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RU C&C Index: look here if you need to reserve an analysis

Bulk honestly hardly matters when both of them will be taking poison/toxic damage each turn, so that's kinda irrelevant. The way I see it right now, Ursaring has a bit more power than Zangoose and Earthquake, while Zangoose has priority, knock off, and has CC to nail steels.

Ursaring also has Close Combat, but the thing is, Ursaring can take a hit if needed, but should not be taking hits purposely. I see all the points being said, but I still stand that Ursaring has its niches and is not 100% outclassed.
 
I don't plan to write Ursaring or anything, but Quick Feet is threatening to offense while Guts is really threatening to stall. Just some examples:

252 Atk Ursaring Facade (140 BP) vs. 4 HP / 0 Def Delphox: 300-354 (102.7 - 121.2%) -- guaranteed OHKO
252 Atk Ursaring Facade (140 BP) vs. 0 HP / 4 Def Moltres: 249-294 (77.5 - 91.5%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Tangrowth: 142-168 (35.1 - 41.5%) -- guaranteed 3HKO
-1 252 Atk Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Hitmontop: 114-135 (37.5 - 44.4%) -- guaranteed 3HKO after Leftovers recovery

Note that these calcs are not factoring in Stealth Rock and Ursaring also has the coverage to hit all of these Pokemon bar Hitmontop super effectively and do more damage than Facade.

252 Atk Ursaring Stone Edge vs. 0 HP / 4 Def Moltres: 476-560 (148.2 - 174.4%) -- guaranteed OHKO
252 Atk Ursaring Gunk Shot vs. 252 HP / 252+ Def Tangrowth: 162-192 (40 - 47.5%) -- 53.1% chance to 2HKO after Stealth Rock

This isn't even factoring in Guts, which has the ability to pretty much 2HKO every Pokemon in the tier after Stealth Rock.

252 Atk Guts Ursaring Close Combat vs. 252 HP / 0 Def Solid Rock Rhyperior: 235-277 (54.1 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Guts Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Tangrowth: 211-250 (52.2 - 61.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Guts Ursaring Crunch vs. 252 HP / 252+ Def Bronzong: 170-202 (50.2 - 59.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Guts Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Cresselia: 219-258 (49.3 - 58.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Guts Ursaring Earthquake vs. 252 HP / 0 Def Eviolite Doublade: 154-182 (47.8 - 56.5%) -- guaranteed 2HKO after Stealth Rock
252 Atk Guts Ursaring Facade (140 BP) vs. 252 HP / 252+ Def Alomomola: 285-336 (53.3 - 62.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Sadly, since it's dependent on its ability, defensive Cofagrigus can take a few hits, but the same applies to every other Guts user. This thing is a monster against stall and it can do well against offense as well with Quick Feet. Did I even mention Ursaring's colorful movepool? I mean, this thing has access to Swords Dance, making it very impressive in conjunction with Quick Feet. Overall, I think Ursaring deserves an analysis due to its versatility and power, and while it does face competition with its fellow Guts users such as Swellow and Zangoose, it has traits to set it apart from them. I'll do a quick comparison between them.

Ursaring VS Swellow
========
Ursaring isn't weak to Stealth Rock. Swellow is.
Ursaring isn't utterly walled by Rock- and Steel-types. Swellow is.
Ursaring can break through common walls. Swellow can't.
Swellow outspeeds most of the RU tier. Ursaring doesn't.
Swellow has priority. Ursaring doesn't.
Swellow has U-turn to provide momentum. Ursaring doesn't.
Swellow can run a Specs set with Boomburst. Ursaring won't dream of it.

Ursaring VS Zangoose
========
Ursaring can outspeed prominent threats like Delphox. Zangoose can't.
Ursaring has the power to break through common walls. Zangoose kinda can, depends on the wall.
Zangoose is very vulnerable to Mach Punch priority. Ursaring isn't as much.
Both have Swords Dance.
Zangoose has priority. Ursaring doesn't.

