Ursaring (Update)

Well, Why don't you guys use a Choice Scarf on Ursaring? Increase Speed by 50%. It looks good on an Ursaring who has 252 Att / 126 Def / 106 Spe / 26 HP

My Ursaring in R/S/E: I am kinda new to EV and IV's stuff but I hope I will be ok.

Pokemon: Ursaring
Nature: Adamant
Abillity: Guts
Hold item: Quick Claw ( For quick annihilation of Fighting type Pokemon to KO me )
Moveset:
1. Hyper Beam ( STAB )
2. Earthquake ( Fighting / Donphan and Ground type / Steel )
3. Return ( Max Happiness + Stab + Guts ( if possible )
4. Brick Break ( Regis )

Considering to add the elemental punches to Ursaring to counter Pokemon. But I think Fire Punch is a good choice to face Scarmory, Grass, Bug and Shedinja to think for :p

Well, currently on Emerald now. And I am new here. Hai.
And sorry if I revived this.
 
Unfortunately, tanqq, things have changed quite drastically since the days of RSE. The special/physical split has resulted in Hyper Beam not being physically-based, and the set itself isn't a good representation of what Ursaring must do to survive in the metagame of today.

For example, Mismagius, a new Pokemon from DPP, will completely wall this set, allowing Mismagius to set up and sweep before you even have a chance. The gimmicky nature of this set keeps it from being viable.

I'm sorry if this came off as harsh, but this is the kind of thing we have to shy away from when analyzing a Pokemon's best sets. I would reccomend you spend a bit more time playing in the newer DPP metagame to help your suggestions.
 
I was just reading this and I caught this in the Opinion section:

The lack of Speed is a huge drawback, so instead, it should be regarded as a 'wallbreaker' because that is Ursaring's can hurt slower walls.

The last part of the sentence doesn't make any sense to me. I think it should say something like it should be regarded as a 'wallbreaker' because Ursaring can hurt slower walls. Or something along that line.
 
Unfortunately, tanqq, things have changed quite drastically since the days of RSE. The special/physical split has resulted in Hyper Beam not being physically-based, and the set itself isn't a good representation of what Ursaring must do to survive in the metagame of today.

For example, Mismagius, a new Pokemon from DPP, will completely wall this set, allowing Mismagius to set up and sweep before you even have a chance. The gimmicky nature of this set keeps it from being viable.

I'm sorry if this came off as harsh, but this is the kind of thing we have to shy away from when analyzing a Pokemon's best sets. I would reccomend you spend a bit more time playing in the newer DPP metagame to help your suggestions.
No problem. When I go for Emerald, this set almost help me single-handedly defeated the Elite Four.But I still have problems countering Ghost type pokemon. When I go for tag team battles, I usually go with my Dragonite that has this moveset:

1. ThunderBolt
2.Ice Beam / Ice Punch
3. Fly
4. Earthquake

My Swampert with Above-average Defense and SP. Defense can survive 4 hits of Dragonite's Earthquake without Critical Hits.
 
<pre>
Guts activated +2 Facade vs max HP / max Def Milotic - 145.69 - 171.57%
Guts activated +2 Facade vs max HP / max Def Slowbro - 117.26 - 138.07%
Guts activated +2 Facade vs max HP / max Def Donphan - 113.28 - 133.59%
Guts activated +2 Facade vs max HP / max Def Weezing - 130.24 - 153.59%
Guts activated +2 Facade vs max HP / max Def Tangrowth - 104.70% - 123.27%
</pre>
All of these should just be 100%. (so like Milotic - 100%)

move 1: Return(space)/ Double-Edge

<p(remove space)>Ursaring has access to the elemental punches, but either Return or Close Combat will always be more effective against their targets. For example, STAB Return deals more damage to Donphan, Milotic, and Tangrowth than Ice Punch, ThunderPunch, and Fire Punch, respectively, while Close Combat outdamages Fire Punch against Registeel and Steelix.</p>

Just come minor nitpicks.
 
Team Options said:
Stealth Rock support is important in many of Ursaring's sets because it allows this bad ass bear to increase its chances of OHKOing certain walls.

Heh, I don't think "bad ass" is a good word to use in an analysis. It's not that professional. xD

Counters said:
<p>As previously mentioned,_there are very few Pokemon that can counter Ursaring efficiently. Thankfully, most of its individual sets_have their own counters and checks. The Quick Feet and Life Orb sets_are_checked by Fake Out users like Ambipom and Hitmontop because_they can “outpace” Ursaring and 2HKO it with Fake Out followed by Return or Mach Punch. The best counter for the Swords Dance (Guts) set is Mismagius or Rotom with Substitute (provided they don't switch-in on a predicted Crunch). They can use Substitute_three or four times_to stall away Ursaring's HP with status recoil and finish it off with Thunderbolt or Hidden Power Fighting. The Choice Band set is much_harder to safely switch into, but can be played around with Normal-resists and immunes. Milotic and Tangrowth can come in and cushion its hits (if it doesn't have Guts activated) and_heal off the damage or attack if Ursaring is low on HP.</p>

There are a lot of instances where separate words are merged together in the above paragraph, so you should fix those.
 
Finally got a chance to fix every single thing mention in this thread. Thanks people.

- took whistle's advice, elaborated on a couple of things, polished the team options.

- took fuzznip's idea about removing "bad ass bear" and edited in spaces.

- took sm64's idea

One more grammar check should do (hopefully), before this gets uploaded.
 
