MOVESET #1: Frigid Fowl Frenzy
FORMAT TYPE: Singles
ABILITY: Slush Rush
NATURE: Jolly
EVS: 252 Attack, 252 Speed, 4 Special Defense
MOVES:
- Bolt Beak
- Icicle Crash
- Bulldoze
- Low Kick
ITEM: Assault Vest
DYNAMAX POTENTIAL: Yes
For this moveset, Arctozolt takes advantage of its Ability, Slush Rush, to patch up its Speed stat and climb to higher Speed tiers. It also uses several other strategies to facilitate its Speed, whether it slows down its opponents with Bulldoze or boosts its own Speed using a Jolly Nature and 252 Speed EVs. Once it achieves a superior Speed stat to its opponent, Arctozolt can unlock the devastating power of its STABs. For example, Bolt Beak doubles in base power if Arctozolt manages to use it before the opponent attacks. Also, Icicle Crash can sometimes force opponents to flinch, giving Arctozolt additional opportunites to peck away at their defenses. Low Kick, however, does not fulfill a niche for Arctozolt until it Dynamaxes and turns Low Kick into Max Knuckle. At that point, Low Kick becomes pivotal to Arctozolt's onslaught because it gradually boosts the power of Arctozolt's physical moves.
Arctozolt's other moves also become useful when it Dynamaxes. As an example, Bolt Beak becomes Max Lightning, which can boost its own power by spawning Electric Terrain. Although Bolt Beak loses power in Dynamax, Arctozolt's other moves gain power and new secondary effects. For instance, Icicle Crash morphs into Max Hailstorm, granting Arctozolt the option of preserving its ideal weather condition. Moreover, Bulldoze becomes Max Quake, boosting Arctozolt's Special Defense to even higher levels alongside its Assault Vest and 4 Special Defense EVs.
MOVESET #2: Freezer on the Fritz
FORMAT TYPE: Doubles
ABILITY: Volt Absorb
NATURE: Modest
EVS: 252 Special Attack, 252 HP, 4 Defense
MOVES:
- Rising Voltage
- Icy Wind
- Meteor Beam
- Charge
ITEM: Electric Seed
DYNAMAX POTENTIAL: No
POTENTIAL PARTNERS: Tapu Koko
In this moveset, Arctozolt's niche changes from sweeper to stronghold, exchanging an active offense for a passive defense. With Volt Absorb, and 252 HP EVs, Arctozolt can maintain high HP while boosting its stats through Meteor Beam and Charge. Additionally, if Electric Terrain is present, Arctozolt can immediately enhance Rising Voltage and raise its Defense with an Electric Seed. Finally, Icy Wind replaces Bulldoze in this Doubles moveset, slowing down opponents for Arctozolt's partner without damaging it.
Another major difference between the Singles and Doubles Arctozolt is that the latter does not depend on Dynamax. This arises because many of Arctozolt's moves lose either their power or effects through Dynamax. Moreover, Dynamax turns both Icy Wind and Meteor Beam into conflicting weather-spawning Max Moves. While Meteor Beam does become more reliable in this state, it creates a Sandstorm that chips away at Arctozolt's and its partner's HP.
In terms of partners, the Doubles Arctozolt would greatly benefit from one that can immediately spawn Electric Terrain. Moreover, its partner needs an Electric-type move that hits Arctozolt as well as its opponents. Tapu Koko easily fills the niche, sporting both the Electric Terrain-generating Ability, Electric Surge, and an Electric-type move that hits all opponents, Discharge. Tapu Koko also covers for Arctozolt's sluggish Speed stat with its own base 130 Speed stat. Its Speed as well as its Fairy typing become especially helpful when Arctozolt wants to rid itself of its fast Fighting-type adversaries.