lapras, and Light Screen Chansey wall Slowbro even after it has gained boosts. Light Screen Chansey can also check Amnesia Mewtwo, which Articuno struggles to damage after it has set up. Teams with Articuno tend to be weak to Electric-types, so a check to them like Rhydon, Golem, or Jolteon is appreciated.

[STRATEGY COMMENTS]
Other Options
=============

Articuno’s barren movepool leaves it with very few other options to choose from. Sky Attack is a decent option, being Articuno’s only Flying-type STAB move and very powerful in its own right. It can be used over Articuno’s Normal-type coverage, dealing huge damage to Chansey and more damage to Mewtwo. However, its two-turn nature makes it less reliable and harder to use than other moves, and Blizzard does more damage to Mewtwo over two turns. Another option is Ice Beam to save precious Blizzard PP in certain situations. Alongside Rest, it can be used to fish for a freeze, with about an 85% chance to get one with all of its PP used. However, Ice Beam Articuno is completely walled by Jynx and Chansey, since it must drop its Normal-type coverage.

Articuno can also utilize Reflect, alongside Rest, to become a good tank that easily staves off hits from Tauros, Mew, and Snorlax. Reflect Articuno's main goal is to freeze a foe, so it should run Ice Beam to maximize that chance. If Articuno uses Reflect, it will likely forgo Agility. This means that, while not completely ruined by paralysis, Reflect Articuno is threatened more by it, since it is forced to use Rest to negate the Speed drop.

Checks and Counters
===================

**Ice-resistant Pokemon**: Cloyster completely walls Articuno, since it is 4x resistant to Ice, can't be frozen, and has huge Defense to make Hyper Beam deal next to no damage. Similarly, Lapras takes almost zero damage from Blizzard, can't be frozen, and threatens Articuno with Thunderbolt; however, it must watch out for Hyper Beam if it's at low health. Slowbro can easily set up Amnesia on Articuno but fears a stray freeze or critical hits from Blizzard. Starmie can hit Articuno hard with Thunderbolt and heal from Blizzard damage with Recover, but it too must be wary of a freeze.

**Chansey**: While Chansey must be somewhat healthy to switch in on Articuno carrying Hyper Beam, it takes relatively little damage from Blizzard and can scare Articuno away with Thunderbolt or Thunder Wave + Seismic Toss. However, Chansey must be cautious to not be frozen in the process. Although rare, Articuno can use Sky Attack on a predicted switch to do massive damage the next turn; however, Chansey will likely just heal the damage off.

**Jolteon and Zapdos**: Jolteon outspeeds Articuno and will almost always 2HKO with Thunderbolt. Articuno also barely misses the 2HKO with Blizzard, meaning it needs a critical hit or a freeze to win one-on-one. Zapdos, albeit weak to Ice, outspeeds Articuno and threatens to 2HKO it with Thunderbolt while narrowly surviving one Blizzard. Jolteon and Zapdos can also paralyze an Agility-boosted Articuno with Thunder Wave to negate its Speed boost.

**Mewtwo**: None of Articuno’s attacks hit Mewtwo very hard after it has used Amnesia, except a critical hit Blizzard, and Mewtwo has Recover to heal off any damage it does take. Even unorthodox Mewtwo sets can take at least two Blizzards, allowing Mewtwo to use Thunder Wave on Articuno followed by heavy-hitting moves like Psychic, Thunderbolt, and Self-Destruct.

**Explosion**: Mew, Gengar, and Snorlax, among others, can finish off a weakened Articuno with their powerful Explosions even after Articuno has set up with Agility. However, an Articuno using Reflect does not fear them.

[CREDITS]
- Written by: [[LTG, 473639]]
- Quality checked by: [[Caetano93, 394051], [64 Squares, 441093]]
- Grammar checked by: [[Finland, 517429], [Muk, 33374]]
 
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Plague von Karma

Banned deucer.
Minor thing I want to point out to get things rolling. I think a bunch of the XHKOs mentioned for Blizzard could be moved to Set Details. For the Overview, it's best to keep the cream of the crop stuff just to establish the threat level. You can get into the nitty-gritty later.

Also, for Ice Beam in OO, mention that alongside Rest you can freeze stall. It's not as effective in the high power level of Ubers, but it's still a very plausible tactic. Once all the PP is exhausted there's an ~85% chance you'll score your freeze.
 
