Ursaring (Update) (QC: 4/4) (GP: 2/2)

tennisace

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Overview: remove the last sentence, it's fluff.

Quick Feet: AC should be fleshed out more. The stuff about Close Combat and Swords Dance / Protect should be in AC, not in set comments. Flesh out the partners too, like instead of mentioning it likes hazard support, say what hazard users are good (hint: Scolipede / Garbodor because they resist Fighting-type moves!)

Guts: You're really hyping this up way too much. Facade isn't the second coming of Jesus, and neither is Guts Ursaring. It has a ton of power but it's really easily outsped.

Rest looks ok, but definitely don't hype Ursaring up too much. It's ok, but not a particularly good mon in the meta.
 

Arkian

this is the state of grace
is a Contributor Alumnus
Thanks tennisace, I've implemented all your suggestions except:

Quick Feet: AC should be fleshed out more. The stuff about Close Combat and Swords Dance / Protect should be in AC, not in set comments.
I think that the stuff you mentioned should stay in SC because it's supposed to help people decide what move they should use. However, if you disagree with me, then I'll move it from SC to AC.

Also, should I remove the old Overview, because I think that you like the new one better.
 

tennisace

not quite too old for this, apparently
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis an Administrator Alumnus
I think that the stuff you mentioned should stay in SC because it's supposed to help people decide what move they should use. However, if you disagree with me, then I'll move it from SC to AC.

Also, should I remove the old Overview, because I think that you like the new one better.
Talked to Treecko and EBeast, we all agree that Close Combat should be removed from the second slash and put in AC. In addition, when there's a slash for the fourth move of a set, it's customary to put the discussion between the choices in AC.

And yeah, remove the old overview.
 

Arkian

this is the state of grace
is a Contributor Alumnus
Alright, I've implemented your changes tennisace, may I get my last stamp now, or are there more changes to be made?
 

cb aaron judge

ALL RISE
is a Community Contributor Alumnusis a Researcher Alumnus
amcheck

[Overview]

<p>Ursaring is a very threatening Pokemon, using status&mdash;something that would normally cripple other Pokemon for the entirety of the battle&mdash;to its advantage with two abilities that benefit from it: Guts and Quick Feet. Guts boosts Ursaring's already massive Attack to sky-high levels, allowing it to at the very least, dent the entire tier. Quick Feet, on the other hand, fixes Ursaring's Speed issues and allows it to immediately become one of the scariest late-game sweepers in NU. Ursaring also has a good movepool to work with that allows it to get past Ghost-, Rock-, and Steel-types, something that not many other Normal-types in the tier can boast to do. However, Ursaring is let down by its typing, being easy pickings for the numerous Fighting-types running around NU. It also has a big problem with longevity, as the status orbs that Ursaring tends to hold chip its life away ever so painfully, and this combined with its only above average bulk, mean that Ursaring won't be sticking around for too long. It also faces stiff competition from Swellow, and Zangoose, two other Normal-types that also use status to their advantage. It does, although, have the advantage of using Flame Orb and is faster (with Quick Feet) than Zangoose; it is more powerful than Swellow (with Guts), while also having considerably more bulk. Ursaring also has a better movepool than both of them.</p>

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

[SET COMMENTS]

<p>Say hello to Quick Feet Ursaring, one of the best late-game sweepers available to the NU tier. This is Ursaring's easiest set to use, and it doesn't compromise effectiveness to achieve said task. Quick Feet fixes Ursaring's disastrous 55 base Speed in a matter of a turn, letting Ursaring match up to some of the most common threats, such as non-Choice Scarf Jynx and Primeape. Although this set mainly focuses on Speed, Ursaring still hits like a truck thanks to its gigantic base 130 Attack. Beware though, asDo note that Ursaring will still be outsped by common Choice Scarf users, such as Rotom-F and Sawk.</p>

<p>Facade is the STAB of choice as it reaches a whopping 140 Base Power after Ursaring's Toxic Orb is activated, effectively being Ursaring's strongest attacking move that doesn't have any setbacks. Earthquake hits the Rock- and Steel-types that resist Facade, and also hits Metang for super effective damage, a task that no other move on this set accomplishes. It should be noted though, that despite being super effective on Electric-type Pokemon, Earthquake will not hit them as hard as Facade, making the latter the primary option. Crunch is used in the third moveslot because of it's ability to hit Ghost-types that are immune to Ursaring's every other move, such as Misdreavus, Haunter, and Driflimb, super effectively. Much like Earthquake though, a neutral Facade is always stronger than a super effective Crunch, so it should only be used on Ghost-type Pokemon.</p>

[ADDITIONAL COMMENTS]

<p>The last slot is up for grabs, with Swords Dance or Protect as moves of choice. Swords Dance is an excellent move as it turns Ursaring into a terrifying sweeper, and it can find opportunities to setup on weak attackers such as Lickilicky, Garbodor, and Seismitoad. However, the combination of Toxic Orb recoil and taking weak attacks will greatly shorten Ursaring's sweep. Protect is another option, as it guarantees the activation of Toxic Orb, letting Ursaring act as a pseudo-revenge killer; Protect also turns Ursaring into a good scout for Choice-locked Pokemon.</p>

<p>The EVs are self explanatory, however, the nature is not; the reason Jolly is chosen over Adamant is because Jolly allows Ursaring to outspeed everything up to positive base 105s. Toxic Orb is the status orb of choice here, as Quick Feet doesn't negate the 50% Attack drop that Flame Orb causes. Close Combat can be used in place of Earthquake, as it is more powerful and hits Dark-, Normal-, and Ice-type Pokemon harder than Facade, while also getting a super effective hit on Rock- and Steel-types, just like Earthquake. However, the power difference really isn't notable, and having Ursaring's defenses dropped by a stage every time Close Combat is used, makes it very susceptible to revenge killers. As far as partners go, Ursaring fits well with mostly every Pokemon, however it really likes the eEncore support Wynaut provides, as it gives Ursaring a free turn to setup Swords Dance. This variant of Ursaring appreciates entry hazard support more than any other, as they help an unboosted Ursaring net some specific KOs on Pokemon, such as guaranteeing a 2HKO on Misdreavus with Crunch. The best Pokemon for this job would be Poison-types such as Scolipede and Garbodor, as they resist Fighting-type attacks. Golurk is another great entry hazard-setter because it's immune to Ursaring's Fighting-type weakness. Ursaring also likes the company of revenge killers and hard-hitting tanks on its side of the field, as they can take care of opposing revenge killers.</p>

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

[SET COMMENTS]

<p>Guts Ursaring is a very hard-hitting attacker, demolishing everything in its way with the combination of a massive Attack and a pitch-perfect movepool. Facade is the choice of STAB, as it gains a whopping 140 Base Power after Flame Orb is activated, however, be careful when spamming it, as Rock- and Steel-types resist it. Don't fret though, as Earthquake is here to remedy that problem, easily scoring a 2HKO on Regirock and Metang after Stealth Rock, two of the most common Rock- and Steel-types, and one of the easiest entry hazard to setup, respectively. Ghost-type Pokemon are the only Pokemon that take no damage from the might of Facade, and some of the more popular Ghost-types of NU take nothing from Earthquake either! That's why Crunch is used to make sure Ursaring's dream of raging through a village aren't ruined by said village's ghost stories, as Crunch handily scores a super effective hit on every Ghost-type found in Ursaring's homeland; although Crunch should only be used for this purpose, as it's outpower is outclassed by Facade, even when laying a super effective hit on Pokemon such as the Psychic-typeed by Facade when hitting non-Ghost-type Pokemon. Protect is the main option to occupy Ursaring's last moveslot, as it will guarantee the activation of Ursaring's Flame Orb while protecting it from taking a hit, and this could potentially be life-saving as Ursaring won't have to take that extra hit before proceeding to destroy the opponent with it's newly polished Attack stat. Swords Dance is a lesser option here, as Guts Ursaring doesn't need its provided power, and Ursaring's low Speed lowers the chance of an effective sweep. However, a +2 Guts-boosted Ursaring's Facade will KO everything in its way, and resists and immunity issues will be taken care of by Earthquake and Crunch, respectively. Swords Dance will also punish Protect users from trying to stall Ursaring out, such as Alomomola.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is preferred because of the sheer damage output it provides, although a Jolly nature can be used to outrun standard Misdreavus so Ursaring can 2HKO it with Crunch before it does the same with to it with Foul Play. Flame Orb should always be used on this set, as it gives Ursaring more longevity than Toxic Orb, however, if you find yourself constantly switching with Ursaring, the latter becomes an option. Close Combat can be used in place of Earthquake to hit the same targets while getting a stronger hit on Dark-, Ice-, and Normal-types. However, it lowers Ursaring's defenses afterwards, making it more susceptible to revenge killers. Furthermore, Ursaring will also miss out on 2HKOing Metang, which will then become a threat to Ursaring.</p>

