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Quality Control Ursaluna (QC 1/2)

forkuser

formerly hduser
:ursaluna: :flame orb:
[SET]
Ursaluna @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD OR 92 HP / 252 Atk / 164 Spe
IVs: 0 Spe OR 31 Spe
Tera Type: Ghost / Normal
Brave / Adamant Nature
- Facade
- Headlong Rush
- Earthquake
- Protect

[SET COMMENTS]

  • Ursaluna uses Flame Orb in conjunction with Guts and Facade to OHKO or nearly OHKO the majority of Pokemon in the metagame with Facade. The burn also stops other disruptive status such as sleep from Amoonguss's Spore.
  • Headlong Rush hits Steel-, Rock-, and Ghost-types such as Gholdengo, Kingambit, and Diancie that resist or are immune to Ursaluna's Facade, with Earthquake essentially doing the same, and providing Ursaluna a way to deal spread damage. Earthquake also ignores redirecting moves like Follow Me and Rage Powder against the likes of Indeedee-F, Ogerpon, and Amoonguss unlike Headlong Rush.
  • The Speed-lowering nature and no Speed IVs lets Ursaluna be incredibly slow so it can utilize Trick Room as much as possible, allowing Ursaluna to outspeed meta relevant threats such as Rillaboom, Kyurem, and Tyranitar, and speed tie with other slow Trick Room threats such as Diancie, some Iron Hands, Kingambit, and opposing Ursaluna.
  • The HP and Special Defense investment are for maximizing bulk, allowing Ursaluna to live Ogerpon-Wellspring's Ivy Cudgel, Chien-Pao's Icicle Crash, and Gholdengo's +2 Make It Rain.
  • Tera Ghost removes Ursaluna's initial weakness of Grass- and Water-type attacks, while also granting it an immunity to Fighting-type attacks from Iron Hands, Diancie, and Okidogi, and gives Ursaluna an immunity to Fake Out from the likes of Incinroar, Rillaboom, and Iron Hands.
  • Tera Normal bolsters Facade to ungodly levels of power achieving OHKOs on opposing Ursaluna and Iron Hands, while also removing Ursaluna's weakness to Grass-type attacks from Rillaboom, Ogerpon, and Sinistcha, and also Ogerpon-Wellspring's Ivy Cudgel.
  • Due to its low Speed, Ursaluna can become prey to much faster threats such as Chien-Pao, Rillaboom, and Ogerpon-Wellspring, so it is advised to use Ursaluna along with a Trick Room setter to give Ursaluna the speed advantage so it can launch its deadly STAB moves.
  • Ursaluna can also be used alongside Tailwind. Doing so requires an Adamant nature and moving 164 EVs from HP into Speed. This allows Ursaluna, which supported by Tailwind, to outspeed key threats such as Ogerpon-Wellspring and Landorus. Teams that do utilize Tailwind with Ursaluna typically also run Trick Room as well, because even with Tailwind and Speed investment Ursaluna would still be quite slow.
  • Rediection from Indeedee-F and Sinistcha can also help Ursaluna, redirecting attacks from Ursaluna's aforementioned checks and keeping it safe, giving it the opportunity to activate Guts. Flying-type or teammates with the ability Levitate are also good partners for Ursaluna like Tornadus and Bronzong, being immune to Earthquake which would hurt them heavily otherwise, and can follow that with more spread damage or Trick Room.
  • Trick Room setters like Indeedee-F, Sinistcha, and Bronzong (cresselia is maybe worth mentioning here still, wait to implement this until i recheck, i need to ask the rest of the QC team) help give Ursaluna and themselves the speed advantage, specifically Indeedee-F and Sinistcha providing redirection via Follow Me and Rage Powder, while Sinistcha and Bronzong can manage Ursaluna's Earthquake. Ursaluna also appreciates Indeedee-F's ability to block priority moves like Grassy Glide from Rillaboom and Fake Out.
  • Other Trick Room teammates like Torkoal appreciate Ursaluna's ability to threaten OHKOs into Incineroar, Raging Bolt, Diancie, Rain Dance Tornadus, and Ogerpon-Wellspring after Terastallization, something Torkoal would otherwise have an issue breaking through.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/forkuser.625105/
Quality checked by:
https://www.smogon.com/forums/members/qrchar.159382/
https://www.smogon.com/forums/members/gephicka.553122/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
 
