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Rohail17

NU Ursaring Skeleont

Jul 26th, 2013
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  1. [Overview]
  2.  
  3. Monstrous Attack stat of 130, enough to dent even the most dedicated physical walls of NU after Guts or Swords Dance: Tangela, Regirock, and Weezing.
  4. Speed stat is horrible, Quick Feet is a good answer to that, Guts sets find problems with this issue though. Common Choice Scarf users still outspeed and OHKO
  5. Bulk is alright, however, common Fighting-type priority moves still hurt.
  6. Has trouble setting up because of typing.
  7. Ursaring is a lesser combination of Zangoose and Swellow; it isn't as strong as Zangoose, but its Quick Feet ability makes it faster, and while it isn't as fast nor as strong as Swellow (with Quick Feet), it has much better bulk and coverage options. Furthermore, its Guts set has more longevity than Zangoose, as it can hold Flame Orb, unlike Zangoose, who has to hold the recoil-stacking Toxic Orb.
  8. Easy to use and effective, so it usually won't disappoint.
  9.  
  10. [SET]
  11. name: Quick Feet
  12. move 1: Facade
  13. move 2: Earthquake / Close Combat
  14. move 3: Crunch
  15. move 4: Swords Dance / Protect
  16. item: Toxic Orb
  17. ability: Quick Feet
  18. nature: Jolly
  19. evs: 4 HP / 252 Atk / 252 Spe
  20.  
  21. [SET COMMENTS]
  22.  
  23. One of the best late-game cleaners.
  24. Fixes Ursaring's Speed issues in just a simple turn, however still outsped by common Choice Scarf users.
  25. Easy to use, and very effective.
  26. Hits like a truck, even when unboosted.
  27. Facade is used for STAB because it's more powerful than both Return and Double-Edge when Toxic Orb is activated.
  28. Earthquake hits the Rock- and Steel-types that resist Facade, while also hitting Metang super effectively. It should be noted that, despite being weak to it, Electric-types are hit harder by Facade than they are by Earthquake.
  29. Close Combat is another option to hit Rock- and Steel-types, however, the defense drops it brings alongside it are very hindering, as it leaves Ursaring ever-so susceptible to revenge killers. Don't get lured in by the fact that Close Combat does super effective damage to Dark-, Ice-, and Normal-types, as Facade can easily take care of the majority of them.
  30. Crunch is used to hit Ghost-types that are immune to its other two moves. Much like Earthquake, a neutral Facade is more powerful than a super effective Crunch, so only use it in case of a Ghost-type.
  31. Swords Dance turns it into a terrifying sweeper, and it can find opportunities to setup on weak attackers such as Lickilicky, Garbodor, and Seismitoad. However, the combination of Toxic Orb recoil and taking weak attacks will greatly shorten Ursaring's sweep.
  32. Protect guarantees the activation of Toxic Orb, letting Ursaring act as a pseudo-revenge killer. Also scouts for Choice-locked Pokemon.
  33.  
  34. [ADDITIONAL COMMENTS]
  35.  
  36. Jolly should always be used here, as it allows Ursaring to outspeed up to base 105s, an important Speed tier to hit in NU.
  37. Toxic Orb is used as Quick Feet doesn't cancel Flame Orb's burn's Attack drop.
  38. Wynaut is an excellent partner, as it can Encore-trap Pokemon into a non-damaging move for Ursaring to come in and setup a Swords Dance.
  39. This set appreciates entry-hazards more than any other set because Ursaring will rarely be able to boost its Attack, so entry-hazards can still help it net some extra KOs, such as guaranteeing a 2HKO on Misdreavus with Crunch.
  40. Ursaring also likes the company of revenge killers and hard-hitting tanks on its side of the field, as they can take care of opposing revenge killers.
  41.  
  42. [SET]
  43. name: Guts
  44. move 1: Facade
  45. move 2: Earthquake
  46. move 3: Crunch
  47. move 4: Protect / Swords Dance
  48. item: Flame Orb
  49. ability: Guts
  50. nature: Adamant / Jolly
  51. evs: 4 HP / 252 Atk / 252 Spe
  52.  
  53. [SET COMMENTS]
  54.  
  55. An extremely hard-hitter.
  56. Uses status to its advantage.
  57. Lack of Speed and bulk hinder it.
  58. Guts-boosted Facade will at the very least dent EVERYTHING that doesn't resist it.
  59. Earthquake hits the Rock- and Steel-type resists, 2HKOing Regirock and Metang with Stealth Rock, two of the most common Rock- and Steel-types, respectively.
