ORAS PU TheursaRing

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Introduction:

At first this team was based around scarf Sawsbuck (Its space is now occupied by Ursaring), but after testing the team several times I started to notice that there was a really big Swanna weakness that was prevalent in the team, even Rotom-F it does not like to switch into Swanna specially if rocks are present and it's constantly being hit by Scald, or Hurricane, as it wears it down and the opponent has the option to switch into another Pokemon if you think of Volt Switching out. This can get frustrating as the Pokemon weaken with each switch-in trying to counter the foe. By adding a powerful wall-breaker like Ursaring to my team in the place of Sawsbuck, I still had the versatile movepool I wanted in the first place but with the option of being fast and hitting things while freely having the option of choosing moves without being locked. This is the team I built and tested several times on ladder.

Team:

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Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Facade
- Close Combat
- Crunch

As mentioned above, being a fast power-house with the option of choosing any move without getting locked, out speeding offensive Swanna and OHKOing with a STAB Facade alleviated the massive weakness the team had with it even tho it's not a direct switch in to it, it scares it away. It also helps against Nasty Plot Mime and other set up sweepers that tend to use walls as set up fodder.

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Swanna @ Leftovers
Ability: Big Pecks
EVs: 224 HP / 252 Def / 32 Spe
Timid Nature
- Scald
- Hurricane
- Roost
- Defog

Another thing the team struggled with when I had Sawsbuck, was Monferno. By adding 32 Spe EVs it creeps Adamant Monferno. It resists both of its STAB moves and it has time to either heal itself or Defog rocks away as the opponent will probably not want to stay in.

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Camerupt @ Leftovers
Ability: Magma Armor
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Flamethrower
- Earth Power
- Stealth Rock
- Toxic

Sharing great Synergy with Gourgeist I felt that Camerupt really fit this team because it can stop most Ice/Electric types, set up rocks, start dealing damage with both of its powerful STAB moves or baiting targets to get a Toxic off.

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Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Foul Play
- Will-O-Wisp
- Synthesis
- Leech Seed

Sharing great synergy with Camerupt, Gourgeist takes care of Pokemon like Stoutland if brought up with good health or CB Floatzel. Dealing heavy damage with Foul Play to both of them. Gourgeist can also cripple set up sweepers or Dynamic Punch Machoke and heal back health with Leech Seed + Synthesis combo.

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Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Trick
- Blizzard

I chose Rotom-Frost over other electric types like Zebstrika simply because of its move Trick that can cripple walls so that Ursaring can fulfill its job better and because of Volt Switch that provides momentum for the team. I also needed a Scarf Pokemon in the team seeing that most of the Pokemon in this team are rather slow. It helps to scare water types and it's usually a nuisance for the foe when rocks are not up, because they have to make multiple switches in order for their Pokemon to not get weakened.

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Scraggy @ Eviolite
Ability: Shed Skin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Rest

Last but not least, I chose Scraggy. Besides being Himiko Cloud's worst nightmare to his previous team. Scraggy performs a great role as a SPD Wall. taking on Pokemon like Kadabra, or LO Floatzel by using other Pokemon as set up fodder. Knock Off is a great move to have, as crippling the opponent's Pokemon by removing their item can bring great momentum to your advantage. Having Shed Skin + Rest it is difficult to cripple it, specially when it can set up with Bulk Up.

Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Facade
- Close Combat
- Crunch

Swanna @ Leftovers
Ability: Big Pecks
EVs: 224 HP / 252 Def / 32 Spe
Timid Nature
- Scald
- Hurricane
- Roost
- Defog

Camerupt @ Leftovers
Ability: Magma Armor
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Flamethrower
- Earth Power
- Stealth Rock
- Toxic

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Foul Play
- Will-O-Wisp
- Synthesis
- Leech Seed

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Trick
- Blizzard

Scraggy @ Eviolite
Ability: Shed Skin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Rest

Threats:

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CS Mr. Mime can bring great disadvantage if played incorrectly, as it outspeeds Ursaring and can make holes in the team with any of its spammable STAB moves. You must scout whether it goes for Gleam or Psychic, as the former is countered by Camerupt and the latter is countered by Scraggy.

