Ursaring (Update)

franky

aka pimpdaddyfranky, aka frankydelaghetto, aka F, aka ef
is a Top Team Rater Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnus
Status: Finished / Grammar check welcomed

Collab with Knightofthewind, give credits to him also

217.png


http://www.smogon.com/dp/pokemon/ursaring
  • Added Swords Dance (Life Orb) set (franky)
  • Added Quick Feet set (Knightofthewind)
  • Choice Band set (knightofthewind)
  • Added Swords Dance (Guts) (credits to LR for the idea) (franky)
  • Added Other Options and Opinion (franky)
  • Added Team Options and EVs (franky)
  • Added Counters
________________________________________________________________

[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 252/0Steelix 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.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 (preferrably 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 aHoundoom or Arcaninecan 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 farely well. They can survive a hit and dish back an attack.</p>
 
Status: Not complete
Collab with Knightofthewind, give credits to him also

217.png


http://www.smogon.com/dp/pokemon/ursaring
  • Added Swords Dance set (franky)
  • Quick Feet set pending (Knightofthewind)
________________________________________________________________

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return / Body Slam
move 3: Earthquake
move 4: Crunch
item: Life Orb
nature: Adamant
ability: Guts
evs: 252 Atk / 62 SpD / 196 Spe

[SET COMMENTS]

<p>Ursaring is currently one of the strongest physical sweeper in the UU tier. To elaborate on the statement, 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 hit every Pokemon in UU neutrally.</p>

<p>Swords Dance is the most valuable move in this set because it helps Ursaring transverse over the most common physical walls in the UU tier. Return is Ursaring’s obligatory STAB move and can OHKO even the bulkiest UU walls including Donphan, Slowbro, Weezing, and Milotic. Body Slam is an alternitive option(remove "another option") to score a possible paralysis on faster Pokemon to help patch up its depressing Speed. To demonstrate the power of a boosted Return here are some damage calculations:</p>

<p>Damage Calculations</p>

<pre>
+2 Return vs max HP / max Def Milotic - 101.27% - 119.04%
+2 Return vs max HP / max Def Slowbro - 81.47% - 95.94%
+2 Return vs max HP / max Def Donphan - 78.39% - 92.45%
+2 Return vs max HP / max Def Weezing - 90.12% - 106.29%
</pre>

<p>Earthquake grants Ursaring a way to hurt opposing Steel-types who resists 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 unable to survive(removed "take survive"), because it faints from a boosted Earthquake. 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>196 Speed EVs allow Ursaring to outpace 0 Speed Milotic, smashing it with a boosted Return before it uses Recovery. 252 Attack maximizes its ability to smash the opponent’s wall. The remaining 96 EVs are allocated to Special Defense to help Ursaring combat with faster Ghost-types, like Rotom and Mismagius. A Timid Rotom can deal a sufficient 45.79% - 54.21% with Thunderbolt, while a Timid Mismagius with Life Orb can deal 47.04% - 55.45% with Hidden Power Fighting; enough to survive their respective attacks and OHKO back with Crunch.</p>

<p>There are two ways to improve Ursaring’s attempt to sweep: dual screens and Stealth Rock. Dual screens are a great way to reduce the damage from the opponent, and possibly give Ursaring another Swords Dance. Stealth Rock support is greatly required for this set, as it needs the extra percent to OHKO certain walls mentioned.</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 its 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.</p>
just correcting some grammer mistakes for now,good job.
 
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return / Body Slam
move 3: Earthquake
move 4: Crunch
item: Life Orb
nature: Adamant
ability: Guts
evs: 252 Atk / 62 SpD / 196 Spe

[SET COMMENTS]

<p>Ursaring is currently one of the strongest physical sweeper in the UU tier. (To elaborate on the statement, delete this. The rest is fine.) 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 hit every Pokemon in UU neutrally.</p>
 
Why isn't Close Combat on the Guts SD set? It's the only move that guarantees a OHKO on Steelix and also Regirock. Earthquake come short of both, and doesn't offer any extra coverage with Return that Close Combat doesn't get.
 
