Creativity wanted.

Current team build:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 62 HP/252 Atk/196 Spd
Adamant nature (+Atk, -SAtk)
- Body Slam
- Trick
- Stealth Rock
- Iron Head
---
Ursaring (M) @ Toxic Orb
Ability: Quick Feet
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Facade
- Crunch
- Close Combat
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 14 HP/244 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Recover
- Rapid Spin
- Thunderbolt
---
Heracross (M) @ Choice Band
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Pursuit
- Close Combat
- Megahorn
- Stone Edge
---
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Heat Wave
---
Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Outrage
- Stone Edge
- Earthquake
- Fire Blast
---

Original thread:
When I was making this team, I through together a lot of pokemon that I thought may work decently together, and that I personally haven't had much experience with, or aren't that common (particularly with Ursaring-my favorite pokemon, which is one that I've been wanting to get to work).


Some of the main issues I will outline while and after posting the team; if you notice anything else, or having any other advice to offer, please do so!

Jirachi @ Leftovers
dpmfa385.png

Ability: Serene Grace
EVs: 182 HP/108 Atk/220 Spd
Jolly nature (+Spd, -SAtk)
- Body Slam
- Zen Headbutt
- Wish
- U-turn


Probably fairly standard.
I'm really uncertain about the evs, however. I didn't spend much time running it through a damage calculator.
Speed is for outrunning neutral base 110s and positively natured 95s.
Quite useful for paralyzing things before u-turning out; zen headbutt and wish are natural extensions of this.

Sturdy enough, with 100/100/100 defenses to survive quite a bit. I could potentially use a different lead however, although it has met respectable success.

With skymin running around for now, jirachi's aren't the most common (but still not the most creative or interesting pokemon), but it appears effective.

---
Ursaring (M) @ Leftovers
hugeboarssamples05ht7.jpg

I wish...
Although, while not a living tank, he is still a badass bear:
dpmfa217.png

Ability: Guts
EVs: 252 HP/16 Atk/242 Def
Adamant nature (+Atk, -SAtk)
- Rest
- Sleep Talk
- Return
- Hammer Arm


First and foremost, hammer arm, while the though of such a move is a really cool one, is not a move I'm entirely certain is the best choice. A speed drop may occasionally be annoying-especially as hammer arming skarmories as they roost doesn't do over 50% with this ev spread-although I can stall out gyro balling bronzongs with it without problem.
Any suggestions for moves that would be better when considering the context (rest of the team)?


Now, the set is very simple; I added enough attack evs to get the first free point (which coincidentally required the same for ursaring's base 130 attack as gyarados's 125), and pumped up it's HP and defese with the rest. With an ev investment as heavy as this, alongside 90/75 HP/Def and resttalk, it can be quite durable, and still pack a heavy enough punch simply due to the fact that it has 130 base attack, often aided by guts from the status he absorbs, or from being asleep. Shame facade doesn't activate through sleep.
An idea of his defensive capabilities:
He survived an outrage from a kingdra with two dragon dances with about 40% remaining after leftovers (which came as a shock to me; I haven't run a damage calculation, but I'm sure that must have been a very offense-light kingdra, as otherwise I can't imagine how he survived; in fact, I thought he wouldn't, and was granting him the fun of sweeping my team, actually bringing ursaring out last after it OHKOed the rest of my team. It also survived the flail from a 1 HP gyarados with 5% remaining.
Damage calculators hold more ground then anecdotes, however, and I haven't sat down seriously with one yet, although, for more general examples, from many of the common weeker physical attackers (note: not sweepers) he takes ~36% or less, which means he is capable of repeatedly resting and then firing off random sleep talks. Unfortunately, sandstorm obviously really dampers his ability to do this, requiring the physical attackers to be of a much weaker sort, eliminating the potential for ursaring to really be able to wall most standard swampert. Perhaps an even heavier defense investment is in order, but I'd rather not butcher his attack any more then necessary.
Not quite on the level of other physical tanks when it comes to physical tanking, but quite useful due to the relative ease with which I can bring it on many common pokemon, especially those who generally ward others away with threatening status.


