I've been working on a team including Ursaring for a bit because I really love it's potential and came up with a two stages team, having (sort of) 2 leads. First stage is to power up Ursaring asap and wreck a lot of the opponents unprepared team. The 2nd stage is using my remaining 4 pokes to form one front to kill whatever is left.
Gliscor @ Leftovers
Ability: Hyper Cutter
Nature: Impish
EV's: 252 HP, 252 Def, 4 Spd
- Stealth Rock
- Rock Polish
- Baton Pass
- Roost
My team lead. I picked Gliscor for the sole reason because I wanted something that could put up SR as well as pass a +2 speed to my most important team member, Ursaring. With all the taunt and trick users running around as leads, I might have to switch to a protect/sub/ninjask, sadly abandoning SR support.
Ursaring @ Life Orb
Ability: Guts
Nature: Adamant
EV's: 252 Atk, 252 Spd, 4 HP
- Swords Dance
- Return
- Earthquake
- Fire Punch
My star of the team. Having 418 speed after a +2 boost, it's leaving everyone behind in it's trail, including a lot of +1 speed users. Almost 800 attack after a SD is enough to destroy teams or as the Smogon description calls it, "crush enemy bones and flatten villages." The moves give it great coverage which doesn't even matter much because even resisted returns still hurt like hell.
Hariyama @ Leftovers
Ability: Guts/Thick Fat
Nature: Adamant
EV's: 76 HP, 252 Atk, 180 Def
- Knock Off
- Substitute
- Focus Punch
- Payback
After Ursaring goes down and out (let's face it, he is defensively weak), this guys is my "second lead". Knock Off to disable whatever opposition is left after Ursarings rampage. SubPunch is always nice and Payback has good coverage together with Fighting. Payback is also a nice move because of low speed.
Slowbro @ Leftovers
Ability: Own Tempo
Nature: Bold
EV's: 252 HP, 252 Def, 4 S.Def
- Slack Off
- Counter
- Surf
- Calm Mind/Yawn/Light Screen/Amnesia
My defensive wall. The idea is to switch it in and start boosting my S.Def with most likely CM or otherwise Light Screen/Amnesia, hopefully luring in a physical attacker. I use counter to get rid of the physical attacker and (hopefully it's only) and continue Calm Minding to have great defences on both sides as well as a very powerful Surf. Yawn is mentioned if I want a more aggresive way of not having a special attacker in my face but a physical attacker.
Togekiss @ Leftovers
Ability: Serene Grace
Nature: Modest
EV's: 252 S.Atk, 192 Spd, 64 HP
- Nasty Plot
- Air Slash
- Flamethrower
- Grass Knot
My special attacker. Flamethrower and Grass Knot are mentioned because those moves were needed for my team, but could easily be replaced by a Aura Sphere/Shadow Ball/Roost combo.
Clefable @ Life Orb
Ability: Magic Guard
Nature: Bold
EV's: 252 HP, 152 Def, 104 S.Atk
- Calm Mind
- Thunderbolt/HP Fighting/Focus Blast
- Ice Beam/Shadow Ball
- Wish
My special wall and Wish support. CM to power up and actually become a special wall. BoltBeam for great coverage, although I may use the Fight/Ghost combo as that is even greater coverage. BoltBeam is more needed for my team though, as I don't have anyway to deal properly with Gyarados or Dragons.
Overall: I don't think I have any problems with status in this team, having 2 Guts abusers and Magic Guard. The entire strategy is very reliant on getting Ursaring a +2 speed boost (+1 not doing enough), so if that fails, the team is a lot weaker.
My biggest threats are hazers, ruining Ursarings fun, but even without +2 speed, 800 attack (Life Orb not accounted for) still hurts like crazy, the speed just won't allow me to sweep.
I intend to use this team on Shoddym not WiFi, just a FYI.
Please rate my team.

Gliscor @ Leftovers
Ability: Hyper Cutter
Nature: Impish
EV's: 252 HP, 252 Def, 4 Spd
- Stealth Rock
- Rock Polish
- Baton Pass
- Roost
My team lead. I picked Gliscor for the sole reason because I wanted something that could put up SR as well as pass a +2 speed to my most important team member, Ursaring. With all the taunt and trick users running around as leads, I might have to switch to a protect/sub/ninjask, sadly abandoning SR support.

Ursaring @ Life Orb
Ability: Guts
Nature: Adamant
EV's: 252 Atk, 252 Spd, 4 HP
- Swords Dance
- Return
- Earthquake
- Fire Punch
My star of the team. Having 418 speed after a +2 boost, it's leaving everyone behind in it's trail, including a lot of +1 speed users. Almost 800 attack after a SD is enough to destroy teams or as the Smogon description calls it, "crush enemy bones and flatten villages." The moves give it great coverage which doesn't even matter much because even resisted returns still hurt like hell.

Hariyama @ Leftovers
Ability: Guts/Thick Fat
Nature: Adamant
EV's: 76 HP, 252 Atk, 180 Def
- Knock Off
- Substitute
- Focus Punch
- Payback
After Ursaring goes down and out (let's face it, he is defensively weak), this guys is my "second lead". Knock Off to disable whatever opposition is left after Ursarings rampage. SubPunch is always nice and Payback has good coverage together with Fighting. Payback is also a nice move because of low speed.

Slowbro @ Leftovers
Ability: Own Tempo
Nature: Bold
EV's: 252 HP, 252 Def, 4 S.Def
- Slack Off
- Counter
- Surf
- Calm Mind/Yawn/Light Screen/Amnesia
My defensive wall. The idea is to switch it in and start boosting my S.Def with most likely CM or otherwise Light Screen/Amnesia, hopefully luring in a physical attacker. I use counter to get rid of the physical attacker and (hopefully it's only) and continue Calm Minding to have great defences on both sides as well as a very powerful Surf. Yawn is mentioned if I want a more aggresive way of not having a special attacker in my face but a physical attacker.

Togekiss @ Leftovers
Ability: Serene Grace
Nature: Modest
EV's: 252 S.Atk, 192 Spd, 64 HP
- Nasty Plot
- Air Slash
- Flamethrower
- Grass Knot
My special attacker. Flamethrower and Grass Knot are mentioned because those moves were needed for my team, but could easily be replaced by a Aura Sphere/Shadow Ball/Roost combo.

Clefable @ Life Orb
Ability: Magic Guard
Nature: Bold
EV's: 252 HP, 152 Def, 104 S.Atk
- Calm Mind
- Thunderbolt/HP Fighting/Focus Blast
- Ice Beam/Shadow Ball
- Wish
My special wall and Wish support. CM to power up and actually become a special wall. BoltBeam for great coverage, although I may use the Fight/Ghost combo as that is even greater coverage. BoltBeam is more needed for my team though, as I don't have anyway to deal properly with Gyarados or Dragons.
Overall: I don't think I have any problems with status in this team, having 2 Guts abusers and Magic Guard. The entire strategy is very reliant on getting Ursaring a +2 speed boost (+1 not doing enough), so if that fails, the team is a lot weaker.
My biggest threats are hazers, ruining Ursarings fun, but even without +2 speed, 800 attack (Life Orb not accounted for) still hurts like crazy, the speed just won't allow me to sweep.
I intend to use this team on Shoddym not WiFi, just a FYI.
Please rate my team.