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Sheer Cold · Articuno
Signature moves

Sheer Cold · Articuno

Sheer Cold · Data version 164 · Snapshot date 2026-10-22

ArticunoArticuno
Ice

₽2,800Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit2830
Single-target DPS43.0844.98
Range120px120px
Seconds per attack0.65s0.67s
Total placement and evolution cost₽1,550₽4,350
Attack typeIceIce

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Damage growth during sustained attack / Growth gained per trigger—1
Damage growth during sustained attack / Maximum effect or copies—320
Damage growth during sustained attack / Growth lost while idle—3

Budget the full build

Articuno₽1,550
Sheer Cold+₽2,800₽4,350

Other choices for this Pokémon

Full battle details

Conditional effects

Hit-damage multiplier
1.071
Attack-interval multiplier
1.026
Damage growth during sustained attack › Growth gained per trigger
1
Damage growth during sustained attack › Maximum effect or copies
320
Damage growth during sustained attack › Growth lost while idle
3

Result

Damage per hit
30
Attack range (px)
120
Seconds between attacks
0.6669
Movement-speed reduction (fraction)
0.5
Slow duration (s)
2
Attack or effect type
Ice
Can detect hidden Ghost enemies
—
Damage growth during sustained attack › Growth gained per trigger
1
Damage growth during sustained attack › Maximum effect or copies
320
Damage growth during sustained attack › Growth lost while idle
3

Conditional effects

Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.

Damage growth or attack-speed growth builds with successive attacks, whichever ramp field is present. Idle time reduces the accumulated benefit, and each new wave starts the ramp again. Give the unit sustained access to compatible targets; the maximum in the table is a cap, not its starting output.