<p>Partners to this set are very similar to those of the Quick Feet variant. Wynaut can trap opposing Pokemon into harmless moves for Ursaring to setup on with Swords Dance. Trick Room- setters are also excellent teammates, as this Ursaring fits well on Trick Room teams, making Duosion and Musharna are great for thigood partners. Furthermore, Ursaring can come in on Ghost-types that most Trick Room- setters despise, and in return, they can come in on Ursaring's Fighting-type weakness. If using Ursaring on a Trick Room team, then this EV spread is recommended: 252 HP / 252 Atk / 4 SpD with a Brave nature. Entry hazard-setters are also highly appreciated, as with them, Ursaring can net a few KOs that it wouldn't be able to otherwise, such as a 2HKO on Regirock. Golurk is the best for this job, as it can come in on Ursaring's Fighting-type weakness and sets up Stealth Rock as they switch out. Scolipede and Garbodor also work wonders, as they resist Fighting-type attacks and can set up Spikes. Revenge killers are also very nice, as this Ursaring is very slow and needs hard-hitting attackers, such as Kadabra and Sawk, removed before attempting to wallbreak. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola removed, will make for great partners, as this set funsctions more as a wallbreaker than as a sweeper.</p>

[SET]
name: SubSD
move 1: Substitute
move 2: Swords Dance
move 3: Return
move 4: Earthquake
item: Leftovers
ability: Guts
nature: Adamant
evs: 248 HP / 124 Atk / 52 Def / 84 Spe

[SET COMMENTS]

<p>This set might seem inferior to SubBU Braviary at first, however,but a closer look exposes that Ursaring is equally as good as it, if not better. The reason lies behind Ursaring's better typing, access to Swords Dance, a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it, unlike Braviary, who is crippled instead. Substitute is a no -brainer on this set, as it protects Ursaring from revenge killers, defeating them to open up a late-game sweep. Swords Dance boosts Ursaring's already massive Attack to terrifying levels, even without maximum investment. Return is used over Facade because this Ursaring doesn't (and shouldn't) hold a status orb, thereforemaking Facade is situational and will almost always be weaker than Return. Earthquake hits Rock- and Steel-types hard, providing crucial coverage, and it also does decent damage to Golurk, easily 2HKOing it.</p>

[ADDITIONAL COMMENTS]

<p>The listed EVs allow Ursaring to setup on Alomomola, as it outspeeds it, never has its Substitutes broken by Waterfall, and can 2HKO with Return after a boost. An alternate spread of 248 HP / 172 Def / 84 Spe can be used to make sure that Miltank or Lickilicky's Body Slams never break Ursaring's Substitutes, but it then finds itself having trouble breaking past walls. You can also use 124 SpD EVs to make sure Tangela doesn't break Ursaring's Substitutes with Giga Drain, but this isn't recommended because Tangela is a much rarer sight than Alomomola.</p>

<p>A status orb can be used over Leftovers to activate Guts, however,but the combined recoil of Substitute, the status orb, and weak hits will quickly finish Ursaring off; this is why Leftovers is recommended, as it provides recovery instead. Crunch can be used over Earthquake in the last slot to actually be able to hit Ghost-types such as Driflimb, Haunter, and Misdreavus. This isn't recommended, as it isn't as strong as Earthquake, and Ursaring will then be walled by Steel-types, which are usually harder to take care of with team support. Likewise, Close Combat can be used as a stronger alternative to Earthquake, however, the nasty defense drops it brings are hindering, and is contradictory to the bulk this set has. Close Combat really only hits Levitate Bronzor harder, which is non-existent, unlike Golurk and Metang, who are potent threats in today's metagame. When it comes to partners, Pursuit trappers are the best, as they eliminate Ghost-types, Pokemon that this set can't handle. Skuntank is the best Pursuit trapper in the tier, although it really doesn't offer much typing synergy with Ursaring. Entry hazard-setters are very useful, as this set can't 2HKO Alomomola or Tangela without them, even after a boost. Wynaut can Encore-trap opponents for Ursaring to setup on. Lastly, a revenge killer (or a hard-hitting tank) is useful to handle the rare sight of two revenge killers on the opposing team.</p>

[Other Options]

<p>Belly Drum can be used alongside Quick Feet to make Ursaring an insanely powerful and decently fast attacker, although, it's very rare that Ursaring will be able to survive a hit afterwards, and even if it does, Toxic Orb recoil will take it out. Ursaring also has access to many more offensive moves such as the elemental punches, Gunk Shot, Seed Bomb, Shadow Claw, and Stone Edge; however, they are outclassed as the options above have more coverage and power. A SubPunch set can be considered, but it's hard to set up, and Close Combat is almost always better for a Fighting-type move, and the SubSD set utilizes Substitute better. Bulk Up is another boosting move that Ursaring has access to, however, Swords Dance is preferred because Ursaring likes the immediate power provided by it. Much like many other Pokemon, Ursaring can use the RestTalk strategy, and while combining this with Guts or Quick fFeet might seem good on paper, buit is too gimmicky and hard to pull off in practice as Ursaring will almost never survive the three turns of sleep; plus, the guessing game RestTalk brings can be hard to play with a Ghost-type on the opponent's team.</p>

[Checks and Counters]

<p>Ursaring's checks and counters somewhat vary depending on the set its running, howeverbut it isn't hard at all to figure that out. If you see Toxic Orb in effect, then its most likely Quick Feet, and you'll need Choice Scarf users and tanks to take it down. If you see Flame Orb, then it's always going to be the Guts variant, and you are better off using revenge killers to deal with this. If you see some recovery, then its obviously holding Leftovers and is the SubSD variant, so this should be dealt with continuous offensive pressure. You literally just have to wait a turn to find out what kind of set Ursaring is running, so scouting it is very simple.</p>

<p>Lets start off with walls; the Guts set is the hardest to wall thanks to its ridiculous damage output. Alomomola and Tangela will usually handle the Quick fFeet set well, as they aren't weak to any of its moves and can strike back hard with their own STABs. They can even use Protect variants of Ursaring as set up bait to recover with Wish and Synthesis, respectively. Be wary though, as the SubSD set will use Alomomola as set up bait, and the Guts variant will beat both of them. Misdreavus does excellent against the Quick Feet set, granted it runs an attacking move such as Foul Play, as it only gets 3HKOed by Crunch, even with hazards up, and will almost always 2HKO back with Stealth Rock up. Regirock does a decent job at checking Quick Feet Ursaring, as it doesn't take too much from Earthquake (a 3HKO at best), and can hit it down with its own Rock-type STAB. Revenge killing Ursaring is rather easy with Choice Scarf users on your side, however, most of them aren't powerful enough to OHKO Ursaring, while Ursaring can usually OHKO back. Kadabra is an exception to this; thanks to Focus Sash, it survives a hit from Ursaring, 2HKOing it with its Psychic-type STAB. Choice Scarf Primeape and Sawk are great answers, as they will always outspeed and OHKO Ursaring with Close Combat. The Guts set is outsped by any decently fast threat, so revenge killing it isn't as hard as the others. If Ursaring has gotten a Substitute up in success, something is almost always going down, as revenge killing an Ursaring with a Substitute up is nearly impossible. If all else fails, just try to bank on the residual damage that status orbs, alongside entry hazards set on Ursaring's side, provide to take it down.</p>