  60. Crunch is only there for Ghost-types, as they're immune to Ursaring's other moves. Once again, a neutral Facade will always hit harder than a super effective Crunch, so only use it on Ghost-type Pokemon.
  61. Protect will activate Ursaring's Flame Orb while protecting it from an incoming hit, this can potentially save Ursaring's life by it not having to take that extra Attack before activating Guts.
  62. Swords Dance is a lesser option, as the power boost it provides is usually not needed and this set's low Speed lowers the chance of an effective sweep. However, a +2 Guts-boosted Facade will KO everything in its way, and resists and immunity will be taken care of with Earthquake and Crunch, respectively. Swords Dance will also punish Alomomola for trying to stall Ursaring with Protect.
  63.  
  64. [ADDITIONAL COMMENTS]
  65.  
  66. Adamant nature is preferred due to the sheer power it provides Ursaring with. Although, Jolly can be used to outspeed standard Misdreavus, which can otherwise 2HKO Ursaring with Foul Play before you 2HKO with Crunch.
  67. Flame Orb is used as Ursaring will almost always be staying in and demolishing for more than three turns, making Toxic Orb an inferior option.
  68. Close Combat can be used in the place of Earthquake to hit the same targets while getting a stronger hit on Dark-, Normal-, and Ice-types. However, it lowers Ursaring's defenses afterwards, and Ursaring will then miss out on 2HKOing Metang. The extra power provided by Close Combat isn't needed thanks to the overwhelming damage output of Guts+Earthquake.
  69. Partners are very similar to the Quick Feet set.
  70. Wynaut can trap opposing Pokemon into a harmless move so Ursaring can come in and start to setup with Swords Dance.
  71. Trick Room-setters are very good teammates as this Ursaring fits well on Trick Room teams, Duosion and Musharna are great for this. Furthermore, Ursaring can come in on the Ghost-types that most Trick Room-setters despise, while they can switch into Ursaring's Fighting-type weakness.
  72. Entry hazard-setters are highly appreciated, as with them, Ursaring can net extra KOs in fewer turns, such as 2HKO Regirock with Stealth Rock up. Golurk is an excellent partner for this set as well, this is because it can come in on Ursaring's Fighting-type weakness, and setup Stealth Rock as they switch out.
  73. Revenge killers are the most appreciated by this set, as it is very slow and needs hard-hitting attacker that can outspeed it and KO, such as Sawk and Kadabra, removed before attempting to wallbreak.
  74. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola out of the way are great partners, as this set is more of a wallbreaker than a sweeper.
  75.  
  76. [SET]
  77. name: SubSD
  78. move 1: Substitute
  79. move 2: Swords Dance
  80. move 3: Return
  81. move 4: Earthquake
  82. item: Leftovers
  83. ability: Guts
  84. nature: Adamant
  85. evs: 248 HP / 124 Atk / 52 Def / 84 Spe
  86.  
  87. [SET COMMENTS]
  88.  
  89. Faces stiff competition from SubBU Braviary.
  90. Has a better typing, access to Swords Dance, and a reliable way to hit Rock- and Steel-types over Braviary. It can also switch into status and benefit from it, unlike Braviary who is crippled instead.
  91. Has decent bulk to pull this set off.
  92. Substitute protects it from revenge killers, defeating them to pull off a late-game sweep.
  93. Swords Dance boosts its Attack to terrifying levels, even without maximum investment.
  94. Return provides a reliable and powerful STAB.
  95. Earthquake hits Rock- and Steel-types who take next to nothing from Return without any negative side-effects, it also does decent damage to Golurk, easily 2HKOing it.
  96. [ADDITIONAL COMMENTS]
  97.  
  98. EVs allow Ursaring to easily setup on Alomomola, as it outspeeds it, never has its Substitutes broken by Waterfall, and can 2HKO with Return after a boost.
  99. An alternate EV spread of 248 HP / 172 Def / 84 Spe can be used to make sure that Miltank or Lickilicky's Body Slams never break its Substitutes, however, it has a lot of trouble breaking past walls. You could also put 124 EVs in Special Defense so Tangela's Giga Drain doesn't break Ursaring's Substitute, but again, this isn't recommended because Tangela is a much rarer sight than Alomomola.