Just like to point out, we don't use <pre> tags anymore so the tables should be in this format:

<h3>Damage Calculations</h3>

<ul class="damage_calculation">
<li></li>
<li></li>
<li></li>
<li></li>
<li></li>
</ul>
 
<p>Out of all of Ursaring's sets, this one is probably the most frightening. The biggest problem of using Ursaring as a sweeper is its lack of speed (not referring to the stat here). Fortunately, Ursaring has the ability Quick Feet, which boosts its Speed 1.5x when it has a status affliction. allows it to boost its Speed to true sweeping qualities .</p>

<p>This is essentially a cross between the standard Swords Dancer and a Choice Scarfed Ursaring, since it hits a high Speed but is extremely powerful at the same time hitting a high Speed and destroying everything at the same time, a true force to be reckoned with. Facade is to be used over Ursaring's other STAB attacks. This is because, When Toxic Orb kicks in, it'll do more damage than Return, and Ursaring's new( )found Speed makes the occasional paralysis from Body Slam ill inconsequential.</p>

<p>Instead of Earthquake, (this is the first set)Close Combat is used to hit the Rock- and Steel-types that resist Facade. Ursaring isn't capable of a guaranteed OHKO on max HP/min Def Registeel or a chance of OHKO on max HP/min Def Steelix with Earthquake after a Swords Dance this time around. A +2 Close Combat will always OHKO 252/0 Registeel and has a 50% chance of OHKOing 252/0 Steelix after it has taken damage from one layer of Spikes and Ursaring has boosted. Crunch is here to hurt the Ghost-types immune to Ursaring's other offensive options.</p>

<p>A Jolly nature is preferred for using Quick Feet. With an Adamant nature, Ursaring won't outspeed Timid Houndoom. With a Jolly nature, Ursaring hits 343 Speed, can outspeed which outpaces every non-Scarfed Pokemon in UU except Swellow, Electrode, and positive Speed natured Dugtrio and Sceptile the majority of Pokemon in UU (the list was incorrect and there's too many Pokemon who hit above 343 to list them all). It is highly preferable to use Toxic Orb over Flame Orb; Quick Feet doesn't stop the Attack drop from burn, so sacrificing the time Ursaring has to sweep is worth it on all fronts. Quick Feet doesn't prevent the Attack drop when burnt, so using a Flame Orb is out of the question. (lol it's not a question of sacrificing time...)</p>

<p>This variant of Ursaring likes entry hazards more than others. Spikes in particular is important, as Ursaring will gain some important OHKOs that Stealth Rock won't achieve alone. With only one layer of Spikes, Ursaring has a chance to OHKO Steelix with Close Combat. A full set of Spikes grants Ursaring the ability to OHKO max HP / max Def Donphan with Facade. Cloyster is a good candidate for using Spikes thanks to its high Defense stat. (either explain why Cloyster is specifically good for Ursaring [hint: I don't think there is a reason, especially due to shared Fight weak] or I'd probably just take this out)</p>

<p>Ursaring is a great wall breaker with Life Orb equipped to it because it can muscle its way through opposing walls without losing HP from Toxic Orb or Flame Orb. Ursaring’s Attack can reach astonishing heights with a Swords Dance boost and a potential Guts boost from predicted status dished from the opponent. In addition to this, Ursaring’s movepool is unusually diverse which generally helps allows it to hit every Pokemon in UU neutrally. When factoring in all of those potential boosts plus Life Orb, Ursaring's Attack reaches an unbelievable 1536, enough to OHKO every single physical wall in the UU tier.</p>

<p>Earthquake grants Ursaring a way to hurt opposing Steel-types who resist your STAB move. Steelix who invest 0 Defense EVs won’t enjoy a boosted Earthquake, as it deals a minimum of 94.92%. Registeel is always OHKOed by a boosted Earthquake. Close Combat is an option over Earthquake to OHKO Steelix and Regirock without entry hazards. The last slot is to hit Ghost-types, and since most of the Ghost-types in UU have a mediocre physical Defense stat, Crunch is a great move to OHKO them.</p>

<p>224 Speed EVs allow Ursaring to outpace max Speed Donphan and Tangrowth along with 0 Speed Milotic (add a few EVs to beat 16 Milotic [at least 8 to beat Jolly Aggron...]), smashing them with a boosted Return before they can do anything to Ursaring. 252 Attack maximizes its ability to smash the opponent’s wall. The remaining 32 EVs are allocated to HP to round off Life Orb recoil. It also helps Ursaring take hits from Mismagius and Rotom respectively, and OHKO them in return with Crunch.</p>

<p>There are several ways to improve Ursaring’s attempt to sweep: dual screens, Thunder Wave support, and entry hazards. Firstly, dual screens are a great way to reduce the damage from the opponent, and possibly give Ursaring another Swords Dance. Secondly, paralysis support patches up its depressing Speed because Ursaring is far too slow to pose any threat on faster sweepers. Finally, Stealth Rock and Spikes support is required for this set are recommended since they allow Ursaring to get certain OHKOs on bulkier walls, as it needs the extra percent to OHKO certain walls previously mentioned. Spikes is also an added bonus to further increase the chances of scoring a OHKO on those Pokemon mentioned. Uxie seems to shine best and fits the description really well. It has both Stealth Rock and paralysis support to help out Ursaring. In addition to this, Uxie can run dual screens as well. However, if you're looking to take the load off Uxie, Claydol is a good alternative for dual screens.</p>

<p>Stopping its sweep is generally a hard task to do, but despite this, Ursaring is usually exposed to faster physical sweepers with the current EV spread. Technician Hitmontop enjoys coming in - provided it doesn’t switch-in on a boosted Return or Earthquake - and can chip Ursaring's HP away with a Fake Out followed up by Mach Punch. As such, packing Weezing can help check Hitmontop by crippling it with Will-O-Wisp. If Hitmontop lacks Stone Edge, Rotom can work great alongside Ursaring to cover its weakness to Fighting-type moves. Rotom can take Bullet Punch and can 2HKO Hitmontop with Thunderbolt or Shadow Ball. (YO ROTOM CAN DUAL SCREEN!!1)</p>