---
dpmfa121.png

Starmie @ Life Orb
Ability: Natural Cure
EVs: 14 HP/244 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Recover
- Rapid Spin
- Thunderbolt


Unfortunately I also have a Starmie on my primary team as well. Unfortunately Starmie is also extremely OU, as is the case with all decent rapdid spinners. I think I've come close to failing both of my ideas behind the team here. Suggestions appreciated.
At least the set is interesting, being geared a lot more to offense. I really don't like having something that is so weak that it is set up fodder. I want something that can hit hard enough to not be, and I don't mind if it dies immediately at the same time to let me switch. Can still takes hits well enough (especially from the likes of blissey) to make recover be useful; necessary, in fact, if I want to be able to bring it in again repeatedly.


---
dpmfa214.png

Heracross (M) @ Choice Scarf
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Pursuit
- Close Combat
- Megahorn
- Stone Edge


From my experience looks a little like the star of the team. Very useful for sweeping; he hits extremely hard. What happened to him? Why don't we see him anymore?
Haven't used heracross much, and he isn't used much anymore by others either, so I think he satisfies the requirements.
Very standard, however-although I am far more fond of it then the last two:


---
dpmfa145.png

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/96 Spd/162 SDef
Timid nature (+Spd, -Atk)
- Heat Wave
- Roost
- Thunderbolt
- Hidden Power [Grass]


Boring...
I haven't used zapdos much, but being at number 4 for October, I think something much more interesting could be run instead, although special walling is something I've never been the best at; smashing things is the main thing I've always practiced, so I don't know to many things that could take a special hit and hit back with a respectable amount of force, while still covering some of the other weaknesses of the team (Skymin can hit most of the team for super effective, for example, and the likes of an infernape isn't a pokemon much loved by most of the team).

---
dpmfa373.png

Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Outrage
- Stone Edge
- Earthquake
- Flamethrower
---


Standard scarfmence-unexciting. Perhaps I should try something more creative like Scarfnite, or some other form of dragonite? Or perhaps some other pokemon. Having numbers 3 and 4 make it hard to make the claim I'm attempting to make, especially as I use a salamence on my primary team as well.


I have no stealth rock user, and do not have much when it comes to a central strategy, other then simply trying to paralyze and revenge kill enemies.
That could use some work.
My lead probably isn't the best, as it must switch from the ever common infernape, and should switch from many of the other ground and fire users I often risk leaving it in again to take a hit before switching on the hope of scoring a paralyzasis.
All help is apreciated.
 
First of all, I'd just like to say that yours was one of the few RMTs I actually took the time to read all the way through, and only because of Ursaring, which is all too under-appreciated.

You have a fairly sturdy Wish passer in Jirachi, so why not take advantage of Ursaring's other rip-the-shit-out-of-everything talents? I imagine you'll want it to stay alive for a bit, which is probably why you're running the ResTalk set, but you have the little Death Star to help you out. See how the Quick Feet set works out for you:

Ursaring @ Toxic Orb
stephen-colbert-and-bear.jpg

Ability: Quick Feet
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature (+Spe, -SAtk)
-Facade
-Earthquake/Close Combat
-Crunch/Fire Punch
-Swords Dance

Quick Feet, after Toxic Orb activates, gives Ursaring some passable speed. Not to mention STAB Facade from 130 base attack will tear everything a new asshole, especially Swords Danced. He's sturdy enough to handle a few turns out (most likely resulting in annihilating half your opponent's team) and can come right back and do it all over again after a Jirachi Wish. This set has saved my ass in so many battles.
 
I'm not sure what's supposed to be so "unexpected" about this team. I see 5 fairly common OUs and one BL.