Fighting types - Having three Pokemon weak to fighting type can bring disadvantage but luckily having both Swanna and Gourgeist can alleviate the problem.

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CS Dodrio can outspeed Rotom-F with either Jolly or Adamant nature. It must be noted that the player must scout to see what the opponent is going for as Return can be checked by Gour and BB can be countered by Rotom-F

Finally:
I would like to give special thanks to people that have helped me get better at this tier, I still don't remember who suggested using Ursaring in the first place so please send me a message to add you if I didn't mention you. Akir ShuckleDeath TONE114 Dundies RawMelon Anonymous Man Optical Real cryalot Kay amber lamps Tect Optical Real and others I probably forgot to mention. Since this is my first RMT post obviously criticism is always accepted in any form, so feel free to post what you feel about the team. Thanks!
 
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Hello Yosp, and cool team!

I will make a second post that goes into more detail about major changes that the team can do, but there are some minor housekeeping that can be done. First off, I would change Protect ---> Swords Dance on Ursaring. Swords Dance lets Ursaring be absolutely terrifying and uses the same free turn that Protect uses. The only utility that Protect has over Swords Dance is that Protect lets you get the speed boost on mons that you generally shouldn't be in on in the first place. Swords Dance is handier in more situations than Protect!

Secondly, I would change the Camerupt from Magma Armor ---> Solid Rock. This lets Camerupt take SE hits easier, and Magma Armor only prevents freezing anyway. Additionally, I would move the EVs from 252 Sp. D ---> 212 Sp. D and 0 Speed ---> 44 Speed. This lets Camerupt speed creep min speed Golem while still taking 2 Blizzards from Rotom-Frost.

Hope I helped and there's more to come!
 
Hi Yosp, nice team you have here.

As Akir stated, there are minor things this team can change to improve. I agree with Akir's suggestions (SD Ursaring, 44 speed Solid Rock Camerupt) but would like to add some changes to Camerupt's moveset as well. The current moveset is Flamethrower/Earth Power/Stealth Rock/Toxic. First off I recommend changing Flamethrower-->Lava Plume and Toxic-->Yawn. Lava Plume has that 30% burn chance which makes up for that 10 base power difference from Flamethrower. Yawn over Toxic is mainly for putting opposing pokemon to sleep and try phasing them out, if they don't want to take the sleep.

As mentioned in your threat list, Choice Scarf Mr. Mime, Scarf Dodrio and fighting types like Monferno or Machoke give the team some trouble. When you at it closely, Scraggy is a big reason why your team is weak to them, as it relies on mons being choice locked into a neutral move (Dodrio, Mime) to come in safely and it can't really do much to fighting types without some boosts from Bulk Up. You also mentioned Scraggy can take on Kadabra, but I disagree since it can Encore Scraggy into Bulk Up or Rest and can 2HKO using Dazzling Gleam. After some thinking, I decided CM Clefairy could replace Scraggy without opening up too many holes and can deal with all the threats mentioned in the threat list as well absorb status.

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Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave/Encore

