Closer To The Heart

august

you’re a voice that never sings
is a Top Tutor Alumnusis a Tournament Director Alumnusis a Top Team Rater Alumnusis a Community Leader Alumnusis a Top Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnusis the 8th Smogon Classic Winnerwon the 5th Official Smogon Tournamentis a Five-Time Past WCoP Champion
INTRODUCTION
I really wanted to build an Articuno team for a long time, so i finally got around to it recently. It ended up being pretty successful for a fun team, peaking right around 1600 (i think 1602 was my peak?) and i figured i'd share it because Articuno is a really underrated UU mon and deserves more love!

DA LEGENDS
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**** TURRETBOT

Omastar (M) @ Focus Sash
Ability: Swift Swim
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Earth Power
- Surf
- Stealth Rock
- Spikes

Omastar makes a quality appearance in this team as an awesome suicide lead that gets alot of chances to lay down Spikes and Stealth Rock! Surf / Earth Power off of 252 SAtk and a 125 base stat can actually do a fair bit of damage as well, with Earth Power nearly OHKOing Toxicroak, aswell as doing around 70% to the Bulky Spiking Omastar lead. Surf does around 45ish % to Hitmontop and OHKOs Donphan, making it difficult for spinners to come in easily (barring Blastoise, whom is covered fine by Rotom). Swift Swim is kinda obvious, and helps a bit against Rain Dance i guess if i keep Omastar alive! Normally I run Hidden Power [Grass] on this lead Oma set, but after realizing this team could have a fair bit of trouble against Toxicroak, i decided it would probably be smart to change it.

This is how Oma fairs against the most common leads from June!

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- i generally Spike first incase they are running Trick Scarf, which generally allows me to get 3 layers. Against regular bulky SR Uxie i can generally get off 1 layer of Spikes and Stealth Rock before they U Turn out.

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- Fake Out first turn generally, if they are Life Orb i'll Stealth Rock because i've found they'll generally Low Kick. If there isn't Life Orb recoil i assume they'll Taunt so i Surf for about 70% and Earth Power the switch incase Toxicroak or something is trying to come in

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- Oma has a little trouble against Fast Mesprit, but the bulky Stealth Rocker without much Speed generally means 2 layers. Trick Scarf isnt too common as a lead anymore.

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- i always Earth Power first turn to see what they do. If they Spike first turn as I Earth Power, i'll generally assume a switch and get Rocks up. Against other suicide lead Oma's i just stay in and hope to win the speed tie!

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- if its just a bulky physical Tomb with Will O Wisp i'll easily get 3-4 layers on it. Anti lead Tomb i get Rocks up and can go right to Drapion to start TSpiking

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- Surf first turn, Drapion second. Sort of a bad advantage i guess, as i don't get anything up.

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- generally the stupid Focus Sash Spikes set. Just Earth Power for a clean 2HKO

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- sometimes i just Surf it, but occasionally I set up Stealth Rock since i have Milo to handle Moltres anyway.

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- Surf first turn to kill the Sash, Stealth Rock second if they don't Yawn. Usually they switch out to like Clefable or something so i can usually get 2 layers + Stealth Rock against Sand teams.

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- Earth Power for the 2HKO as they Taunt and only get 1 layer up. Not bad.

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**** ANGRYBOT

Drapion (M) @ Leftovers
Ability: Battle Armor
EVs: 252 HP/4 Spd/252 SDef
Careful nature (+SDef, -SAtk)
- Whirlwind
- Toxic Spikes
- Crunch
- Protect

Typical Ghost counter, helps alot vs Plot Missy and Rotom. Gets Toxic Spikes up fairly easily thanks to auspicious typing! Protect is cool to scout Choiced Fighting types and get Leftovers recovery, and also rack up some Toxic Spikes damage if i have them down. Whirlwind is kinda necessary, as Drapion is the only phazer on my team. Crunch for STAB and for ghosts, as i mentioned before. Sometimes I use this to phaze Curse Registeel and Milotic if they get annoying! This is generally my second switch into Venusaur, first if Stealth Rock is down, as it severely disables Articuno.

