Superted: Ursaring Discussion

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#217 Ursaring
Base Stats: 90 HP / 130 Atk / 75 Def / 75 SAtk / 75 SDef / 55 Spd
Ability: Guts (one stage attack increase when statused)
Ability: Quick Feet (one stage speed increase when statused)

Weak 2x:
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Immunity:
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Notable Physical Movepool
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Slash
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Hammer Arm
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Focus Punch
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Facade
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Return
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Earthquake
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Aerial Ace
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Shadow Claw
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Payback
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Stone Edge
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Rock Slide
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Avalanche
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Crunch
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Night Slash
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Cross Chop
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Close Combat
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Double-Edge
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Body Slam
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Thunderpunch
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Fire Punch
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Ice Punch

Notable Support Movepool
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Roar
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Bulk Up
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Taunt
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Swords Dance
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Yawn

Ursaring got notably better in D/P with all the new toys it has to play with. Choice Scarf could be loads of fun on Guts sets, allowing Ursaring to outspeed things like AGmence and all varieties of Heracross without being statused. 130 base attack is just damn awesome and its 90 / 75 / 75 defenses aren't too shabby. 55 base speed is what really hurts it, but that's nothing a little speedpassing or the like won't cure.

Ursaring @ Choice Band
Nature: Adamant (+Atk -SAtk)
EVs: 4 HP / 252 Atk / 252 Spd
Trait: Guts
-Facade
-Crunch
-Earthquake
-Fire Punch

Facade loves Guts. Crunch hits ghosts that Facade doesn't along with doing neutral damage to Metagross / Jirachi / Bronzong. Earthquake super-effectives most rock and steel types that resist Facade, and Fire Punch hits Bronzong and Skarmory for super-effective.
 
I think Adherance Scarf + Guts and Choice Band + Quick Feet are interchangable, and I think I'd prefer the former. Flame Orb sounds really cool as well, but you can just switch this into Toxic or Will-o-Wisp easily. And of course Ursaring can still Sleep Talk...

Also, fixed the broken link.
 
With PAR+Quick Feet you effectively make all your moves 75% accurate, but with Guts+Burn you take 1/8th damage every turn, which could be a major issue with Sandstream. It goes without saying that you'll need a Rapid Spinner if you use Guts. WIth Spikes Ursaring will not live.
 
I've seen a lot of trick room teams utililize ursaring quite well. Maybe his home this gen shall be there. Anyway, overall I'd say he improved this generation.
 
Overall, Ursaring got a lot of fun new toys to play with and should at least get solid BL status, if not low OU. My preferred set would be Ursaring with Choice Scarf, Guts, and Return/Close Combat/Stone Edge/filler.
 
Ursaring @ Toxic Orb
6 HP, 252 Attack, 252 Speed (Jolly)
<Quick Feet>
~ Swords Dance
~ Close Combat
~ Crunch
~ Facade

My favorite set for it.
 
If I were using it on a Trick Room team, I think I'd go for

Item: Flame Orb
Ability: Guts

Facade
Hammer Arm
Crunch
Fling

It just gets faster and faster as it uses Hammer Arm! Until Trick Room runs out, of course. I like the idea of a damaging, 100% burn attack, even if it is a one-time thing. Might as well do something with that leftover Flame Orb.
 
I personally would not use this guy in any circumstances other than under Trick Room.

Just Flameorb and Facade everything you see.
 
I said it before, I will say it again - don't even touch the orbs. Ursaring will die so fast it will make your head spin.

Like I said in the previous topic, I like either Choice Band with Quick Feet or Guts with Choice Scarf. If you can get the setup off (which shouldn't be too hard), your opponent will cry. The Guts set is probably better, because then you can absorb Burns, but if you feel lucky you can try the Quick Feet one and absorb a Thunder Wave - you'll likely live longer, but there's always a full paralysis to worry about.
 
Snoresaring is the greatest "sleep-talker." Stalkaring also works. Too bad he doesn't have the defenses to abuse resttalk or restsnore as much as in GSC thanks to the offense boosts of D/P.

I can't imagine a set without Stalk though seeing as how both his abilities are helped by status. Crunch/Facade/CloseCombat/Stalk would be decent although I do like Tenchi's set with SD instead.


EDIT: Why in the hell did Snore go special? And wow, I completely missed that. Thanks Phu.
 
I've been using:
Ursa @ CB
Guts
In Fight
Crunch
Facade
Stone Edge
to much sucess on WiFi. Facade + CB + Guts = dead Suicune w/SS. Good times, ggood times.
 
Yes, I'm bumping an old discussion. But I have a reason! I've been concocting a really nice Ursaring set for the longest time, and I'm definitely using it on WiFi, maybe even on OU Competitor.

Ursaring @ Flame Orb (F)
Trait: Guts
Nature: Adamant (+Atk, -SAtk)
EV's: 252 HP, 252 Atk, 4 Def
- Taunt
- Stone Edge / Thunderpunch
- Close Combat
- Avalanche / Return / Facade

Tauntaring. Yes, it's here. Taunt Blissey so it can't hit you with much, and can't heal anything/itself. Then Close Combat for the OHKO(?). This thing is a complete monster, and with Guts activated it's at least 600 Atk, I believe. Stone Edge is awesome with crithax potential [if you have good hax], but Thunderpunch completely ruins Skarmory. Return is if you want the STAB (Facade may be better here I'm thinking), Avalanche is if you come across a Jolly Garchomp or Salamence. Facade is probably the better option. I think this thing has the potential to break the OU metagame.

