VGC Guts Ursaluna [GP 1/1]

[SET]
Trick Room Sweeper (Ursaluna) @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Facade
- Headlong Rush
- Earthquake


[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-Restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STAB moves, it is able to OHKO many important Pokemon in the format, such as Miraidon, Koraidon, and Rillaboom, while outspeeding them under Trick Room.
- While Ursaluna is burned, and with maximum Attack and a Brave nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and it can OHKO Ho-Oh with a high roll. It can also 2HKO Calyrex-I and Iron Hands. Ursaluna's HP EVs are optimized to reduce burn chip damage. The Defense investment gives it a high chance to live Surging Strikes from Urshifu-R, and the remaining EVs in Special Defense give Ursaluna a high chance to avoid the 2HKO from Tera Stellar Terapagos-S's Tera Starstorm with two turns of burn damage.
- Headlong Rush and Earthquake are strong Ground-type STAB moves that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursaluna more vulnerable to foes' attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from foes like the Ogerpon formes and Brute Bonnet. Earthquake does have the downside of hitting Ursaluna's ally, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala. Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu-R's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against Choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna, while Facade OHKOes Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STAB moves, and Rillaboom and Calyrex-I also threaten OHKOs on Ursaluna. With minimum Speed, Ursaluna has to play around Speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokemon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STAB moves of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these Restricted Pokemon that can be very threatening for two of Ursaluna's best Restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokemon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately without needing to stall a turn with Protect. Miraidon is able to threaten many of the Fighting-types that check Ursaluna with its Electro Drift and Dazzling Gleam while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands's Low Kick, and Parting Shot makes Incineroar a good slow pivot that can weaken a threatening target and switch in Ursaluna without taking any damage and with Flame Orb activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's Moongeist Beam and Moonblast can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. Ho-Oh's Sacred Fire threatens Calyrex-I and Rillaboom, and Wide Guard from Lunala protects Ursaluna from Calyrex-I's Glacial Lance. Urshifu-R is a good counter to Incineroar, which is otherwise a problem for Ursaluna.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
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Last edited:
One edit made, moving the second bullet from set details to teambuilding, as talking about type matchups made more sense there
Another made to the final bullet of first section, shortly describing the use case of tera fairy on urs
(sorry for all the mistakes btw, this is my first ever analysis)
 
AMQC, make sure you use the copyedit button to take the edits & clear formatting when removing color (the eraser in the top left)

Add Comment Remove Highlight
[SET]
Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna, not to be confused with Ursaluna-Bloodmoon this is fluff, is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. The Guts ability gives Ursaluna a 50% boost to its Attack stat when the Flame Orb's Burn has been activated, while not having the regular downside of Burn halving physical damage. This is dex info, make sure you review the information for writers to avoid stuff like this. Rewrite the paragraph to be an analysis of Ursaluna's overall role in the metagame & what it specfically excels at
- Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room, and it is just a generally strong defensive option for Ursaluna.
- While Ursaluna is Burned, Facade becomes a 140 base power STAB option with no drawback. With max Attack 252 Attack EVs and a Brave Nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also pick up very clean 2HKOs on Calyrex-Ice and Iron Hands.
- Headlong Rush and Earthquake are strong Ground STABsS that allow Ursaluna to hit Ghost and Steel types that it struggles to hit with Facade. Headlong Rush can OHKO Life Orb Calyrex-Shadow and Assault Vest Iron Hands, with the drawback of weakening Ursaluna defensively. I would probably reword this to say "While Headlong Rush weakens Ursaluna's defenses, it's vital for its ability to OHKO Calyrex-Shadow and Iron Hands". It's a little clunky as-is Earthquake is a solid powerful spread option, doing solid significant damage to most targets. Be more specific here. Earthquake has the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, What fighting type moves & from what pokemon? which normally threaten it heavily. Tera Fairy gives a Fighting resistance and a Dragon immunity, which can allow Ursaluna to always beat Miraidon in a 1v1 scenario. Try not to talk about what it does in general terms, be more specific: what is Tera Fairy important for, and why would you use it over any other Tera type? The Miraidon example is nice, but you need to be more specific & more thorough.