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return / Body Slam
move 3: Earthquake
move 4: Crunch
item: Life Orb
nature: Adamant
ability: Guts
evs: 252 Atk / 62 SpD / 196 Spe

[SET COMMENTS]


<p>There are two ways to improve Ursaring’s attempt to sweep: dual screens, Thunder Wave support, and Stealth Rock.</p>

Eh, Dual Screen + Thunder Wave + Stealth Rock = three ;o
 
I would mentioned it but Earthquake is the best option, the defense drop is not necessary because +2 Earthquake deals 92.31% - 108.79% on 0 def Regirock. I guess I could mention it, if you want a surefire OHKO, but I don't think it deserves a slash.
 
Code:
| Ursaring   | Usage        | 3344             |     4.0 |
| Ursaring   | Ability      | Quick Feet       |    77.0 |
| Ursaring   | Ability      | Guts             |    23.0 |
| Ursaring   | Item         | Toxic Orb        |    80.7 |
| Ursaring   | Item         | Flame Orb        |    10.9 |

| Ursaring   | Move         | Facade           |    87.9 |
| Ursaring   | Move         | Swords Dance     |    81.9 |
| Ursaring   | Move         | Crunch           |    66.2 |
| Ursaring   | Move         | Close Combat     |    46.7 |

Quick Feet is easily the most popular set so it should be the first set in the analysis to reflect it.

Your SD set's 196 Spe EVs put Ursaring at 195 Speed; 0 Speed Milotic rests at 198. I would personally go for a spread of 32 HP / 252 Atk / 224 Spe with that set, putting your HP at 329 to round down LO, and giving you enough Speed to outrun Speed-less Milotic, things that EV to just outspeed it (such as Blaziken), and max Speed neutral base 50s such as Tangrowth and Donphan. Also, I'd remove Body Slam altogether - that Ursaring functions as a wallbreaker and needs all the power it can get - and slash in Double-Edge there instead. Double-Edge gives you just that extra bit of power needed to guarantee taking out Slowbro with SR, and gives you a much better chance of taking out Donphan with SR as well (75+%). I'd also slash Close Combat in next to Earthquake, since the power boost will come in handy if you ever face a Steelix or Regirock that actually invests in its Defense (or runs a +Def nature). The defense drops hardly matter because Ursaring is the kind of Pokemon that will either OHKO its foe or will be switching out of it.

I'm quite torn about the set you've posted. It seems a solid enough set, but I'd like you to consider the following as well:


[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

The Speed EVs hit 229 Speed, enough to outspeed everything upto and below neutral 0 Spe base 95s (Drapion and Uxie) at 226. Just to put this set into perspective with the damage calcs for the set you posted:

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%

Note that these calculations are with Jolly, whereas your set was Adamant. Flame Orb only takes away 2.5% more per turn than Life Orb, but in return not only activates Guts (which would probably be reason enough to run Flame/Toxic Orb) but also gives Ursaring a 140 base power STAB Facade to throw around as well. This set should definitely be added into the analysis, that I'm sure about, but what I can't decide is whether or not it is worth keeping a non-status orb SD sweeper set such as the one you've posted in the analysis. When you weigh up the pros of cons of running this kind of set, you do wonder why you'd ever go with a Life Orb Ursaring. Anyway, make it a priority to write up this set as well as the CB set, and I'll wait for some more input as to whether this SD set should replace your one or whether both should stay in.
 
Thank you LR wow, I was finding a good way to develop an effective Ursaring set / ev as my current one was the only effective one I tested. I don't know if it was a typo but the Speed was meant to outpace Milotic. But anyways, that seems like a solid set. Honestly, the only 'con' thing I found about my SD set is that you can come in on status to boost your Attack, with the addition of Life Orb on it to provide more power. I'm still deciding if it needs separate set. Thanks for the input...!
 