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[OVERVIEW]

Articuno’s Blizzard is the strongest attack in RBY that does not have a drawback, bar none (Blizzard don't have perfect acc). It can even outdamage Mewtwo’s mighty Psychic against neutral targets, if both are unboosted. Articuno specializes in tearing huge holes in opposing teams, doing massive damage to all non-resists, achieving things like a 3HKO on Mew and Snorlax, 2HKOs on Tauros, Exeggutor and Zapdos, and clean OHKOs on Rhydon and Golem. Blizzard’s sheer power makes it very easy to spam, as even resists usually take noticeable damage. The move also comes with a nice chance to freeze an opponent, possibly disabling something for the rest of the game. Articuno also is decently bulky, and can take a few strong attacks. For example, it is very likely to not be 4HKO’d by Tauros’s Body Slam, assuming it does not get a critical hit.

However, Articuno does have some drawbacks. Its movepool is abysmal, with almost exclusively Ice- and Normal-type moves to choose from. The latter come off of its mediocre Physical Attack stat, leaving it unable to deal with certain bulky Pokemon like Slowbro Cloyster (Slowbro can be defeated with a bit of hax to get 2 blizz crits) and Starmie. Articuno is also rather slow, requiring paralysis support in order to function effectively against faster Pokemon. However, once you compensate for these weaknesses, you will be rewarded handsomely, as you watch Articuno’s devastating Blizzards tear down your opponent’s team like no other Pokemon can. (fluf)

[SET]
name: Bulky Attacker
move 1: Blizzard
move 2: Double-Edge / Hyper Beam
move 3: Rest
move 4: Agility
(make the second move order be Hyper Beam / Double-Edge. Those moves are only used to damage Chansey and Jynx and in both cases Hyper Beam get the KOs more reliably with no recoil, with is huge versus Chansey)

[SET COMMENTS]
Set Description
=========

Blizzard will hit most everything harder than anything else in the game can, and will be Articuno’s primary attack that it will use far more often than anything else. Double-Edge gives Articuno a little bit of coverage to hit Ice resists such as Jynx, as well as Chansey slightly harder. Hyper Beam can also be used to finish off a weakened Chansey or Jynx from higher health. However, it has little use otherwise. Hyper Beam gives Articuno better odds to defeat Chansey—Blizzard + Hyper Beam deal a minimum of 59% of damage to Chansey, while dealing massive damage to Jynx. However, Double-Edge can be used if Articuno wants to avoid Hyper Beam recharge mind games, but the recoil from damaging Chansey and Jynx can easily puts it into KO range for other threats. Rest allows Articuno to stick around for much longer in the game and fire off more devastating Blizzards. Agility allows let Articuno to outspeed the entire unboosted metagame after just one boost, while also allowing it (fluf) and to ignore the Speed drop from paralysis. It also makes Articuno less reliant on team paralysis support. as it will be able to outspeed non-Paralyzed Pokemon.

Articuno is best used early game to rip holes into the opposing team. Blizzard’s sheer power lets it wreak havoc on unprepared teams, dealing heavy damage to almost everything and severely weakening opposing teams early on. as even Ice-resistent Pokemon are afraid of switch into Blizzard because of it freeze chance. Articuno should be switched in against weaker attacks such as Chansey lacking Thunderbolt, or on a predicted Earthquake from opposing Mew, Snorlax, or Tauros. It can also switch in against Earthquake from Rhydon or Golem, but it must be very careful as Rock Slide from either can OHKO Articuno. However, if it manages to come in on their Earthquakes, Articuno will either OHKO them in return or force them out and do massive damage to something else. Articuno can also come in on Thunder Wave and be used to absorb paralysis, (stun spore exeggutor is a meta pokemon) since it can use Rest later to heal it or use Agility to negate the Speed drop. Once Articuno is on the field, it should click use Blizzard as often as it can and do as much damage to opposing teams as possible.

