Competitive Information for Articuno [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Articuno articuno
Base Stats for Articuno

Ice / Flying

Abilities:
PressurePressure: If this Pokemon is the target of a foe's move, that move loses one additional PP.
,
Snow CloakSnow Cloak: If Hail is active, this Pokemon's evasiveness is 1.25x; immunity to Hail.


Evolutions / Family:
Articuno

Weakness Chart for Ice/Flying-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
  
  
2x
  
  
2x
  
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
0x
  
  
  
  
4x
2x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ArticunoVisit Serebii's Pokedex for location, breeding, and other game details about ArticunoVisit Bulbapedia for more information about ArticunoVisit Pikalytics for competitive usage stats on Articuno

Movesets for Singles


What is a good competitive moveset for Articuno? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Articuno in Pokemon Sun/Moon:

Sableye-MegaGliscorClefableSkarmoryChanseyZapdosDusclopsToxapexPyukumukuFlareon


Articuno is a decent Ice and Flying-typed Pokemon. Articuno are common Pokemon to see in the SM metagame. Articuno is weak to Electric, Fire, Rock, and Steel-typed attacks.


Species: Articuno
Item: Leftovers
Ability: Pressure
Nature: Timid (+Spe, -Atk)
EVs: 252 Hp / 68 Def / 84 SpD / 104 Spe
Moveset:
- Freeze-Dry / Haze
- Heal Bell
- Protect / Substitute
- Roost / Defog

Double Wall Articuno (Popular/Trending)

Articuno is a legendary Double Wall. It's designed to have enough defenses and bulk to take both physical and special hits. Leftovers are always a great recovery option to ensure Articuno last longer regaining it's life every turn. With Pressure, if Articuno is the target of a foe's move that move loses one additional pp.

Freeze-Dry is a special STAB-boosted 70-base power Ice-type move (10% chance to freeze. super effective on water).
Haze is a status move (eliminates all stat changes).
Heal Bell is a status move (cures your Articuno's party of all status conditions).
Protect is a status move (prevents moves from affecting your Articuno this turn).
Substitute is a status move (Articuno takes 1/4 its max hp to put in a substitute).
Roost is a status move (heals 50% hp. flying-type removed until turn ends).
Defog is a status move (-1 evasion; clears Articuno and target side's hazards).




Species: Articuno
Item: Normalium Z / Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Sky Attack / Sky Drop
- Avalanche
- U-turn

Physical Sweeper Articuno (Pressure)

Articuno is a legendary Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Life Orb boosts the power of Articuno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Articuno is the target of a foe's move that move loses one additional pp.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Sky Attack is a physical STAB-boosted 140-base power Flying-type move (charges, then hits turn 2. 30% flinch. high crit).
Sky Drop is a physical STAB-boosted 60-base power Flying-type move (Articuno and foe fly up turn 1. damages on turn 2).
Avalanche is a physical STAB-boosted 60-base power Ice-type move (power doubles if Articuno is damaged by the target).
U-turn is a physical 70-base power Bug-type move (Articuno switches out after damaging the target).




Species: Articuno
Item: Icium Z / Life Orb
Ability: Pressure
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Ice Beam / Freeze-Dry
- Air Cutter
- Extrasensory
- Signal Beam

Special Sweeper Articuno (Pressure)

Articuno is a legendary Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Articuno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Articuno is the target of a foe's move that move loses one additional pp.

Ice Beam is a special STAB-boosted 90-base power Ice-type move (10% chance to freeze the target).
Freeze-Dry is a special STAB-boosted 70-base power Ice-type move (10% chance to freeze. super effective on water).
Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. hits adjacent foes).
Extrasensory is a special 80-base power Psychic-type move (10% chance to flinch the target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).




Species: Articuno
Item: Leftovers
Ability: Snow Cloak
Nature: Timid (+Spe, -Atk)
EVs: 192 Hp / 64 SpD / 252 Spe
Moveset:
- Roost
- Sheer Cold
- Mind Reader
- Substitute

Articuno Support (Sheer Cold Articuno)

Articuno is a legendary Support. Leftovers are always a great recovery option to ensure Articuno last longer regaining it's HP every turn. With Snow Cloak, if hail is active Articuno's evasiveness is 1.25x; immunity to hail. Substitue for Defense then use Mind Reader followed up by Sheer Cold (OHKO). Use Roost for recovery when needed.

Roost is a status move (heals 50% hp. flying-type removed until turn ends).
Sheer Cold is a special STAB-boosted 0-base power Ice-type move (ohkos non-ice targets. fails if Articuno's lower level).
Mind Reader is a status move (Articuno's next move will not miss the target).
Substitute is a status move (Articuno takes 1/4 its max hp to put in a substitute).