[Overview]

<p>Ursaring is a very threatening Pokemon, using status&mdash;something that would normally cripple other Pokemon for the entirety of the battle&mdash;to its advantage with two abilities that benefit from it: Guts and Quick Feet. Guts boosts Ursaring's already massive Attack to sky-high levels, allowing it to at the very least, dent the entire tier. Quick Feet, on the other hand, fixes Ursaring's Speed issues and allows it to immediately become one of the scariest late-game sweepers in NU. Ursaring also has a good movepool to work with that allows it to get past Ghost-, Rock-, and Steel-types, something that not many other Normal-types in the tier can boast to do. However, Ursaring is let down by its typing, being easy pickings for the numerous Fighting-types running around NU. It also has a big problem with longevity, as the status orbs that Ursaring tends to hold chip its life away ever so painfully, and this combined with its only above average bulk, mean that Ursaring won't be sticking around for too long. It also faces stiff competition from Swellow and Zangoose, two other Normal-types that also use status to their advantage. It does, although, have the advantage of using Flame Orb and is faster (with Quick Feet) than Zangoose; it is more powerful than Swellow (with Guts), while also having considerably more bulk. Ursaring also has a better movepool than both of them.</p>

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

[SET COMMENTS]

<p>Say hello to Quick Feet Ursaring, one of the best late-game sweepers available to the NU tier. This is Ursaring's easiest set to use, and it doesn't compromise effectiveness to achieve said task. Quick Feet fixes Ursaring's disastrous 55 base Speed in a matter of a turn, letting Ursaring match up to some of the most common threats, such as non-Choice Scarf Jynx and Primeape. Although this set mainly focuses on Speed, Ursaring still hits like a truck thanks to its gigantic base 130 Attack. Do note that Ursaring will still be outsped by common Choice Scarf users, such as Rotom-F and Sawk.</p>

<p>Facade is the STAB of choice as it reaches a whopping 140 Base Power after Ursaring's Toxic Orb is activated, effectively being Ursaring's strongest attacking move that doesn't have any setbacks. Earthquake hits the Rock- and Steel-types that resist Facade, and also hits Metang for super effective damage, a task that no other move on this set accomplishes. It should be noted though, that despite being super effective on Electric-type Pokemon, Earthquake will not hit them as hard as Facade, making the latter the primary option. Crunch is used in the third moveslot because of it's ability to hit Ghost-types that are immune to Ursaring's every other move, such as Misdreavus, Haunter, and Driflim, super effectively. Much like Earthquake though, a neutral Facade is always stronger than a super effective Crunch, so it should only be used on Ghost-type Pokemon.</p>

[ADDITIONAL COMMENTS]

<p>The last slot is up for grabs, with Swords Dance or Protect as moves of c Swords Dance is an excellent move as it turns Ursaring into a terrifying sweeper, and it can find opportunities to setup on weak attackers such as Lickilicky, Garbodor, and Seismitoad. However, the combination of Toxic Orb recoil and taking weak attacks will greatly shorten Ursaring's sweep. Protect is another option, as it guarantees the activation of Toxic Orb, letting Ursaring act as a pseudo-revenge killer; Protect also turns Ursaring into a good scout for Choice-locked Pokemon.</p>

<p>The EVs are self explanatory, however, the nature is not; the reason Jolly is chosen over Adamant is because Jolly allows Ursaring to outspeed everything up to positive base 105s. Toxic Orb is the status orb of choice here, as Quick Feet doesn't negate the 50% Attack drop that Flame Orb causes. Close Combat can be used in place of Earthquake, as it is more powerful and hits Dark-, Normal-, and Ice-type Pokemon harder than Facade, while also getting a super effective hit on Rock- and Steel-types, just like Earthquake. However, the power difference really isn't notable, and having Ursaring's defenses dropped by a stage every time Close Combat is used, makes it very susceptible to revenge killers. As far as partners go, Ursaring fits well with mostly every Pokemon, however it really likes the Encore support Wynaut provides, as it gives Ursaring a free turn to setup Swords Dance. This variant of Ursaring appreciates entry hazard support more than any other, as they help an unboosted Ursaring net some specific KOs on Pokemon, such as guaranteeing a 2HKO on Misdreavus with Crunch. The best Pokemon for this job would be Poison-types such as Scolipede and Garbodor, as they resist Fighting-type attacks. Golurk is another great entry hazard-setter because it's immune to Ursaring's Fighting-type weakness. Ursaring also likes the company of revenge killers and hard-hitting tanks on its side of the field, as they can take care of opposing revenge killers.</p>

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

[SET COMMENTS]

<p>Guts Ursaring is a very hard-hitting attacker, demolishing everything in its way with the combination of a massive Attack and a pitch-perfect movepool. Facade is the choice of STAB, as it gains a whopping 140 Base Power after Flame Orb is activated, however, be careful when spamming it, as Rock- and Steel-types resist it. Don't fret though, as Earthquake is here to remedy that problem, easily scoring a 2HKO on Regirock and Metang after Stealth Rock, two of the most common Rock- and Steel-types, and one of the easiest entry hazard to setup, respectively. Ghost-type Pokemon are the only Pokemon that take no damage from the might of Facade, and some of the more popular Ghost-types of NU take nothing from Earthquake either! That's why Crunch is used to make sure Ursaring's dream of raging through a village aren't ruined by said village's ghost stories, as Crunch handily scores a super effective hit on every Ghost-type found in Ursaring's homeland; although Crunch should only be used for this purpose, as its outpowered by Facade when hitting non-Ghost-type Pokemon. Protect is the main option to occupy Ursaring's last moveslot, as it will guarantee the activation of Ursaring's Flame Orb while protecting it from taking a hit, and this could potentially be life-saving as Ursaring won't have to take that extra hit before proceeding to destroy the opponent with it's newly polished Attack stat. Swords Dance is a lesser option here, as Guts Ursaring doesn't need its provided power, and Ursaring's low Speed lowers the chance of an effective sweep. However, a +2 Guts-boosted Ursaring's Facade will KO everything in its way, and resists and immunity issues will be taken care of by Earthquake and Crunch, respectively. Swords Dance will also punish Protect users from trying to stall Ursaring out, such as Alomomola.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is preferred because of the sheer damage output it provides, although a Jolly nature can be used to outrun standard Misdreavus so Ursaring can 2HKO it with Crunch before it does the same with with Foul Play. Flame Orb should always be used on this set, as it gives Ursaring more longevity than Toxic Orb, however, if you find yourself constantly switching with Ursaring, the latter becomes an option. Close Combat can be used in place of Earthquake to hit the same targets while getting a stronger hit on Dark-, Ice-, and Normal-types. However, it lowers Ursaring's defenses afterwards, making it more susceptible to revenge killers. Furthermore, Ursaring will also miss out on 2HKOing Metang, which will then become a threat to Ursaring.</p>

<p>Partners to this set are very similar to those of the Quick Feet variant. Wynaut can trap opposing Pokemon into harmless moves for Ursaring to setup on with Swords Dance. Trick Room setters are also excellent teammates, as this Ursaring fits well on Trick Room teams, making Duosion and Musharna good partners. Furthermore, Ursaring can come in on Ghost-types that most Trick Room setters despise, and in return, they can come in on Ursaring's Fighting-type weakness. If using Ursaring on a Trick Room team, then this EV spread is recommended: 252 HP / 252 Atk / 4 SpD with a Brave nature. Entry hazard-setters are also highly appreciated, as with them, Ursaring can net a few KOs that it wouldn't be able to otherwise, such as a 2HKO on Regirock. Golurk is the best for this job, as it can come in on Ursaring's Fighting-type weakness and sets up Stealth Rock as they switch out. Scolipede and Garbodor also work wonders, as they resist Fighting-type attacks and can set up Spikes. Revenge killers are also very nice, as this Ursaring is very slow and needs hard-hitting attackers, such as Kadabra and Sawk, removed before attempting to wallbreak. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola removed will make for great partners, as this set functions more as a wallbreaker than as a sweeper.</p>