Sometimes I really Wish that I had Rest on this, because sometimes Leech Seed Venusaur gets annoying. I'm probably going to end up testing Rest over Protect, the only reason I didn't want Rest on the first draft of the team was that I had no cleric, but i realized Articuno makes a pretty solid cleric and that it increased the longevity of the team in general cause Top could Rest effectively and spin easier. Sometimes I don't like using Drapion as a Toxic Spiker, as it seems to draw Hitmontop and Donphan in rather easily without really being able to harm them. Donphan isn't really a huge problem, but my team can have a bit of trouble against Specially Defensive Foresight Hitmontop, as Rotom only 4HKOs, meaning it can easily come in and Foresight Spin, but i usually play around it (usually...)

Despite Drapion attracting Hitmontop and Donphan, i find its probabably the best Toxic Spiker in the tier, and it really has quite a few advantages over Nidoqueen. First off, Drapion can beat Ghosts alot easier thanks to more Special bulk and STAB Crunch. Second off, Nidoqueens Ground-typing leaves it water weak, which is screaming for Milotic to come in. If Milo comes in on Drapion as its Toxic Spiking, i can easily throw down another layer, Protect, and Whirlwind it out while still being above 50%. Admittedly, Nidoqueen is much better against Fighting-types (especially Toxicroak) which i really feel would be good for this team, but unless i decide to throw Special Defense Spiritomb over Rotom or something, Drapion is staying.

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**** MOTORBOT

Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP/252 Def/8 Spd
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Rest
- Sleep Talk

Although not seen so frequently, I find that ResTalk Defensive Rotom is quite a solid spinblocker for Stallish Teams. Rotom also helps solve my large weakness to Life Orbed Fighting-types as well as most Ground-types (although Rhyperior and Torterra can still be quite hard to handle). Will O Wisp cripples all of the aforementioned, as well as providing passive damage on common switch ins like Venusaur and Registeel. While not completely advised, Rotom makes a decent switch into Defensive Milotic if you can predict a Recover, as the threat of Thunderbolt is generally enough to force it out.

Rotom is my first choice to absorb Sleep from Venusaur as well as status in general, like Registeel's Toxic or Thunder Wave. Rotom and Milotic also combine to wall the majority of Water-types in the tier, with the only troublesome one being Swords Dance Feraligatr. Rotom is my main switch into Swellow, as it usually Facades off the bat and Rotom can scare it away with the threat of Thunderbolt. Rotom is the first switch into Fighting types thanks to the heavy physical investment and Will O Wisp to potentially cripple them. Rotom is pretty awesome for preventing Blastoise from spinning thanks to STAB Thunderbolt, and being able to stop almost every spinner in its tracks (curse you, Careful Hitmontop...)

Against stall teams WITHOUT Careful Hitmontop, Rotom is a pretty awesome spinblocker, especially thanks to Levitate, meaning it isn't effected by any passive damage barring Stealth Rock. It can also easily outstall Chansey if Drapion gets 2 layers of Toxic Spikes down, barring Aromatherapy Chansey. Sometimes i've considered a Defensive Pain Split set so i can run Shadow Ball to hit Missy switch ins, but i really like having a solid status absorber so i'm a bit hesitant. EVs are pretty straight forward, 8 Spe to beat 4 Spe Defensive Rotom, however rare they may be, while the rest is pumped in HP and Defense so Rotom can switch into physical threats better.

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**** KD24BOT

Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/136 Def/16 Spd/104 SDef
Impish nature (+Def, -SAtk)
- Close Combat
- Rest
- Rapid Spin
- Foresight

A spinner was necessary if i was going to run Articuno, and i figured Blastoise would be a tad redundant with Milotic, and I dislike the fact that Donphan doesn't have Foresight so it isn't a consistent spinner. Hitmontop also helps against random Darks like Absol and Drapion, as well as giving me a Stone Edge sponge to bring in if Articuno is threatened by one. The moveset is pretty self explanatory, Rest Rapid Spin repeat blah blah Foresight if needed, Close Combat for STAB.