Last edited:
I feel like ghost should be first slash on tera type, it's way more common in tournament (from memory tbf), and normal has a pretty substantial greed factor to it. That aside:

comment delete add

[SET COMMENTS]
  • Facade can get boosted by burn from Ursaluna's Flame Orb, which is also powered up further from Guts, to become one of the strongest powerful single-target attack in the tier that can OHKO or nearly OHKO almost every Pokemon in the metagame. I think we can combine the flame orb bullet point with this one. I think I would write it to the effect of "Flame Orb activates Guts and boosts Facade, making it one of the strongest single-target attacks in the tier. The burn also blocks disruptive status such as sleep from Amoonguss's Spore."
  • Headlong Rush hits the Steel-, Rock-, and Ghost-types that resist or are immune to Ursaluna's Facade incredibly hard, with Earthquake essentially doing the same, and providing Ursaluna a way to deal spread damage.
  • Flame Orb is used to activate Guts, which also negates other status like sleep from Amoonguss and poison from Toxic Spikes from Glimmora. See above, first bullet point.
  • Maximum Attack and a Brave nature is used to increase Ursaluna's damage potential with or without burn output as much as possible, and with the Speed-lowering nature and no Speed IVs helps Ursaluna be incredibly slow so it can utilize Trick Room as much as possible. Split this into two sentences, one for attack and the other for speed.
  • The HP and Special Defense investment are for maximizing bulk, allowing Ursaluna to live Ogerpon-W's Ivy Cudgel, Chien-Pao's Icicle Crash, and Gholdengo's +2 Make It Rain.
  • Tera Normal can be used to bolster Facade to ungodly levels of power, while also removing Ursaluna's weakness to Grass-type attacks from Rillaboom, Ogerpon, and Sinistcha, and also Ogerpon-W's Ivy Cudgel.
  • Tera Ghost also removes Ursaluna's initial weakness of Grass- and Water-type attacks, while also granting it an immunity to Fighting-type attacks from Iron Hands, Diancie, and Okidogi, and gives Ursaluna an immunity to Fake Out from the likes of Incinroar, Rillaboom, and Iron Hands.
  • Due to its abysmal Speed, Ursaluna can become prey to much faster threats such as Ogerpon-W and Ogerpon-H, Chien-Pao, Rillaboom, and Landorus list of 5 is quite long, can probably shorten to just 3 examples, so it is advised to use Ursaluna along with a Trick Room or Tailwind setter to give Ursaluna the speed advantage so it can launch its deadly STAB moves. If tailwind is being mentioned, it should move to its own bullet point, as it requires further explanation, particularly in how the spread needs to be changed to accommodate that (Ada > Brave, speed investment to hit a tailwind benchmark). Something like "Ursaluna can also be used with Tailwind. Doing so requires [adjustments]. ..." and then finish by mentioning that these teams would still have Trick Room along side Tailwind
  • Redirection can also help Ursaluna, redirecting attacks from Ursaluna's aforementioned checks and keeping it safe, giving it the opportunity to activate Guts. Flying-type or teammates with the ability Levitate are also good partners for Ursaluna, being immune to Earthquake which would hurt them heavily otherwise, and can follow that with more spread damage or Trick Room.
  • Trick Room setters like Indeedee-F, Sinistcha, and Bronzong helps give Ursaluna and themselves the speed advantage, specifically Indeedee-F and Sinistcha providing redirection via Follow Me and Rage Powder, while Sinistcha and Bronzong can manage Ursaluna's Earthquake. Ursaluna also appreciates Indeedee-F's ability to block priority moves like Grassy Glide from Rillaboom and Fake Out.
  • Other Trick Room teammates like Torkoal appreciate Ursaluna's ability to threaten OHKOs into Incineroar, Raging Bolt, Diancie, Rain Dance Tornadus, and Ogerpon-W after Terastallization, something Torkoal would otherwise have an issue breaking through.

I'll once over again after implementation
 
Just a small change to the tailwind bit, and then it's qc 1/2

delete add

  • Ursaluna can also be used alongside Tailwind. Doing so requires an Adamant nature and maximum IVs moving 164 EVs from HP into Speed. This allows Ursaluna, when supported by Tailwind, to outspeed many key threats such as Ogerpon-Wellspring and Landorus. to make the speed from Tailwind worthwhile. Teams that do utilize Tailwind with Ursaluna typically would also need to run Trick Room as well, because even with Tailwind and Speed investment Ursaluna would still be quite slow.
Reasoning: I'm taking the IV change as assumed knowledge, and adding the exact speed benchmark for tailwind, which is the same as Iron Hands uses in its dex spread.
 