[SET]
name: SubSD
move 1: Substitute
move 2: Swords Dance
move 3: Return
move 4: Earthquake
item: Leftovers
ability: Guts
nature: Adamant
evs: 248 HP / 124 Atk / 52 Def / 84 Spe

[SET COMMENTS]

<p>This set might seem inferior to SubBU Braviary at first, but a closer look exposes that Ursaring is equally as good as it, if not better. The reason lies behind Ursaring's better typing, access to Swords Dance, a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it, unlike Braviary, who is crippled instead. Substitute is a no-brainer on this set, as it protects Ursaring from revenge killers, defeating them to open up a late-game sweep. Swords Dance boosts Ursaring's already massive Attack to terrifying levels, even without maximum investment. Return is used over Facade because this Ursaring doesn't (and shouldn't) hold a status orb, making Facade situational and almost always be weaker than Return. Earthquake hits Rock- and Steel-types hard, providing crucial coverage, and it also does decent damage to Golurk, easily 2HKOing it.</p>

[ADDITIONAL COMMENTS]

<p>The listed EVs allow Ursaring to setup on Alomomola, as it outspeeds it, never has its Substitutes broken by Waterfall, and can 2HKO with Return after a boost. An alternate spread of 248 HP / 172 Def / 84 Spe can be used to make sure that Miltank or Lickilicky's Body Slams never break Ursaring's Substitutes, but it then finds itself having trouble breaking past walls. You can also use 124 SpD EVs to make sure Tangela doesn't break Ursaring's Substitutes with Giga Drain, but this isn't recommended because Tangela is a much rarer sight than Alomomola.</p>

<p>A status orb can be used over Leftovers to activate Guts, but the combined recoil of Substitute, the status orb, and weak hits will quickly finish Ursaring off; this is why Leftovers is recommended, as it provides recovery instead. Crunch can be used over Earthquake in the last slot to actually be able to hit Ghost-types such as Driflim, Haunter, and Misdreavus. This isn't recommended, as it isn't as strong as Earthquake, and Ursaring will then be walled by Steel-types, which are usually harder to take care of with team support. Likewise, Close Combat can be used as a stronger alternative to Earthquake, however, the nasty defense drops it brings are hindering, and is contradictory to the bulk this set has. Close Combat really only hits Levitate Bronzor harder, which is non-existent, unlike Golurk and Metang, who are potent threats in today's metagame. When it comes to partners, Pursuit trappers are the best, as they eliminate Ghost-types, Pokemon that this set can't handle. Skuntank is the best Pursuit trapper in the tier, although it really doesn't offer much typing synergy with Ursaring. Entry hazard-setters are very useful, as this set can't 2HKO Alomomola or Tangela without them, even after a boost. Wynaut can Encore-trap opponents for Ursaring to setup on. Lastly, a revenge killer (or a hard-hitting tank) is useful to handle the rare sight of two revenge killers on the opposing team.</p>

[Other Options]

<p>Belly Drum can be used alongside Quick Feet to make Ursaring an insanely powerful and decently fast attacker, although, it's very rare that Ursaring will be able to survive a hit afterwards, and even if it does, Toxic Orb recoil will take it out. Ursaring also has access to many more offensive moves such as the elemental punches, Gunk Shot, Seed Bomb, Shadow Claw, and Stone Edge; however, they are outclassed as the options above have more coverage and power. A SubPunch set can be considered, but it's hard to set up, and Close Combat is almost always better for a Fighting-type move, and the SubSD set utilizes Substitute better. Bulk Up is another boosting move that Ursaring has access to, however, Swords Dance is preferred because Ursaring likes the immediate power provided by it. Much like many other Pokemon, Ursaring can use the RestTalk strategy, and while combining this with Guts or Quick Feet might seem good on paper, it is too gimmicky and hard to pull off in practice as Ursaring will almost never survive the three turns of sleep; plus, the guessing game RestTalk brings can be hard to play with a Ghost-type on the opponent's team.</p>

[Checks and Counters]

<p>Ursaring's checks and counters somewhat vary depending on the set its running, but it isn't hard at all to figure that out. If you see Toxic Orb in effect, then its most likely Quick Feet, and you'll need Choice Scarf users and tanks to take it down. If you see Flame Orb, then it's always going to be the Guts variant, and you are better off using revenge killers to deal with this. If you see some recovery, then its obviously holding Leftovers and is the SubSD variant, so this should be dealt with continuous offensive pressure. You literally just have to wait a turn to find out what kind of set Ursaring is running, so scouting it is very simple.</p>

<p>Lets start off with walls; the Guts set is the hardest to wall thanks to its ridiculous damage output. Alomomola and Tangela will usually handle the Quick Feet set well, as they aren't weak to any of its moves and can strike back hard with their own STABs. They can even use Protect variants of Ursaring as setup bait to recover with Wish and Synthesis, respectively. Be wary though, as the SubSD set will use Alomomola as set up bait, and the Guts variant will beat both of them. Misdreavus does excellent against the Quick Feet set, granted it runs an attacking move such as Foul Play, as it only gets 3HKOed by Crunch, even with hazards up, and will almost always 2HKO back with Stealth Rock up. Regirock does a decent job at checking Quick Feet Ursaring, as it doesn't take too much from Earthquake (a 3HKO at best), and can hit it down with its own Rock-type STAB. Revenge killing Ursaring is rather easy with Choice Scarf users on your side, however, most of them aren't powerful enough to OHKO Ursaring, while Ursaring can usually OHKO back. Kadabra is an exception to this; thanks to Focus Sash, it survives a hit from Ursaring, 2HKOing it with its Psychic-type STAB. Choice Scarf Primeape and Sawk are great answers, as they will always outspeed and OHKO Ursaring with Close Combat. The Guts set is outsped by any decently fast threat, so revenge killing it isn't as hard as the others. If Ursaring has gotten a Substitute up in success, something is almost always going down, as revenge killing an Ursaring with a Substitute up is nearly impossible. If all else fails, just try to bank on the residual damage that status orbs, alongside entry hazards set on Ursaring's side, provide to take it down.</p>
 

Arkian

this is the state of grace
is a Contributor Alumnus
Most of the amcheck implemented, thanks CBTerrakion!

However:

as it's outpower is outclassed by Facade, even when laying a super effective hit on Pokemon such as the Psychichitting non-Ghost-type Pokemon.
This was one of the changes I disagreed with. My reasoning is because I need to stress the fact that a neutral Facade will always be stronger than a super effective Crunch.

If a GP member could stamp/add on to it, it would be highly appreciated ^_^
 
I don't think that Flame Orb should be used on the Guts set...

Ursaring NEVER stays in for longer than three turns, as something will always come in to revenge kill it after it has gotten a KO. Plus there's the fact that you can bluff the Quick Feet set, so I personally think that this still needs to be changed
 

ebeast

she's probably sexting nprtprt
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I agree with Cherub's changes. So change the item on Guts over to Toxic Orb and look over the Set Comments and Additional Comments to fix any mentions. I also saw Checks and Counters had a mention of being able to tell them apart depending on their orb so that should be changed too.

This should be done before GP looks at it.
 

Arkian

this is the state of grace
is a Contributor Alumnus
Got it, I'll implement this when I have time. For now, this is going back to the QC stage.
 

Arkian

this is the state of grace
is a Contributor Alumnus
Update: I've implemented Cherub and Ebeast's changes, and I would like to get another QC check before this moves onto the GP stage, so if a QC member could look over and stamp this, it would be highly appreciated.
 