Sorry for the giant wall of text. Again, I don't actually want to reserve Ursaring, but I'm just giving my opinion on its viability. Go ahead and combat the information I provided, but that's where I stand with Ursaring and I posted this because I felt this might go in circles otherwise. I'm fine with Ursaring not getting an analysis (I don't care too much) because I understand that Ursaring faces serious competition with these Pokemon.
 
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I would like to reserve Scyther if the c+c gods allow it

Why:
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Scyther @ Eviolite
Ability: Technician
EVs: 216 HP / 252 Spd / 40 Atk
Jolly Nature
- Swords Dance
- Aerial Ace
- Baton Pass / Brick Break
- Roost

This is the set that I find most suited to the current RU meta, and the one that I have been using the most. Scyther has an incredible amount of setup opportunities with this set. It can realistically setup on more than half of the S/A ranks 1v1. If the opponent is coming on on a switch/on the revenge, it can tank an even more impressive quantity.

252 SpA Delphox Fire Blast vs. 216 HP / 4 SpD Eviolite Scyther: 264-312 (78.8 - 93.1%) -- guaranteed 2HKO
252 SpA Moltres Fire Blast vs. 216 HP / 4 SpD Eviolite Scyther: 282-332 (84.1 - 99.1%) -- guaranteed 2HKO
252+ SpA Life Orb Yanmega Air Slash vs. 216 HP / 4 SpD Eviolite Scyther: 260-307 (77.6 - 91.6%) -- guaranteed 2HKO
252 SpA Life Orb Jolteon Thunderbolt vs. 216 HP / 4 SpD Eviolite Scyther: 273-322 (81.4 - 96.1%) -- guaranteed 2HKO

And let's keep in mind that these are some of the strongest common STAB Supereffective attacks in RU. In terms of general tankiness:

252+ SpA Life Orb Reuniclus Psyshock vs. 216 HP / 0 Def Eviolite Scyther: 146-173 (43.5 - 51.6%) -- 9.4% chance to 2HKO
252+ Atk Life Orb Sharpedo Crunch vs. 216 HP / 0 Def Eviolite Scyther: 142-169 (42.3 - 50.4%) -- 1.6% chance to 2HKO
252 SpA Life Orb Zoroark Flamethrower vs. 216 HP / 4 SpD Eviolite Scyther: 192-229 (57.3 - 68.3%) -- guaranteed 2HKO
252 Atk Life Orb Hustle Durant Iron Head vs. 216 HP / 0 Def Eviolite Scyther: 181-214 (54 - 63.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Exploud Boomburst vs. 216 HP / 4 SpD Eviolite Scyther: 237-279 (70.7 - 83.2%) -- guaranteed 2HKO

This, backed by STAB Technician Aerial Ace off of a likely +2 attack makes Scyther very threatening to common mons. Perhaps the most interesting part of this set is the third moveslot with Baton Pass / Brick Break. Scyther can choose Brick Break to take on a more traditional bulky sweeping role. It allows it to better handle Registeel, Electric Types, and Rhyperior (good luck with most of those). The almost universally greater option is to forego this coverage in favor of Baton Pass. With this move, Scyther's utility goes through the roof. It can not only support its teammates with a +2 attack pass, it also increases its sweeping potential exponentially by allowing it to essentially tap out when faced with something that resists flying/can threaten a 2hko. This is where those previous calcs come into play. If something like Jolteon comes in to revenge Scyther, it can tank a hit if it is healthy and pass to another mon who can continue the sweep, likely with a free turn. This process is even more dangerous when Scyther is faced with a mon that it can outspeed (ie. almost the entire tier). It can pass out of something like Moltres into, say, Sharpedo or Rhyperior. The opponent must now sack either Moltres, likely one of their few Scyther checks, or probably get nearly swept. If the former occurs, than Scyther is still healthy and ready to repeat. In the event that Scyther is slower than the opposing threat, Scyther itself will be crippled, but a gain is made in that the pass recipient will come in unscathed and ready to sweep.

As evidenced by the popularity of Vivillion as a point of interest, mono-flying coverage is pretty great in RU. Frequently, Scyther will be able to do quite a bit of work on its own simply with a boosted Aerial Ace.