Articuno greatly appreciates paralysis support from teammates such as Exeggutor, Tauros Mew, and Zapdos. This allows it to be less reliant on Agility to outspeed, and lets it start doing damage faster and more consistently. Tauros is an especially good teammate for Articuno since it can capitalize on holes made in the opponent’s team to clean up late-game while supporting Articuno by dealing with opposing Chansey, Starmie, and Jynx. while It also spreading paralysis with Body Slam to assist Articuno in opening those holes. Articuno appreciates teammates that can deal with Slowbro, which Articuno is helpless against most of the time (arti can defeat bro with hax). These include Zapdos, Jolteon, Starmie, Gengar, Snorlax, Exeggutor, Mew, Thunderbolt Mewtwo, and Light Screen Chansey. Light Screen Chansey can also check Amnesia Mewtwo, which Articuno struggles to damage thanks to Mewtwo boosting its Special.

Jolteon is a bit obvious so you don't neeed to explain it. Tbolt Starmie defeat amne Slowbro 100% of the time and also help checking non-tbolt M2 because of it Light Screen set or can offer twave support. Gengar offer sleep and Explosion support, while direct threat bro with tbolt crits. Snorlax just nukes bro away with boom. Same as exegg but it can also offer sleep support and have the rare mega drain. Mew defeat Slowbro with it SD set, either with boosted earthquake or with a desperate explosion. Tbolt M2 just nukes slowbro away and is a nice offensive combo with articuno.

[STRATEGY COMMENTS]
Other Options
=============

Articuno’s barren movepool leaves it with very few other options to choose from. Sky Attack is a decent option, being Articuno’s only Flying-type STAB and a very powerful move in its own right. It can be used over Articuno’s Normal-type coverage, dealing huge damage to Chansey and more damage to Mewtwo. However, its two-turn nature makes it less reliable and harder to use than other moves and Blizzard does more damage to Mewtwo over two turns anyways. Another option is Ice Beam, giving Articuno more PP on Ice-type STAB to save Blizzard precious PPs in certain situations. Alongside Rest, it can be used to fish for a Freeze, with about an 85% chance to get one with all of its PP used. While still being relatively strong compared to most attacks, it is significantly weaker than Blizzard. It is also difficult to fit Ice Beam on a set, making it usually unrecommended. However it let Articuno completely walled by Jynx and Chansey, since the only move it can drop is Hyper Beam or Double-Edge.

You need to add Reflect + Rest, either as it own set or as a very good OO. Its a classic UBER set to tank and stall Tauros, Mew, and Snorlax while freezing things away with Ice Beam + Blizzard.


Checks and Counters
===================

**Bulky Ice-type resists**: Cloysater completely walls Articuno since it is 4x resistent to Ice-type, can't be frozen, and its titanic Defense makes Hyper Beam deal frindge damage. Similarly, Lapras takes almost zero damage from Blizzard, can't be frozen, and threaten Articuno with Thunderbolt, but must watch out for Hyper Beam if it's with low health. Slowbro, Lapras, and Starmie take very little damage from any of Articuno’s attacks. Slowbro can easily set up Amnesia on it, but must fears a stray freeze or critical hits from Blizzard. Lapras and Starmie can hit Articuno hard with Thunderbolt and can heal Blizzard damage with Recover, but must be wary from being frozen. and Lapras is also immune to being Frozen. (reworded to better explain some mons and added cloyster)

**
Chansey**: While Chansey must be somewhat healthy to switch in on Articuno carrying Hyper Beam, it takes relatively low damage from Blizzard, and can scare Articuno away with Thunderbolt or with a combination of Thunder Wave + Seismic Toss.. However, Chansey must be cautious to not be frozen in the process. Although rare, Articuno can use Sky Attack on a predicted switch to do massive damage the next turn, however Chansey will likely just heal the damage off.

**Jolteon and Zapdos**: Jolteon outspeeds Articuno and will almost always 2HKO with Thunderbolt. Articuno also barely misses the 2HKO with Blizzard, meaning it needs critical hits or full paralysis to win one-on-one. Zapdos, even if weak to Ice-type attacks, outspeed Articuno and threaten to 2HKO it with Thunderbolt. Jolteon and Zapdos can also paralyze a Agility-boosted Articuno with Thunder Wave to negate the Speed boost. (zapdos isn't OHKOed by blizzard so its a completely valid and relevant check since it have more usage than jolteon)

**
Mewtwo**: None of Articuno’s attacks hit Mewtwo very hard after it has boosted its Special used Amnesia, except a critical hit Blizzard, and Mewtwo can Recover off any damage it does take. Even unorthodox Mewtwo sets with Selfdestruct can take at least two Blizzards, allowing it to use Thunder Wave on Articuno following by heavy-hitting moves like Psychic, Thunderbolt, or Seldestruct.