Movesets for Doubles


What is a good doubles moveset for Articuno? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Articuno in Pokemon Sun/Moon:

Sableye-MegaGliscorClefableSkarmoryChanseyZapdosDusclopsToxapexPyukumukuFlareon


Species: Articuno
Item: Normalium Z / Life Orb
Ability: Pressure
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Sky Attack / Sky Drop
- Avalanche
- U-turn

Doubles Physical Sweeper Articuno (Pressure)

Articuno is a legendary Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Life Orb boosts the power of Articuno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Articuno is the target of a foe's move that move loses one additional pp.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Sky Attack is a physical STAB-boosted 140-base power Flying-type move (charges, then hits turn 2. 30% flinch. high crit).
Sky Drop is a physical STAB-boosted 60-base power Flying-type move (Articuno and foe fly up turn 1. damages on turn 2).
Avalanche is a physical STAB-boosted 60-base power Ice-type move (power doubles if Articuno is damaged by the target).
U-turn is a physical 70-base power Bug-type move (Articuno switches out after damaging the target).




Species: Articuno
Item: Flyinium Z / Life Orb
Ability: Pressure
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Air Cutter
- Icy Wind / Ice Beam
- Twister
- Extrasensory

Doubles Special Sweeper Articuno (Pressure)

Articuno is a legendary Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Life Orb boosts the power of Articuno's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Pressure, if Articuno is the target of a foe's move that move loses one additional pp.

Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. hits adjacent foes).
Icy Wind is a special STAB-boosted 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Ice Beam is a special STAB-boosted 90-base power Ice-type move (10% chance to freeze the target).
Twister is a special 40-base power Dragon-type move (20% chance to flinch the foes).
Extrasensory is a special 80-base power Psychic-type move (10% chance to flinch the target).



Movepool


Wondering what moves can Articuno learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Air Cutter
60
95%
25
High critical hit ratio. Hits adjacent foes.
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Extrasensory
80
100%
20
10% chance to flinch the target.
Freeze-Dry
70
100%
20
10% chance to freeze. Super effective on Water.
Frost Breath
60
90%
10
Always results in a critical hit.
Gust
40
100%
35
Power doubles during Bounce, Fly, and Sky Drop.
Hurricane
110
70%
10
30% chance to confuse target. Can't miss in rain.
Hyper Beam
150
90%
5
User cannot move next turn.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Ominous Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Powder Snow
40
100%
25
10% chance to freeze the foe(s).
Razor Wind
80
100%
10
Charges, then hits foe(s) turn 2. High crit ratio.
Round
60
100%
15
Power doubles if others used Round this turn.
Sheer Cold
--
30%
5
OHKOs non-Ice targets. Fails if user's lower level.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Twister
40
100%
20
20% chance to flinch the foe(s).
Water Gun
40
100%
25
No additional effect.
Water Pulse
60
100%
20
20% chance to confuse the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Avalanche
60
100%
10
Power doubles if user is damaged by the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fly
90
95%
15
Flies up on first turn, then strikes the next turn.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Ice Shard
40
100%
30
Usually goes first.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Peck
35
100%
35
No additional effect.
Pluck
60
100%
20
User steals and eats the target's Berry.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Sky Attack
140
90%
5
Charges, then hits turn 2. 30% flinch. High crit.
Sky Drop
60
100%
10
User and foe fly up turn 1. Damages on turn 2.
Steel Wing
70
90%
25
10% chance to raise the user's Defense by 1.
Take Down
90
85%
20
Has 1/4 recoil.
U-turn
70
100%
20
User switches out after damaging the target.
Agility
--
--
30
Raises the user's Speed by 2.
Aurora Veil
--
--
20
For 5 turns, damage to allies is halved. Hail only.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defog
--
--
15
-1 evasion; clears user and target side's hazards.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Hail
--
--
10
For 5 turns, hail crashes down.
Haze
--
--
30
Eliminates all stat changes.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Mimic
--
--
10
The last move the target used replaces this one.
Mind Reader
--
--
5
User's next move will not miss the target.
Mist
--
--
30
For 5 turns, protects user's party from stat drops.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Roost
--
--
10
Heals 50% HP. Flying-type removed 'til turn ends.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tailwind
--
--
15
For 4 turns, allies' Speed is doubled.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Whirlwind
--
--
20
Forces the target to switch to a random ally.

Combo List


These are a list of several common move combinations Articuno can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Articuno

Create a build


Have an idea in mind for Articuno that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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