Upon learning that Articuno got Hurricane in BW2, I wanted to make a team with my favorite of the legendary birds at the helm. After sifting through a few articles on this site, I've created a team that I think has something going, but I can see there's definite room for improvement, and that's why I'm posting this.
If you've seen me anywhere else like Showdown, I have been going by the alias of "flarp22".
Anivia (Articuno) @ Life Orb
Trait: Pressure
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Hurricane
- Ice Beam
- Roost
- Substitute
The main reason I never made a team with Articuno in NU before is because in ye olde days of BW1, Articuno could run defensive sets...while carrying a 4x SR weakness...and that's about it. Sadly, while I may have set up this team with the full intention of abusing Hurricane in the rain, I'm having difficulty getting Articuno to do the job I wanted it to do. Hurricane/Ice Beam are for the STAB and my most hard hitting options for Rain, Roost is for mitigating the SR and Life Orb, and Substitute for the ease of prediction and other such things. Yeah I know Sub+LO can be ill-advised, especially on a mon that loses half its health on SR switch in, but I want that extra damage boost.
Seismitoad (M) @ Damp Rock
Trait: Swift Swim
EVs: 96 HP / 252 SAtk / 160 Spd
Modest Nature
- Rain Dance
- Hydro Pump
- Earth Power
- Stealth Rock
Ironically, I think Seismitoad has seen about twice as much success as Articuno. Even I was surprised at what a lightning bruiser Seismitoad became after the Rain Dance was set up. It's also the Pokemon I have most often led with so far. Hydro Pump wrecks so much face with the STAB and Rain boosting it, Earth Power isn't as strong, but you know how awesome Ground coverage is, right? Stealth Rock is also there mostly for situations where I know I'm scaring out an opponent, but the teammates that can take advantage of the rain wouldn't be the best option on the switch-in. Honestly, I'm having a minor debate on putting Sludge Wave there, but since most of the grass types I've seen with this team so far have been part Poison, and arguably Earth Power would do more damage anyway...ehhhh...
Cacutar (Cacturne) (M) @ Leftovers
Trait: Water Absorb
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Spikes
- Sucker Punch
- Seed Bomb
- Substitute
I just like Cacturne. A lot. This set really makes me smile when I can successfully set up a few layers of Spikes and get away scot-free, or murder the face of a water type that thinks it's going to get a free Water move off on the rest of my team. Spikes, Sucker Punch, and Substitute are all there to create mind games and benefit my situation with their usual purposes. Seed bomb I put there as an attacking option that doesn't rely on the opponent, and I guess it kinda would help in the mind games in the form of the question "is it Sucker Punch or not?" Maybe.
Lamprey (Eelektross) (F) @ Choice Specs
Trait: Levitate
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature
- Thunderbolt
- Volt Switch
- Grass Knot
- Flamethrower
This thing has performed admirably so far, though I've been having a major debate with myself about whether I should run Thunder for a little extra "oomph" or Thunderbolt for usability out of the 8 turn Rain. Specs Thunderbolt was a 3HKO to an Altaria that Roosted right before it was hit by it, so right now I'm leaning toward "Thunderbolt is plenty strong, and being less reliant on the Rain can be a very good thing." Volt Switch helps keep the momentum going and still hits decently hard with the Specs boosting it. Grass Knot...more or less there for coverage, but so far I've yet to even use it. Mostly because I haven't sent Eelektross against anything that's weak to it. Flamethrower is great because once the Rain ends, it gets its full power restored, and thus can pick up kills more easily.
Saxton (Braviary) (M) @ Choice Scarf
Trait: Defiant
Shiny: Yes
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Brave Bird
- Return
- U-turn
- Superpower
Hit fast, hit hard. That's Braviary's motto and I wanted the Speed. This was a Life Orb set intent on using Roost to mitigate recoil, but I almost immediately ran into a team where Seismitoad was KOed early on and I needed speed on this thing to recover, which I didn't have as much of. Even without the LO boost, Braviary still hits like a truck with STAB Brave Bird and Return. U-Turn is to create a bit of synergy with it and Eelektross, and Superpower for that Fighting coverage.
Levity (Audino) (F) @ Leftovers
Trait: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Heal Bell
- Wish
- Protect
- Toxic
I picked Audino for its Cleric utility, mostly because I can be a bit paranoid about Statuses, but so far...I can't say I've run into a team that's troubled me with Status THAT much. It's still helpful as a special wall, and those Wishes still heal for a metric ton of HP. Toxic/Protect is there mostly as a bit of a stall-y option of taking down a wall I may have lost a check/counter to. I...really struggle to talk about Audino all that much.
Notable Problems:
-Stealth Rock, Stealth Rock, STEALTH ROCK. Like I said before, I wanted Articuno to be the face of this team, but I can already see I've made a blunder in the department of "preventing the most crippling feature of Articuno from getting on the field ever." Gigalith and Golem can set it up for free because of Sturdy, and I've managed to run into both of them within a short time-frame, and later in the battle I have to Roost to prevent Articuno from being KOed. Braviary also does not appreciate it.
-Sawk. Especially Scarf Sawk. Not only does it have the coverage to outspeed and devour most of my team late-game, if I failed to keep hazards up by the time it switches in, Braviary, my own Scarfed mon, cannot OHKO with a Brave Bird due to Sturdy, and even before that, is SLOWER than Scarf Sawk (assuming it's Max Speed Jolly Nature).
Not saying that this team hasn't won any battles; actually, I think the ratio of wins to losses are about even.
Thanks again for taking the time to look. I am willing to try out any changes you might have to suggest. Note that Audino is probably the one in the least favorable standing on my team in my opinion, so if you're going to suggest a new mon, I'd mostly like it to take Audino's place, though not necessarily its role. Braviary is also in kinda questionable standing as well, so eh. Articuno is staying, and that much is non-negotiable.
Have an importable:
If you've seen me anywhere else like Showdown, I have been going by the alias of "flarp22".