Some Concerns:
Jirachi does not necessarily seem like the most suitable lead. He can't do anything to stop Suicide leads from setting up Rocks. Bronzong leads will always get off double screens if they like, probably Rocks too. Lum Berry Stat Up leads (gyara, ttar) will shrug off your potential first turn paralysis and pick up a probably devastating stat boost. Infernape leads outspeed and just man-handle you, etc. Correct me if I am wrong, but he doesn't seem to have much of a "game plan".
Urzaring is completely walled by Ghost types with his current moveset. There's not really a good fix though, as with only two attacking moves you're going to be walled by either Ghosts, Levitators and Skarmory, or Rock-types and Heatran (picking a Fighting move, Earthquake, and Fire Punch respectively). Hammer Arm seems like your best fighting choice though, as you don't care about being outsped and Cross Chop, Close Combat, and Focus Punch all have undesirable side effects for this sort of set.
Starmie seems fine, especially give your double stealth rock weak pokemon.
Heracross is indeed a beast. Have you considered CB on him instead of CS? CB Heracross will absolutely ruin any team that has lost the proper resistor of his STAB move of choice, and does a great job of busting open Stall teams, especially if one of your other pokemon can take out their primary physical wall (and maybe their ghost so that Close Combat can wreck everything else)
Zappy is pretty bog standard, but for a reason. I might suggest Toxic over HP Grass. Toxic + Roost can stall out many things that Tbolt and Heat Wave can't just take down, and it makes Zapdos a formidible opponent in just about any matchup.
Scarfmence is indeed a bit unexciting. Why not spice things up a little with a Mixed Spread on him? Running an EV/Nature spread like the MixMence set with, say Earthquake/Brick Break/Outrage/Draco Meteor could be both powerful and unexpected. I'd maybe say bump the speed up a little more so you can outspeed Scarfed Timid Heatran (170 Speed EVs will do the trick, just subtract a little from SpA), and go from there.
 
Hey

I think you should keep a Jirachi lead, but maybe consider this set over the one you are currently using:

Jirachi @ Choice Scarf
Adamant
80HP, 252 Atk, 176 Spe

- Trick
- Stealth Rock
- Iron Head
- Body Slam / Ice Punch

This Jirachi serves as a good anti-lead by either disabling opposing leads with the choice scarf or flinching frail ones. Iron Head has a 60% chance to flinch, so that means that leads such as Azelf and Aerodactyl have a 60% of not setting up their stealth rock. You can also Trick your scarf onto leads such as Bronzong and Swampert to lower their efficiency for the whole match. You can also use this Jirachi to set up your own Stealth Rock in the early stages of the game. With a scarf in the late game, it can be a very helpful revenge killer, as STAB Iron Head from 328 Atk is pretty powerful, and with a flinch or two can take down even healthy attackers. Infernape leads shouldn't present too much of a problem as you also have a starmie and salamence on this team, who both resist the attacks the lead variants run (Close Combat and Fire Blast/ Overheat). Ice Punch is a good alternative to Body Slam, as it means you can switch Jirachi into Outraging Salamence and kill them off there and then.

I like your creativity with your Ursaring set, but have you tried an offensive Ursaring? They are actually very powerful, and I think your team could really use the offensive boost it could provide. Here is the set I would use:

Ursaring @ Toxic Orb
Quick Feet
Jolly
4HP, 252 Atk, 252 Spe

- Swords Dance
- Facade
- Close Combat
- Crunch

Bring it in on something that will likely switch, and from there use Swords Dance. Toxic Orb will activate Quick Feet at the end of the turn, leaving you with a sweeper with 718 Atk, 344 Spe, and perfect coverage alongside a STAB 140 power move. This is thing is an absolute menace late game.

However, if you do choose to change Ursaring, then I also suggest you change Heracross to CB instead of scarf. Salamence is already a great scarfer and helps you against opposing offensive teams. The power boost from Scarf to CB on Heracross will let it break through many opposing walls, and will be more beneficial to your team than a Scarf Heracross.