Teambuilding
========
- Urshifu, Koraidon, Zamazenta-Crowned, and Iron Hands all pressure Ursaluna with powerful Fighting STABS, and Rillaboom and Calyrex-Ice also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play speed ties with common threats like Iron Hands and Calyrex-Ice. Incineroar, especially when protected by a using Tera type of Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot, because holding a Flame Orb means that Ursaluna can't hold a Clear Amulet to prevent Attack drops. I would address how reducing Ursaluna's damage output is bad for it here & how that allows other mons to withstand its assault in Trick Room.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-Shadow, and Lunala, which are all extremely prominent restricted legendaries in the format.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams. Lunala's moves threaten the Fighting and Ghost types that Ursaluna struggles with offensively and defensively.
Again, specificity. In the first bullet point, what Pokemon are immunities to those STABs beneficial for, what Pokemon appreciate Ursaluna's unique wallbreaking capabilities? In the second, how do a lot of its partners help it handle the specific threats you mentioned in your checks section.


[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by: Leave this in in the future, it makes it more convenient to add later
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
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Good work so far! Overall, make sure you're being specific & focused with your analysis. Be sure to take a look at some of the prose standards asw as you continue writing.

see this link for how to impliment a QC/GP check:
 
Doing an official QC over Gephicka's
Credit both of us and I will take another look after you implement
Gephicka - Add Comment Remove Highlight
iPetBigfoot - Add, Remove, Highlight, Comment
[SET]
Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna, not to be confused with Ursaluna-Bloodmoon this is fluff, is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. The Guts ability gives Ursaluna a 50% boost to its Attack stat when the Flame Orb's Burn has been activated, while not having the regular downside of Burn halving physical damage. This is dex info, make sure you review the information for writers to avoid stuff like this. Rewrite the paragraph to be an analysis of Ursaluna's overall role in the metagame & what it specfically excels at
- Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room,. and it is just a generally strong defensive option for Ursaluna. (Normally we don't explain what Protect does, the first 2 examples are good because it is specific to Ursaluna but there is no need to broadly explain it)
- While Ursaluna is Burned, Facade becomes a 140 base power STAB option with no drawback. (This is just dex info right now, combine it with the next sentence.) With max Attack 252 Attack EVs and a Brave Nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also pick up very clean 2HKOs on Calyrex-Ice and Iron Hands.
- Headlong Rush and Earthquake are strong Ground STABsS that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Headlong Rush can OHKO Life Orb Calyrex-Shadow and Assault Vest Iron Hands, with the drawback of weakening Ursaluna defensively. I would probably reword this to say "While Headlong Rush weakens Ursaluna's defenses, it's vital for its ability to OHKO Calyrex-Shadow and Iron Hands". It's a little clunky as-is Earthquake is a solid powerful spread option, doing solid significant damage to most targets. Be more specific here. Earthquake has the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, What fighting type moves & from what pokemon? which normally threaten it heavily. Tera Fairy gives a Fighting resistance and a Dragon immunity, which can allow Ursaluna to always beat Miraidon in a 1v1 scenario. Try not to talk about what it does in general terms, be more specific: what is Tera Fairy important for, and why would you use it over any other Tera type? The Miraidon example is nice, but you need to be more specific & more thorough.

Teambuilding
========
- Urshifu, Koraidon, Zamazenta-Crowned, and Iron Hands all pressure Ursaluna with powerful Fighting-type STABS attacks, and Rillaboom and Calyrex-Ice also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play around speed ties with common threats like Iron Hands and Calyrex-Ice. Incineroar, especially when protected by a using Tera type of Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot, because holding a Flame Orb means that Ursaluna can't hold a Clear Amulet to prevent Attack drops. I would address how reducing Ursaluna's damage output is bad for it here & how that allows other mons to withstand its assault in Trick Room.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-Shadow, and Lunala, which are all extremely prominent restricted legendaries in the format.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams. Lunala's moves threaten the Fighting and Ghost types that Ursaluna struggles with offensively and defensively.
Again, specificity. In the first bullet point, what Pokemon are immunities to those STABs beneficial for, what Pokemon appreciate Ursaluna's unique wallbreaking capabilities? In the second, how do a lot of its partners help it handle the specific threats you mentioned in your checks section.