add remove highlight comment
ping for recheck when you are ready, ask me on discord if you have any further questions
:ursaluna: :flame orb:
[SET]
Ursaluna @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD or 92 HP / 252 Atk / 164 Spe*
IVs: 0 Spe or 31 Spe*
Tera Type: Normal / Ghost
Brave Nature
- Facade
- Headlong Rush
- Earthquake
- Protect

[SET COMMENTS]
  • Flame Orb activates Guts and boosts Facade, making it one of the strongest single-target attacks in the tier. The burn also blocks disruptive status such as sleep from Amoonguss's Spore. (this reads like dex info, rephrase this to be more along the lines of "Ursaluna uses Flame Orb in conjunction with guts and facade to...")
  • Headlong Rush hits the Steel-, Rock-, and Ghost-types that resist or are immune to Ursaluna's Facade, with Earthquake essentially doing the same, and providing Ursaluna a way to deal spread damage. (i think it's worthwhile to highlight some of the actual mons you hit here rather than just types. i would also address when you would use EQ vs HLR a bit more)
  • Maximum Attack and a Brave nature is used to increase Ursaluna's damage output as much as possible. (this is self-explanatory tbh)
  • The Speed-lowering nature and no Speed IVs helps Ursaluna be incredibly slow so it can utilize Trick Room as much as possible. (what meta relevant threats do you outspeed in trick room?
  • The HP and Special Defense investment are for maximizing bulk, allowing Ursaluna to live Ogerpon-Wellspring's Ivy Cudgel, Chien-Pao's Icicle Crash, and Gholdengo's +2 Make It Rain.
  • Tera Normal can be used to bolster Facade to ungodly levels of power, (so? what calcs does it hit with tera normal?) while also removing Ursaluna's weakness to Grass-type attacks from Rillaboom, Ogerpon, and Sinistcha, and also Ogerpon-Wellspring's Ivy Cudgel.
  • Tera Ghost also removes Ursaluna's initial weakness of Grass- and Water-type attacks, while also granting it an immunity to Fighting-type attacks from Iron Hands, Diancie, and Okidogi, and gives Ursaluna an immunity to Fake Out from the likes of Incinroar, Rillaboom, and Iron Hands.
  • Due to its abysmal low Speed, Ursaluna can become prey to much faster threats such as Chien-Pao, Rillaboom, and Landorus (lando is a weird shout here, you outdamage it 1v1, i'd just replace lando with oger or smth), so it is advised to use Ursaluna along with a Trick Room setter to give Ursaluna the speed advantage so it can launch its deadly STAB moves.
  • Ursaluna can also be used alongside Tailwind. Doing so requires an Adamant nature and moving 164 EVs from HP into Speed* (if you think it's worth addressing it should be added to the set). This allows Ursaluna, which supported by Tailwind, to outspeed ay key threats such as Ogerpon-Wellspring and Landorus. Teams that do utilize Tailwind with Ursaluna typically also run Trick Room as well, because even with Tailwind and Speed investment Ursaluna would still be quite slow.
  • Redirection (from what?) can also help Ursaluna, redirecting attacks from Ursaluna's aforementioned checks and keeping it safe, giving it the opportunity to activate Guts. Flying-type or teammates with the ability Levitate are also good partners for Ursaluna (like what?), being immune to Earthquake which would hurt them heavily otherwise, and can follow that with more spread damage or Trick Room.
  • Trick Room setters like Indeedee-F, Sinistcha, and Bronzong (cresselia is maybe worth mentioning here still, wait to implement this until i recheck, i need to ask the rest of the QC team) help give Ursaluna and themselves the speed advantage, specifically Indeedee-F and Sinistcha providing redirection via Follow Me and Rage Powder, while Sinistcha and Bronzong can manage Ursaluna's Earthquake. Ursaluna also appreciates Indeedee-F's ability to block priority moves like Grassy Glide from Rillaboom and Fake Out.
  • Other Trick Room teammates like Torkoal appreciate Ursaluna's ability to threaten OHKOs into Incineroar, Raging Bolt, Diancie, Rain Dance Tornadus, and Ogerpon-Wellspring after Terastallization, something Torkoal would otherwise have an issue breaking through.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/user1.101/
Quality checked by:
https://www.smogon.com/forums/members/user2.102/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/

(you omitted this LOL)
 
Last edited:
you may mark 2/2 after implementing
add remove highlight comment
:ursaluna: :flame orb:
[SET]
Ursaluna @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD OR 92 HP / 252 Atk / 164 Spe
IVs: 0 Spe OR 31 Spe
Tera Type: Ghost / Normal
Brave / Adamant Nature
- Facade
- Headlong Rush
- Earthquake
- Protect

