![]() Kartana was chosen for the other Tailwind setter as it covers some leads that threaten Articuno (Landorus-T, TTar, Metagross, Heatran to an extent) and likewise Articuno can better handle Salamence and Zapdos. Santoku (Kartana) Focus Sash Ability: Beast Boost Level: 50 Shiny: Yes EVs: 68 HP / 244 Atk / 4 Def / 76 SpD / 116 Spe Adamant Nature 0 HP / 0 SpD Mega Salamence: 192-228 (112.9 - 134.1%) - guaranteed OHKO 124 SpA Articuno Subzero Slammer (185 BP) vs. 212 HP / 164+ SpD Articuno in Electric Terrain: 159-190 (82.8 - 98.9%) - guaranteed 2HKO 252+ SpA Heatran Overheat vs. Rest poured into SpA to sting a bit harder and gain a few OHKOS 252 SpA Life Orb Tapu Koko Thunderbolt vs. Blizzard is a bit of unreliable spread damage, but it's 185BP Subzero Slammer can OHKO Zapdos, Tapu Koko.ĮVs built for special bulk and can survive Koko's LO T-bolt and Heatran's overheat. Sky drop is a Pseudo-Protect and can buy an open turn when Tailwind fades. Freeze-Dry OHKOs most 4x weak targets barring AV Ludicolo and M-Swampert. Rotom/Gyarados functioning as defensive support and anti-setup for opposing TR and Tailwind.Īkutaq (Articuno) Icium Z Ability: Pressure Level: 50 EVs: 212 HP / 4 Def / 124 SpA / 164 SpD / 4 Spe Calm NatureĪrticuno's best use is as a bulky Tailwind user and pelting strong Ice attacks. Hariyama/Aegislash being the initial support and heavy offence. With Articuno/Kartana being the Tailwinders. The team's goal to to set up Tailwind and wear down the opponent's team. Would like any opinions or suggestions for the team or strategy. This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.So my goal was to make a viable team with Articuno this year and it has worked quite well thus far. Teia Elétrica ( SM076-present, TCG, manga)įile:Project Moves and Abilities logo.png The user ensnares the foe with an electrified silk that catches it and slows it down. In the manga In the Pokémon Adventures manga The user ensnares the foe with a thin, electrified silk that catches it and slows it down. It damages an enemy and lowers the enemy's Travel Speed for a while. ![]() Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move. This lowers their Speed stat.īold indicates a Pokémon gains STAB from this move. The user attacks and captures opposing Pokémon using an electric net. The user attacks and captures opposing Pokémon by using an electric net. The user captures and attacks opposing Pokémon by using an electric net. Electroweb inflicts damage and then lowers the target's Speed stat by one stage.Įlectroweb targets all adjacent opponents.Įlectroweb can also be used as part of a Contest Spectacular combination, with the user gaining an extra three appeal points if the move String Shot was used in the prior turn.
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