Maybe you can add snorlax, gengar and mew here, since they all can use explosion to finish off a weakened articuno if the situation is desperate.


[CREDITS]
- Written by: [[LTG, 473639]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
Tag me again when yoy implement those checks.
 

LTG

It’s always gaming time
is a Pre-Contributor
Caetano93 I implemented most of your points, however I have a few things to say:
  • I kept the last sentence in the overview that you crossed out for being fluff. I really like this sentence and feels it brings a bit of fun flair into the analysis. If it's really that big of a problem, I'll remove it, but 'd like to keep it if possible.
  • I reworded a lot of stuff and fixed many grammatical errors in your suggestions. No offense but it would have been a nightmare for GP to go through as you wrote it.
  • I think the point about Explosion users in C&C goes without saying, as explosion users can finish off any weakened mon. They aren't specifically Articuno counters, so I don't think they should go in the section for mons that specifically check Cuno.
Overall, I appreciate the check and took much of your feedback. I'd appreciate another read-through when you can.
Edit: Went ahead and added the part about Explosion users in c&c.
 
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Articuno appreciates teammates that can deal with Slowbro, which Articuno is helpless against most of the time . These include Zapdos, Jolteon, Starmie, Gengar, Snorlax, Exeggutor, Mew, Thunderbolt Mewtwo, and Light Screen Chansey. Light Screen Chansey can also check Amnesia Mewtwo, which Articuno struggles to damage thanks to Mewtwo boosting its Special.
I still think you can explain why those Pokemon are good partners to deal with Slowbro, similar to what you did with the Chansey mention.
There is a small typing error in the c&c with Cloyster.
I can't see anything more to add or change other than this.

QC 1/2 here

caetano93-QC-small.gif
 

64 Squares

Mayonnaise colored Benz, I push miracle whips
is a Tiering Contributor
Hello LTG,

Overall this is well written, I quite enjoy how its read. My biggest concern though is that it portrays Articuno as a legit option in RBY Ubers, while in practice it doesn't perform too well and can be challenging to fit on teams. In the introduction I think you should address more on why its not great and why the nearly mandatory slots of Mewtwo, Mew, Chansey and Snorlax, (+ a lead, which articuno is not great at) make teambuilding already pretty restricted. You can expand on why its not a great lead as well, since its speed tier makes it match up poorly vs common leads such as Starmie, Gengar, and Jynx.

Articuno’s Blizzard is the strongest attack in RBY that is not Explosion.
Hyper Beam is also stronger.

I'm not sure where exactly to say it, but I think it could be worth mentioning somewhere that once a mon on the opposing team is frozen, it becomes pretty useless and set up fodder for Amnesia Mewtwo and SD SB Mew. In addition, some teams like to try and freeze amnesia Mewtwo with either their own Ice Beam Mewtwo or with Light Screen Chansey, which means if Articunos freeze hits the wrong target, amnesia Mewtwo can become a bigger problem without the Freeze out due to freeze clause.

Articuno greatly appreciates paralysis support from teammates such as Exeggutor, Mew, and Zapdos. This allows it to be less reliant on Agility, and lets it start doing damage faster and more consistently.
However at the same time, paralyzed mons such as the waters are able to switchin in free without worrying about freeze if they are paralyzed. I'd either include this here or try to fit in that point somewhere else in the analysis (maybe in checks and counters?).

Jolteon and Zapdos
I'm not sure if you should mention it here or in another section, but the standard 4 mon core of Mew, Mewtwo, Lax and Chansey, can be quite weak to electrics, so adding Articuno to teams makes them even weaker for them, it sort of requires the 6th mon to be good vs Electrics in some capacity whether its one of the rocks, your own Jolteon, etc. This might be fit better in the section where you discuss teammates, mention how Articuno builds can be weak to stab Tbolts.

Overall I really like the way you wrote this, and with a few changes I think it will turn into a great analysis. Let me know if you have questions about my points, I'll be happy to answer and please tag me when you implement them!
 