[SET COMMENTS]

  • Ursaluna uses Flame Orb in conjunction with Guts and Facade to OHKO or nearly OHKO the majority of Pokemon in the metagame with Facade. The burn also stops other disruptive status such as sleep from Amoonguss's Spore.
  • Headlong Rush hits Steel-, Rock-, and Ghost-types such as Gholdengo, Kingambit, and Diancie that resist or are immune to Ursaluna's Facade, with Earthquake essentially doing the same, and providing Ursaluna a way to deal spread damage. Earthquake also ignores redirecting moves like Follow Me and Rage Powder against the likes of Indeedee-F, Ogerpon, and Amoonguss unlike Headlong Rush.
  • The Speed-lowering nature and no Speed IVs lets Ursaluna be incredibly slow so it can utilize Trick Room as much as possible, allowing Ursaluna to outspeed meta relevant threats such as Rillaboom, Kyurem, and Tyranitar, and speed tie with other slow Trick Room threats such as Diancie, some Iron Hands, Kingambit, and opposing Ursaluna.
  • Ursaluna can also be used alongside Tailwind. Doing so requires an Adamant nature and moving 164 EVs from HP into Speed. This allows Ursaluna, which supported by Tailwind, to outspeed key threats such as Ogerpon-Wellspring and Landorus. Teams that do utilize Tailwind with Ursaluna typically also run Trick Room as well, because even with Tailwind and Speed investment Ursaluna would still be quite slow. (makes more sense to have this after the original speed comment)
  • The HP and Special Defense investment are for maximizing bulk, allowing Ursaluna to live Ogerpon-Wellspring's Ivy Cudgel, Chien-Pao's Icicle Crash, and Gholdengo's +2 Make It Rain.
  • Tera Ghost removes Ursaluna's initial weakness of Grass- and Water-type attacks, while also granting it an immunity to Fighting-type attacks from Iron Hands, Diancie, and Okidogi, and gives Ursaluna an immunity to Fake Out from the likes of Incinroar, Rillaboom, and Iron Hands.
  • Tera Normal bolsters Facade to ungodly levels of power achieving OHKOs on opposing Ursaluna and Iron Hands, while also removing Ursaluna's weakness to Grass-type attacks from Rillaboom, Ogerpon, and Sinistcha, and also Ogerpon-Wellspring's Ivy Cudgel.
  • Due to its low Speed, Ursaluna can become prey to much faster threats such as Chien-Pao, Rillaboom, and Ogerpon-Wellspring, so it is advised to use Ursaluna along with a Trick Room setter to give Ursaluna the speed advantage so it can launch its deadly STAB moves.
  • Ursaluna can also be used alongside Tailwind. Doing so requires an Adamant nature and moving 164 EVs from HP into Speed. This allows Ursaluna, which supported by Tailwind, to outspeed key threats such as Ogerpon-Wellspring and Landorus. Teams that do utilize Tailwind with Ursaluna typically also run Trick Room as well, because even with Tailwind and Speed investment Ursaluna would still be quite slow.
  • Rediection from Indeedee-F and Sinistcha can also help Ursaluna, redirecting attacks from Ursaluna's aforementioned checks and keeping it safe, giving it the opportunity to activate Guts. Flying-type or teammates with the ability Levitate are also good partners for Ursaluna like Tornadus and Bronzong, being immune to Earthquake which would hurt them heavily otherwise, and can follow that with more spread damage or Trick Room.
  • Trick Room setters like Indeedee-F, Sinistcha, and Bronzong (address cresselia) help give Ursaluna and themselves the speed advantage, specifically Indeedee-F and Sinistcha providing redirection via Follow Me and Rage Powder, while Sinistcha and Bronzong can manage Ursaluna's Earthquake. Ursaluna also appreciates Indeedee-F's ability to block priority moves like Grassy Glide from Rillaboom and Fake Out.
  • Other Trick Room teammates like Torkoal appreciate Ursaluna's ability to threaten OHKOs into Incineroar, Raging Bolt, Diancie, Rain Dance Tornadus, and Ogerpon-Wellspring after Terastallization, something Torkoal would otherwise have an issue breaking through.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/forkuser.625105/
Quality checked by:
https://www.smogon.com/forums/members/qrchar.159382/
https://www.smogon.com/forums/members/gephicka.553122/
Grammar checked by:
https://www.smogon.com/forums/members/user4.104/
gephicka_qc.gif
 
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