Sheer Cold · Articuno
Sheer Cold · Data version 164 · Snapshot date 2026-10-22
₽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 & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 28 | 30 |
| Single-target DPS | 43.08 | 44.98 |
| Range | 120px | 120px |
| Seconds per attack | 0.65s | 0.67s |
| Total placement and evolution cost | ₽1,550 | ₽4,350 |
| Attack type | Ice | Ice |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After 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
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.