Adeleine

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[OVERVIEW]

Articuno’s Blizzard is the strongest attack in RBY that is not Explosion or Hyper Beam. It can even outdamage Mewtwo’s mighty Psychic against neutral targets (RC) if both are unboosted. Articuno specializes in tearing huge holes in opposing teams, doing massive damage to all non-resists, non-resistant foes, achieving things like a 3HKO on Mew and Snorlax, 2HKOs on Tauros, Exeggutor and Zapdos, and clean OHKOs on Rhydon and Golem. Blizzard’s sheer power makes it Blizzard is very easy to spam, as even resists resistant Pokemon usually take noticeable damage. The move also comes with a nice chance to freeze an opponent, possibly disabling something freeze and disable a foe for the rest of the game. Articuno also is decently bulky (RC) and can take a few strong attacks. For example, it is very likely to not be 4HKO’d by Tauros’s Body Slam, Tauros's Body Slam usually takes less than a quarter of its health, (feel like this the more specifically applicable angle for "can take a few strong attacks"; also pretty reasonably likely tauros gets one crit in four) assuming it does not get a critical hit.

However, Articuno does have some drawbacks. Its Articuno's movepool is abysmal, with almost exclusively Ice- and Normal-type moves to choose from. The latter come off of its mediocre Attack stat, leaving it unable to deal with certain bulky Pokemon like Cloyster and Starmie. Articuno is also rather slow, requiring paralysis support or an Agility (I assume?) in order to function effectively against faster Pokemon. Articuno's low Speed also prevents it from functioning as a good lead, as it is outsped by common leads like Gengar, Jynx, and Starmie. These weaknesses can make Articuno hard to fit on teams at times. However, once you compensate for these weaknesses, you will be rewarded handsomely, as you watch Articuno’s devastating Blizzards tear down your opponent’s team like no other Pokemon can. Articuno's devastating Blizzard will reward you handsomely for the compensation it needs.

[SET]
name: Bulky Attacker
move 1: Blizzard
move 2: Hyper Beam / Double-Edge
move 3: Rest
move 4: Agility

[SET COMMENTS]
Set Description
=========

Blizzard will hit most everything harder than anything else any other move in the game can, and will be Articuno’s primary attack that it will use far more often than anything else. so Articuno will use it the most by far. Hyper Beam gives Articuno better odds to defeat Chansey, as Blizzard + Hyper Beam deals a minimum of 59% of damage to it, while also dealing massive damage to Jynx. However, Double-Edge can be used if Articuno wants to avoid Hyper Beam recharge mind games, but the recoil damage can easily put it into KO range of other threats. Rest allows Articuno to stick around for much longer in the game and fire off more devastating Blizzards. Agility lets Articuno outspeed the entire unboosted metagame (RC) and to ignore the Speed drop from paralysis. It also makes Articuno less reliant on team paralysis support.

Articuno is best used early-game (added hyphen) to rip holes into the opposing team. Blizzard’s sheer power lets it wreak havoc on unprepared teams, dealing heavy damage to almost everything and severely weakening opposing teams early on. as even Ice-resistent Pokemon team with the sheer power of Blizzard, as even Water-types ("Water-types" bc theyre the only resistant mons that arent ice type) are afraid of switching into Blizzard because of its freeze chance. Articuno should be switched Switch Articuno in against weaker attacks, (AC) such as Chansey lacking Chansey's attacks bar Thunderbolt, or on a predicted Earthquake from opposing Mew, Snorlax, or Tauros. It can also switch in against Earthquake from Rhydon or Golem, but it must be very careful, (AC) as Rock Slide from either can OHKO Articuno. However, if it manages to come in on their Earthquakes, Articuno will either OHKO them in return or force them out and do massive damage to something else. Articuno can also be used to absorb paralysis, since it can use Rest later to heal it or use Agility to negate the Speed drop. Once Articuno is on the field, it should use Blizzard as often as it can and do as much damage to opposing teams as possible.