Anivia (Articuno) @ Life Orb
Trait: Pressure
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Hurricane
- Ice Beam
- Roost
- Substitute
The main reason I never made a team with Articuno in NU before is because in ye olde days of BW1, Articuno could run defensive sets...while carrying a 4x SR weakness...and that's about it. Sadly, while I may have set up this team with the full intention of abusing Hurricane in the rain, I'm having difficulty getting Articuno to do the job I wanted it to do. Hurricane/Ice Beam are for the STAB and my most hard hitting options for Rain, Roost is for mitigating the SR and Life Orb, and Substitute for the ease of prediction and other such things. Yeah I know Sub+LO can be ill-advised, especially on a mon that loses half its health on SR switch in, but I want that extra damage boost.

Seismitoad (M) @ Damp Rock
Trait: Swift Swim
EVs: 96 HP / 252 SAtk / 160 Spd
Modest Nature
- Rain Dance
- Hydro Pump
- Earth Power
- Stealth Rock
Ironically, I think Seismitoad has seen about twice as much success as Articuno. Even I was surprised at what a lightning bruiser Seismitoad became after the Rain Dance was set up. It's also the Pokemon I have most often led with so far. Hydro Pump wrecks so much face with the STAB and Rain boosting it, Earth Power isn't as strong, but you know how awesome Ground coverage is, right? Stealth Rock is also there mostly for situations where I know I'm scaring out an opponent, but the teammates that can take advantage of the rain wouldn't be the best option on the switch-in. Honestly, I'm having a minor debate on putting Sludge Wave there, but since most of the grass types I've seen with this team so far have been part Poison, and arguably Earth Power would do more damage anyway...ehhhh...

Cacutar (Cacturne) (M) @ Leftovers
Trait: Water Absorb
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Spikes
- Sucker Punch
- Seed Bomb
- Substitute
I just like Cacturne. A lot. This set really makes me smile when I can successfully set up a few layers of Spikes and get away scot-free, or murder the face of a water type that thinks it's going to get a free Water move off on the rest of my team. Spikes, Sucker Punch, and Substitute are all there to create mind games and benefit my situation with their usual purposes. Seed bomb I put there as an attacking option that doesn't rely on the opponent, and I guess it kinda would help in the mind games in the form of the question "is it Sucker Punch or not?" Maybe.

Lamprey (Eelektross) (F) @ Choice Specs
Trait: Levitate
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature
- Thunderbolt
- Volt Switch
- Grass Knot
- Flamethrower
This thing has performed admirably so far, though I've been having a major debate with myself about whether I should run Thunder for a little extra "oomph" or Thunderbolt for usability out of the 8 turn Rain. Specs Thunderbolt was a 3HKO to an Altaria that Roosted right before it was hit by it, so right now I'm leaning toward "Thunderbolt is plenty strong, and being less reliant on the Rain can be a very good thing." Volt Switch helps keep the momentum going and still hits decently hard with the Specs boosting it. Grass Knot...more or less there for coverage, but so far I've yet to even use it. Mostly because I haven't sent Eelektross against anything that's weak to it. Flamethrower is great because once the Rain ends, it gets its full power restored, and thus can pick up kills more easily.