<p>This is almost identical from the previous set, but with a slightly different approach to boosting your Attack stat. The previous set depended on the opponent utilizing status to achieve a Guts boost, but instead this set automatically gives Ursaring an immediate 50% boost from the Attack department courtesy from Toxic Orb or Flame Orb. Much like the previous set, Ursaring's job is to rip holes on unprepared Stall Teams, and generally penetrate through popular physical walls.</p>

<p>Ursaring's hunger for increasing its Attack stat doesn't stop there, as Swords Dance is a great way to increase its already-high Attack stat. It may seem overkill, but this helps Ursaring score the clean OHKO on certain walls. Your choice of STAB is Facade, and compared to the power of the other STAB moves from the previous sets, it is now the main option because its base power is now 210 (factoring in STAB). At any given time, Facade can deliver a bone-shattering attack on any physical walls who doesn't resist it. To display the power of a boosted Facade, here are some damage calculations:</p> (since they're all 100% [lol] I would just say “it OHKOs xyz”)

<p>The remaining moves help improve Ursaring's type coverage. Close Combat is now considered as the main option because it guarantees an OHKO on Steelix and Regirock who run a beneficial nature. Although the side effect of Close Combat might trouble Ursaring, Earthquake acts as a safety option, which is a safer option, and still has a really good chance of OHKOing Steelix and Regirock who are beneficial natured. Crunch hurts opposing Ghost-types such as Rotom, Mismagius, and Spiritomb. Although Spiritomb won`t pose much of a threat, Mismagius and Rotom have Substitute in their arsenal to foil Ursaring's sweep by running its HP down. Toxic Orb in particular can hurt Ursaring more than Flame Orb, so its preferred that Ursaring catch Mismagius and Rotom on a the switch-in with Crunch.<p>

<p>A Jolly nature with the Speed EVs hit 229 Speed, enough to outspeed everything up to and below neutral 0 Spe base 95s (Drapion and Uxie) at 226. Max Attack is required to deal as much damage to the opponent as possible.<p>

<p>This set hits hard like a truck after it has accomplishes its Swords Dance boost, but Ursaring is practically sweeping with status, and it has to eliminate as much Pokemon as possible until it faints. Ursaring has two options for the item slot: Flame Orb or Toxic Orb. Flame Orb allows Ursaring to sustain a consistent damage from burn, while Toxic Orb deals less damage than Flame Orb for the first two turns; on the third turn, the damage is equal. After the third turn, the poison will deal more damage than the burn. Previously mentioned, if Ursaring opts to select Toxic Orb, Substitute will irritate Ursaring as the damage increases per turn.<p>

<p>Oddly enough, sweepers are usually checked by certain walls, but this is not the case here. Ursaring is highly capable of defeating physical walls, so it is advised that you play around with switches to help increase the damage from its status. Another way to defeat Ursaring is having priority users to chip away its HP. Ambipom and Hitmontop are great options to hinder its sweep because they have priority to slowly take away its HP. As such packing Weezing is still the best a good partner to work alongside Ursaring, as Weezing can check both Hitmontop and Ambipom, and reduce their physical hits with Will-O-Wisp or take them down with repeated hits from any of Weezing's attacks.<p>

<p>Although they are not considered surefire counters, Mismagius and Rotom with Substitute can help defeat Ursaring with Toxic Orb. Both Mismagius and Rotom are capable of using Substitute to stall Ursaring out of HP, to a point where it places Ursaring at OHKO range, which allows Mismagius or Rotom to kill Ursaring when its HP is reduced. A way to deal with these Pokemon is Registeel with Shadow Claw; Registeel can also spread paralysis to aid Ursaring's sweep, which prevents them from using Substitute. At certain times, Rotom and Mismagius stay in to attack which gives Registeel an easier time to use Thunder Wave and generally help Ursaring hit them when they are paralyzed.<p>

<p>Double-Edge is a sweet STAB option to punch holes on many physical walls in the UU tier which includes , including Tangrowth, Donphan, and Milotic. Close Combat is picked over Earthquake because a max HP / min Def Steelix will always survive two Earthquakes but has a chance to be 2HKOed by Close Combat, even without any residual damage. Since most of your attacks are walled by Ghost-types, Crunch is a great way to lure out and smash Ghost-types off the bat. Ursaring has access to the elemental punches, but either Return or Close Combat will always be more effective against their targets. For example, STAB Return deals more damage to Donphan, Milotic, and Tangrowth than Ice Punch, ThunderPunch, and Fire Punch, respectively, while Close Combat out-damages Fire Punch against Registeel and Steelix.</p>

<p>Spikes support is vital to avoid being walled by other walls such as Donphan and Slowbro. (this is... false?) Spikes Cloyster is an excellent partner for Ursaring. Cloyster provides the Spikes support that Ursaring needs to work well. Will-O-Wisp could be quite problematic if you decide to use Quick Feet. Bringing , so pairing Ursaring with a Houndoom or Arcanine could be quite beneficial to can help keep the offensive momentum running.</p>

[OTHER OPTIONS]

<p>As mentioned before, Ursaring's movepool is unusually diverse for a dominant physical attacker. Ursaring has access to elemental punches but a STAB Return or Facade is too good to pass up in the UU metagame. The only Pokemon Ursaring would OHKO without any boosts is Torterra (()with Ice Punch()).</p>