[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by: Leave this in in the future, it makes it more convenient to add later
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
Implemented! Lmk if I missed anything, as I was copyediting off of Gephicka's suggestions and added iPetBigfoot's partway through.
[SET]
Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds it place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STABs, it is able to OHKO many important Pokémon in the format, while underspeeding them with Trick Room support.
- Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room.
- While Ursaluna is Burned, max Attack Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also 2HKOs on Calyrex-I and Iron Hands.
- Headlong Rush and Earthquake are strong Ground STABs that allow Ursaluna to hit Ghost and Steel types that it struggles to hit with Facade. Although Headlong Rush weakens Ursaluna's defenses, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from partners like Ogerpon-H and Brute Bonnet. Earthquake does have the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to win the 1v1 with choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna while Facade OHKOs Miraidon back.

Teambuilding
========
- Urshifu, Koraidon, Zamazenta-Crowned, and Iron Hands all pressure Ursaluna with powerful Fighting STABS, and Rillaboom and Calyrex-Ice also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play around speed ties with common threats like Iron Hands and Calyrex-Ice. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Intimidate from the aforementioned Incineroar and Reflect from Grimmsnarl. Since Uraluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its trick room stalled out, especially against Pokémon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-Shadow, and Lunala, making it easier for Ursaluna to remove these restricteds that can be very threatening for two of Ursaluna's best restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokémon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Miraidon is able to threaten many of the Fighting types that check Ursaluna with its Electro Drift and Dazzling Gleam, while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu's Close Combat and Iron Hands Low Kick, and Parting Shot is a good slow pivot that lets you weaken a threatening target and switch in Ursaluna without taking any damage and with Burn activated. Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams. Lunala's moves threaten the Fighting and Ghost types that Ursaluna struggles with offensively and defensively.


[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/

(Btw for whoever QC's next, I won't be able to work on implementations on Sunday)
 
Last edited:
1/2
[SET]
Ursaluna @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STABs, it is able to OHKO many important Pokémon in the format, while underspeeding them with Trick Room support.
- Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room.
- While Ursaluna is Burned, max Attack Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also 2HKOs on Calyrex-I and Iron Hands.
- Headlong Rush and Earthquake are strong Ground STABs that allow Ursaluna to hit Ghost and Steel types that it struggles to hit with Facade. Although Headlong Rush weakens Ursaluna's defenses, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from partners like Ogerpon-H and Brute Bonnet. Earthquake does have the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to win the 1v1 with choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna while Facade OHKOs Miraidon back.

Teambuilding
========
- Urshifu, Koraidon, Zamazenta-Crowned, and Iron Hands all pressure Ursaluna with powerful Fighting-type STABS, and Rillaboom and Calyrex-Ice also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play around speed ties with common threats like Iron Hands and Calyrex-Ice. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Intimidate from the aforementioned Incineroar and Reflect from Grimmsnarl. Since Uraluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokémon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-Shadow, and Lunala, making it easier for Ursaluna to remove these restricteds that can be very threatening for two of Ursaluna's best restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokémon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Miraidon is able to threaten many of the Fighting types that check Ursaluna with its Electro Drift and Dazzling Gleam, while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu's Close Combat and Iron Hands Low Kick, and Parting Shot is a good slow pivot that lets you weaken a threatening target and switch in Ursaluna without taking any damage and with Burn activated. Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams. Lunala's moves threaten the Fighting and Ghost types that Ursaluna struggles with offensively and defensively.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
This looks alright so far, I will need to recheck this though. Let me know when you have implemented this check!