I stole the EVs from eo, thats why they suck. Nah just kidding, they're pretty cool EVs, survives SD Superpower from Absol, plenty of defensive bulk. I took the EVs from attack and threw them in special defense, since it makes it easier to Foresight spin, and i really need to keep Stealth Rock off the field. Intimidate is pretty awesome for softening blows and allows Milotic and Rotom to come in on alot for stuff. Its also nice for a last ditch effort if i need to weaken something, like Intimidating a Torterra for example. Since most stall seems to be using Spiritomb now, Hitmontop has a fairly easy time spinning, which is pretty awesome. Sorry for the bad description Hitmontop is hard to talk about!

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**** SERPENTBOT

Milotic (M) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/236 Def/20 Spd
Calm nature (+Def, -Atk)
- Hidden Power [Grass]
- Surf
- Haze
- Recover

What's a UU team without Milotic? Milotic fits very well on this team (as it does on almost every UU team!) thanks to its ability to easily handle Fire mons as well as Curse Registeel, both of which annoy Articuno quite alot. In particular, Milotic patches up the Houndoom weakness, which is one of the Fire mons Articuno cannot afford to Protect against, as it risks Houndoom getting a Nasty Plot boost and sweeping the whole team. Haze also handles CM Tomb and other random stat boosters like Dragon Dance Feraligatr. Hidden Power [Grass] is mainly to break Azumarill's subs, although i'm considering just throwing Toxic on instead so i can handle other Milotic better and stall them easier with Articuno. The downside is that i'd then have to handle sub punch Azu with Hitmontop and Rotom, which is a bit sketchy if you ask me.

The EVs provide a fair amount of Defensive bulk (and 144 hits a jump point) as well as being able to deal wih Moltres fairly easily. The 16 Speed is to outspeed Venusaur and Blaziken that don't invest in speed or invest very little. I've also considered Hidden Power [Psychic] over Hidden Power [Grass] a few times (and have actually experimented with it), but it seems a bit foolish considering its only for Toxicroak, but to be fair i guess i do have a pretty big Toxicroak weakness. This is actually one of my only times using Milotic in UU, and i'm very impressed by its performance and will likely start using it alot more! I've been thinking about adding a little more special bulk for Moltres, but i'm worried about physical waters hitting my team too hard then. I'd like some suggestions on this if possible!

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**** FRIGIDBOT

Articuno @ Leftovers
Ability: Pressure
EVs: 252 HP/216 Spd/40 SDef
Timid nature (+Spd, -Atk)
- Roost
- Protect
- Ice Beam
- Heal Bell

And ofcourse, the star of the show! I've always been a huge fan of Articuno in UU, but never really got around to using it. After playing with Earthworm's team in OU and spamming Toxic Spikes Forretress and Protect Heatran to rack up passive damage and scout for choiced users, i decided to try a similar strategy in UU, spamming Protect Articuno since it also abuses Pressure. Venusaur is the most common Toxic Spikes absorber in UU, so i figured i would use something that "scares" Venusaur, and Articuno generally keeps it at bay thanks to STAB Ice Beam. Articuno has amazing defenses with 90/100/125, capable of surviving an array of attacks even without large investment. Heal Bell is pretty cool because it helps support the team, as well making it impossible for Milotic to just Toxic Articuno and stall it out with Recover, which comes in handy.

Protect is a very underrated move on Articuno. Most of the attacks that pokemon use to scare away Articuno are Rock or Fire, generally Stone Edge and Fire Blast respectively. Both of these attacks have only 8 PP, and 2 PP is wasted on every Protect thanks to Pressure. Protect is also cool to scout for Choiced users and rack up Toxic Spikes damage, as well as just stall out attacks in general (i have had to completely stall out Milotic several times with Protect + Roost + Heal Bell).

Between all my team members, i have most of Articuno's threats covered. Milotic will beat most Fire-types, Hitmontop is a solid Stone Edge switch in, Drapion sets up Toxic Spikes to allow Articuno to spam Protect, Rotom prevents them from being spun away, and Omastar provides entry hazards to wear down the opponent.

So thats my Articuno team!! I hope you liked it! I'm looking for some feedback on how to make it better, and also some ideas for the future incase i ever decide to build around Articuno again.