  100. Close Combat can be used as a stronger alternative to Earthquake, however its nasty defense drops hinders Ursaring, and is contradictory to the bulk this set has. Close Combat only really hits Bronzor harder, which is non-existant, unlike Golurk, who is a potent threat in today's metagame.
  101. Likewise, Crunch can be used over Earthquake as it gets a super effective hit on Ghost-types that are immune to its main options, however, it isn't nearly as strong and Ursaring is walled by Steel-types without Earthquake.
  102. A status orb can be used to activate Guts 100% of the time, however, the residual damage combined with Substitute, will severely shorten Ursaring's lifespan.
  103. Pursuit-trappers are a necessity when not using Crunch, as Misdreavus, Driflimb, and even Haunter flat out wall it; Skuntank is the best for this.
  104. Entry hazard-setters are very useful, as this set doesn't 2HKO Alomomola or Tangela without them, even after a boost.
  105. Wynaut can Encore-trap an enemy into a status move so Ursaring can come in and have a free turn to setup while activating Guts.
  106. If the opponent happens to have multiple revenge killers, than a revenge killer of your own (or a hard-hitting tank) is useful to eliminate them.
  107.  
  108. [Other Options]
  109.  
  110. Belly Drum can be used alongside Quick Feet for an extremely powerful and decently fast Pokemon, however, its extremely rare that Ursaring will be able to live afterwards.
  111. More offensive moves such as the elemental punches, Gunk Shot, Seed Bomb, Shadow Claw, and Stone Edge; however, they are outclassed as the options above have more coverage and power.
  112. SubPunch set can be considered, but hard to setup, and Close Combat is usually better.
  113. Bulk Up is an option, but Swords Dance is better because Ursaring prefers the immediate power provided by it.
  114. Much like others, Ursaring has access to a RestTalk set, combining this with Guts or Quick Feet might seem like a good strategy on paper, but is gimmicky and difficult to pull off in practice as Ursaring will almost never survive the three turns of sleep, and the guessing game will be difficult to play if the opponent has a Ghost-type on their team.
  115.  
  116. [Checks and Counters]
  117.  
  118. Ursaring's checks and counters somewhat vary on the set its running, however it isn't hard at all to figure that out. If you see Toxic Orb in effect, then its most likely Quick Feet, and you'll need Choice Scarf users and tanks to take it down. If you see Flame Orb, then it's always going to be the Guts variant, and you are better off using revenge killers to deal with this. If you see some recovery, then its obviously holding Leftovers and is the SubSD variant, this should be dealt with continuous offensive pressure. You literally just have to wait a turn to find out what kind of set Ursaring is running, so scouting it is very simple.
  119. Lets start off with walls, the Guts set is the hardest to wall thanks to its ridiculous damage output.
  120. Alomomola and Tangela will usually succeed with the Quick Feet set, as the aren't weak to any of its moves, and can strike it hard with their STABs. They can even use Protect variants of Ursaring as set-up bait, as they can use Wish and Leech Seed on it, respectively. Be wary though, as Ursaring will use Alomomola as set-up bait if it's the SubSD variant, and the Guts variant will beat both of them.
  121. Misdreavus does excellent against the Quick Feet set, granted it runs an attacking move aside from a Ghost-type STAB, as it is only 3HKOed without entry hazards up.
  122. Regirock does a decent job at countering the Quick Feet set, as Close Combat doesn't so too much to it (3HKO at best), giving it enough time to strike Ursaring down with its STAB Rock-type attacks.
  123. Revenge killing it is rather easy with Choice Scarf users on your side, however, most of them usually aren't common enough to OHKO Ursaring, while Ursaring can usually OHKO them.
  124. Kadabra is an exception, however, as it can survive a blow thanks to Focus Sash, then proceed to outspeed and 2HKO with its Psychic STAB.
  125. Choice Scarf Primeape and Sawk are great answers, as they outspeed even Quick Feet Ursaring, and can OHKO with their Fighting-type STAB.
  126. The Guts set is outsped by pretty much any decently fast threat, so revenge killing it isn't as hard as the others.
  127. If Ursaring has gotten a Substitute up in success, something is almost always going down, as revenge killing SubSD Ursaring is near impossible.
  128. If all else fails, just try to bank on the residual damage that status orbs, alongside entry hazards set on Ursaring's side, provide to take it down.
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