I complete agree with Legacy Raider...why would you use Life Orb over Flame Orb? 2.5% damage per turn is hardly damaging on a Pokemon like Ursaring - its slow Speed means the opponent can easily revenge kill. If the opponent is slower, you're doing tons of damage and quite possibly OHKOing. You lose a couple of extra attacks, but at the moment you get a Life Orb boost which gives a x1.3 boost. With Flame Orb you can use Facade and get Guts which makes it stronger than Return and Life Orb by 50%+ (provided you use the same nature etc.). For 2.5% HP loss, I feel as though it outclasses it completely. I'd remove the Life Orb set, and add the Flame Orb / Toxic Orb. It makes you immune to other status too, which is a plus point.

I'm sorry, but I get the idea that you haven't really tested it much. Honestly, Guts Ursaring is insane with the right support. It has a massive damage output and I suggest it goes over the Life Orb set.
 
I complete agree with Legacy Raider...why would you use Life Orb over Flame Orb? 2.5% damage per turn is hardly damaging on a Pokemon like Ursaring - its slow Speed means the opponent can easily revenge kill. If the opponent is slower, you're doing tons of damage and quite possibly OHKOing. You lose a couple of extra attacks, but at the moment you get a Life Orb boost which gives a x1.3 boost. With Flame Orb you can use Facade and get Guts which makes it stronger than Return and Life Orb by 50%+ (provided you use the same nature etc.). For 2.5% HP loss, I feel as though it outclasses it completely. I'd remove the Life Orb set, and add the Flame Orb / Toxic Orb. It makes you immune to other status too, which is a plus point.

I'm sorry, but I get the idea that you haven't really tested it much. Honestly, Guts Ursaring is insane with the right support. It has a massive damage output and I suggest it goes over the Life Orb set.

Hm, you have a point but I have tested Life Orb solely on hitting Mismagius and Rotom's Substitute without getting the recoil. As a matter of fact, I tested Orb Guts with a slightly different ev, but the main thing that annoyed me is how your HP runs down when Mismagius and Rotom can simply put Substitute down. Which led me to testing Life Orb where Ursaring doesn't attain 10% when hitting the Substitute.

If anyone else denies the set's effectiveness, then I have to scartch that one up and write up Toxic Orb set.
 
I think both sets should be kept, when 2/3 of your attacking moves have common immunities the Flame Orb damange can be stalled out via guessing/predicting whatever.

Not to mention if you manage to get Ursaring statused, sure it won't last long, but Life Orb + Guts/Quick Feet (should be slashed here) is scary.
 
Added SD (Guts) point out any problems if there are any, thanks.
 
Would Shuckle be able to take on Ursaring?

If they pack Sandstorm (Hippo Jr.), Shuckles usually run 252 HP / 252 Def / 4 SpD, and a +Def nature. Additionally, Shuckle is nuetral to Close Combat, and Earthquake, while resistant to Facade and Return. So it has advantages over other Steels, Rocks, and even Ghosts, considering it doesn't take much from Crunch.

yeah... as a punching bag. what is shuckle going to do to ursaring, toxic?
 
Shuckle can easily Encore an Earthquake, Crunch, CC, Swords Dance, anything, and Rest it all away, or switch to something like a Levitating Ghost if they use CC or EQ. Or it can simply outstall Ursaring's Toxic.
 
shouldn't payback be the preferred option on the swords dance sets? ursa isn't outspeeding much, so the extra boost to damage seems like it would help out, and you could hit slowbro harder on switch (more important on the orb-less set).

crunch is clearly better on the quick feet set, but you should try payback out on the other two
 
Added Choice Band set, from Kotw and Counters section. This is now complete, grammar checks if needed.
 