Add, Remove, Highlight, Comment
[SET]
Trick Room Sweeper (Ursaluna) @ Flame Orb Needs a set name
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe 0 Speed is mandatory on Ursaluna
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STABs, it is able to OHKO many important Pokémon in the format Mention some examples, while underspeeding them with Trick Room support.
- Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room. This should be moved to the moves section, it feels strange as a standalone bullet point
- While Ursaluna is Burned, max Attack Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also 2HKOs on Calyrex-I and Iron Hands.
- Headlong Rush and Earthquake are strong Ground STABs that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush weakens Ursaluna's defenses This sounds like dex info, rephrase this something like "makes Ursaluna take more damage", it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from partners like Ogerpon-H and Brute Bonnet. Earthquake does have the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to win the 1v1 GP might not like this word choice, you could probably say something like "give Ursaluna an advantage against Choice-locked Miraidon" with choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna while Facade OHKOs Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-Crowned, and Iron Hands all pressure Ursaluna with powerful Fighting-type STABS, and Rillaboom and Calyrex-Ice also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play around speed ties with common threats like Iron Hands and Calyrex-Ice. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Intimidate from the aforementioned Incineroar and Reflect from Grimmsnarl. Change this to just a Grimmsnarl mention, the only Intimidate pokemon in the metagame is Incineroar so doesn't warrant a separate point Since Uraluna's Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokémon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-Shadow, and Lunala, making it easier for Ursaluna to remove these restricteds that can be very threatening for two of Ursaluna's best restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokémon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Miraidon is able to threaten many of the Fighting types that check Ursaluna with its Electro Drift and Dazzling Gleam, while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands Low Kick, and Parting Shot is a good slow pivot that lets you weaken a threatening target and switch in Ursaluna without taking any damage and with Burn activated. Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams. Lunala's moves threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. This bullet point is too big, break this up into more points

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
Implemented! RauVGC
[SET]
Burning Bear (Ursaluna) @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STABs, it is able to OHKO many important Pokémon in the format, such as Miraidon, Koraidon, and Rillaboom, while underspeeding them with Trick Room support.

- While Ursaluna is Burned, max Attack Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also 2HKOs on Calyrex-I and Iron Hands. Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room.
- Headlong Rush and Earthquake are strong Ground STABs that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursluna more vulnerable to opponent's attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from partners like Ogerpon-H and Brute Bonnet. Earthquake does have the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna while Facade OHKOs Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STABS, and Rillaboom and Calyrex-I also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play around speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokémon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these restricteds that can be very threatening for two of Ursaluna's best restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokémon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Miraidon is able to threaten many of the Fighting types that check Ursaluna with its Electro Drift and Dazzling Gleam, while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands Low Kick, and Parting Shot is a good slow pivot that lets you weaken a threatening target and switch in Ursaluna without taking any damage and with Burn activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's moves can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
You should be good to send to GP after these changes but I would like to do a final read over first.

[SET]
Burning Bear Trick Room Sweeper (Ursaluna) @ Flame Orb The set name you chose isn't informative of what this set is used for
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STABs, it is able to OHKO many important Pokémon in the format, such as Miraidon, Koraidon, and Rillaboom, while underspeeding them with Trick Room support. Removed linebreak
- While Ursaluna is Burned, max Attack and a Brave nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also 2HKOs on Calyrex-I and Iron Hands. Mention what the bulk investment does, provide a damage calc for physical and special Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room. Merge this into the bullet point below
- Headlong Rush and Earthquake are strong Ground STABs that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursluna Ursaluna more vulnerable to opponent's attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from partners like the Ogerpon formes and Brute Bonnet. Earthquake does have the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu-R's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna while Facade OHKOs Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STABS, and Rillaboom and Calyrex-I also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play around speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokémon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these restricteds that can be very threatening for two of Ursaluna's best restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokémon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Miraidon is able to threaten many of the Fighting-types that check Ursaluna with its Electro Drift and Dazzling Gleam, while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands Low Kick, and Parting Shot is a good slow pivot that lets you weaken a threatening target and switch in Ursaluna without taking any damage and with Burn activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's moves can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. You should mention how these partners help Ursaluna get around Rillaboom, Calyrex-I, and Incineroar since you have mentioned them as threats