The EV's aren't that great, yes. But this thing can definitely come in on Blissey and force it to switch out. Skarmory tries to wall? Thunderpunch for the (probable) OHKO. I said Blissey will wall it in my paragraph above, I'm a complete idiot. ;_;

What does this thing get walled by? Let's see:

- Gengar? No, Thunderpunch or Avalanche.
- Tyranitar? Hell no, Close Combat.
- Heracross? Oh, meh. Avalanche? :/
- Other Physical Walls? Rhyperior? No, Close Combat ftw.

Meh, my weak attempt at a threat list. :(
 
Couple of problems there, Wake.

First one being why would you Taunt Blissey? It isn't gonna Thunder Wave since Ursaring's already burnt. In fact, it probably won't even stay in. May as well just OHKO it straight out if by some miracle it stays in i.e it's your foe's last Pkmn.

Go with Facade as it > Return under the Flame Ord. Return does 102, Facade does 140.

Thunderpunch does about 60% to Skarmory.

And you're right, he doesn't get walled by Heracross. Instead, he gets OHKO'd by Heracross which is a little worse.

It's still a devestating set, and should really kill at least one Pokemon if used correctly. However, I'd definately reccomend you take away a good chunk of those HP Ev's and put them into speed. It's too early for me to reccomend a D/P magic number, but on a sweeper set like this I'd reccomend something decently high, otherwise it might just go something like this.

Weezing used Sludge Bomb
Ursaring used Facade
Weezing used Sludge Bomb
Ursaring used Facade
Weezing fainted
*** sent out Gengar
Gengar used Sludge Bomb
Ursaring fainted

That's just a very basic example of why slow sweepers can have a very limited effect. Once he hits that last 30% of his health, he's not even worth switching out. Sure, you can bring him back later but he'll just get KO'd by something faster i.e anything that isn't Swampert or Dusknoir.

Anyway, just some random musings. I hope you can use them to make the set even better!
 
Let me take a STAB at this:
Ursaring @toxic orb
guts
adamant- 252 atk/50 spd/208 in sp def or hp
facade
fire punch
rest
sleep talk

An ultimate tanking set, switch in on a sp attacker(ursaring doesnt switch in on too many physical sweepers because of close combat) or a statuser, toxic orb activates, then go to town with facade, which has 236 bp after stab and guts (someone please clarify this). fire punch for steels that try to wall you. When ursaring has tired itself out, rest away the damage and keep beating on stuff with Stalk. when ursaring wakes up, toxic orb reactivates and the cycle continues. This set can also work to lessen the damage done by sleep inducers. I have yet to test this but I will be doing so soon. 50 speed evs is to outspeed 60 base speed pokemon.
 
ok i think my question is kind of noobish, when ursaring got wow, gut activates, so does that mean, instead of a power down it gets a power up? and how much?
 
Ursaring's attack becomes 1.5 when it is effected by burn, poison, para or sleep, and it cancels out the effects of burn. On a similar note, quick feet does the same thing, except it gives 1.5 speed and cancels out the effects of para instead.
 
Let me take a STAB at this:
Ursaring @toxic orb
guts
adamant- 252 atk/50 spd/208 in sp def or hp
facade
fire punch
rest
sleep talk

An ultimate tanking set, switch in on a sp attacker(ursaring doesnt switch in on too many physical sweepers because of close combat) or a statuser, toxic orb activates, then go to town with facade, which has 236 bp after stab and guts (someone please clarify this). fire punch for steels that try to wall you. When ursaring has tired itself out, rest away the damage and keep beating on stuff with Stalk. when ursaring wakes up, toxic orb reactivates and the cycle continues. This set can also work to lessen the damage done by sleep inducers. I have yet to test this but I will be doing so soon. 50 speed evs is to outspeed 60 base speed pokemon.

I really like this idea, However, has it been tested?
 
Actually, Ursaring takes a lot of hits to take down, plus, it has an amazing attack stat, though, your better off using Choice Scarf w/Guts and predicting status, much like Heracross, but more attack less speed. Also, this thing has a huge movepool.
 
Actually, Ursaring takes a lot of hits to take down, plus, it has an amazing attack stat, though, your better off using Choice Scarf w/Guts and predicting status, much like Heracross, but more attack less speed. Also, this thing has a huge movepool.

Ursaring might have been hardy in GSC, but in DP he is quite fragile and dies to anything uses attacking as its main strategy in 2 hits, assuming he has max or near max hp and no defenses. Ursarings main use is against defensive annoyer pokemon who have to resort to attacking as their secodary strategy.
 
I like to run this set

Ursaring @ Flame Orb
Protect
Facade
Shadow Claw
Earthquake

Protect is so you are at MAX HP/ Max Attack when you start your damage. Why take damage and only have 394 attack, when you can protect, and have 591 attack and full life. Shadow Claw will hit for neutral damage ever thing that facade can't and eq will take care or those rocks and steels. Aerodactyl and Skarmory can cause problems. Works best in a trick room set.
 
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