You should change your Zapdos' spread to either a more offensive one or a more defensive one. CUrrently your are somewhere in the middle. I think you should opt for the defensive route as with Ursaring as a sweeper, Zapdos can take all your physical defensive needs. I'd change the EV spread to Bold with 252HP, 220 Def, 36 Spe. The speed lets you outspeed Jolly Tyranitar and Roost before it Stone Edges. The defensive EVs mean taking hits from the likes of Lucario is a lot easier.

I would also make your Starmie a bit bulkier to be able to come in to revenge kill / rapid spin repeatedly. Try a spread with 136 HP, 156 Def, 216 Spe with Leftovers. This means it always survives a +1 Gyarados Earthquake and can OHKO back with Thunderbolt. It also makes switching into Infernape's attacks a lot easier. In fact, this Starmie makes an excellent counter to lead ape, as not only can it OHKO with Surf, it can also very easily spin away its rocks.

On your Salamence, with no Life Orb or SpA EVs, you'll want Fire Blast > Flamethrower to make the OHKO on Skarmory and the 2HKO on Bronzong and Celebi a lot more likely.

Anyway, hope this helps. Good luck with your team.

LR.
 
That Ursaring is pretty cool, but I'm not sure how well it'd do in an extremely offensive OU metagame...

You have absolutely no Ice attacks and DD users might be a bit much for this team. I normally like to have at least two Ice attacks per team to potentially deal with those quad Ice weak pogeys.

I wouldn't lead with a Wisher because if it gets OHKOed from the get-go or Tricked something it could really hinder its ease to use later in the match.

Instead Jirachi could have Ice Punch and/or Iron Head, which makes Ttar run away scared. You could make it a Trick Scarfer too, which stops non-Scarfed Areo and Azelf leads from setting up Rocks 60% of the time.

You also lack a Roarer, luckily I would suggest trying out this Zapdos.

Loudmouth (Zapdos) @ Leftovers
Ability: Pressure
EVs: 192 HP/148 Spd/168 SAtk
Timid nature (+Spd, -Atk)
- Roost
- Thunderbolt
- Hidden Power [Ice]
- Roar

Outruns Jolly Lucarios and functions alright as a semi-wall/sweeper/phazer set.

I would suggest replacing Starmie with a cleric because that would help clear up any unexpected status the rest of the team might get.

You really have nothing to soak up some of the heavier hits in OU, so you might want to opt for some walls.
 
Okay, it is about time I responded.
Unfortunately I'm extremely bogged down with work, so I don't have much free time I can spend playing with my toy team (with most of it, in contrast, being spent on my laddering account using my usual team, to make sure I don't lose points for inactivity).
Therefore I can't really, currently, spend to much time getting this team to improve.
However, yesterday, I spent some time playing with it after making the modifications to turn the original team into the following:
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 62 HP/252 Atk/196 Spd
Adamant nature (+Atk, -SAtk)
- Body Slam
- Trick
- Stealth Rock
- Iron Head
---
Ursaring (M) @ Toxic Orb
Ability: Quick Feet
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Facade
- Crunch
- Close Combat
---
Starmie @ Life Orb
Ability: Natural Cure
EVs: 14 HP/244 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Recover
- Rapid Spin
- Thunderbolt
---
Heracross (M) @ Choice Band
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Pursuit
- Close Combat
- Megahorn
- Stone Edge
---
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Heat Wave
---
Salamence (M) @ Choice Scarf
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Outrage
- Stone Edge
- Earthquake
- Fire Blast
---
My first reaction was, simply put, major disappointment with the changes; I should have been keeping better records (as I was using my testing account, rather then the laddering account, I didn't even pay much attention to my rank, unfortunately), however, I'm quite certain (at least I felt) that I was met with a dramatic drop in my win-loss ratio.