This Clefairy set acts as a second wincon while supporting the team with Thunder Wave or Encore. T-Wave Clefairy adds some speed control to the team. This is important because pokemon that outspeed your scarf Rotom-F (like CS Dodrio, CS Mr. Mime, Jolly Ninjask) can run through the team once everything is weakened. Clefairy can also choose to run Encore for set-up sweepers, locking them into a move for three turns. The rest of the moveset is pretty self-explanatory (Calm Mind for boosts, Soft-Boiled to regain health and Moonblast for strong STAB).
Defensive Calcs
252 Atk Choice Band Ninjask Aerial Ace vs. 252 HP / 252+ Def Eviolite Clefairy: 84-100 (24.4 - 29%) -- 99.6% chance to 4HKO
252 Atk Dodrio Brave Bird vs. 252 HP / 252+ Def Eviolite Clefairy: 129-153 (37.5 - 44.4%) -- guaranteed 3HKO
+2 252+ Atk Monferno Flare Blitz vs. 252 HP / 252+ Def Eviolite Clefairy: 225-265 (65.4 - 77%) -- guaranteed 2HKO
+2 252 Atk Leafeon Leaf Blade vs. 252 HP / 252+ Def Eviolite Clefairy: 193-228 (56.1 - 66.2%) -- guaranteed 2HKO
252+ Atk Golem Earthquake vs. 252 HP / 252+ Def Eviolite Clefairy: 126-148 (36.6 - 43%) -- guaranteed 3HKO
252 SpA Mr. Mime Psychic vs. 252 HP / 4 SpD Eviolite Clefairy: 117-138 (34 - 40.1%) -- guaranteed 3HKO
252+ Atk Pawniard Iron Head vs. 252 HP / 252+ Def Eviolite Clefairy: 158-188 (45.9 - 54.6%) -- 60.2% chance to 2HKO
252+ SpA Choice Specs Lapras Hydro Pump vs. 252 HP / 4 SpD Eviolite Clefairy: 210-247 (61 - 71.8%) -- guaranteed 2HKO
252 SpA Rotom-F Blizzard vs. 252 HP / 4 SpD Eviolite Clefairy: 147-174 (42.7 - 50.5%) -- 1.2% chance to 2HKO
252 SpA Life Orb Floatzel Hydro Pump vs. 252 HP / 4 SpD Eviolite Clefairy: 165-196 (47.9 - 56.9%) -- 89.5% chance to 2HKO

Offensive Calcs
0 SpA Clefairy Moonblast vs. 160 HP / 28 SpD Eviolite Machoke: 134-158 (39.2 - 46.3%) -- guaranteed 3HKO
+2 0 SpA Clefairy Moonblast vs. 0 HP / 0 SpD Eviolite Monferno: 153-180 (56.8 - 66.9%) -- guaranteed 2HKO
+2 0 SpA Clefairy Moonblast vs. 160 HP / 0 SpD Grumpig: 126-148 (36.9 - 43.4%) -- 99.5% chance to 3HKO after Leftovers recovery
+2 0 SpA Clefairy Moonblast vs. 248 HP / 72+ SpD Altaria: 218-260 (61.7 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
+2 0 SpA Clefairy Moonblast vs. 0 HP / 0 SpD Cryogonal: 105-124 (37.3 - 44.1%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Clefairy Moonblast vs. 0 HP / 4 SpD Floatzel: 117-138 (37.6 - 44.3%) -- guaranteed 3HKO

Hope I helped Yosp!
 
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Hi Yosp, nice team you have here.

As Akir stated, there are minor things this team can change to improve. I agree with Akir's suggestions (SD Ursaring, 44 speed Solid Rock Camerupt) but would like to add some changes to Camerupt's moveset as well. The current moveset is Flamethrower/Earth Power/Stealth Rock/Toxic. First off I recommend changing Flamethrower-->Lava Plume and Toxic-->Yawn. Lava Plume has that 30% burn chance which makes up for that 10 base power difference from Flamethrower. Yawn over Toxic is mainly for putting opposing pokemon to sleep and try phasing them out, if they don't want to take the sleep.

As mentioned in your threat list, Choice Scarf Mr. Mime, Scarf Dodrio and fighting types like Monferno or Machoke give the team some trouble. When you at it closely, Scraggy is a big reason why your team is weak to them, as it relies on mons being choice locked into a neutral move (Dodrio, Mime) to come in safely and it can't really do much to fighting types without some boosts from Bulk Up. You also mentioned Scraggy can take on Kadabra, but I disagree since it can Encore Scraggy into Bulk Up or Rest and can 2HKO using Dazzling Gleam. After some thinking, I decided CM Clefairy could replace Scraggy without opening up too many holes and can deal with all the threats mentioned in the threat list as well absorb status.