<p>Yawn is interesting as it allows Ursaring to force switch-outs, and give it a much easier time to use Swords Dance. Ursaring also has Scary Face to hit incoming fast sweepers, and allows Ursaring to threaten faster sweepers when their Speed is reduced. Ursaring can run a Sleep Talk set with Defense investment, but Ursaring it is usually better off focusing on hurting things rather than cushioning hits as Ursaring is not even that bulky to begin with.</p>

[OPINION]

<p>Ursaring usually keeps an offensive mindset because it has a natural high Attack stat, excellent movepool, and Guts or Quick Feet to help him sweep. And while technically not a sweeper, Ursaring maintains as an offensive threat to a certain degree and is constantly mistaken for one due to its high Attack. The lack of Speed is a huge drawback, so instead, it should be regarded as a 'wallbreaker' because that it hurts slower walls. Not one physical wall in the UU tier will enjoy a life-ending blow from a boosted Facade because it is currently one of the most deadliest attacks KNOWN TO MAN up to date. All and all, when provided with nice adequately supported and good team mates, Ursaring is a valuable addition to any team who which desires carnage and death to stall teams.</p>

[TEAM OPTIONS]

<p>Most of Ursaring's counters are the ones who Pokemon which are faster, therefore priority hits are considered as counters and Pokemon with priority attacks. Most of the time, Ursaring will need to be checked by priority users because Ursaring is highly capable of bypassing a number of physical walls in the UU tier. Your best bet is to prevent it from setting up Swords Dance, otherwise you would need to play around with switches with smart switching to dodge its hits. Hitmontop is the best check to Ursaring, provided that it switches in on Crunch and (;) it can use Fake Out followed up by Mach Punch to run its precious HP down. "Precious HP" meaning it won't enjoy not having to attack for two turns, especially with Toxic Orb in effect. Ambipom can check it (Jolly Ambipom outspeeds it even after a Quick Feet boost), but finding time to bring it in is near impossible, therefore its preferred if you bring Ambipom after your Pokemon dies can't switch in on any of Ursaring's damaging attacks. Weezing stands alone as the best counter to both Hitmontop and Ambipom because it has good physical Defense to take their hits, coupled with Will-O-Wisp to reduce their Attack. Although they are not considered surefire counters, Substitute Mismagius and Rotom can beat Toxic Orb Ursaring because it can bring by stalling its HP away down to a point where Ursaring is at OHKO range.</p>

<p>Support is Ursaring's best friend when it comes to a successful sweep. There are currently three ways to reach Ursaring's maximum potential: Stealth Rock support, paralysis support, and dual screens support. Stealth Rock and Spikes support are important in to many of Ursaring's sets because they allows this bear to increase its chances of OHKOing certain walls. Spikes is also an added bonus to Ursaring's sweep because the extra percentage can sometimes make a huge turning point in the entire match. Cloyster is one of the few effective Spikers in the UU metagame due to its high Defense stat (ok at least mention other Spikers somewhere in the analysis -.-). Paralysis support helps patch up Ursaring's low Speed, and can threaten faster sweepers. With Ursaring threatening it, the tables can easily turn as Ursaring will force a switch-out as suppose to Ursaring switching out due to the lack of Speed. Uxie is an excellent candidate for this teammate, as it brings both Stealth Rock and paralysis to the table to support Ursaring. And Finally, dual screens support is a great support option to help Ursaring take priority hits. In addition to taking priority hits, Ursaring can take hits from physical walls much better than before to make setting up easier. Combine all of these, Ursaring becomes nearly invincible in this tier. Again, Uxie can perform this job quite well and is one of the most effective dual screen users in the metagame. However, if you're looking to fit all three support, Uxie can't do everything. Claydol is another viable dual screen user, and as an added bonus, it brings a Fighting-type resistance to help Ursaring.</p>

[EVS]

<p>The EVs are listed out in the sets. Quick Feet sets absolutely needs 252 Speed EVs to to take advantage of its ability. Adamant or Jolly is a tough choice(;) for players but Adamant gives it more power but means Ursaring is outpaced by positive natured 95s. The Swords Dance (Life Orb) set has 32 HP EVs to round out the Life Orb recoil, while the remaining Speed EVs help allows it to outpace Milotic as well a Mix Blaziken who don't invest in any Speed. It also outpaces as well as no-Speed Drapion and Uxie, who don't invest in Speed.</p>

counters: intimidate top is a pretty good initial switch + goes well w/ ghosts because it resists crunch
 
~ Quick Feet Sweeper ~

<p>Out of all of Ursaring's sets, this one is definitely (I don't think there are any doubts here) the most frightening. The biggest problem about using Ursaring as a sweeper is its lack of speed. Fortunately, Ursaring has the ability Quick Feet, which boosts its Speed 1.5x when it is inflicted with a status condition.</p>

<p>This is essentially a cross between the standard Swords Dancer and a Choice Scarf Ursaring, since it hits a high speed but is extremely powerful at the same time. Facade is to be used over Ursaring's other STAB attacks. When Toxic Orb kicks in, it will do more damage than Return, and Ursaring's newly found speed makes the occasional paralysis from Body Slam inconsequential.</p>

<p> Close Combat is used to hit the Rock- and Steel-types that resist Facade. A +2 Close Combat will always OHKO standard (you could use the 252/0 thing but an inexperienced battler might not know what it means) Registeel and has a 50% chance of OHKOing standard Steelix after it has taken damage from one layer of Spikes. Crunch is on the set to hurt the Ghost-types immune to Ursaring's other offensive options.</p>

<p>A Jolly nature is preferred on this set for using Quick Feet. With an Adamant nature, Ursaring won't outspeed Timid Houndoom. With a Jolly nature, however, Ursaring hits 343 Speed, (a space was needed here)which outpaces the majority of Pokemon in UU. (lol again a space)Quick Feet doesn't prevent the attack drop when burnt, so using a Flame Orb is out of the question.</p>

