Operation Bearhug

Spr_4p_482.png
Spr_4p_134.png
Spr_4p_472.png
462.png
Spr_4p_479O.png
Spr_4d_217_m.png


Hey all. As you can tell I rarely post, but I really wanted to get some help on my team (although it has been moderately successful). The team's strategy is to eliminate anything on the opponents team that may cause trouble for Quick Feet Ursaring, who takes it from there. So without further ado, here is my team.


Spr_4p_482.png

Azelf@Focus Sash
Levitate
Naive
4 Atk/252 Sp. Atk/252 Spe
~Stealth Rock
~Psychic
~Explosion
~Fire Blast

Standard Suicide Azelf. I hate myself for using something so common, but what can I say, it's effective. Start with the rocks, psychic or fire blast if I know I can take the other out. Explosion when I'm done. You guys know what this does.
-------------------------------------------------------------------------

Spr_4p_134.png

Vaporeon@Leftovers
Bold
Water Absorb
252 HP / 216 Def / 32 SpD / 8 Spe
~Surf
~HP Electric
~Wish
~Protect

Another standard. What team can't get help from a bulky water? Surf for STAB, Wish and protect for recovery. HP Electric is useful for Gyarados, who can be a pain in general, despite the fact that I have 'Zone and Rotom. Wish is also helpful to refuel Ursaring, who can lose health fast due to toxic.
------------------------------------------------------------------------

Spr_4p_472.png

Gliscor @ Leftovers
Jolly (+Spe, -SpA)
252 HP, 40 Atk, 216 Spe

- Swords Dance
- Earthquake
- Stone Edge
- Roost


Currently testing this, as suggested by legacy raider. I'll post more info when I use it more.

------------------------------------------------------------------------

Spr_4p_462.png

Magnezone@Choice Scarf
Magnet Pull
Rash
52 HP/252 Sp. Atk/204 Spe
~Thunderbolt
~HP Fire
~Flash Cannon
~Explosion

Good enough revenge killer. Kills steels, obviously. Mainly here to take out Skarmory, who would otherwise wall Ursaring. HP Fire for Scizor/Forry. Flash Cannon is my best option against Rhyperior, who has been seeing more use lately. Explosion when something gets out of hand.
-------------------------------------------------------------------------


Machamp@Leftovers
No Guard
Adamant
252 Hp/252 ATK/4 Spe
~DynamicPunch
~Stone Edge
~Rest
~Sleep Talk

Standard Resttalk Machamp, replacing the Rotom i previously had. For some reason people keep Zappies in on this thing, giving me a free kill from Stone Edge. DPunch is self-explanatory. Note that I'm considering Resttalk Hariyama in this spot for his extra bulk and thick fat. Haven't decided yet.

------------------------------------------------------------------------

Spr_4d_217_f.png

Ursaring@Toxic Orb
Quick Feet
Jolly
4 Hp/252 Atk/252 Spe
~Swords Dance
~Facade
~Close Combat
~Crunch

The star of the show. Once it sets up (which isn't hard) the sweeping will ensue. Simply bring it in on something unintimidating, such as Blissey, and SD up. With a swords dance and quick feet, there isn't much that can take a Facade. EQ for any rocks and steels that want to resist Facade, and Crunch so I'm not walled by Gengar and his ghostly pals. These three attacks also have perfect coverage, unless I'm mistaken. No one expects this beast, but you bet they wish they had after it OHKOs they're team.
-----------------------------------------------------------------------

So that's my team. The only major threat I've encountered so far is CM Suicune, but I'm sure there are much more. Thanks for your time and rate away!.
 
On your Vaporeon, try changing the spread to 252 HP / 216 Def / 32 SpD / 8 Spe. It does look very pedantic but this is a much more effective spread than the one you are currently running. The Spe EVs let it outrun 4 Spe Scizor, and the HP and Def EVs give it maximum defensive potential while increasing its special bulk as well. The spread you are currently running was designed to get the OHKO on Garchomp with Ice Beam, which is no longer an issue.

I would also recommend changing your Gliscor to the following set:

Gliscor @ Leftovers
Jolly (+Spe, -SpA)
252 HP, 40 Atk, 216 Spe

- Swords Dance
- Earthquake
- Stone Edge
- Roost

Jolly with 216 Spe ensures you outrun Jolly Lucario before they can Ice Punch Gliscor. Swords Dance alongside Earthquake and Stone Edge allows Gliscor to be an offensive threat as well, as in the Platinum metagame it is not enough for Gliscor to simply wall fighting types. After a swords dance, Earthquake OHKOs Tyranitar, and Stone Edge OHKOs Gyarados and Salamence (who you now outspeed most of the time). This Gliscor serves as a great fighting counter and a physical threat at the same time, and is very effective on a balanced team such as yours.