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Scyther @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- U-turn / Swords Dance
- Knock Off / Brick Break
- Aerial Ace
- Quick Attack / Brick Break

It can also take a more active role as an offensive pivot. This set takes greater advantage of that beautiful base 105 speed by using Scyther as a nightmare to many offensive teams, Sticky Web included. This set is more self-explanatory than the first, so I will keep things brief, but Scyther threatens generally the same things as before, except it has a far greater emphasis on individualized sweeping. It is perhaps more threatening to Sticky Web Offense than the first set, but it doesn't fare as well as the bulky varients in the typical metagame.

Scyther also has a number of other cool options. It does have access to defog, though it does not mesh well with its SR weakness. It could possibly run a full-on defensive set with its fighting resistance, high speed, and natural bulk doing wonders for stallish teams. Even Endure-Reversal is a possibility. The fact that it is unaffected by Sticky Webs, in a similar vein to Yanmega, makes it incredibly valuable in the current meta. Pairing it up with mons like Cobalion can allow for either a cool volt-turn core, or a devestating SD-Pass core, as Cobalion can easily tank any of the physical attacks, particularly rock moves, that are being used against a weakened Scyther.
 
Hello :]

Slurpuff is done.

also chiming in to say I'll happily take any of the current analyses in WIP that are reassigned/dropped, seeing as I have good experience with all of them :]
 
I am literally the worst user ever.

I finally updated the OP (I only semi-updated it when I was doing that post which is why I had mistakes there) and that post I made tagging people, so if you were incorrectly tagged ignore this and I'm sorry for being stupid :/
 
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Start making a low priority list imo

On a more related note, is the mighty Carracosta viable enough for an analysis? I'd like to write it up if so.
 
Start making a low priority list imo

On a more related note, is the mighty Carracosta viable enough for an analysis? I'd like to write it up if so.
I would agree to this. It requires a decent amount of support but it is an absolutely outrageous cleaner especially if you manage to get a weakness policy boost. Many might say it is outclassed by crustle one thing that carracosta has is priority in the form of aqua jet which allows it to escape the grasp of flethchinder something that crustle cannot do.
 
Why would you use it over Barbaracle?
I would agree to this. It requires a decent amount of support but it is an absolutely outrageous cleaner especially if you manage to get a weakness policy boost. Many might say it is outclassed by crustle one thing that carracosta has is priority in the form of aqua jet which allows it to escape the grasp of flethchinder something that crustle cannot do.
 
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As I stated above, sturdy and weakness policy is amazing along with the ability to pick off fletch via aqua jet.
That's a very situational niche that you would have over something like Barbaracle, who has better everything except a bit lower physical bulk, and actual speed to start from (32 is terribad even at +2). The only thing Carracosta has over Barbaracle is Sturdy Weakness Policy which honestly doesn't warrant a set alone considering how situational it is.

Hitting Fletchinder first barely matters when you resist the Acrobatics and have decent bulk anyway.
 
That's a very situational niche that you would have over something like Barbaracle, who has better everything except a bit lower physical bulk, and actual speed to start from (32 is terribad even at +2). The only thing Carracosta has over Barbaracle is Sturdy Weakness Policy which honestly doesn't warrant a set alone considering how situational it is.

Hitting Fletchinder first barely matters when you resist the Acrobatics and have decent bulk anyway.

Pretty sure he's talking about when you've been knocked down to Sturdy and Fletchinder comes in for a revenge kill. Don't have much experience with Carracosta myself, but it is painstackingly slow, even after a boost. Heck, it needs a +Speed nature just to beat out Virizion and Cobalion.
 
Pretty sure he's talking about when you've been knocked down to Sturdy and Fletchinder comes in for a revenge kill. Don't have much experience with Carracosta myself, but it is painstackingly slow, even after a boost. Heck, it needs a +Speed nature just to beat out Virizion and Cobalion.
Oh, goofed up on that part lol
 
I'm reserving Shuckle because the person who reserved it made the analysis a page to celebrate his 2,000K post and I have a lot of experience with Shuckle. I'll get to it as soon as I can.
 
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