<p>This variant of Ursaring likes entry hazards more than others. Spikes in particular is important, as Ursaring will gain some important OHKOs that Stealth Rock won't achieve alone. With only one layer of Spikes, Ursaring has a chance to OHKO Steelix with Close Combat. A full set of Spikes grants Ursaring the ability to OHKO max HP / max Def Donphan with Facade. Cloyster is a good candidate for using Spikes in the lead slot thanks to its high Defense stat.</p>

~ Swords Dance (Life Orb) ~

<p>Ursaring is a great wall breaker with Life Orb equipped to it because it can muscle its way through opposing walls without losing HP from Toxic Orb or Flame Orb. Ursaring’s attack can reach astonishing heights with a Swords Dance boost and a potential Guts boost. (space needed)In addition to this, Ursaring’s movepool allows it to hit every Pokemon in UU for at least neutral damage..</p>

<p>Earthquake grants Ursaring a way to hurt opposing Steel-types who resist your STAB move. Steelix who invest 0 Defense EVs won’t enjoy a boosted Earthquake, as it deals a minimum of 94.92%; Registeel is always OHKOed by a boosted Earthquake. Close Combat is an option over Earthquake to OHKO Steelix and Regirock without entry hazards. The last slot is to hit Ghost-types, and since most of the Ghost-types in UU have a mediocre physical Defense stat, Crunch is a great move as it OHKOes most Ghosts in the tier, barring Spiritomb..</p>

<p>224 Speed EVs allow Ursaring to outpace max speed Donphan and Tangrowth along with 0 speed Milotic, smashing them with a boosted Return before they can do anything to harm Ursaring. 252 attack EVs maximizes Ursaring's ability to smash the opponent’s wall. The remaining 32 EVs are allocated to HP to round off Life Orb recoil. It also helps Ursaring take hits from Mismagius and Rotom, and OHKO them back with Crunch.</p>

<p>There are several ways to improve Ursaring’s attempt to sweep: dual screens, Thunder Wave support, and entry hazards. First off, dual screens are a great way to reduce the damage dealt to Ursaring from the opponent, and possibly give Ursaring another Swords Dance. Secondly, paralysis support patches up its depressing speed because Ursaring is far too slow to pose any threat on faster sweepers. Finally, Stealth Rock and Spikes are recommended since they allow Ursaring to get certain OHKOs on bulkier walls. (space needed) Uxie is arguably the best choice for this role. It has both Stealth Rock and paralysis support to help out Ursaring. In addition to this, Uxie can run dual screens as well. However, if you're looking to take the load off Uxie, Claydol is a good alternative for dual screens, and can also use Explosion to open up a hole in the opposing team.</p>

<p>Stopping its sweep is generally a hard task to do, but despite this, Ursaring is usually exposed to faster physical sweepers with the current EV spread. Technician Hitmontop can chip Ursaring's HP away with a combination of Fake Out and Mach Punch. As such, packing Weezing can help check Hitmontop by crippling it with Will-O-Wisp. Rotom can work great alongside Ursaring to cover its weakness to Fighting-type moves. Rotom can take Bullet Punch and can 2HKO Hitmontop with Thunderbolt or Shadow Ball. It can also set up dual screens.</p>

Changes in blue, additions in green, comments in purple, removals in red!

Good write up franky and KOTW, I only edited these two sets because to me they are the most important, but I may edit the others later if I have time. I think this is about ready for upload soon?
 
even if there is no merit to belly drum at all it deserves a mention in other options to at least explain to everyone why the belly drum pokemon with the highest base attack shouldn't use it. even though azumarill's ability will put its attack ~40 points ahead of ursaring, ursaring outdamages azumarill with return before even accounting for either of its own abilities, which can put it at 591 attack or 343 speed. ursaring is faster than azumarill, hits much harder even without guts and has only slightly worse defenses, and most importantly does not need to use toxic orb to be as effective as azumarill on paper if not more. at the very least low kick should have a mention since it is arguably superior to every fighting move ursaring learns
 
Quick Feet
<p>Close Combat is used to hit the Rock- and Steel-types that resist Facade. A +2 Close Combat will always OHKO 252/0 Registeel and has a 50% chance of OHKOing 252/0insert spaceSteelix after it has taken damage from one layer of Spikes. Crunch is here to hurt the Ghost-types immune to Ursaring's other offensive options.</p>

<p>A Jolly nature is preferred for using Quick Feet. With an Adamant nature, Ursaring won't outspeed Timid Houndoom. With a Jolly nature, Ursaring hits 343 Speed,which outpaces the majority of Pokemon in UU.insert spaceQuick Feet doesn't prevent the Attack drop when burnt, so using a Flame Orb is out of the question.</p>

Swords Dance (Life Orb)
[SET COMMENTS]

<p>Ursaring is a great wall breaker with Life Orb equipped to it because it can muscle its way through opposing walls without losing HP from Toxic Orb or Flame Orb. Ursaring’s Attack can reach astonishing heights with a Swords Dance boost and a potential Guts boost. In addition to this, Ursaring’s movepool allows it to hit every Pokemon in UU neutrally.</p>

[ADDITIONAL COMMENTS]

<p>Return and Double-Edge provides a solid STAB move for hitting stuff for neutral damage. Earthquake grants Ursaring a way to hurt opposing Steel-types who resist your STAB move. Steelix who invest 0 Defense EVs won’t enjoy a boosted Earthquake, as it deals a minimum of 94.92%. Registeel is always OHKOed by a boosted Earthquake. Close Combat is an option over Earthquake to OHKO Steelix and Regirock without entry hazards. The last slot is to hit Ghost-types, and since most of the Ghost-types in UU have a mediocre physical Defense stat, Crunch is a great move to OHKO them.</p>