217.png


[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 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, 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 consequential.</p>

<p>Instead of Earthquake, 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 (removed "a") OHKO on max HP/min Def Steelix with Earthquake after a Swords Dance this time around. Close Combat will always OHKO Registeel and has a 50% chance of OHKOing Steelix after it has taken damage from one layer of Spikes and Ursaring has boosted. Crunch is here (removed "as usual,") 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 and Timid Yanmega. With a Jolly nature, Ursaring can outspeed every non-Scarfed Pokemon in UU except Swellow, Electrode, (comma) and positive Speed natured Dugtrio and Sceptile. 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.</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.</p>

<p>The biggest problem Quick Feet Ursaring has is that it is essentially on a timer. Provided Ursaring takes no form of damage before Toxic Orb starts, Ursaring has six turns to wreck havoc. This does seem favorable since Ursaring is capable of defeating a whole team by itself, but the numerous priority attacks present in UU means (remobed "that") the timer can be cut drastically short. The most common users of priority moves in UU include Blaziken, Ambipom, Azumarill, (comma) and Hitmontop. Bulky Waters are excellent partners for Ursaring to have, as most of them aren't highly threatened by the priority users and can deal good damage to them. (removed "Out") Of the UU bulky Waters, the best one for taking them out is Life Orb Milotic. This variety of Milotic still retains its good defenses, while ripping these threatening Pokemon apart with Hydro Pump and Hidden Power (in Azumarill's case).</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

(*)imo Double Edge doesn't deserve a slash. the recoil damage is way too much when considering both it and Life Orb together. even more important is the fact that it makes it almost too easy to switch-stall Ursaring's attacks until it dies to its own recoil. This is a lategame sweeper, so the opponent's defensive Pokemon are expected to be weakened at least enough to allow you to use Return.

[SET COMMENTS]

<p>Ursaring is currently one of the strongest physical sweepers in the UU tier. To elaborate on the statement,(can we just remove the entire underlined section, please? it makes the paragraph sound so much better and less clunky/repetitive) 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 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 (removed "a") every single physical wall in the UU tier.</p>

<p>Swords Dance is the most valuable move in this set because it helps Ursaring transverse over the most common physical walls in the UU tier.(the underlined section is repetitive and could be completely removed or modified [read the last sentence of the first paragraph then this one to see what I mean]) Return is Ursaring’s obligatory STAB move and can OHKO even the bulkiest UU walls including Donphan, Slowbro, Weezing, and Milotic. Double-Edge is another option to provide the extra power needed to guarantee an OHKO against Slowbro, Donphan, and Weezing, although Ursaring will not enjoy the recoil from both Life Orb and Double-Edge. To demonstrate the power of a boosted Return, (comma) here are some damage calculations:</p>

<p>Damage Calculations</p>

<pre>
+2 Return vs max HP / max Def Milotic - 100%
+2 Return vs max HP / max Def Slowbro - 81.47% - 95.94%
+2 Return vs max HP / max Def Donphan - 78.39% - 92.45%
+2 Return vs max HP / max Def Weezing - 90.12% - 100%
</pre>

<p>Earthquake grants Ursaring a way to hurt opposing Steel-types who resist (removed "s") 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 unable to survive, because it faints from a boosted Earthquake.("Mary didn't have any money left because she used all her money." just try "Registeel will always be OHKOed by a boosted Earthquake.") Close Combat is another 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(try "knock out", "slam", "decimate", "annihilate", etc. [current it repetitive]) 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 support is (removed "greatly") required for this set, as it needs the extra percent to OHKO certain walls previously mentioned. (mention Spikes here, as they guarantee all the OHKOes you were previously shaky on)</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 -(hyphen) and can chip its 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.</p>

I was disapointed with these two team options paragraphs. You gave only one specific example of opposing threats and didn't really eleborate on how to play the set. In my opinion, you should give mention of this set's use in the late game when you have sufficiently weakened your opponent's defensive Pokemon with other sweepers, etc.

Just read my comments. I obviously feel the Life Orb Swords Dance set could use some revision, though. Make sure to add its relations to the other sets: the reasons to use it over the other Swords Dance set, and that it is more designed to break stall (unlike the first set, which is more focused on beating balanced teams and having the ability to be flexible with the set's playstyle). Awesome analysis, good job.
 
yessir I will grammar check this

colorful colors etc I've proofread your stuff before I think...