CHANGES BEING TESTED
Scarf Rotom > Restalk Rotom
Earthquake > Protect on Drapion
252 HP / 236 Def / 20 Spe on Milotic CHANGED
252 HP / 136 Def / 16 Spe / 104 SDef on Top Changed
252 Spe on Articuno
 
Last edited by a moderator:
Hi there, august

This seems to be a very (gay team omg i hate bullshit stall and its users should burn in effing hell) solid team, so outside of a minor recommendation I don't have much more to say:

Considering Nasty Plot Toxicroack seems to be your biggest weakness, and the fact Spiritomb doesn't seem to fit your team so well (you absolutely need Rotom in order to counter Scyther and Swellow lategame), you could consider doing two things: bumping Articuno's Speed EVs to 252 so that at worst it ties with Toxicroack and run Earthquake on Drapion. I'm not sure the latter can survive stuff like a +2 Focus Blast, but with Earthquake it should be a great check to pretty much any variant that doesn't pack it.

That's pretty much it (added to what I said about Milotic's EV spread that should be 252 HP/240 Def/16 Spe with a Calm nature). I'd probably change Omastar and turn it into the standart physically bulky set, so that a misspredicted switch into Hitmontop's Foresight or a Scyther with Houndoom's support don't completely mess your team up, but I believe you already considered it. Good luck sir, hope you burn in hell for using stall and face many NP Passho Dooms =)
 
use hp psychic milotic if toxicroaks a big concern, other than that wouldn't bother worrying too much. pretty sure articuno can take +2 FB fine and hurt it with ice beam or phaze it. sludge bomb wave blast ones also take a rotom tbolt. it's probably fine!

gj :B
 
Bluewind - thanks, currently testing those changes!

am - i will likely just stick with hp grass on milo because i'm actually more worried about azumarill and gatr if i remove hp grass just to cover croak
 
Hey august,

I actually made a team with 5/6 of the team members you have (barring Articuno), albeit with slightly different ev's and sets. Anyway you have a very solid team with most things covered, except you have quite the Nasty Plot Passho Houndoom weakness, who easily sets up on Articuno and defeats your entire team without Toxic Spikes being down. (I'm fairly certain it 2hkos your Milotic even without rocks. I'm not sure what to do though to fix that, you could always run some calcs and make sure that you're guaranteed to beat it 80 % of the time or so (flinch hax >.<). I guess you could also run a Scarf Rotom too as a back up check to Sucker Punch less variants, but I'm not sure how well it fits. You could always run something like Clefable > Articuno with Encore (as Doom doesn't set up anywhere else) but that leaves you Kind of Croak weak as Bluewind pointed out, so I guess the Milotic change is the best suggestion I have barring a reshuffle of your team. Anyway I've been rambling for awhile heh, awesome team and gl with it in future :)
 
Hi august,

Problems:

Torterra
Spinners

How to fix:

I finally got around to rate this great team; Articuno is an underrated defensive Pokemon. My only concern is the huge Torterra weakness once it gets a possible Rock Polish boost under its belt. Considering the ample oppurtunity it sets up on -- Drapion, Milotic, to name a few, it will get the boost and proceed to injure your team with nice coverage. Spinners are also huge concerns for your team because Rotom doesn't really pack the punch to hurt them. My only suggestion is giving Scarf Rotom a go with a simple 252/252 spread and the movesets Thunderbolt/HpIce/Trick/Shadow Ball. You gain an excellent after-boost check to Torterra (luring in EQ should not be problematic), an immediate power with 252 SpA EVs to hurt stuff like Hitmontop attempting to Foresight you, and you gain a Trick absorber lastly. The only thing I see you missing out on is checking Swellow and losing the survivability, but that's really it. Give it a try.

As for other options, it really isn't a huge deal but try out Earthquake over Protect possibly? It prevents easy Blaziken switch-ins because an SD variant can be problematic for you. Even though its rare but you can't ignore it. overall gl.
 
rHey august,

Really nice team man. However, Hitmontop, the most common spinner these days, easily bypasses Rotom with Foresight and Will-O-Wisp if it runs Rest, and spins away your precious hazards. And as you said, Rotom really doesn't pack the power to hurt it with no Sp Atk investment. Since RP Torterra is also a big threat to this team, the Scarf Rotom suggested by franky is probably the best solution to this. Now, you can switch into Top on the Rapid Spin, and trick it a useless Scarf on the Foresight, preserving your hazards. Will-O-Wisp can be used over HP Ice as an emergency button against physical attackers, but that's up to you.