WhiteDMist

Path>Goal
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The first sentence in the Overview is oddly worded, but GP can fix that. For the Quick Feet set, you should mention that Gothorita can trap and remove several of the physical walls (Alomomola, Weezing, Tangela to an extent) that can stall out Ursaring. Mention paralysis support teammates like Musharna for the Guts set, it basically lets Ursaring shred teams. In CC, the whole first paragraph should be changed, if not completely removed. Since you changed the item, you really shouldn't say that Toxic Orb is only used on the QF set. Also, you can just merge some of the things from that paragraph with the rest of the section (like what each set is defeated by). Perhaps you can talk about each set's checks and counters one at a time, because right now it is really unorganized (for instance, you start talking about how difficult it is to wall the Guts set, but then you talk about the QF set instead of elaborating in the next sentence). Finally, between the two paragraphs, you get a bit repetitive, so make sure you don't repeat the same things over and over (i.e.- you mention faster Pokemon/Scarf users for revenge killing the Guts set twice). For that example specifically, it isn't just Scarfers that outspeed it, almost any offensive Pokemon can outspeed and revenge kill it, so no need to mention Scarf in particular. Do all this and

qc approved 4/3
 

Arkian

this is the state of grace
is a Contributor Alumnus
Fixed everything, thanks for the check! About C&C, I've took out the entire first paragraph, and (slightly) tweaked the second one. If everyone is fine with this, it's ready for GP (again)!
 

Governess

A Beautiful Blossom Waiting to Bloom
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Hihi, amcheck!

All my comments are inside the check; good job on this! Overall, it was well-written, but there are quite a few moments of fluff and misuse of commas, and I'll point it out in the check.

Additions
Removes
Comments

[Overview]

<p>Ursaring is a very threatening Pokemon, using status&mdash;something that would normally cripple other Pokemon for the entirety of the battle&mdash; (I dont think the sentence in the &mdash really needs to be there, as A.) There is Heal Bell, so its false to assume that Pokemon by status will always be that way for the rest of the match, and B.) Is it really necessary? It's like a Pokemon using its slowness as an advantage, and I doubt that it will be that shocking to readers.) to its advantage with two abilities that benefit from it: Guts and Quick Feet. Guts boosts Ursaring's already massive Attack to sky-high levels, allowing it to at the very least, dent the entire tier. at the very least. Quick Feet, on the other hand, fixes Ursaring's Speed issues and allows it to immediately become one of the scariest late-game sweepers in NU. Ursaring also has a good movepool to work with that allows it to get past Ghost-, Rock-, and Steel-types, something that not many other Normal-types in the tier can do. However, Ursaring is let down by its typing, as it becomes an easy target for the being easy pickings for the numerous Fighting-types running around NU. It also has a big problem with struggles to maintain longevity, as the status orbs that Ursaring tends to hold chip its life away ever so painfully,; this combined with its only above-average bulk means that Ursaring won't be sticking around for too long. It also faces stiff competition from Swellow and Zangoose, two other Normal-types that also use status to their advantage. It does, although, have the advantage of being faster (with Quick Feet) than Zangoose;, (AC) and it is more powerful than Swellow (with Guts), while also having considerably more bulk. Ursaring also has a better movepool than both either of them.</p>

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

[SET COMMENTS]

<p>Say hello to Quick Feet Ursaring, one of the best late-game sweeper available to in the NU tier. This is Ursaring's easiest set to use, and it doesn't compromise effectiveness to achieve said task. Quick Feet fixes Ursaring's disastrous base 55 base Speed in the matter of a turn, letting Ursaring match up to some of the most common threats, such as non-Choice Scarf Jynx and Primeape. Although this set mainly focuses on Speed, Ursaring still hits like a truck hits very hard thanks to its gigantic base 130 Attack. Do note that Ursaring will still be outsped by common Choice Scarf users, such as Rotom-F and Sawk.</p>

<p>Facade is the STAB of choice, (AC) as it reaches a whopping 140 Base Power after Toxic Orb is activated, effectively being Ursaring's strongest attacking move that doesn't have any setbacks. Earthquake hits the Rock- and Steel-types that resist Facade, (RC) and as well as also hits hitting Metang for super effective damage, a task something that no other move on this set accomplishes. It should be noted though, that despite being super effective on against Electric-type Pokemon, Earthquake will not hit them as hard as Facade, making the latter the primary option. Crunch is used in the third moveslot because of its ability to hit Ghost-types that are immune to Ursaring's every other moves, such as Misdreavus, Haunter, and Drifblim, super effectively. Much like Earthquake though, a neutral Facade is always stronger than a super effective Crunch, so it should only be used on Ghost-type Pokemon. (I added all the stuff from the 1st paragraph from AC to here; read the explanation below. I won't make this all blue, because you need to see the changes I've made.) The last moveslot is up for grabs with Swords Dance or Protect as the moves of choice. Swords Dance is an excellent move, (AC) as it turns Ursaring into a terrifying sweeper, and it can find opportunities to set (space)up on weak attackers, (AC) such as Lickilicky, Garbodor, and Seismitoad. However, the combination of Toxic Orb recoil and taking weak attacks will greatly shorten Ursaring's sweep lifespan. Protect is another the alternative option, as it guarantees the activation of Toxic Orb, letting Ursaring act as a pseudo-revenge killer; Protect also turns Ursaring into a good scout for Choice-locked Pokemon.</p>

[ADDITIONAL COMMENTS]

<p>The last slot is up for grabs with Swords Dance or Protect as the moves of choice. Swords Dance is an excellent move as it turns Ursaring into a terrifying sweeper, and it can find opportunities to setup on weak attackers such as Lickilicky, Garbodor, and Seismitoad. However, the combination of Toxic Orb recoil and taking weak attacks will greatly shorten Ursaring's sweep. Protect is another option, as it guarantees the activation of Toxic Orb, letting Ursaring act as a pseudo-revenge killer; Protect also turns Ursaring into a good scout for Choice-locked Pokemon.</p> (This is still explaining Ursaring's moveset, so all of this should be in Set Comments, not AC.)

<p>The EVs are self explanatory, however, the nature is not; the reason Jolly is chosen over Adamant is because Jolly allows Ursaring to outspeed everything up to positive-natured base 105s Speed Pokemon. Toxic Orb is the status orb of choice here, as Quick Feet doesn't negate the 50% Attack drop that Flame Orb causes. Close Combat can be used in place of Earthquake, as it is more powerful and hits Dark-, Normal-, and Ice-type Pokemon harder than Facade, (RC) while also getting a super effective hit on Rock- and Steel-types, just like Earthquake. However, the power difference really isn't notable, and having Ursaring's defenses dropped by a stage every time Close Combat is used makes it very susceptible to revenge killers. As far as partners go, Ursaring fits well with mostly every Pokemon, however it really likes appreciates the Encore support Wynaut provides, as it gives Ursaring a free turn to set up Swords Dance. Gothorita can trap and remove several common physical walls such as Alomomola, Weezing, and to a lesser extent, Tangela. This variant of Ursaring appreciates entry hazard support more than any other, as they help unboosted Ursaring net some specific KOs on Pokemon, such as guaranteeing a 2HKO on Misdreavus with Crunch. The best Pokemon for this job would be Poison-types such as Scolipede and Garbodor, as they resist Fighting-type attacks. Golurk is another great entry hazard-setter because it's immune to Ursaring's Fighting-type weakness attacks. (This happened quite often in this analysis, so imma explain it here: Golurk isn't immune to Ursaring's Fighting-type weakness. It's immune to Fighting-type attacks. Ursaring's weakness to Fighting-types is more of an attribute than a thing, and Golurk can't switch in or attack that. Hopefully that explanation makes sense ^^; ) Ursaring also likes the company of revenge killers and hard-hitting tanks on its side of the field team, as they can take care of opposing revenge killers.</p>

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

[SET COMMENTS]