035.gif

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave/Encore

This Clefairy set acts as a second wincon while supporting the team with Thunder Wave or Encore. T-Wave Clefairy adds some speed control to the team. This is important because pokemon that outspeed your scarf Rotom-F (like CS Dodrio, CS Mr. Mime, Jolly Ninjask) can run through the team once everything is weakened. Clefairy can also choose to run Encore for set-up sweepers, locking them into a move for three turns. The rest of the moveset is pretty self-explanatory (Calm Mind for boosts, Soft-Boiled to regain health and Moonblast for strong STAB).
Defensive Calcs
252 Atk Choice Band Ninjask Aerial Ace vs. 252 HP / 252+ Def Eviolite Clefairy: 84-100 (24.4 - 29%) -- 99.6% chance to 4HKO
252 Atk Dodrio Brave Bird vs. 252 HP / 252+ Def Eviolite Clefairy: 129-153 (37.5 - 44.4%) -- guaranteed 3HKO
+2 252+ Atk Monferno Flare Blitz vs. 252 HP / 252+ Def Eviolite Clefairy: 225-265 (65.4 - 77%) -- guaranteed 2HKO
+2 252 Atk Leafeon Leaf Blade vs. 252 HP / 252+ Def Eviolite Clefairy: 193-228 (56.1 - 66.2%) -- guaranteed 2HKO
252+ Atk Golem Earthquake vs. 252 HP / 252+ Def Eviolite Clefairy: 126-148 (36.6 - 43%) -- guaranteed 3HKO
252 SpA Mr. Mime Psychic vs. 252 HP / 4 SpD Eviolite Clefairy: 117-138 (34 - 40.1%) -- guaranteed 3HKO
252+ Atk Pawniard Iron Head vs. 252 HP / 252+ Def Eviolite Clefairy: 158-188 (45.9 - 54.6%) -- 60.2% chance to 2HKO
252+ SpA Choice Specs Lapras Hydro Pump vs. 252 HP / 4 SpD Eviolite Clefairy: 210-247 (61 - 71.8%) -- guaranteed 2HKO
252 SpA Rotom-F Blizzard vs. 252 HP / 4 SpD Eviolite Clefairy: 147-174 (42.7 - 50.5%) -- 1.2% chance to 2HKO
252 SpA Life Orb Floatzel Hydro Pump vs. 252 HP / 4 SpD Eviolite Clefairy: 165-196 (47.9 - 56.9%) -- 89.5% chance to 2HKO

Offensive Calcs
0 SpA Clefairy Moonblast vs. 160 HP / 28 SpD Eviolite Machoke: 134-158 (39.2 - 46.3%) -- guaranteed 3HKO
+2 0 SpA Clefairy Moonblast vs. 0 HP / 0 SpD Eviolite Monferno: 153-180 (56.8 - 66.9%) -- guaranteed 2HKO
+2 0 SpA Clefairy Moonblast vs. 160 HP / 0 SpD Grumpig: 126-148 (36.9 - 43.4%) -- 99.5% chance to 3HKO after Leftovers recovery
+2 0 SpA Clefairy Moonblast vs. 248 HP / 72+ SpD Altaria: 218-260 (61.7 - 73.6%) -- guaranteed 2HKO after Leftovers recovery
+2 0 SpA Clefairy Moonblast vs. 0 HP / 0 SpD Cryogonal: 105-124 (37.3 - 44.1%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Clefairy Moonblast vs. 0 HP / 4 SpD Floatzel: 117-138 (37.6 - 44.3%) -- guaranteed 3HKO