Articuno greatly appreciates paralysis support from teammates such as Exeggutor, Mew, and Zapdos. This allows it to be less reliant on Agility, and lets letting (I imagine agi reliance and this effect aren't separate, but if they are lmk) it start doing damage faster and more consistently. However, one must be careful when using Thunder Wave, as a Water-type switching into it will make it immune to being Frozen, becomes immune to freeze, meaning Articuno cannot threaten them it at all. Tauros is a good teammate for Articuno, since it can capitalize on holes made can capitalize on holes Articuno makes in the opponent’s team while supporting Articuno it by dealing with opposing Chansey, Starmie, and Jynx. It can also spread paralysis with Body Slam to assist Articuno. Articuno appreciates teammates that can deal with Slowbro, which Articuno it is helpless against most of the time. Zapdos, Jolteon, and Thunderbolt Mewtwo can use critical Thunderbolts to bypass Amnesia boosts and do huge damage to Slowbro, while Cloyster, Starmie, Lapras, and Light Screen Chansey wall Slowbro even after it has gained boosts. Light Screen Chansey can also check Amnesia Mewtwo, which Articuno struggles to damage thanks to Mewtwo boosting its Special after it has set up. Teams with Articuno tend to be weak to Electric-types, so a check to them like Rhydon, Golem, or Jolteon is appreciated.

[STRATEGY COMMENTS]
Other Options
=============

Articuno’s barren movepool leaves it with very few other options to choose from. Sky Attack is a decent option, being Articuno’s only Flying-type STAB and a very powerful move and very powerful in its own right. It can be used over Articuno’s Normal-type coverage, dealing huge damage to Chansey and more damage to Mewtwo. However, its two-turn nature makes it less reliable and harder to use than other moves, (AC) and Blizzard does more damage to Mewtwo over two turns anyways. Another option is Ice Beam to save precious Blizzard PP in certain situations. Alongside Rest, it can be used to fish for a freeze, with about an 85% chance to get one with all of its PP used. However, Ice Beam Articuno is completely walled by Jynx and Chansey, since the only moves it can drop are Hyper Beam and Double-Edge. it must drop its Normal-type coverage.

Articuno can also utilize Reflect, alongside Rest, to become a good tank that is capable of easily staving easily staves off hits from Tauros, Mew, and Snorlax. Reflect Articuno should run Ice Beam in order to maximize its chances of Freezing an opponent, since that is this variant's main goal. Reflect Articuno's main goal is to freeze a foe, so it should run Ice Beam to maximize that chance. If Articuno uses Reflect, it will likely choose to forgo Agility. This means that, while not completely ruined by paralysis, Reflect Articuno is threatened more by it, (AC) since it is forced to use Rest and cannot use Agility to negate the Speed drop.

Checks and Counters
===================

Ice-type resists: **Ice-resistant Pokemon**: Cloyster completely walls Articuno, (AC) since it is 4x resistant to Ice, can't be frozen, and its has huge Defense makes to make Hyper Beam deal next to no damage. Similarly, Lapras takes almost zero damage from Blizzard, can't be frozen, and threatens Articuno with Thunderbolt; However, it must watch out for Hyper Beam if it's at low health. Slowbro can easily set up Amnesia on it (RC) but must fear a stray freeze or critical hits from Blizzard. Starmie can hit Articuno hard with Thunderbolt and can heal Blizzard damage with Recover (RC) but, again, must be wary of being frozen.

Chansey: **Chansey**: While Chansey must be somewhat healthy to switch in on Articuno carrying Hyper Beam, it takes relatively low damage from Blizzard (RC) and can scare Articuno away with Thunderbolt or with a combination of Thunder Wave + Seismic Toss. (removed extra period) However, Chansey must be cautious to not be frozen in the process. Although rare, Articuno can use Sky Attack on a predicted switch to do massive damage the next turn, however turn; however, Chansey will likely just heal the damage off.

Jolteon and Zapdos: **Jolteon and Zapdos**: Jolteon outspeeds Articuno and will almost always 2HKO with Thunderbolt. Articuno also barely misses the 2HKO with Blizzard, meaning it needs a critical hits or full paralysis to win one-on-one. Zapdos, even if weak to Ice-type attacks, outspeeds Articuno and threatens to 2HKO it with Thunderbolt (RC) while barely living one Blizzard. Jolteon and Zapdos can also paralyze an Agility-boosted Articuno with Thunder Wave to negate the Speed boost.