Now, an explanation of the changes I did based on the advice given here, and the reason for the lack of success:
-I really liked the idea of that Jirachi set, so I decided to go ahead and try it as recommended; while I enjoyed u-turn as a move to maintain the initiative, I saw that that set appeared to be a far better lead; something the old one wasn't, as most people noted.

-Everyone-even my idol Stephen Colbert-apparently appeared to endorse that Ursaring set over the one I was using, thus, I decided to go ahead and give it a try.
First of all, I'd just like to say that yours was one of the few RMTs I actually took the time to read all the way through, and only because of Ursaring, which is all too under-appreciated.
-Thanks, like I said, it is personally one of my favorite pokemon.
-With the Jirachi set I switched to, I lost the sturdy wish passer, which appears one of the reasons you endorsed the quick feet Ursaring (although, as everyone else appeared to doubt my set to some degree, and someone else endorsed it, I figured I'd still try it). I assume you still support it? How is your success with Ursaring?
Quick note: it appears someone else is trying to base a team around it, in case you are interested in another team starring Ursaring.
Urzaring is completely walled by Ghost types with his current moveset. There's not really a good fix though, as with only two attacking moves you're going to be walled by either Ghosts, Levitators and Skarmory, or Rock-types and Heatran (picking a Fighting move, Earthquake, and Fire Punch respectively). Hammer Arm seems like your best fighting choice though, as you don't care about being outsped and Cross Chop, Close Combat, and Focus Punch all have undesirable side effects for this sort of set.
Starmie seems fine, especially give your double stealth rock weak pokemon.
If I switch back, perhaps I can add more ghost hate (ghost trappers, such as weavile or spiritomb), or steal trappers (magnezone) in order to have a solid choice to choose from and help eliminate the problem.

-Most people had some complaint about Zapdos.
I decided to go ahead and opt for a more defensive set, as advised. Perhaps I should have given it more speed, like MythTrainerInfinity advised, but I decided I should focus on the defenses, given my lack of pokemon who could soak up hard hits.
I wanted it to be able to easily take scizor, so I kept heat wave, but noted the issue of a lack of ice move. Recovery and STAB obviously needed to be maintained, although perhaps I should run toxic nonetheless? Thunderbolt should be able to handle scizors anyway.

-I decided to keep Starmie as is for now; I really do enjoy it's sweeping potential when given a life orb. It generally takes off 50% or more off of incoming rotoms, so it is capable of beating these spin blockers. Scarfmence was my main revenge killer (as well as Scarfcross before the change).
Many of the counters that come in against the starmie with life orb are hit very hard by it. Although I do recognize the lack of durability may be an issue; I can't use it as a DD Gyarados counter.

-Heracross: Legacy Raider and wildfire both advised making it CB, so I made that modification.

-Salamence: Making it mixed while at the same time making Heracross CB would get rid of all my powerful revenge killers; I decided to opt against it. Dropping salamence for a more exciting revenge killer (dragonite isn't to be seen nowadays, although how to make that not be inferior would take some thinking; or any of the many other options) is also a possibility.

I'm not sure what's supposed to be so "unexpected" about this team. I see 5 fairly common OUs and one BL.

That is why I need help!
"Creativity wanted"-if I already was loaded with it, I might not want it quite so much ;).

Now, on to the problems:
-The new Jirachi set worked much better as a lead; like everyone else mentioend, the old one didn't well, and the new one I believe was quite an improvement.
As a simple note, while I wouldn't like to have to many normal type physical attackers, looking at ambipom, it seems like it could potentially be a fun lead to play around with. STAB technitian fake out + attack can handle suicide leads with scarf, brick break + fake out damage takes out most tyranitar, it can get u turn and the elemental punches, so it appears as if it has quite a few options it could play with.
Something like that or something else anyone can recomend may be a fun thing to add.
Although, as it is, this Jirachi worked quite well (but I can still add something else if it is recomended, and doing this and keeping Jirachi obviously aren't mutually exclusive).