<p>Guts Ursaring is a very hard-hitting attacker, demolishing everything in its way with the combination of a massive Attack and a pitch-perfect movepool. Facade is the choice of STAB, (AC) as it gains reaches a whopping 140 Base Power after Toxic Orb is activated, however, be careful when spamming it, as Rock- and Steel-types resist it. Don't fret though, as Earthquake is here to remedy that problem can hit the Rock- and Steel-types that resist Facade, easily scoring a 2HKO on Regirock and Metang after Stealth Rock, two of the most common Rock- and Steel-types, and one of the easiest entry hazard to set up, respectively. Ghost-type Pokemon are the only Pokemon that take no damage from the might of Facade, and some of them more popular Ghost-types of NU take nothing from Earthquake either! That's why Crunch is used to make sure Ursaring's dream of raging through a village aren't ruined by said village's ghost stories, Because of this, Crunch is very useful against them, (AC) as Crunch it handily scores a super effective hit on every Ghost-type found in Ursaring's homeland; although Crunch should only be used for this purpose, as it's power is outclassed by Facade, even when laying a super effective hit on Pokemon such as the Psychic-type. Protect is the main option to occupy Ursaring's last moveslot, as it will guarantee the activation of Ursaring's Toxic Orb while protecting it from taking a hit; this could potentially be life-saving, (AC) as Ursaring won't have to take that extra hit before proceeding to destroy the opponent with it's newly polished increased Attack stat. Swords Dance is a lesser option here, as Guts Ursaring doesn't need its provided power, and Ursaring's low Speed lowers the chance of an effective sweep. However, a +2 Guts-boosted Ursaring's Facade will KO everything in its way, and resists and immunity issues will be taken care of by Earthquake and Crunch, respectively. Swords Dance will also punish Protect users, such as Alomomola, from trying to stall Ursaring out.</p>(This paragraph has a lot of fluff in it, so I'll explain it down here. Firstly, don't use spam or any varient of it in analyses; it's looked down upon. Secondly, I moved the Rock- and Ground-type mention next to EQ, because I think they should know that they resist Facade by now. The SR being the easiest to set up is, while true, has no purpose in your statement, I don't think it really means anything that is worth explaining. Next, I think you are over-hyping some of the stuff you write; it's sort of tacky to talk about the villagers and ghost stories; let's get to the point. You don't need to say that Crunch is SE against Psychic-types; while we ARE trying to be as descriptive as possible for beginners, this should be common knowledge.)

[ADDITIONAL COMMENTS]

<p>An Adamant nature is preferred because of the sheer damage output it provides, although but a Jolly nature can be used to outrun standard Misdreavus so Ursaring can 2HKO it with Crunch before it does the same with Foul Play. Flame Orb seems like a better choice on paper, but in reality, you'll find Ursaring getting threatened forced out (after a KO, (AC) that is) very often, so Toxic Orb is the preferred choice. (I feel that forced conveys the situation better than threatened would.) Close Combat can be used in place of Earthquake to hit the same targets while getting a stronger hit on Dark-, Ice-, and Normal-types. However, it lowers Ursaring's defenses afterwards, making it more susceptible to revenge killers. Furthermore, Ursaring will also miss out on 2HKOing Metang, which will then become a threat.</p>

<p>Partners to this set are very similar to those of the Quick Feet variant. Wynaut can trap opposing Pokemon into harmless moves for Ursaring to set up on with Swords Dance. Trick Room setters are also excellent teammates, as this Ursaring fits well on Trick Room teams, making Duosion and Musharna great partners. Furthermore, Ursaring can come in on Ghost-types that most Trick Room setters despise, and in return, they can come in on Ursaring's Fighting-type weakness attacks. If you are using Ursaring on a Trick Room team, then this EV spread is recommended: 252 HP / 252 Atk / 4 SpD with a Brave nature. Similarly, just providing Ursaring with paralysis support lets it shred teams apart. Entry hazard-setters are also highly appreciated, as with them, Ursaring can net a few KOs that it wouldn't be able to otherwise, such as a 2HKO on Regirock. Golurk is the best for this job, as it can come in on Ursaring's Fighting-types weakness and sets up Stealth Rock as they switch out. (I'd remove the 'as they switch out' part, because you can't always assume they will. Yes, a Sawk or Primeape locked in CC will most likely switch out, but if they weren't locked in? What if you overpredicted and Sawk really used Ice Punch, which can 2HKO iirc? I don't think you can assume they will ALWAYS switch out.) Scolipede and Garbodor also work wonders, as they resist Fighting-type attacks and can set up Spikes. Revenge killers are also very nice, as this Ursaring is very slow and needs hard-hitting attackers, such as Kadabra and Sawk, removed before attempting to wallbreak. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola removed will make for great partners, as this set functions more as a wallbreaker than as a sweeper.</p>

[SET]
name: SubSD
move 1: Substitute
move 2: Swords Dance
move 3: Return
move 4: Earthquake
item: Leftovers
ability: Guts
nature: Adamant
evs: 248 HP / 124 Atk / 52 Def / 84 Spe

[SET COMMENTS]

<p>This set might seem inferior to SubBU Braviary at first, but a closer look exposes that Ursaring is equally as good as it, if not better. The reason lies behind Ursaring's better typing, access to Swords Dance, a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it, unlike Braviary, who is crippled instead. Substitute is a no-brainer on this set, as it protects Ursaring from revenge killers, defeating them to open up a late-game sweep. Swords Dance boosts Ursaring's already massive Attack to terrifying levels, even without maximum investment. Return is used over Facade because this Ursaring doesn't (and shouldn't) hold a status orb, (RC); therefore, (AC) Facade is situational and will almost always be weaker than Return. Earthquake hits Rock- and Steel-types hard, providing crucial coverage, and it also does decent damage to Golurk, easily 2HKOing it. easily 2HKOes Golurk.</p>

[ADDITIONAL COMMENTS]

<p>The listed EVs allow Ursaring to set up on Alomomola, as it Ursaring outspeeds it, never has its Substitutes broken by Waterfall, and can 2HKO with Return after a boost. An alternate spread of 248 HP / 172 Def / 84 Spe can be used to make sure that Miltank or Lickilicky's Body Slams never break Ursaring's Substitutes, but it then finds itself having trouble breaking past walls. You can also use 124 SpD EVs to make sure Tangela doesn't break Ursaring's Substitutes with Giga Drain, but this isn't recommended because Tangela is a much rarer sight than Alomomola.</p>

<p>A status orb can be used over Leftovers to activate Guts, but the combined damage of Substitute, the status orb, and weak hits repeated attacks (whether it's weak or string, it will wear down Ursaring's regardless, so I think we could go a bit more broad on that.) will quickly finish Ursaring off; this is why Leftovers is recommended, as it provides recovery instead. Crunch can be used over Earthquake in the last slot to actually be able to hit Ghost-types such as Drifblim, Haunter, and Misdreavus. This isn't recommended though, as it Crunch isn't as strong as Earthquake, and Ursaring will then be walled by Steel-types, which are usually harder to take care of with team support. Likewise, Close Combat can be used as a stronger alternative to Earthquake, (RC); however, the nasty defense drops it brings are hindering, (RC) and is contradictory to the bulk this set has. Close Combat really only hits Levitate Bronzor harder, which is non-existent, unlike Golurk and Metang, who are potent threats in today's metagame. When it comes to partners, Pursuit trappers are the best, as they eliminate Ghost-types, Pokemon that this set can't handle. Skuntank is the best Pursuit trapper in the tier, although but it really doesn't offer much typing synergy with Ursaring. Entry hazard-setters are very useful, as this set can't 2HKO Alomomola or Tangela without them, even after a boost. Wynaut can Encore-trap trap opponents with Encore for to allow Ursaring to set up on. Lastly, a revenge killer (or a hard-hitting tank) (While this is subjective, I think those two could go together; the hard-hitter mention doesn't really need to be an afterthought.) is useful to handle the rare sight of two revenge killers on the opposing team.</p>

[Other Options]