I changed the moveset because Return is a cool no drawbacks sweeping move. Ice Punch gets taken out because it is useful ONLY for Altaria who isn't walling CB Ursaring any time soon (75*2 < 102*1.5 for Donphan and friends). Double-Edge can be useful to break down sturdier walls (borrowing a page from Dekzeh's book...) but I haven't done any Ursaring calcs so you'd have to add in which are 2HKOed by DE and not Return (if any).

tbh the sweeping generalities in these set comments make me wonder how much time the person who wrote them spent using the set (“Ursaring can get more KOs than Tauros” or “Milotic can recover off the damage” when it is cleanly 2HKOed)
CB Return vs 252/252+ Milotic: 591 Atk vs 282 Def & 394 HP (102 Base Power): 229 - 271 (58.12% - 68.78%)

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

[SET COMMENTS]

<p>One of the premier Pokemon concepts in UU is the Choice Banded Normal-type(s)(,) are powerful in the UU tierdue to a STAB that hits most of UU for neutral damage as well as access to coverage moves that hit those that do Pokemon who resist Normal-type attacks super-effectively. Ursaring fits these guidelines, and can work well as a Choice Bander</p>

<p>
Ursaring is no exception, but facesdoes have competition for a Choiced Normal type in the forms of team slot from Kangaskhan and Tauros. Whilst While (U.S. > British spellings I believe)they have a higher Speed stat(s) and better abilities, Ursaring has power on its side. Ursaring has the highest Attack stat out of all the Normal-types in the game(,) except Slaking and Regigigas, who have poor abilities to work with. The high Attack allows Ursaring to get some KOs that Kangashkan and Tauros can't get. (like what...)</p>

<p>Return vs Double-Edge? there definitely needs to be a comparison between the two... what KOs do you lose with Return? Close Combat is picked over Earthquake for better wall-breaking. With Earthquake, because a max HP / min Def Steelix will always survive two Earthquakes, provided it hasn't taken any residual damage. With Close Combat, Ursaring can now have a chance to 2HKO Steelix without any external support but has a chance to be 2HKOed by Close Combat, even without any residual damage. Whilst you can run Earthquake as Close Combat will not always 2HKO without residual damage, Rapid Spinning is very easy to do in UU, and having the chance to beat physical walls without entry hazards is much more preferable. (this is kind of obvious + clogs up the analysis). maybe mention EQ as a way to hit steels/rocks along with spiritomb with one move. also add in a bit here about crunch hitting ghosts because every move in the moveset should at least be mentioned in the set comments.</p>

<p>Choice Band Ursaring is generally walled by most Donphan. For this reason, Ice Punch is used, which can 2HKO Donphan after it has taken damage from two layers of Spikes. The other elemental punches aren't really worth it. ThunderPunch won't 2HKO Milotic and Slowbro is hit harder by Crunch. The only notable physical walls that are hit super effectively by Fire Punch are Registeel, Steelix and Tangrowth, whom can be dealt with by Close Combat or Ice Punch in Tangrowth's case. 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>

<p>Sadly, Ursaring has a much more difficult time in dealing with physical walls than his other sets. One notable example is Milotic, who can take most of Ursaring's attacks and can Recover off the damage. this is patently false: see above. plus at least Milotic can kind of stall away Toxic damage with the other sets... here it's just sitting there begging for a crit. Spikes support is vital(,) to avoid getting being walled by many other walls such as Donphan (what else). For these reasons, Spikes Roserade is an excellent partner for Ursaring to have. Roserade provides the Spikes support that Ursaring needs to work well, and at the same time, it can switch in on defensive Milotic and set up on it or take it out. okay yeah needs more partners. things to take on faster fighting types, something to take on will o wisp if you run quick feet (which doesn't make much sense), etc. right now it's just “return doesn't 2hko everything ok I got a solution give it spikes roserade” which is meh.</p>







[COUNTERS]