Starmie- Well, I didn't change it, so if I complain it would be my own fault. Although, as I said, I quite enjoy it as a sweeper (something that may also help draw out Blissey, which is nice considering most of my team involves physical attackers; bringing somethnig like Heracross or Ursaring in is always nice, especially when considering how much harder Ursaring is to bring in now).

Heracross- I'm not all that sure. It misses it's speed, but, it sure does smash things awfully bad. Things used to taking nuetral hits from the scizors that are everywere nowadays tend to go into shock after taking a hit from CB heracross. 120 BP STAB close combat and 120 BP STAB megahorn are simply so much more powerful then 70 BP STAB U-turn, or 60 BP STAB bullet punch (or 120 BP, non-STAB, attack lowering, super power).
I'm not sure about the change. So far I don't have any unexpected complaints (it is obvious that it is a lot slower), but the expected results appeared to come as well (smashes things). I can't really sweep with it anymore like I could, but, now, rather then sweeping after things like Ursaring helped soften the opponents up, it maybe able to help clear a path to allow Ursaring to sweep (getting a sweep one way or another is after all the teams goal, being a relatively offensive team).
Should I keep pursuit on CB cross? Without the speed, I don't quite so much like the risk of pursuiting pokemon who stay in; the ability to smash things, such as those that come in, with the unholy strength Heracross possesses with it's CB appears potentially worth it. Looking at smogon's guide on Heracross now for the first time, I see pursuit is the first choice hear, while it isn't for the choice scarfer. Perhaps my personal assessment was wrong. Opinion?

Zapdos- The Heatran it keeps on drawing in for some reason are now a lot harder to beat; I have to switch now. But to what? My team has some heavy problems with this pokemon.
Other then that, I unfortunately don't remember quite enough to have other comments on the effects of the change. Although I think I'll try adding more speed like recomended by MythTrainer.

ScarfMence-same old Mence (basically); as effective as ever. I'm still not certain on the flamethrower/fireblast thing. I do not really use it to beat skarmory or bronzong; these things tend to simply get scared away by having the move, instead, often on things like breloom or skymin when I just want to finnish them off without being locked into out rage; the loss of accuracy could be net bad for this primary purpose, more so for skymin (breloom tends to switch, so I obviously wouldn't want to be locked in, here fire blast may be preferable; skymin often stays in however, to see if it is faster, not knowing whether I'm scarfed; I prefer to go for conciseness, meaning either outrage or fire move if it has little health; I'd rather not take a risk and fireblast, meaning if I had that I may choose to outrage instead, and take the steel-type related risk).