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
Changes implemented!
[SET]
Trick Room Sweeper (Ursaluna) @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
-Protect
-Facade
-Headlong Rush
-Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STABs, it is able to OHKO many important Pokémon in the format, such as Miraidon, Koraidon, and Rillaboom, while underspeeding them with Trick Room support.
- While Ursaluna is Burned, max Attack and a Brave nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and can OHKO Ho-Oh with a high roll. It can also 2HKO Calyrex-I and Iron Hands. 140 HP brings Urasluna's HP stat to a number that minimizes Burn chip. The 44 points in Def give Ursaluna around an 80% chance to live 252 Jolly Urshifu-R Surging Strikes with the Burn chip, and the remaining points are dumped into Sp Def, giving it a 75% chance to avoid the 2HKO from +1 132 Sp Atk Tera Stellar Terapagos Tera Starstorm with two turns of burn chip.
- Headlong Rush and Earthquake are strong Ground STABs that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursaluna more vulnerable to opponent's attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from partners like the Ogerpon formes and Brute Bonnet. Earthquake does have the downside of hitting its ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala. Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu-R's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna while Facade OHKOs Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STABS, and Rillaboom and Calyrex-I also threaten OHKOs onto Ursaluna. With minimum Speed, Ursaluna has to play around speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokémon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these restricteds that can be very threatening for two of Ursaluna's best restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokémon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately, without needing to stall a turn of Protect. Miraidon is able to threaten many of the Fighting-types that check Ursaluna with its Electro Drift and Dazzling Gleam, while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands Low Kick, and Parting Shot is a good slow pivot that lets you weaken a threatening target and switch in Ursaluna without taking any damage and with Burn activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's moves can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. Ho-Oh's Sacred Fire threatens Calyrex-I and Rillaboom, and Wide Guard from a Lunala protects Ursaluna from Calyrex-I's Glacial Lance. Urshifu-R is a good counter to Incineroar, who is otherwise a problem for Ursaluna.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
Looks good, you can send to GP! 2/2

rau_qc.gif
 
add remove highlight comment

[SET]
Trick Room Sweeper (Ursaluna) @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Protect (added spaces)
- Facade
- Headlong Rush
- Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-Restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STABs STAB moves, it is able to OHKO many important Pokémon Pokemon in the format, such as Miraidon, Koraidon, and Rillaboom, while underspeeding them with Trick Room support. (Do you mean "outspeeding"? "Underspeeding" would mean Ursaluna goes second against them under Trick Room.)
- While Ursaluna is burned, max and with maximum Attack and a Brave nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and it can OHKO Ho-Oh with a high roll. It can also 2HKO Calyrex-I and Iron Hands. Ursaluna's HP EVs are optimized to reduce burn chip damage. The Defense investment gives it a high chance to live Surging Strikes from Urshifu-R, and the remaining EVs in Special Defense give Ursaluna a high chance to avoid the 2HKO from Tera Stellar Terapagos's Terapagos-S's Tera Starstorm with two turns of burn chip damage.
- Headlong Rush and Earthquake are strong Ground STABs Ground-type STAB moves that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursaluna more vulnerable to opponent's foes' attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from partners foes ("partners" is generally used when referring to allies of the Pokemon that's written) like the Ogerpon formes and Brute Bonnet. Earthquake does have the downside of hitting its Ursaluna's ally Pokémon, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala. Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room. (It's a little weird to see Protect being explained here when most other non-Choice/AV Pokemon analyses don't explain its purpose, and the Ursaluna analyses for previous SV VGC formats don't dedicate a couple sentences to Protect. Is this move really important enough to explain?)
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu-R's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against Choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna, (AC) while Facade OHKOs OHKOes Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STABS STAB moves, and Rillaboom and Calyrex-I also threaten OHKOs onto on Ursaluna. With minimum Speed, Ursaluna has to play around Speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokémon Pokemon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STABS STAB moves of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these restricteds Restricted Pokemon that can be very threatening for two of Ursaluna's best Restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokémon Pokemon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately (RC) without needing to stall a turn of with Protect. Miraidon is able to threaten many of the Fighting-types that check Ursaluna with its Electro Drift and Dazzling Gleam (RC) while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands Hands's Low Kick, and Parting Shot is makes Incineroar a good slow pivot that lets you can weaken a threatening target and switch in Ursaluna without taking any damage and with Burn Flame Orb activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's moves (Do you mean "STAB moves"?) can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. Ho-Oh's Sacred Fire threatens Calyrex-I and Rillaboom, and Wide Guard from a Lunala protects Ursaluna from Calyrex-I's Glacial Lance. Urshifu-R is a good counter to Incineroar, who which is otherwise a problem for Ursaluna.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/

