Imagine an image of Teddy Bear Rotom here, because I got none!
Rankurusu, AKA Teddy Bear Rotom
Rankurusu, AKA Teddy Bear Rotom
In a world full of new threats...in a world with Ononokusu, Sazanado, Hihidurama, Warubiaru and Doryuuzu, there will be that which flies under the radar. Before you, I present a candidate that could do major damage, an underrated threat!
Beware the Teddy Bear!
Code:
[B]#579 Rankurusu[/B]
Typing: Psychic
Ability 1:
Dust-Proof
This pokemon is unaffected by weather,
Ability 2:
Magic Guard
Prevents indirect damage. More in-depth information [url=http://www.smogon.com/dp/abilities/magic_guard]here.[/url]
Ability 3:
Regeneration
This ability heals 1/3rd of this pokemons HP when switching out.
HP: 110
Atk: 65
Def: 75
SpA: 125
SpD: 85
Spe: 30
[B]Level-Up Moves:[/B]
Lv1: Psywave
Lv1: Reflect
Lv1: Rollout
Lv1: Snatch
Lv3: Reflect
Lv7: Rollout
Lv10: Snatch
Lv14: Hidden Power
Lv16: Light Screen
Lv19: Charm
Lv24: Recover
Lv25: [M473]
Lv28: Endeavor
Lv31: Future Sight
Lv34: Pain Split
Lv39: Psychic
Lv41: Dizzy Punch
Lv45: Skill Swap
Lv54: Heal Block
Lv59: [M472]
[M472]: [M472]: Other Psychic PP: 10 Power: --- / Accuracy: ---
[E119](Dunno what this means. Help?)
[M473]: Special Psychic PP: 10 Power: 80 / Accuracy: 100
[E11A](Dunno what this means either)
[B]TM Moves:[/B]
TM03 - Psycho Shock
TM04 - Calm Mind
TM06 - Toxic
TM10 - Hidden Power
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM18 - Rain Dance
TM19 - Telekinesis
TM20 - Safeguard
TM21 - Frustration
TM25 - Thunder
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM33 - Reflect
TM39 - Rock Tomb
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM48 - Troll
TM52 - Focus Blast
TM53 - Energy Ball
TM56 - Fling
TM63 - Embargo
TM64 - Explosion
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM74 - Gyro Ball
TM77 - Psych Up
TM80 - Rock Slide
TM85 - Dream Eater
TM86 - Grass Knot
TM87 - Swagger
TM90 - Substitute
TM91 - Flash Cannon,
TM92 - Trick Room
TM94 - Rock Smash
HM04 - Strength
- Magic Guard
The first thing notable about this little bear is it has the ability Magic Guard, an ability only learned by 4 Pokemon(Itself, Clefable, Shinpora and Dream World Alakazam). With this, Rankurusu has nothing to fear from Sandstorm or Hail chipping at it's HP, Toxic/Toxic Spikes crippling it or any entry hazard making switch-ins difficult. This also means that Rankurusu can switch into a poison move to become essentially impervious to status conditions. - An absolutely huge movepool
Have you ever wondered what would happen if Clefable and Teddie Roosevelt had some kind of sick and twisted love child? Judging from this moveset, your dreams have been somehow answered. Thunder Wave, Explosion, Psycho Shock, Reflect, Light Screen, Recover, Trick Room and Substitute are just some examples of Rankurusu's very nice movepool. While it means he's liable to run into moveset syndrome, it also gives him excellent options. - Good stats, especially defenses
Clefable's Magic Guard was great, but it's stats often let it down in OU play. But with 110/75/85 defenses, Rankurusu can more than take a hit, and with 125 base Special Attack(Only 10 less than Alakazam!) can dish a hit out. It's 30 base speed can be dissapointing, however. - 101 HP Subs
With 110 base HP and the ability to learn Substitute, Mr. Bear can use the coveted 101 HP Substitute to safely set-up behind Seismic Tosses/Night Shades. Given it also has Calm Mind access, and maybe even Recover on a Croset, it can set up in the face of some weaker mons. Or run a MYSTICgar-esque set! - Focus Blast to deal with Tyranitar and other DARK Pursuiters
The bane of the psychic type is the "Checkmate" situation. Facing a Crunch or a Pursuit to be KO'd. However, Rankurus takes a "Gengar" solution to the problem(With only 5 less Base Sp. ATK!) and can Focus Blast Tyranitar into oblivion. Due to it's high defenses, it can also take a Pursuit if it doesn't switch, turning it into a light prediction match.