Mewtwo: **Mewtwo**: None of Articuno’s attacks hit Mewtwo very hard after it has used Amnesia, except a critical hit Blizzard, and Mewtwo can Recover has Recover to heal off any damage it does take. Even unorthodox Mewtwo sets with Selfdestruct Self-Destruct can take at least two Blizzards, allowing it to use Thunder Wave on Articuno followed by heavy-hitting moves like Psychic, Thunderbolt, or and Self-Destruct.

Explosion Users: **Explosion**: Mew, Gengar, and Snorlax, among others, can finish off a weakened Articuno with their powerful Explosions even after Articuno has set up with Agility. However, Articuno using Reflect does not fear them.

[CREDITS]
- Written by: [[LTG, 473639]]
- Quality checked by: [[Caetano93, 394051], [64 Squares, 441093]]
- Grammar checked by: [[Finland, 517429], [, ]]
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Changes in bold, GP 2/2
[OVERVIEW]

Articuno’s Blizzard is the strongest attack in RBY that is not Explosion or Hyper Beam. It can even outdamage Mewtwo’s mighty Psychic against neutral targets if both are unboosted. Articuno specializes in tearing huge holes in opposing teams, doing massive damage to all non-resistant foes, achieving things like 3HKOs on Mew and Snorlax, 2HKOs on Tauros, Exeggutor, (AC) and Zapdos, and clean OHKOs on Rhydon and Golem. Blizzard is very easy to spam, as even resistant Pokemon usually take noticeable damage. The move also comes with a nice chance to freeze and disable a foe for the rest of the game. Articuno also is decently bulky (RC) and can take a few strong attacks. For example, Tauros's Body Slam usually takes less than a quarter of its health, assuming it does not get a critical hit.

However, Articuno's movepool is abysmal, with almost exclusively Ice- and Normal-type moves to choose from. The latter come off of its mediocre Attack stat, leaving it unable to deal with certain bulky Pokemon like Cloyster and Starmie. Articuno is also rather slow, requiring paralysis support or an Agility in order to function effectively against faster Pokemon. Articuno's low Speed also prevents it from functioning as a good lead, as it is outsped by common leads like Gengar, Jynx, and Starmie. These weaknesses can make Articuno hard to fit on teams at times. Still, Articuno's devastating Blizzard will reward you handsomely for the compensation it needs.

[SET]
name: Bulky Attacker
move 1: Blizzard
move 2: Hyper Beam / Double-Edge
move 3: Rest
move 4: Agility

[SET COMMENTS]
Set Description
=========

Blizzard will hit most everything harder than any other move in the game can, so Articuno will use it the most by far. Hyper Beam gives Articuno better odds to defeat Chansey, as Blizzard + Hyper Beam deals a minimum of 59% of damage to it, while also dealing massive damage to Jynx. However, Double-Edge can be used if Articuno wants to avoid Hyper Beam recharge mind games, but the recoil damage can easily put it into KO range of other threats. Rest allows Articuno to stick around for much longer and fire off more devastating Blizzards. Agility lets Articuno outspeed the entire unboosted metagame and ignore the Speed drop from paralysis. It also makes Articuno less reliant on team paralysis support.

Articuno is best used early-game to rip holes into the opposing team with the sheer power of Blizzard, as even Water-types are afraid of switching into Blizzard because of its freeze chance. Switch Articuno in against weaker attacks, such as Chansey's attacks bar Thunderbolt, or on a predicted Earthquake from opposing Mew, Snorlax, or Tauros. It can also switch in against Earthquake from Rhydon or Golem, but it must be very careful, as Rock Slide from either can OHKO Articuno. However, if it manages to come in on their Earthquakes, Articuno will either OHKO them or force them out and do massive damage to something else. Articuno can also be used to absorb paralysis, since it can use Rest later to heal itself or use Agility to negate the Speed drop. Once Articuno is on the field, it should use Blizzard as often as it can and do as much damage to opposing teams as possible.