Let me know when you're done implementing so that I can check this again.
 
a blue banana, I implemented most of the changes, one of them I will debate, but I might change it if you don't think it's a good argument.
[SET]
Trick Room Sweeper (Ursaluna) @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Protect (added spaces)
- Facade
- Headlong Rush
- Earthquake

[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-Restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STAB moves, it is able to OHKO many important Pokemon in the format, such as Miraidon, Koraidon, and Rillaboom, while underspeeding them with Trick Room support. (Do you mean "outspeeding"? "Underspeeding" would mean Ursaluna goes second against them under Trick Room.)
- While Ursaluna is burned, and with maximum Attack and a Brave nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and it can OHKO Ho-Oh with a high roll. It can also 2HKO Calyrex-I and Iron Hands. Ursaluna's HP EVs are optimized to reduce burn chip damage. The Defense investment gives it a high chance to live Surging Strikes from Urshifu-R, and the remaining EVs in Special Defense give Ursaluna a high chance to avoid the 2HKO from Tera Stellar Terapagos-S's Tera Starstorm with two turns of burn damage.
- Headlong Rush and Earthquake are strong Ground-type STAB moves that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursaluna more vulnerable to foes' attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from foes like the Ogerpon formes and Brute Bonnet. Earthquake does have the downside of hitting Ursaluna's ally, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala. Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room. (It's a little weird to see Protect being explained here when most other non-Choice/AV Pokemon analyses don't explain its purpose, and the Ursaluna analyses for previous SV VGC formats don't dedicate a couple sentences to Protect. Is this move really important enough to explain?) Yes, because it has more specific uses on Uralsaluna, while most mons just use it as a general defensive option, and they are both good strategies for newer readers to be aware of.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu-R's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against Choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna, (AC) while Facade OHKOes Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STAB moves, and Rillaboom and Calyrex-I also threaten OHKOs on Ursaluna. With minimum Speed, Ursaluna has to play around Speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokemon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STAB moves of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these Restricted Pokemon that can be very threatening for two of Ursaluna's best Restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokemon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately without needing to stall a turn with Protect. Miraidon is able to threaten many of the Fighting-types that check Ursaluna with its Electro Drift and Dazzling Gleam while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands's Low Kick, and Parting Shot makes Incineroar a good slow pivot that can weaken a threatening target and switch in Ursaluna without taking any damage and with Flame Orb activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's Moongeist Beam and Moonblast can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. Ho-Oh's Sacred Fire threatens Calyrex-I and Rillaboom, and Wide Guard from Lunala protects Ursaluna from Calyrex-I's Glacial Lance. Urshifu-R is a good counter to Incineroar, which is otherwise a problem for Ursaluna.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/
 
Last edited:
GP Team done

I implemented most of the changes, one of them I will debate, but I might change it if you don't think it's a good argument
Your reasoning for Protect is justified, so I won't ask about it anymore.