<p>224 Speed EVs allow Ursaring to outpace max Speed Donphan and Tangrowth along with 0 Speed Milotic, smashing them with a boosted Return before they can do anything to Ursaring. 252 Attack maximizes its ability to smash the opponent’s wall. The remaining 32 EVs are allocated to HP to round off Life Orb recoil. It also helps Ursaring take hits from Mismagius and Rotom, and OHKO them with Crunch.</p>

<p>There are several ways to improve Ursaring’s attempt to sweep: dual screens, Thunder Wave support, and entry hazards. Firstly, dual screens are a great way to reduce the damage from the opponent, and possibly give Ursaring another Swords Dance. Secondly, paralysis support patches up its depressing Speed because Ursaring is far too slow to pose any threat on faster sweepers. Finally, Stealth Rock and Spikes are recommended since they allow Ursaring to get certain OHKOs on bulkier walls.insert spaceUxie seems to shine best and fits the description really well. It has both Stealth Rock and paralysis support to help out Ursaring. You could also mention that Uxie resists Ursaring's one weakness, whilst Ursaring is immune to Uxie's Ghost-type weakness. In addition to this, Uxie can run dual screens as well. However, if you're looking to take the load off Uxie, Claydol is a good alternative for dual screens.</p>

Team Options
<p>Most of Ursaring's counters are Pokemon which are faster and Pokemon with priority attacks. Your best bet is to prevent it from setting up Swords Dance, otherwise you would need to play around with smart switching to dodge its hits. Hitmontop is the best check to Ursaring, provided that it switches in on Crunch; itcan use Fake Out followed up by Mach Punch. Ambipom can check it (Jolly Ambipom outspeeds it even after a Quick Feet boost), butcan't switch in on any of Ursaring's damaging attacks. Weezing stands alone as the best counter to both Hitmontop and Ambipom because it has good physical Defense to take their hits, coupled with Will-O-Wisp to reduce their Attack. Although they are not considered surefire counters, Substitute Mismagius and Rotom can beat Toxic Orb Ursaringby stalling its HP away.</p>

<p>Support is Ursaring's best friend when it comes to a successful sweep. There are currently three ways to reach Ursaring's maximum potential: Stealth Rock support, paralysis support, and dual screens support. Stealth Rock and Spikes support are important to many of Ursaring's sets because they allow this bear to increase its chances of OHKOing certain walls. Spikes is also an added bonus to Ursaring's sweep because the extra percentage can sometimes make a huge turning point in the entire match.Cloyster is one of the few effective Spikers in the UU metagame due to its high Defense stat. Omastar can also use Spikes in the lead slot well due to its high Defense stat. Paralysis support helps patch up Ursaring' slow Speed.insert spaceUxie is an excellent teammate, as it brings both Stealth Rock and paralysis to the table. Finally, dual screens support is a great support option to help Ursaring take priority hits. In addition to taking priority hits, Ursaring can take hits from physical walls to make setting up easier.Again, Uxie can perform this job quite well and is one of the most effective dual screen users in the metagame. Claydol is another viable dual screen user, and as an added bonus, it brings a Fighting-type resistance to help Ursaring.</p>
 
[OVERVIEW]

<p>Ursaring usually keeps an offensive mindset because it has a natural high Attack stat, excellent movepool, and Guts or Quick Feet to help him sweep. The lack of Speed is a huge drawback, so instead, it should be regarded as a 'wallbreaker'. Not one physical wall in the UU tier will enjoy a life-ending blow from a boosted Facade because it is one of the most deadliest attacks KNOWN TO MAN. All and all, when adequately supported, Ursaring is a valuable addition to any team which desires carnage and death.</p>

[SET]
name: Quick Feet Sweeper
move 1: Facade
move 2: Close Combat
move 3: Crunch
move 4: Swords Dance
item: Toxic Orb
ability: Quick Feet
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Out of all of Ursaring's sets, this one is probably the most frightening. The biggest problem of using Ursaring as a sweeper is its lack of
speed. Fortunately, Ursaring has the ability Quick Feet, which boosts its Speed 1.5x when it has a status affliction. Swords Dance with Quick Feet makes a lethal combination by boosting its Attack to higher levels, while boosting its Speed by one stage. Facade, Close Combat, and Crunch provides excellent coverage.</p>

[ADDITIONAL COMMENTS]

<p>This is essentially a cross between the standard Swords Dancer and a Choice Scarfed Ursaring,
since it hits a high Speed but is extremely powerful at the same time. Facade is to be used over Ursaring's other STAB attacks.When Toxic Orb kicks in, it'll do more damage than Return, and Ursaring's new found Speed makes the occasional paralysis from Body Slam inconsequential.</p>

<p>
Close Combat is used to hit the Rock- and Steel-types that resist Facade. A +2 Close Combat will always OHKO 252/0 Registeel and has a 50% chance of OHKOing 252/0 Steelix after it has taken damage from one layer of Spikes. Crunch is here to hurt the Ghost-types immune to Ursaring's other offensive options.</p>

<p>A Jolly nature is preferred for using Quick Feet. With an Adamant nature, Ursaring won't outspeed Timid Houndoom. With a Jolly nature, Ursaring
hits 343 Speed,which outpaces the majority of Pokemon in UU.Quick Feet doesn't prevent the Attack drop when burnt, so using a Flame Orb is out of the question.</p>

