Imagine an image of Teddy Bear Rotom here, because I got none! 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 A very large movepool for a very diverse pokemon. Let's take it easy, take it slow and take it steady and dissect this behemoth. 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. With all these insane moveset ideas, you just KNOW there's gonna be some insane Sets below! 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!