Apply these last few changes and you're all set.

[SET]
Trick Room Sweeper (Ursaluna) @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Protect (added spaces)
- Facade
- Headlong Rush
- Earthquake


[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-Restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STAB moves, it is able to OHKO many important Pokemon in the format, such as Miraidon, Koraidon, and Rillaboom, while underspeeding outspeeding them with under Trick Room support. (Do you mean "outspeeding"? "Underspeeding" would mean Ursaluna goes second against them under Trick Room.)
- While Ursaluna is burned, and with maximum Attack and a Brave nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and it can OHKO Ho-Oh with a high roll. It can also 2HKO Calyrex-I and Iron Hands. Ursaluna's HP EVs are optimized to reduce burn chip damage. The Defense investment gives it a high chance to live Surging Strikes from Urshifu-R, and the remaining EVs in Special Defense give Ursaluna a high chance to avoid the 2HKO from Tera Stellar Terapagos-S's Tera Starstorm with two turns of burn damage.
- Headlong Rush and Earthquake are strong Ground-type STAB moves that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursaluna more vulnerable to foes' attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from foes like the Ogerpon formes and Brute Bonnet. Earthquake does have the downside of hitting Ursaluna's ally, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala. Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu-R's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against Choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna, (AC) while Facade OHKOes Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STAB moves, and Rillaboom and Calyrex-I also threaten OHKOs on Ursaluna. With minimum Speed, Ursaluna has to play around Speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokemon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STAB moves of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these Restricted Pokemon that can be very threatening for two of Ursaluna's best Restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokemon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately without needing to stall a turn with Protect. Miraidon is able to threaten many of the Fighting-types that check Ursaluna with its Electro Drift and Dazzling Gleam while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands's Low Kick, and Parting Shot makes Incineroar a good slow pivot that can weaken a threatening target and switch in Ursaluna without taking any damage and with Flame Orb activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's Moongeist Beam and Moonblast can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. Ho-Oh's Sacred Fire threatens Calyrex-I and Rillaboom, and Wide Guard from Lunala protects Ursaluna from Calyrex-I's Glacial Lance. Urshifu-R is a good counter to Incineroar, which is otherwise a problem for Ursaluna.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/

GP Check 1/1

a-blue-banana-gif.645975
 
DONE!
[SET]
Trick Room Sweeper (Ursaluna) @ Flame Orb
Ability: Guts
Level: 50
Tera Type: Ghost / Fairy
EVs: 140 HP / 252 Atk / 44 Def / 68 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Facade
- Headlong Rush
- Earthquake


[SET COMMENTS]
Set Details
========
- Ursaluna is one of the strongest non-Restricted physical sweepers in Regulation I, as it has an enormous Attack stat further bolstered by its ability. Ursaluna finds its place in the metagame as a powerful physical wallbreaker that is able to sweep under Trick Room. With its powerful STAB moves, it is able to OHKO many important Pokemon in the format, such as Miraidon, Koraidon, and Rillaboom, while outspeeding them under Trick Room.
- While Ursaluna is burned, and with maximum Attack and a Brave nature, Facade picks up OHKOs on almost all Koraidon, Miraidon, and Rillaboom, and it can OHKO Ho-Oh with a high roll. It can also 2HKO Calyrex-I and Iron Hands. Ursaluna's HP EVs are optimized to reduce burn chip damage. The Defense investment gives it a high chance to live Surging Strikes from Urshifu-R, and the remaining EVs in Special Defense give Ursaluna a high chance to avoid the 2HKO from Tera Stellar Terapagos-S's Tera Starstorm with two turns of burn damage.
- Headlong Rush and Earthquake are strong Ground-type STAB moves that allow Ursaluna to hit Ghost- and Steel-types that it struggles to hit with Facade. Although Headlong Rush makes Ursaluna more vulnerable to foes' attacks, it's necessary to pick up OHKOs on Calyrex-S and Iron Hands. Earthquake is a powerful spread option, doing significant damage to Miraidon and Koraidon, OHKOing Miraidon without Tera Fairy and Tera Fire Koraidon, while ignoring redirection from foes like the Ogerpon formes and Brute Bonnet. Earthquake does have the downside of hitting Ursaluna's ally, but this can be worked around with partners like Ho-Oh and Wide Guard Lunala. Protect is an essential move on Ursaluna, with its main use being to stall a turn to allow Flame Orb to activate. Protect can also let Ursaluna stay safe while a partner sets up Trick Room.
- Tera Ghost allows Ursaluna to avoid Fake Out from Rillaboom, Iron Hands, and Incineroar. It also protects Ursaluna from Fighting-type moves, such as Koraidon and Urshifu-R's Close Combat as well as Low Kick from Iron Hands. The main reason to run Tera Fairy is to give Ursaluna the advantage against Choice-locked Miraidon. Ursaluna's natural Ground typing stops Miraidon's Electric-type moves, and Tera Fairy blocks Draco Meteor. This means that Miraidon can only use Dazzling Gleam, which can not OHKO Ursaluna, while Facade OHKOes Miraidon back.