<p>This variant of Ursaring likes entry hazards more than others. Spikes in particular is important, as Ursaring will gain some important OHKOs that Stealth Rock won't achieve alone. With only one layer of Spikes, Ursaring has a chance to OHKO Steelix with Close Combat. A full set of Spikes grants Ursaring the ability to OHKO max HP / max Def Donphan with Facade.
Cloyster is a good candidate for using Spikes in the lead slot thanks to its high Defense stat.</p>

[SET]
name: Swords Dance (Life Orb)
move 1: Swords Dance
move 2: Return / Double-Edge
move 3: Earthquake / Close Combat
move 4: Crunch
item: Life Orb
nature: Adamant
ability: Guts
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

<p>Ursaring is a great wall breaker with Life Orb equipped to it because it can muscle its way through opposing walls without
losing HP from Toxic Orb or Flame Orb. Ursaring’s Attack can reach astonishing heights with a Swords Dance boost and a potential Guts boost. In addition to this, Ursaring’s movepool allows it to hit every Pokemon in UU neutrally.</p>

[ADDITIONAL COMMENTS]

<p>Return and Double-Edge provides a solid STAB move for hitting stuff for neutral damage. Earthquake grants Ursaring a way to hurt opposing Steel-types who resist your STAB move. Steelix who invest 0 Defense EVs won’t enjoy a boosted Earthquake, as it deals a minimum of 94.92%. Registeel is always OHKOed by a boosted Earthquake. Close Combat is
an option over Earthquake to OHKO Steelix and Regirock without entry hazards. The last slot is to hit Ghost-types, and since most of the Ghost-types in UU have a mediocre physical Defense stat, Crunch is a great move to OHKO them.</p>

<p>224 Speed EVs allow Ursaring to outpace max Speed Donphan and Tangrowth along with 0 Speed Milotic, smashing them with a boosted Return before they can do anything to Ursaring. 252 Attack maximizes its ability to smash the opponent’s wall. The remaining 32 EVs are allocated to HP to round off Life Orb recoil. It also helps Ursaring take hits from Mismagius and Rotom, and OHKO them
with Crunch.</p>

<p>There are several ways to improve Ursaring’s attempt to sweep: dual screens, Thunder Wave support, and entry hazards. Firstly, dual screens are a great way to reduce the damage from the opponent, and possibly give Ursaring another Swords Dance. Secondly, paralysis support patches up its depressing Speed because Ursaring is far too slow to pose any threat on faster sweepers. Finally, Stealth Rock
and Spikes are recommended since they allow Ursaring to get certain OHKOs on bulkier walls. (Space)Uxie seems to shine best and fits the description really well. It has both Stealth Rock and paralysis support to help out Ursaring. In addition to this, Uxie can run dual screens as well. However, if you're looking to take the load off Uxie, Claydol is a good alternative for dual screens.</p>

<p>Stopping its sweep is generally a hard task to do, but despite this, Ursaring is usually exposed to faster physical sweepers with the current EV spread. Technician Hitmontop
can chip Ursaring's HP away with Fake Out followed up by Mach Punch. As such, packing Weezing can help check Hitmontop by crippling it with Will-O-Wisp. Rotom can work great alongside Ursaring to cover its weakness to Fighting-type moves. Rotom can take Bullet Punch and can 2HKO Hitmontop with Thunderbolt or Shadow Ball. It can also set up dual screens. </p>

[SET]
name: Swords Dance (Guts)
move 1: Swords Dance
move 2: Facade
move 3: Close Combat / Earthquake
move 4: Crunch
item: Flame Orb / Toxic Orb
nature: Jolly
ability: Guts
evs: 4 HP / 252 Atk / 252 Spe

<p>This is almost identical from the previous set, but with a slightly different approach to boosting your Attack stat. The previous set depended on the opponent utilizing status to achieve a Guts boost, but instead this set automatically gives Ursaring an immediate 50% boost from the Attack department courtesy from Toxic Orb or Flame Orb. Much like the previous set, Ursaring's job is to rip holes on unprepared Stall Teams.</p>

[ADDITIONAL COMMENTS]

<p>Ursaring's hunger for increasing its Attack stat doesn't stop there, as Swords Dance is a great way to increase its already-high Attack stat. It may seem overkill, but this helps Ursaring score the clean OHKO on certain walls. Your choice of STAB is Facade
because its base power is now 210 (factoring in STAB). Facade can deliver a bone-shattering attack on any physical walls who doesn't resist it.</p>

<p>The remaining moves help improve Ursaring's type coverage. Close Combat is
the main option because it guarantees an OHKO on Steelix and Regirock who run a beneficial nature. Earthquake acts as a safety option, which is a safer option, and still has a really good chance of OHKOing Steelix and Regirock. Crunch hurts opposing Ghost-types such as Rotom, Mismagius, and Spiritomb. Although Spiritomb won't pose much of a threat, Mismagius and Rotom have Substitute in their arsenal to foil Ursaring's sweep by running its HP down, so its preferred that Ursaring catch Mismagius and Rotom on the switch-in with Crunch.<p>

<p>
A Jolly nature with the Speed EVs hit 229 Speed, enough to outspeed everything up to and below neutral 0 Spe base 95s (Drapion and Uxie) at 226. Max Attack is required to deal as much damage to the opponent as possible.<p>

<p>Ursaring has two options for the item slot: Flame Orb or Toxic Orb. Flame Orb allows Ursaring to sustain a consistent damage from burn, while Toxic Orb deals less damage than Flame Orb for the first two turns; on the third turn, the damage is equal. After the third turn, the poison will deal more damage than the burn.<p>