With the current attacks on your Ursaring you are walled by Skarmory. I recommend you change Earthquake for Close Combat, as this gives you better coverage overall.

Hope this rate helps.

LR.
 
Thanks for your help! I'll update gliscor and vaporeon immediatly, as i was admittedly unsure on them. As for CC vs. EQ, I think i have skarm covered with the rest of my team, but I'll test it out.
 
Might I reccomend 24 EVs in Vaporeon's SpA? It will kill even bulkier Mence.

Your team seems a little Tran weak. Many little things can give him such a huge boost (WoW, HP Fire). Only Vaporeon can stand up to him, but is still 3HKO'd after he gets the boost. I think Gliscor should be changed altogether for maybe Gyarados. You have Rotom and Magnezone to take Electric attacks.
 
To be honest, I haven't actually noticed any Tran problems, but I'll definitely give gyara a shot. I gotta say though, the gliscor that LR recommended has been a real help. I'll do some testing an see who i prefer. Thanks!
 
CB Tar, and DD Tars with Ice Beam can really hurt this team. The real lack of a switch in can and will probably hurt you so without really changing the team up all that much, might I suggest that you run a SleepTalk Machamp over your rotom. He gives you a nice switch into any moves besides Earthquake, which your Gliscor should be able to take, hell even he can stay in and outspeed it, so it really should bother you all to much. I'm kind of iffy on that Gliscor, maybe try a Zapdos or something over it, but then Magnezone + Zapdos seems kind of redundant. Magnezone doesn't serve much purpose besides just killing Skarm I'm guessing. Zapdos could also help out with that CM Suicune weakness, but not so much. I'm actually thinking that a Celebi could fit in there, maybe a T-wave or Reflect Celebi, whichever you think you would benefit from more. It's really your choice.

Why not just run

Swords Dance
Close Combat
Fire Punch
Facade

on your Ursaring? That set seems a lot better than the one you have right now, since Facade really should be hitting everything besides ghosts a lot harder than Crunch would. Fire Punch would help out for those ghosts, which I'm pretty sure you KO with Fire Punch. Seems like it would be a better set all around. Consider guts so that not many things can stand up to it, but I guess that speed bost could be of some help. If you run a T-wave celebi, than I would strongly reccomend that you consider changing to guts.

Well that's what I noticed at a glance, hope it helped some. Good luck with the team. ^_^
 
I'll add in machamp immediately, because I use him in most of my teams and he is very awesome. The Gliscor actually works very well with my team, so I'm hesitant to change him, but I'll do some testing and see how it goes.
On the Ursaring, Crunch has been a necessity becaus the rest of my teams can't really do much to rotom/dusknoir/etc. Again, I'll do some testing and see how it goes.
 
Fire Punch fails to 2HKO Impish 252/252 Dusknoir, while Crunch does that all the time. Also, if Dusknoir run Careful 252 HP/0 Def, Fire Punch need SR to 2HKO (and even then it's only 86% of the time), while Crunch has the possibility to OHKO (33% of the time, 100% with Stealth Rock).
With the new Rotoms being everywhere, Crunch is a better option than Fire Punch. Fire Punch really won't hit Skarmory all that hard anyway, so you're better off trying to kill it with Magnezone before setting up.
@SoTs post.
 
Fire Punch fails to 2HKO Impish 252/252 Dusknoir, while Crunch does that all the time. Also, if Dusknoir run Careful 252 HP/0 Def, Fire Punch need SR to 2HKO (and even then it's only 86% of the time), while Crunch has the possibility to OHKO (33% of the time, 100% with Stealth Rock).
With the new Rotoms being everywhere, Crunch is a better option than Fire Punch. Fire Punch really won't hit Skarmory all that hard anyway, so you're better off trying to kill it with Magnezone before setting up.
@SoTs post.

Yeah, that's what I figured, but the numbers have me sold, thanks
 
How well can your team sweep with Ursaring?

I generally have a lot of problems simply with the existence of faster pokemon that can come in and kill it, even with jolly+quick feet.
If this isn't an issue, then what exactly solves it? How do you deal with these faster pokemon?
If not, then that is something we could potentially look into potential ways it may be alleviated.
Magnezone can help get rid of a lot of the pokemon that threaten it through great defenses.
 
Scarf Tran, Band T-tar, and other dugtrio can do alot to this team:


Magnezone@Leftovers
Magnet Pull
Naive/timid
30 HP/252 Sp. Atk/236 Spe
~Thunderbolt
~HP Fire
~Susitute
~Explosion/magnet rise

Honestly i would use this use naive if u use explosion and timid if yu use magnet rise.