Teambuilding
========
- The Urshifu formes, Koraidon, Zamazenta-C, and Iron Hands all pressure Ursaluna with powerful Fighting-type STAB moves, and Rillaboom and Calyrex-I also threaten OHKOs on Ursaluna. With minimum Speed, Ursaluna has to play around Speed ties with common threats like Iron Hands and Calyrex-I. Incineroar, when using Tera Bug or Ghost, can easily weaken Ursaluna with Intimidate and Parting Shot. As a physical attacker, Ursaluna can be severely weakened by Reflect from Grimmsnarl. Since Ursaluna's main role is as a sweeper, having its damage reduced makes it much more vulnerable to losing damage trades and having its Trick Room stalled out, especially against Pokemon like Iron Hands, Miraidon, and opposing Ursaluna.
- Ursaluna has a strong typing in the Regulation I metagame, with immunities to the main STAB moves of Miraidon, Calyrex-S, and Lunala, making it easier for Ursaluna to remove these Restricted Pokemon that can be very threatening for two of Ursaluna's best Restricted partners, Ho-Oh and Lunala. Miraidon also appreciates the wallbreaking power of Ursaluna, as it can quickly remove Rillaboom and Iron Hands, two Pokemon that Miraidon has a hard time KOing.
- Pivot moves used by Incineroar, Miraidon, and Urshifu-R allow Ursaluna to enter the field before the end of a turn, activating Flame Orb immediately without needing to stall a turn with Protect. Miraidon is able to threaten many of the Fighting-types that check Ursaluna with its Electro Drift and Dazzling Gleam while being able to pivot with Volt Switch. With help from Incineroar's Intimidate, Ursaluna can survive Urshifu-R's Close Combat and Iron Hands's Low Kick, and Parting Shot makes Incineroar a good slow pivot that can weaken a threatening target and switch in Ursaluna without taking any damage and with Flame Orb activated.
- Speed control options like Lunala's Trick Room and sometimes Ho-Oh's Tailwind set Ursaluna up to sweep through teams without having to worry about being KOed before taking KOs itself. Lunala's Moongeist Beam and Moonblast can threaten the Fighting- and Ghost-types that Ursaluna struggles with offensively and defensively. Ho-Oh's Sacred Fire threatens Calyrex-I and Rillaboom, and Wide Guard from Lunala protects Ursaluna from Calyrex-I's Glacial Lance. Urshifu-R is a good counter to Incineroar, which is otherwise a problem for Ursaluna.

[Set Credits]
Written By:
https://www.smogon.com/forums/members/r0gue_vgc.696399/
Quality checked by:
https://www.smogon.com/forums/members/gephicka.553122/
https://www.smogon.com/forums/members/ipetbigfoot.645750/
https://www.smogon.com/forums/members/rauvgc.589964/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/
 
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