<p>Oddly enough, sweepers are usually checked by certain walls, but this is not the case here. Ursaring is capable of defeating physical walls, so it is advised that you play around with switches to help increase the damage from its status. Another way to defeat Ursaring is having priority users to chip away its HP. Ambipom and Hitmontop are great options to hinder its sweep because they have priority to slowly take away its HP.
Weezing is a good partner to Ursaring, as Weezing can check both Hitmontop and Ambipom, and reduce their physical hits with Will-O-Wisp or take them down with repeated hits.<p>

<p>Although they are not considered surefire counters, Mismagius and Rotom with Substitute can help defeat Ursaring with Toxic Orb. Both Mismagius and Rotom are capable of using Substitute
to stall Ursaring out of HP. A way to deal with these Pokemon is Registeel with Shadow Claw; Registeel can also spread paralysis to aid Ursaring's sweep.<p>

[SET]
name: Choice Band
move 1:
Double-Edge
move 2: Close Combat
move 3: Crunch
move 4:
Ice Punch
item: Choice Band
nature: Adamant
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

<p>A Choice Band set is used to deal immediate damage to the opponent with good Attack and exceptional coverage. If your lucky, Ursaring can find time to come in on a status move (preferably Will-O-Wisp or Toxic) and can increase its Attack or Speed depending on the ability you choose.</p>

[ADDITIONAL COMMENTS]

<p>Double-Edge is a sweet STAB option to punch holes on many physical
walls in the UU tier including Tangrowth, Donphan, and Milotic. Close Combat is picked over Earthquake because a max HP / min Def Steelix will always survive two Earthquakes but has a chance to be 2HKOed by Close Combat, even without any residual damage. Since most of your attacks are walled by Ghost-types, Crunch is a great way to lure out and smash Ghost-types off the bat. Ursaring has access to the elemental punches, but either Return or Close Combat will always be more effective against their targets. For example, STAB Return deals more damage to Donphan, Milotic, and Tangrowth than Ice Punch, ThunderPunch, and Fire Punch, respectively, while Close Combat out-damages Fire Punch against Registeel and Steelix.</p>

<p>Spikes Cloyster is an excellent partner for Ursaring
to help increase damage.Will-O-Wisp could be quite problematic if you decide to use Quick Feet so pairing Ursaring with a Houndoom or Arcanine can help keep offensive momentum.</p>

[Optional Changes]

<p>
As mentioned before, Ursaring's movepool is unusually diverse for a physical attacker. Ursaring has access to elemental punches but a STAB Return or Facade is too good to pass up in the UU metagame. The only Pokemon Ursaring would OHKO without any boosts is Torterra with Ice Punch.</p>

<p>Yawn is interesting as it allows Ursaring to force switch-outs, and give it a much easier time to use Swords Dance. Ursaring also has Scary Face to hit incoming fast sweepers, and allows Ursaring to threaten faster sweepers when their Speed is reduced. Ursaring can run a Sleep Talk set with Defense investment, but
it is usually better off focusing on hurting things rather than cushioning hits.</p>

[Team Options]

<p>Most of Ursaring's counters are
Pokemon which are faster and Pokemon with priority attacks. Your best bet is to prevent it from setting up Swords Dance, otherwise you would need to play around with smart switching to dodge its hits. Hitmontop is the best check to Ursaring, provided that it switches in on Crunch; itcan use Fake Out followed up by Mach Punch. Ambipom can check it (Jolly Ambipom outspeeds it even after a Quick Feet boost), butcan't switch in on any of Ursaring's damaging attacks. Weezing stands alone as the best counter to both Hitmontop and Ambipom because it has good physical Defense to take their hits, coupled with Will-O-Wisp to reduce their Attack. Although they are not considered surefire counters, Substitute Mismagius and Rotom can beat Toxic Orb Ursaringby stalling its HP away.</p>

<p>Support is Ursaring's best friend when it comes to a successful sweep. There are currently three ways to reach Ursaring's maximum potential: Stealth Rock support, paralysis support, and dual screens support. Stealth Rock and Spikes support
are important to many of Ursaring's sets because they allow this bear to increase its chances of OHKOing certain walls. Spikes is also an added bonus to Ursaring's sweep because the extra percentage can sometimes make a huge turning point in the entire match.Cloyster is one of the few effective Spikers in the UU metagame due to its high Defense stat. Omastar can also use Spikes in the lead slot well due to its high Defense stat. Paralysis support helps patch up Ursaring' slow Speed.Uxie is an excellent teammate, as it brings both Stealth Rock and paralysis to the table. Finally, dual screens support is a great support option to help Ursaring take priority hits. In addition to taking priority hits, Ursaring can take hits from physical walls to make setting up easier.Again, Uxie can perform this job quite well and is one of the most effective dual screen users in the metagame. Claydol is another viable dual screen user, and as an added bonus, it brings a Fighting-type resistance to help Ursaring.</p>

[Counters]

<p>Ursaring naturally hits hard and its hard to counter it straight-up. Your best bet is to prevent it from setting up anything. However, if it does set up be sure to prepare something to combat this bear. Defensive Hitmontop and Technician Hitmontop could check Ursaring really well thanks to Intimidate. Close Combat or Fake Out + Mach Punch should fend it away the entire match. Steelix could survive non-Swords Dance sets and can use Earthquake or Gyro Ball to take a chunk out of its health. Donphan, Tangrowth, Weezing, and Slowbro also handles non-Swords Dance set fairly well. They can survive a hit and dish back an attack.</p>

there were a lot of odd color codes in the right up. I'm not sure if thats a problem or not...
 
on a trickroom/carnage team
toxic orb/guts/Brave(+atk-spe)
255 Hp 255 Atk
facade+toxic+guts+STAB=315 base
crunch
fire punch
--
i'm a bit weary of the ill-effects of close combat do you think cross chop/hammer arm is a good option? if not, why?
 
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