Rotom-H@Choice Scarf
Levitate
Bold
4 hp/252 Spc atk/252 Spd
~Thunderbolt
~Overheat
~Shadowball
~Trick/sleep talk

This can prove to be better than magnezone



I suggest using this combo other than the other.
 
Scarf Tran, Band T-tar, and other dugtrio can do alot to this team:


Magnezone@Leftovers
Magnet Pull
Naive/timid
30 HP/252 Sp. Atk/236 Spe
~Thunderbolt
~HP Fire
~Susitute
~Explosion/magnet rise

Honestly i would use this use naive if u use explosion and timid if yu use magnet rise.

Rotom-H@Choice Scarf
Levitate
Bold
4 hp/252 Spc atk/252 Spd
~Thunderbolt
~Overheat
~Shadowball
~Trick/sleep talk

This can prove to be better than magnezone



I suggest using this combo other than the other.

Rotom over magnezone is a no, because i need him for trapping skarm. As for it's build I have used that exact build, but the scarf version is just more useful to me IMO
 
If you want to try out a Hariyama, then I would suggest a Knock Off defensive variant rather than a Rest-Talker. For some reason Skarmory switches into this to pose a threat in setting up spikes and brave bird, well you can Knock Off its possible Shed Shell and then send Magnezone in for the kill. Bingo, a threat to Ursaring down. Plus it is a more reliable Tyranitar counter than Machamp which you say you have trouble with.

Doing this would go in opposition to Spanky's (SoT's) suggestion on adding Fire Punch, you'll already have Skarm down in the end so you don't need it. Crunch should be in the last slot as you don't have Pursuiters to take down Ghosts possibly stopping Ursaring despite facing a SE Crunch. Dusknoir especially, I would suggest fitting Toxic somewhere on Vappy but Gyarados is VERY important to get rid of to form a Ursaring sweep so just keep HP Electric.

I've never been a fan of Scarf Zone, to me you only need Scarf Zone if you hate Scizor or Lucario so much, and this team, besides Zone, hates Scizor alot so keep the Scarf. Although most Scizors run Adamant as opposed to Jolly, so running a possible LO Naive varient on your Zone is another suggestion, simply to be able to Magnet Rise against Bronzongs, even if they Explode it's very unlikely that a Skarm will be on the same team as Zong so you'd be good there. But you never know if someone runs a Jolly varient Scizor outspeeding 240 Spe Zones, so for that reason you should keep the Scarf. LO varient, just another suggestion you can try out. As for Lucario, Ursaring outspeeds Lucario after Toxic Orb Quick Feet which also limits Scarf Zone's usefulness. Could you let me know how fast your Zone gets with Scarf? I'll edit this post if I find out myself lol. But if you want to run Scarf on Zone, YOU MUST outspeed Infernape and Gengar, two revenge killers to Ursaring and who both form huge problems to your team despite Vappy, because Toxic Spikes can fuck over your Vappy and Infernape can have an easier time with it. Gengar especially, Harry being your best chance imo. Ursaring only getting to 343 Speed, unable to outspeed the Ape. I would just max speed on your Zone to make it as fast as possible, yes with Naive nature.
 
ursaring needs tr support + max attack brave + toxic orb + facade + protect + attacks.
tr, explode the tr user, protect, rape the metagame.
It works for me.
 
Magnezone can trap skarm without scarf and sub magnet rise can do alot for you
 
ursaring needs tr support + max attack brave + toxic orb + facade + protect + attacks.
tr, explode the tr user, protect, rape the metagame.
It works for me.

I'd rather not turn this into a tr team... usually requires a lot more support, especially when you consider that this team doesn't actually need Ursaring, it's just a bonus.

Magnezone can trap skarm without scarf and sub magnet rise can do alot for you

I'm sorry, I just fail to see what the sub-rise set would do for me that the scarf set doesn't already. With the sub set, magnezone is really limited to steel killing, whereas the scarf set can revenge kill certain threats as well(ttar, other rocks, mamoswine, etc)
 
hypocrite

The team's strategy is to eliminate anything on the opponents team that may cause trouble for Quick Feet Ursaring, who takes it from there.
Spr_4d_217_f.png

Ursaring@Toxic Orb
Quick Feet
Jolly
4 Hp/252 Atk/252 Spe
~Swords Dance
~Facade
~Close Combat
~Crunch

The star of the show.

Well excuse me for thinking ursaring was an essential part of your team.
 
Back
Top