Rankurusu @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Sp. ATK / 6 Speed
Nature: Modest(+Sp. ATK -Atk)
~ Psycho Shock / Psychic
~ Focus Blast
~ Shadow Ball
~ Recover / Thunder Wave / Thunder / Grass Knot / Energy Ball
With Magic Guard, Rankurusu takes no recoil from Life Orb while keeping it's damage, allowing it to become a bulky sweeping type. Psycho Shock is the main damage dealing move, making Blissey sad to wall it and giving it some kinda psuedo-mixed capabilities, while Focus Blast puts a hurting on Steels that want to resist Psycho Shock and Tyranitar. Shadow Ball provides "perfect" coverage with Focus Blast and allows you to hit incoming Ghosts hard.
The fourth move is heavily dependant on what you want Rankurusu to do. Since it has no need for speed, 252 HP and Recover can allow Rankurusu to be quite bulky with it's defenses, while Thunder Wave allows it to lay down some status support to help the team. Alernately, Thunder gives it the most powerful option to lay the smackdown on any water type, with Grass Knot or Energy Ball providing reliable alternatives.
Because of Rankurusu's crap speed, no EVs are invested into it, instead going into HP for maximum bulk.
Rankurusu @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 156 Defense / 102 Special Defense
Nature: Relaxed(+Def -Speed)
IVs: 0 Speed IVs
~ Trick Room
~ Recover
~ Explosion
~ Psycho Shock / Psychic
A defensive Trick Room Rankurusu. With 20 speed, it's almost guarenteed to go first, after which you have two options: Switch out and get 3 turns of Trick Room and come back with a very bulky Trick Room setupper again later, or explode it to get maximum damage and use of Trick Room? Even with 65 base attack, it will put a dent into anything with Explosion. Finally, Psycho Shock / Psychic is the standard STAB move of choice.
The EVs give it balanced defenses, while the nature shores up the lower defense and lowers speed for Trick Room.
Rankurusu @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 6 Defense / 252 Sp. ATK
Nature: Quiet(+Sp. ATk - Speed)
IVs: 0 Speed IVs
~ Trick Room
~ Psycho Shock / Psychic
~ Focus Blast
~ Shadow Ball
Offensive trick room. Again, after Trick Room Rankurusu will often go first, after which it can fire off strong moves off base 125 Sp. ATK with perfect coverage while retaining great bulk. It also avoids Life Orb recoil thanks to having Magic Guard, essentially giving it a "free" boost to it's attacks.
There's not much to say here. It's straightforward and to the point.
Rankurusu @ Leftovers / Toxic Orb
Ability: Magic Guard / Regeneration
EVs: 252 HP / 156 Defense / 102 Special Defense
Nature: Bold(+Defense -Atk)
~ Recover
~ Thunder Wave / Toxic
~ Psycho Shock / Psychic
~ Substitute / Safeguard / Reflect / Light Screen
Defensive wall/support Rankurusu. Taking the balanced defense from the Trick Room set and putting it over here, it's main purpose is to stall with Recover and send out Toxic/Thunder Waves to the enemy. Psycho Shock / Psychic is for constant damage. The last move is mostly a choice of various supporting moves, be it to protect itself with Substitute or psuedo-pass any of the screens/Safeguard to the rest of your team.
Leftovers is recommended, but Toxic Orb can be an option to stop status like paralysis on your Rankurusu. However, with 20 base speed and no chance of being fully paralyzed Rankurusu doesn't fear paralysis much anyway, so this isn't recommended. Regeneration is also an option, letting you heal back a lot of damage when forced to switch, and being a non-SR weak wall not running LO the greatness of Magic Guard is slightly reduced.
These are just some preliminary sets. I wanted to get out a Dual Screen set, but I'm quickly running out of time!
Go, my teddy bear rotom friends! Go and conquer!