Difficulty | Energy Cost | Boss Typing |
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5 Star | 800 MP | Ice/Flying |
Weaknesses | Strengths |
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Rock (2x), Steel, Fire, Electric | Ground (2x), Bug, Grass |
Catch CP Range |
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Minimum CP: 1743 | Maximum CP: 1665 |
Charged Moves | Max Moves |
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Blizzard, Ice Beam, Icy Wind, Ancient Power, Triple Axel | Max Hailstorm |
Similar to its non-Dynamax variant, Dynamax Articuno suffers from a bit of an issue in terms of coverage. Some of its moves are strong, but it also doesn't have many options to threaten its biggest counters. And the fact that it only has access to Max Hailstorm sort of compounds this problem and makes it easier to wall out with good defenders and healers. |
Despite its lack of coverage, Articuno actually does pose a bit of a threat due to the power and utility to select attacks. For example; taking a Blizzard to the face can put a pretty big dent in pretty much anything, even Pokemon that resist it. Re-rolling this raid a few times to encounter a good idea, depending on your team.
In general, the best options for this raid are Gigantamax Toxtricity or Dynamax Metagross. The former offers stronger offensive performance overall, while the latter has higher survivability due to the fact that it resists all of Articuno's Charged Moves, as well as Max Hailstorm. However, the list does not end there. The majority of the remaining options are Fire Types, and they all have their strong performance, but they're all weak to Ancient Power, and the Fire/Flying Types don't even resist Ice Type moves.
For the tanks and healers, a resistance to Ice can really go a long way towards getting the job done. All of our top picks don't really fear Ice Type moves, with Gigantamax Lapras in particular staring Articuno down without fear thanks to its high bulk and natural double-resistance to Ice Type moves... just consider resetting if you see Ancient Power. Of course, that's probably a good idea in general. Regardless, any of the above should have absolutely no trouble managing to stay alive and keep their team safe.
- Choose a DPS counter and round out your team with Tank Counters. Your goal is to ensure that your DPS Counter can last as long as possible to maximize its potential damage output.
- Leading with your tank, charging the Max Meter, and then switching to your DPS counter during Dynamax is a simple general approach to getting great mileage from your fragile damage dealers.
- Due to the potency of some attacks, it is often important to stabilize your defenses before going on the offensive. During the first Dynamax phase, it is often beneficial to fortify your tank with Max Guard three times to significantly improve their survivability. Once their health is safe, you may begin switching to your DPS counters during the subsequent Dynamax phases to fully focus on their damage. Be sure to switch back to the tanks after the Dynamax phase ends to preserve your DPS counters!
- Remember that Max Guard also has a hidden redirection function. While a Pokemon is shielded, the boss will prioritize attacking said Pokemon when it uses its targeted Attack. Dodge this attack to help maintain your shields!
- Since this raid is capped at 4 players, it's important to coordinate healing and defenses. In the absence of good communication, making use of Max Spirit and Max Guard becomes even more important to maintain your group’s longevity. As Max Spirit and Max Guard are not unlocked by default, you may have Trainers in your group who are only capable of using Max Attacks.