Ursaring-
I didn't like the change. I could almost never bring it in, it seamed, and it appeared so fragile relative to my set (obviously, having just lost 252/252 evs in HP/defense). Swords dancing on the switch simply often appeared to bring in some faster enemy that I was forced to switch out against. Without the swords dance I lacked the power to sweep, or future oppurtunities to SD.
Perhaps it just requires a level of skill I don't have.
Or perhaps it simply doesn't fit that well to the team I have.
Either way, it, relative to the bulky bear I had earlier, didn't work very well at all by comparison.
To give an idea of the bulkiness of the earlier set:
The standard physical swampert, with only 6 attack evs, does:
114-135 damage per earthquake, or about 30-35%; factoring in leftovers, the typical swampert can't beat (without a crit) the ursaring at all, given it repeatedly rests and hits back with powered up (through guts) returns. I generally switched against real sweepers (although hitting them hard as they switch in), unless of course I thought Ursaring could take them, and bring it in later against another slower pokemon to repeat. Through this it got a lot of use.
However, I still feal that the other set has a lot of sweeping potential-if only it weren't still so slow-and could therefore, if a team properly supports it, I could make it a real star if I could pull off a sweep now and then. Using it's attack power is also a real way to make it shine.
Therefore, I propose one of two changes, the choice being based off what those who respond decide:
1) Switch back to the other set, and attempt to addapt the team a little more around it (for example, with more scarfers and really fast pokemon to help take out/revenge kill the speedy sweepers like infernape and co that would otherwise force me to switch).
2) Continue to use the quick feet ursaring and attempt to revamp team so that it works to open up and allow for an ursaring sweep. This would likely require some creativty, as it doesn't really look to much like that in it's current build. Large amounts of rethinking may be required (perhaps a method could be used similar to how Obi built his team; looking at roles to be filled, and then putting pokemon in that fit them; in this case the only thing initially in there would be quick feet Ursaring, and therefore it could potentially be that it is the only pokemon that remains from the initial team). Thus, this would probably be the fun option.
Things that would need to be accomplished (if anyone thinks of any things themselves, please mention) include, but aren't necessarilly limited to:
1) Eliminating any pokemon that would be faster and kill ursaring-the biggest problem to an ursaring sweep I've thus far seen. This is a long list, given that it still only reaches 344 speed.
2) Help soften some of the things that could potentially take a hit after a swords dance and KO it back.
So, anyone have any idea how the above can be accomplished?
A lot of trappers?
The above is just a simple thing; accomplishing the above would require a list in itself, and much would have to work in order to attempt to reach that goal.
 
Well, man, I've been attracted by your lovable teddy bear. Yes, i have one as well.

Ursaring has like what, base 55 speed? pathetic. My take on that is to do the following:

Ursaring @ Toxic Orb
Brave
0 Speed IVs
252HP, 252 Atk, 4 whatever NOT SPEED
- FACADE
- attack (close combat?)
- attack (fire punch?)
- Protect
liek the colors?

It looks stupid, and it is. Stupidly AWESOME! However, as clearly evidenced by its bravery, it requires trick room support. My team is basically like this:
solrock/bronzong/claydol: TR
solrock/bronzong/claydol: KA-BOOM EXPLOSION
SWITCH IN SUPER SLOW BUT RIDICULOUSLY AWESOME PHYSICAL SWEEPER (ursa, LO ttar, power trick shuckle...)
jk about power trick shuckle
RIDICULOUSLY PHYSICAL SWEEP

sorry for caps, but i had to.
protect, activate toxic, facade. doubled max attack from a base 130 attack is scary. Add a 140 power STAB attack and you've got a WMD on your hands. It feels good to OHKO any min def suicune they switch in to get you. verrrrrrrrrrrrrrry good.
Also pwns skarm, zong, cept when zong is even slower as it usually is and hits you, which as it is usually gyro ball dont do much. Only problem is any ghost, but fire punch can take them if theyre weakened.
SR helps with this.

Similar possibilities are possible with an orb hera. Hera isnt even so popular anymore, so no one will accuse you of being unoriginal. I havent even seen one in over a week, hardly even OU. i blame skymin.
I should actually go replace my last sorta spot with that hera...
kk bye and gl man

ps. be like me and have no special tank. or physical tank.
I mean i sorta have some but they just blow up.

pps. tr team with a bandnite? you gotta try it. actually, now hera sounds kinda bland...

ppps. dont listen to me. seriously. i dont pay any attention to whether you are sd lucario weak or walled by bliss or if jirachi dont outrun dugtrio or anything. i let other people worry about that.

ok, while im suggesting all this tr stuff...

solrock @ focus sash
0 speed ivs
brave + atk, - spd
252hp/252atk/4 something else not speed
-trick room
-explosion
-stealth rock
-rock slide/stone edge

i use him as a lead. quite good attack, actually, hits aero+ape quite well, i like to whack azelf too, which is only advisable if your brave. solrock is.
basically, sr if you can, tr, explode, switch in something ridiculous. you understand.

Wow, this turned really long.
kk bye for real
 
Back
Top