Hope I helped Yosp!
Thanks for the Clefairy suggestion, I can now clearly see where the team failed, and you can expect me to change Scraggy for Clefairy. The only thing I have a problem with is the moveset you suggested for Camerupt, even though it's completely viable. The reason why I run Flamethrower in the first place is to hit opponents harder. Camerupt's job as a Special Defense wall is not to burn the Pokemon he's walling, as they're special attackers and don't really care about being burned in the first place. This is Gourgeist's job as a physical wall to burn Pokemon like Machoke that can take on Camerupt without any problem. Tho I agree that residual damage is always good, this is the reason why I'm running Toxic over Yawn. I won't argue that Yawn is not good, as I used a Yawn Camerupt on the PU Cores thread. This team appreciates when other Pokemon are crippled and take residual damage each turn that stacks up and pressures the opponent, on the other hand, for yawn. The opponent can keep on switching to get rid of its effect. In conclusion, the moveset you suggested is definitely good but I don't think it fits the purpose of this team. I definitely appreciate the Clefairy idea. I would also like to thank Akir for his suggestions and like I said you will definitely see me make adjustments accordingly.
 
Thanks for the Clefairy suggestion, I can now clearly see where the team failed, and you can expect me to change Scraggy for Clefairy. The only thing I have a problem with is the moveset you suggested for Camerupt, even though it's completely viable. The reason why I run Flamethrower in the first place is to hit opponents harder. Camerupt's job as a Special Defense wall is not to burn the Pokemon he's walling, as they're special attackers and don't really care about being burned in the first place. This is Gourgeist's job as a physical wall to burn Pokemon like Machoke that can take on Camerupt without any problem. Tho I agree that residual damage is always good, this is the reason why I'm running Toxic over Yawn. I won't argue that Yawn is not good, as I used a Yawn Camerupt on the PU Cores thread. This team appreciates when other Pokemon are crippled and take residual damage each turn that stacks up and pressures the opponent, on the other hand, for yawn. The opponent can keep on switching to get rid of its effect. In conclusion, the moveset you suggested is definitely good but I don't think it fits the purpose of this team. I definitely appreciate the Clefairy idea. I would also like to thank Akir for his suggestions and like I said you will definitely see me make adjustments accordingly.
If possible can you add the suggestions from the raters to your original RMT as it shows readers how the team is changing (just strikethrough the things that were changed: i.e Scraggy and it's description).
 
If possible can you add the suggestions from the raters to your original RMT as it shows readers how the team is changing (just strikethrough the things that were changed: i.e Scraggy and it's description).
Sure, when I feel that everyone has voiced their opinion on the team I'll make the changes and give the people who helped me credit. This is to avoid the constant editing.
 
Hi Yosp, cool team here. The team overall is really solid and not weak to much, but there are a few Pokemon that the team struggles with, so just going to point out some changes you could make to help you out with these weaknesses.

As you point out in your threatlist, Dodrio is a big problem here, especially the Choice Scarf set. It can 2HKO your entire team and basically revenge kill every Pokemon as long as they're somewhat weakened. To help you out with this, I'm going to suggest changing Camerupt --> Tank Golem, which gives you a solid Normal resist for the aforementioned Dodrio, while also giving you a soft check to Mr. Mime, which you mentioned in your threatlist as well.

With the above recommendation, your team is easily exploited by Rock Polish Regice, so I'm going to recommend you change Scraggy --> Machoke, specifically mixed defensive, which helps you take on Regice, while also withholding the status of a Rotom-F check.

With the loss of Scraggy you no longer have a win condition, so I'm going to recommend you change back Protect --> Swords Dance on Ursaring, which provides that win condition that I'd say is pretty necessary. As Akir stated, having Swords Dance instead of Protect sort of forces you to rely on Rotom-F for any sort of speed control before Toxic Orb has activated, so I'm going to recommend you change defensive Swanna --> offensive Swanna, which brings a bit more speed control, and since you now have Machoke with heavy investments in Defense, offensive Swanna will work fine as just an offensive check despite being my beautiful creation.

tl;dr

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-->
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-->
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: Protect --> Swords Dance
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: Defensive --> Offensive
Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 32 Atk / 228 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic

Machoke @ Eviolite
Ability: No Guard
EVs: 248 HP / 140 Def / 120 SpD
Impish Nature
- Dynamic Punch
- Knock Off
- Rest
- Sleep Talk
Hope I helped :toast:
 
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