Saxton (Braviary) (M) @ Choice Scarf
Trait: Defiant
Shiny: Yes
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Brave Bird
- Return
- U-turn
- Superpower
Hit fast, hit hard. That's Braviary's motto and I wanted the Speed. This was a Life Orb set intent on using Roost to mitigate recoil, but I almost immediately ran into a team where Seismitoad was KOed early on and I needed speed on this thing to recover, which I didn't have as much of. Even without the LO boost, Braviary still hits like a truck with STAB Brave Bird and Return. U-Turn is to create a bit of synergy with it and Eelektross, and Superpower for that Fighting coverage.

Levity (Audino) (F) @ Leftovers
Trait: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Heal Bell
- Wish
- Protect
- Toxic
I picked Audino for its Cleric utility, mostly because I can be a bit paranoid about Statuses, but so far...I can't say I've run into a team that's troubled me with Status THAT much. It's still helpful as a special wall, and those Wishes still heal for a metric ton of HP. Toxic/Protect is there mostly as a bit of a stall-y option of taking down a wall I may have lost a check/counter to. I...really struggle to talk about Audino all that much.
Notable Problems:
-Stealth Rock, Stealth Rock, STEALTH ROCK. Like I said before, I wanted Articuno to be the face of this team, but I can already see I've made a blunder in the department of "preventing the most crippling feature of Articuno from getting on the field ever." Gigalith and Golem can set it up for free because of Sturdy, and I've managed to run into both of them within a short time-frame, and later in the battle I have to Roost to prevent Articuno from being KOed. Braviary also does not appreciate it.
-Sawk. Especially Scarf Sawk. Not only does it have the coverage to outspeed and devour most of my team late-game, if I failed to keep hazards up by the time it switches in, Braviary, my own Scarfed mon, cannot OHKO with a Brave Bird due to Sturdy, and even before that, is SLOWER than Scarf Sawk (assuming it's Max Speed Jolly Nature).
Not saying that this team hasn't won any battles; actually, I think the ratio of wins to losses are about even.
Thanks again for taking the time to look. I am willing to try out any changes you might have to suggest. Note that Audino is probably the one in the least favorable standing on my team in my opinion, so if you're going to suggest a new mon, I'd mostly like it to take Audino's place, though not necessarily its role. Braviary is also in kinda questionable standing as well, so eh. Articuno is staying, and that much is non-negotiable.
Have an importable:
Anivia (Articuno) @ Life Orb
Trait: Pressure
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Hurricane
- Ice Beam
- Roost
- Substitute
Seismitoad (M) @ Damp Rock
Trait: Swift Swim
EVs: 96 HP / 252 SAtk / 160 Spd
Modest Nature
- Rain Dance
- Hydro Pump
- Earth Power
- Stealth Rock
Cacutar (Cacturne) (M) @ Leftovers
Trait: Water Absorb
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Spikes
- Sucker Punch
- Seed Bomb
- Substitute
Lamprey (Eelektross) (F) @ Choice Specs
Trait: Levitate
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature
- Thunderbolt
- Volt Switch
- Grass Knot
- Flamethrower
Saxton (Braviary) (M) @ Choice Scarf
Trait: Defiant
Shiny: Yes
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Brave Bird
- Return
- U-turn
- Superpower
Levity (Audino) (F) @ Leftovers
Trait: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Heal Bell
- Wish
- Protect
- Toxic
Trait: Pressure
Shiny: Yes
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Hurricane
- Ice Beam
- Roost
- Substitute
Seismitoad (M) @ Damp Rock
Trait: Swift Swim
EVs: 96 HP / 252 SAtk / 160 Spd
Modest Nature
- Rain Dance
- Hydro Pump
- Earth Power
- Stealth Rock
Cacutar (Cacturne) (M) @ Leftovers
Trait: Water Absorb
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Spikes
- Sucker Punch
- Seed Bomb
- Substitute
Lamprey (Eelektross) (F) @ Choice Specs
Trait: Levitate
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature
- Thunderbolt
- Volt Switch
- Grass Knot
- Flamethrower
Saxton (Braviary) (M) @ Choice Scarf
Trait: Defiant
Shiny: Yes
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Brave Bird
- Return
- U-turn
- Superpower
Levity (Audino) (F) @ Leftovers
Trait: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Heal Bell
- Wish
- Protect
- Toxic