Articuno greatly appreciates paralysis support from teammates such as Exeggutor, Mew, and Zapdos. This allows it to be less reliant on Agility, letting it start doing damage faster and more consistently. However, one must be careful when using Thunder Wave, as a Water-type switching into it becomes immune to freeze, meaning Articuno cannot threaten it at all. Tauros can capitalize on holes Articuno makes in the opponent’s team while supporting it by dealing with opposing Chansey, Starmie, and Jynx. It can also spread paralysis with Body Slam to assist Articuno. Articuno appreciates teammates that can deal with Slowbro, which it is helpless against most of the time. Zapdos, Jolteon, and Thunderbolt Mewtwo can use critical Thunderbolts to bypass Amnesia boosts and do huge damage to Slowbro, while Cloyster, Starmie, Lapras, and Light Screen Chansey wall Slowbro even after it has gained boosts. Light Screen Chansey can also check Amnesia Mewtwo, which Articuno struggles to damage after it has set up. Teams with Articuno tend to be weak to Electric-types, so a check to them like Rhydon, Golem, or Jolteon is appreciated.

[STRATEGY COMMENTS]
Other Options
=============

Articuno’s barren movepool leaves it with very few other options to choose from. Sky Attack is a decent option, being Articuno’s only Flying-type STAB move and very powerful in its own right. It can be used over Articuno’s Normal-type coverage, dealing huge damage to Chansey and more damage to Mewtwo. However, its two-turn nature makes it less reliable and harder to use than other moves, and Blizzard does more damage to Mewtwo over two turns anyways. Another option is Ice Beam to save precious Blizzard PP in certain situations. Alongside Rest, it can be used to fish for a freeze, with about an 85% chance to get one with all of its PP used. However, Ice Beam Articuno is completely walled by Jynx and Chansey, since it must drop its Normal-type coverage.

Articuno can also utilize Reflect, alongside Rest, to become a good tank that easily staves off hits from Tauros, Mew, and Snorlax. Reflect Articuno's main goal is to freeze a foe, so it should run Ice Beam to maximize that chance. If Articuno uses Reflect, it will likely forgo Agility. This means that, while not completely ruined by paralysis, Reflect Articuno is threatened more by it, (AC) since it is forced to use Rest to negate the Speed drop.

Checks and Counters
===================

**Ice-resistant Pokemon**: Cloyster completely walls Articuno, since it is 4x resistant to Ice, can't be frozen, and has huge Defense to make Hyper Beam deal next to no damage. Similarly, Lapras takes almost zero damage from Blizzard, can't be frozen, and threatens Articuno with Thunderbolt; however, it must watch out for Hyper Beam if it's at low health. Slowbro can easily set up Amnesia on Articuno but fears a stray freeze or critical hits from Blizzard. Starmie can hit Articuno hard with Thunderbolt and heal from Blizzard damage with Recover, but it too must be wary of a freeze.

**Chansey**: While Chansey must be somewhat healthy to switch in on Articuno carrying Hyper Beam, it takes relatively little damage from Blizzard and can scare Articuno away with Thunderbolt or Thunder Wave + Seismic Toss. However, Chansey must be cautious to not be frozen in the process. Although rare, Articuno can use Sky Attack on a predicted switch to do massive damage the next turn; however, Chansey will likely just heal the damage off.

**Jolteon and Zapdos**: Jolteon outspeeds Articuno and will almost always 2HKO with Thunderbolt. Articuno also barely misses the 2HKO with Blizzard, meaning it needs a critical hit or a freeze to win one-on-one. Zapdos, albeit weak to Ice, outspeeds Articuno and threatens to 2HKO it with Thunderbolt (remove extra space here) while narrowly surviving one Blizzard. Jolteon and Zapdos can also paralyze an Agility-boosted Articuno with Thunder Wave to negate its Speed boost.

**Mewtwo**: None of Articuno’s attacks hit Mewtwo very hard after it has used Amnesia, except a critical hit Blizzard, and Mewtwo has Recover to heal off any damage it does take. Even unorthodox Mewtwo sets with Self-Destruct can take at least two Blizzards, allowing Mewtwo to use Thunder Wave on Articuno followed by heavy-hitting moves like Psychic, Thunderbolt, and Self-Destruct.

**Explosion**: Mew, Gengar, and Snorlax, among others, can finish off a weakened Articuno with their powerful Explosions even after Articuno has set up with Agility. However, an Articuno using Reflect does not fear them.

[CREDITS]
- Written by: [[LTG, 473639]]
- Quality checked by: [[Caetano93, 394051], [64 Squares, 441093]]
- Grammar checked by: [[Finland, 517429], [, ]]
 

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