<p>Belly Drum can be used alongside Quick Feet to make Ursaring an insanely powerful and decently fast attacker, (RC); although, it's very rare that Ursaring will be able to survive a hit afterwards, and even if it does, Toxic Orb recoil will take it out. Ursaring also has access to many more offensive moves, (AC) such as the elemental punches, Gunk Shot, Seed Bomb, Shadow Claw, and Stone Edge; however, they are outclassed as the options above have more coverage or power (or both). A SubPunch set can be considered, but it's hard to set up, and; Close Combat is almost always better for a Fighting-type move, and the SubSD set utilizes Substitute better. Bulk Up is another boosting move that Ursaring has access to, (RC); however, Swords Dance is preferred because Ursaring likes the immediate power provided by it. Much like many other Pokemon, Ursaring can use the RestTalk strategy, and while combining this with Guts or Quick Feet might seem good on paper, it is too gimmicky and hard to pull off in practice, (AC) as Ursaring will almost never survive the three turns of sleep;. plus In addition, the guessing game RestTalk brings can be hard to play with a Ghost-type on the opponent's team.</p>

[Checks and Counters]

<p>There are a quite a few ways to defeat Ursaring, (RC); although, (AC) it ultimately comes down to what set it's using. Alomomola and Tangela can deal with the Quick Feet set well, as they aren't weak to any of its moves, (RC) and can strike it down with their STABs. They can even use Protect Ursaring as setup bait to heal with Wish or Synthesis, respectively. Be wary though, as Alomomola is setup bait for the SubSD set, and the Guts variant defeats them both. Foul Play Misdreavus does excellent against Quick Feet Ursaring, as it Misdreavus only gets 3HKOed by Crunch, and it will almost always 2HKO back after Stealth Rock. Regirock also does a decent job against Quick Feet Ursaring, as it doesn't take too much from Earthquake (3HKO at best), (RC) and can hit it hard with its Rock-type STAB. Revenge killing the Quick Feet variant might be hard because it outspeeds the majority of the unboosted metagame, although the other sets will be outsped by any decently fast threats. Beware though, as most Pokemon can't OHKO Ursaring, while and it can OHKO most of them back. Kadabra is a common exception;: it outspeeds any Ursaring variant, and thanks to Focus Sash, it survives a hit from Ursaring, 2HKOing it with its Psychic-type STAB. Choice Scarf Primeape and Sawk are also great answers, as they outspeed and OHKO Ursaring with Close Combat. If Ursaring has successfully gotten a Substitute up, something is almost always going down, as an Ursaring with Substitute up is near impossible to revenge kill. If all else fails, just try to bank on the residual damage that status orbs, alongside and entry hazards set on Ursaring's side, provide to take it down.</p>
 
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Arkian

this is the state of grace
is a Contributor Alumnus
Thanks Governess! I've implemented the parts of your check that I agreed with, but I did toy around with some of the sentence structure changes. About the paragraph in the first set's AC, I left it as it is because tennisace said that options for filler moves in the fourth slot are usually discussed in the AC (I've seen this happen in analyses that're on-site too); however, if you (or anyone else) are a 100% sure that its should be in SC, I'll gladly move it there.
Thanks again :]
 
Last edited:

Ender

pelagic
is a Contributor Alumnus

GP Check 1/2

Additions or Changes

Deletions
[Comments]

Looks pretty good. I know you disagree with me on changes sometimes, but I would ask that you at least give consideration to the edits I've made before discounting them. I put a lot of thought into these proofreads and all of the "subjective" changes I make are such because they improve flow, make something more concise without sacrificing accuracy, or clarify an ambiguous point. There were also a few very awkward syntactical constructs that I corrected, but nothing that permeated the entire article.

[Overview]

<p>Ursaring is a very threatening Pokemon, taking advantage of using the normally otherwise crippling status conditions to its advantage with two abilities that benefit from it: Guts and Quick Feet. Guts boosts Ursaring's already massive Attack to sky-high levels, allowing it to at least dent anything in the entire tier . Quick Feet, on the other hand, fixes Ursaring's Speed issues and allows it to immediately become one of the scariest late-game sweepers in NU. Ursaring also has a good movepool to work with that allows it to get past Ghost-, Rock-, and Steel-types, something that not many other Normal-types in the tier can do. However, Ursaring is let down by its poor typing, being easy pickings for the numerous Fighting-types running around NU. It also struggles to maintain longevity, as the status orbs that Ursaring tends to hold chip its life away; this, [comma yay] combined with its only above-average bulk, [more comma] means that Ursaring won't be sticking around for too long. It also faces stiff competition from Swellow and Zangoose, two other Normal-types that also use status to their advantage. It does, although however, have the advantage of being faster (with Quick Feet) than Zangoose, and it is more powerful than Swellow (with Guts), while also having considerably more bulk. In addition, Ursaring also has a better movepool than both of them.</p>

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

[SET COMMENTS]

<p>Say hello to Quick Feet Ursaring, one of the best late-game sweeper available in the NU tier. This is Ursaring's easiest set to use, and it doesn't compromise effectiveness to achieve said task. Quick Feet fixes Ursaring's disastrous base 55 Speed in the matter of a turn, letting Ursaring match up to against some of the NU's most common threats, [comma questionable; do what you want with it] such as non-Choice Scarf Jynx and Primeape. Although this set mainly focuses on Speed, Ursaring still hits like a truck thanks to its gigantic base 130 Attack. Do note that Ursaring will still be outsped by common Choice Scarf users, such as Rotom-F and Sawk.</p>

<p>Facade is the STAB of choice, as it reaches a whopping 140 Base Power after Toxic Orb is activated, effectively being Ursaring's strongest attacking move that doesn't have any drawbacks setbacks. Earthquake hits the Rock- and Steel-types that resist Facade [removed comma] and also hits Metang for super effective damage, something that no other move on this set accomplishes. It should be noted that despite being super effective against Electric-type Pokemon, Earthquake will not hit them as hard as Facade, making the latter the primary option. Crunch is used in the third moveslot because of its ability to hit Ghost-types, such as Misdreavus, Haunter, and Drifblim, that are immune to Ursaring's every other move, such as Misdreavus, Haunter, and Drifblim, super effectively. Much like Earthquake though, a neutral Facade is always stronger than a super effective Crunch, so it should only be used on Ghost-type Pokemon.</p>

[ADDITIONAL COMMENTS]

<p>The last moveslot is a toss-up between up for grabs with Swords Dance or Protect as the moves of choice. Swords Dance is an excellent move, as it turns Ursaring into a terrifying sweeper, and it can find opportunities to set up on weak attackers such as Lickilicky, Garbodor, and Seismitoad. However, the combination of Toxic Orb recoil and taking the barrage of weak attacks will greatly shorten Ursaring's lifespan. Protect is alternative option, as it guarantees the activation of Toxic Orb, letting allowing Ursaring to act as a pseudo-revenge killer; Protect also turns Ursaring into a good scout for Choice-locked Pokemon.</p>

<p>Jolly is chosen over Adamant because Jolly allows Ursaring to outspeed everything up to positively-natured Pokemon with base 105 Speed. Toxic Orb is the status orb of choice, as Quick Feet doesn't negate the 50% Attack drop that Flame Orb causes. Close Combat can be used in place of Earthquake, as it is more powerful and hits Dark-, Normal-, and Ice-type Pokemon harder than Facade and also gets a super effective hit on Rock- and Steel-types, just like Earthquake. However, the power difference really isn't notable, and having Ursaring's defenses dropped by a stage every time Close Combat is used makes it very susceptible to revenge killers. As far as partners go, Ursaring fits well with mostly every Pokemon, however it really likes the Encore support Wynaut provides, as it gives Ursaring a free turn to set up Swords Dance. Gothorita can trap and remove several common physical walls such as Alomomola, Weezing, and to a lesser extent, Tangela. This variant of Ursaring appreciates entry hazard support more than any other, as they help unboosted Ursaring net some specific KOs on Pokemon, such as guaranteeing a 2HKO on Misdreavus with Crunch. The best Pokemon for this job would be Poison-types such as Scolipede and Garbodor, as they resist Fighting-type attacks. Golurk is another great entry hazard-setter because it's immune to Fighting-type attacks. Ursaring also likes the company of revenge killers and hard-hitting tanks on its team, as they can take care of opposing revenge killers.</p>

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

[SET COMMENTS]