<p>As previously mentioned(,) Ursaring's crowd of counters are very little few and not many can counter it efficiently there are very few Pokemon that can counter Ursaring efficiently. Thankfully, most of its individual sets provided has its have their own respective counters and checks. The Quick Feet and Life Orb set(s) is are countered checked by Fake Out users like Ambipom and Hitmontop, because Fake Out helps put in damage, as well as attain status damage. The Swords Dance (Life Orb) set is hard to handle, but Ambipom and Hitmontop can still check it because it 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.I sometimes Crunch off the bat with Ursaring against more offensive teams – heh just a check. They can use Substitute around 3 three or four times, enough to run down its to stall away Ursaring's HP from with status recoil and finish it off with Thunderbolt or Hidden Power Fighting. The Choice Band set is much more easier to play around with because it most of its Attacks are walled by Ghost-types harder to safely switch into, but can be played around with Normal-resists and immunes. In terms of surefire counters, Milotic and Tangrowth can come in and cushion its hits (if it doesn't have Guts activated) and advance by healing off the damage or attacking it if its HP is rather low heal off the damage or attack if Ursaring is low on HP.(Double-Edge means this has to be changed. as it is, this doesn't make much sense... surely these are 3HKOed at least? and they don't OHKO back which means you're just begging to get crit if you recover or synthesis spam...)</p>
 
Kudos to whistle and diinbong..! I needed these edits for me and knightofthewind, implemented them already.
 
lolwhat... the comments I write in green aren't just to balance out the red and blue coloring; they are there for a reason. the CB set's set comments are lacking some of the basic essentials of an analysis. this is what needs to be fixed:

1. whatever spacing errors resulted from me copy pasting my edit from word into the quick reply box.

2. every set needs to have all of its moves discussed in the set comments. the only move you discuss right now is close combat.

3. discuss return vs double edge -- what 2HKOs does double edge give that return doesn't. look, I did the work someone should have already done later in this post. DE can be useful to always 2HKO max/max+ versions of Donphan and Tangrowth with rocks up.

4. ursaring has more "power" than tauros and kangaskhan -- what 2HKOs does that extra power give that tauros and kangaskhan can't get? you also need to mention guts as a reason why ursaring can be used over the other two normal-type CBers.

5. the set comments say ice punch is worthless but it is still an option. why?

6. the team options section says he is walled by Slowbro and Donphan. not really:

CB Return vs max/max+ Slowbro: 591 Atk vs 350 Def & 394 HP (102 Base Power): 186 - 219 (47.21% - 55.58%) 100% 2HKO w/ SR and Leftovers
CB Double-Edge vs max/max+ Slowbro: 591 Atk vs 350 Def & 394 HP (120 Base Power): 219 - 258 (55.58% - 65.48%) overkill
CB Return vs max/max+ Donphan: 591 Atk vs 372 Def & 384 HP (102 Base Power): 175 - 207 (45.57% - 53.91%) 38.26% 2HKO w/ SR and Leftovers
CB Double-Edge vs max/max+ Donphan: 591 Atk vs 372 Def & 384 HP (120 Base Power): 205 - 243 (53.39% - 63.28%) this is when Double-Edge is useful
CB Return vs max/max+ Tangrowth: 591 Atk vs 383 Def & 404 HP (102 Base Power): 169 - 201 (41.83% - 49.75%) 21.50% 2HKO w/ SR and Leftovers
CB Double-Edge vs max/max+ Tangrowth: 591 Atk vs 383 Def & 404 HP (120 Base Power): 199 - 235 (49.26% - 58.17%) Double-Edge is useful here too

yeah they aren't walling him any time soon. even if they survive two hits none of them can OHKO Ursaring in return which makes the point moot.

"give it spikes" is imo a copout. this set is much more vulnerable to fast revenge killers than the other one, especially fighting types. plus if you predict wrong something can set up on you so maybe a solid defensive core can be useful. etc, etc.
 
Yeah I PMed knightofthewind for that already, forgot to mention. Its his set analysis. I don't want to touch on it too much
 
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