Great team, and gl.
 
Hey thanks guys, i'll certainly try out Scarf Rotom! The only hesitation i really have is being worried about Mix Houndoom + Donphan, as i could have a bit of trouble, but i guess Donphan only has 2 mons it can come in on.

You could always run something like Clefable > Articuno
Heh i'm using a slightly altered team on ladder with CM Fable over Articuno, ironic you'd mention that :P
 
Hey, nice team!

I agree with the others that this team is Nasty Plot Toxicroak weak (like many other stall teams). Unfortunately the only solution I see is giving Drapion Earthquake over Protect.

Honestly, Drapion seems like the glue of this team against special attackers. It's going to be worn down really fast. Mismagius + Alakazam duos are getting pretty popular, and once one of them weakens Drapion the other has their way with your team. I highly recommend Rest in the last slot so Drapion can remain healthy throughout the match.

I don't really see too many other threats, but CB Kangaskhan can cause quite a bit of damage. CB Double-Edge from Jolly Kangashkan does 44.4% - 52.6% to your Hitmontop after Intimidate, so it technically has to be in tip-top shape to counter it. Thanks to Scrappy you can't really go to a Ghost-type, so it's pretty much guaranteed a kill (I'm not taking Omastar into account because it would probably be weakened/eliminated already, and Double-Edge does 34.4% - 40.8% to your spread anyway). I see SubRoost Moltres causing a bit of havoc as well, as your Heal Beller is weak to its STAB so Milotic can be stalled out. This can open up holes in your team for something on theirs to exploit. Idk what to do to remedy this cause your guys work really well together, but I just thought I'd mention it (also, these threats are rather rare anyway).

Good luck!
 
Your Milotic spread is inefficient. You currently have stats of:

HP: 394
Def: 253
SpD: 310
Spe: 202

With a spread of Calm with 252 HP / 236 Def / 4 SpD / 16 Spe, you gets stats of:

HP: 394
Def: 253
SpD: 315
Spe: 202

Unless you're maxing out Milotic's Defense, it is almost always beneficial to use Calm and boost your base 125 SpD as opposed to your base 79 Def.

This looks like a pretty fun team but you kinda auto lose against Foresight Hitmontop, especially if it has Rest. Hazards play such a massive role to your team's success, you really need a way of stopping the 'failsafe' spinner that even you're employing. Also, you have quite a weakness to SD LO Venusaur with Earthquake. It won't feel the need to sleep anything on your team bar Articuno, since they are all OHKOed by +2 Power Whip or Earthquake (and your Hitmontop is by +1 Power Whip with SR over half the time too).

EDIT: Sorry gotta run, you're kinda weak to SD Doubledge leafeon too but I don't have time to suggest fixes atm sorry!
 
Thund - yeah i've been considering Rest on Drapion, but i can't figure out what to put it over because i've been using Earthquake, and i don't want to be caught without Whirlwind, seeing as it's my only phazer. Also, I've never really had trouble with CB Kanga if i can get Toxic Spikes out early, cause all i need is Stealth Rock and a layer of Toxic Spikes to play around Kanga generally. Generally I just Intimidate it and go to Milotic and spam Recover, probably not the safest strategy but hey it works! Also Sub Roost Moltres is kinda annoying but if i can get SR down i generally bring Drapion on Toxic thanks to the immunity and Whirlwind it away as Flamethrower does ~35%. If you ask me, LO Moltres is the much bigger threat for this team.

LR - yeah i've actually been using 252 HP / 240 Def / 16 Spe, because Bluewind told me it wasted EVs but i haven't had a chance to update the OP! I kinda disagree with the SD Venusaur weak, Articuno is probably one of the best switch ins to any Venusaur set in UU if it can avoid Sleep Powder. Also Venusaur will generally need to Sleep Powder against Drapion to avoid getting phazed if it hasn't Swords Danced yet, or against Rotom as it won't want to get Will O Wisped while setting up. Leafeon is admittedly a problem yeah! I think Scarf Rotom may give me a small upper hand there thanks to HP Ice, but ill have to see!
 
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