<p>Guts Ursaring is a very hard-hitting attacker, demolishing everything in its way with the combination of a massive Attack and a pitch-perfect movepool. Facade is the choice of STAB, as it reaches a whopping 140 Base Power after Toxic Orb is activated. Earthquake can hit the Rock- and Steel-types that resist Facade, easily scoring a 2HKO on Regirock and Metang, two of the most common Rock- and Steel-types, after Stealth Rock, two of the most common Rock- and Steel-types. Ghost-type Pokemon are the only Pokemon that take no damage from Facade, and some of the more common Ghost-types of NU take nothing from Earthquake either! Because of this, Crunch is very useful against them, as it handily scores a super effective hit on every Ghost-type found in Ursaring's homeland; however, although Crunch should only be used for this purpose, as its power is outclassed by Facade, even when laying a super effective hit on Pokemon. Protect is the main option to occupy Ursaring's last moveslot, as it will guarantee the activation of Ursaring's Toxic Orb while protecting it from taking a hit; this could potentially be life-saving, as Ursaring won't have to take that extra hit before proceeding to destroy the opponent with it's newly polished Attack stat. Swords Dance is a lesser option here, as Guts Ursaring doesn't need its provided power, and Ursaring's low Speed reduced lowers the chance of an effective sweep. However, a +2 Guts-boosted Ursaring's Facade will KO everything in its way, and resists and immunity issues will be taken care of by Earthquake and Crunch, respectively. Swords Dance will also punish Protect users, such as Alomomola, from trying to stall Ursaring out.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is preferred because of the sheer damage output it provides, but a Jolly nature can be used to outrun standard Misdreavus so Ursaring can 2HKO it with Crunch before it does the same with Foul Play. Flame Orb seems like a better choice on paper, but in reality, you'll find Ursaring getting forced out (after a KO, that is) very often, so Toxic Orb is the preferred choice. Close Combat can be used in place of Earthquake to hit the same targets while getting in a stronger hit on Dark-, Ice-, and Normal-types. However, it lowers Ursaring's defenses afterwards, making it more susceptible to revenge killers. Furthermore, Ursaring will also miss out on 2HKOing Metang, which will then become a threat.</p>

<p>Partners to this set are very similar to those of the Quick Feet variant. Wynaut can trap opposing Pokemon into harmless moves for Ursaring to set up on with Swords Dance. Trick Room setters are also excellent teammates, as this Ursaring fits well on Trick Room teams, making Duosion and Musharna great partners. Furthermore, Ursaring can come in on Ghost-types that most Trick Room setters despise, and in return, they can come in on Fighting-type attacks. If you're using Ursaring on a Trick Room team, then this EV spread is recommended: 252 HP / 252 Atk / 4 SpD with a Brave nature. Similarly, just providing Ursaring with paralysis support lets it shred teams apart. Entry hazard-setters are also highly appreciated, as with them, Ursaring can net a few KOs that it wouldn't be able to otherwise, such as a 2HKO on Regirock. Golurk is the best for this job, as it can come in on Fighting-types and set up Stealth Rock. Scolipede and Garbodor also work wonders, as they resist Fighting-type attacks and can set up Spikes. Revenge killers are also very nice, as this Ursaring is very slow and needs hard-hitting attackers, such as Kadabra and Sawk, removed before attempting to wallbreak. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola removed will make for great partners, as this set functions more as a wallbreaker than as a sweeper.</p>

[SET]
name: SubSD
move 1: Substitute
move 2: Swords Dance
move 3: Return
move 4: Earthquake
item: Leftovers
ability: Guts
nature: Adamant
evs: 248 HP / 124 Atk / 52 Def / 84 Spe

[SET COMMENTS]

<p>This set might seem inferior to SubBU Braviary at first, but a closer look exposes reveals that Ursaring is equally as good as it, if not better. The reason lies behind Ursaring's better typing, access to Swords Dance, which is a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it, unlike Braviary, who is crippled instead. Substitute is a no brainer on this set, as it protects Ursaring from revenge killers and allows it to defeat them, defeating them to opening up a late-game sweep. Swords Dance boosts Ursaring's already massive Attack to terrifying levels, even without maximum investment. Return is used over Facade because this Ursaring doesn't (and shouldn't) hold a status orb, therefore Facade is situational and will almost always be weaker than Return. Earthquake hits Rock- and Steel-types hard, providing crucial coverage, and it also does decent damage to Golurk, easily 2HKOing it.</p>

[ADDITIONAL COMMENTS]

<p>The listed EVs allow Ursaring to set up on Alomomola, as it outspeeds it, will never have has its Substitutes broken by Waterfall, and can 2HKO with Return after a boost. An alternate spread of 248 HP / 172 Def / 84 Spe can be used to make sure that Miltank's or Lickilicky's Body Slams never break Ursaring's Substitutes, but it then finds itself having trouble breaking past walls. You can also use 124 SpD EVs to make sure Tangela doesn't break Ursaring's Substitutes with Giga Drain, but this isn't recommended because Tangela is a much rarer sight than Alomomola.</p>

<p>A status orb can be used over Leftovers to activate Guts, but the combined damage of Substitute, the status orb, and repeated hits will quickly finish Ursaring off; this is why Leftovers is recommended, as it provides recovery instead. Crunch can be used over Earthquake in the last slot to be able to hit Ghost-types such as Drifblim, Haunter, and Misdreavus. This isn't recommended though, as it isn't as strong as Earthquake, and Ursaring will then be walled by Steel-types, which are usually harder to take care of with team support. [I only deleted this because it's ambiguous what you are referring to] Likewise, Close Combat can be used as a stronger alternative to Earthquake; however, the nasty defense drops it brings are hindering and contradictory to take away from the bulk this set has. Close Combat really only hits the virtually non-existant Levitate Bronzor harder, which is non-existent, instead of unlike Golurk and Metang, who are potent threats in today's metagame. When it comes to partners, Pursuit trappers are the best, as they eliminate Ghost-types, Pokemon that this set can't handle. Skuntank is the best Pursuit trapper in the tier, but it really doesn't offer much synergy with Ursaring. Entry hazard-setters are very useful, as this set can't 2HKO Alomomola or Tangela without them, even after a boost. Wynaut can trap opponents with Encore to give Ursaring setup opportunities. Lastly, a revenge killer or a hard-hitting tank is useful to handle the rare sight small possibility of two revenge killers on the opposing team.</p>

[Other Options]

<p>Belly Drum can be used alongside Quick Feet to make Ursaring an insanely powerful and decently fast attacker; although however, it's very rare that Ursaring will be able to survive a hit afterwards, and even if it does, Toxic Orb recoil will take it out. Ursaring also has access to many more offensive moves, such as the elemental punches, Gunk Shot, Seed Bomb, Shadow Claw, and Stone Edge; however, they are outclassed as the options above have more coverage or power (or both). A SubPunch set can be considered, but it's hard to set up; Close Combat is almost always better for a Fighting-type move, and the SubSD set utilizes Substitute better. Bulk Up is another boosting move that Ursaring has access to, however, but Swords Dance is preferred because Ursaring likes the immediate power provided by it. Much like many other Pokemon, Ursaring can use the RestTalk strategy, and while combining this with Guts or Quick Feet might seem good on paper, it is too gimmicky and hard to pull off in practice, as Ursaring will almost never survive the three turns of sleep. [changed ; to .] In addition, the guessing game RestTalk brings can be hard to play with a Ghost-type on the opponent's team.</p>

[Checks and Counters]

<p>There are a quite a few ways to defeat Ursaring, although it ultimately comes down to what set it's using. Alomomola and Tangela can deal with the Quick Feet set well, as they aren't weak to any of its moves and can strike it down with their STABs. They can even use Protect Ursaring as setup bait to heal with Wish or Synthesis, respectively. Be wary though, as Alomomola is setup bait for the SubSD set, and the Guts variant defeats them both. Foul Play Misdreavus does excellently against Quick Feet Ursaring, as it only gets 3HKOed by Crunch, and it will almost always 2HKO back after Stealth Rock. Regirock also does a decent job against Quick Feet Ursaring, as it doesn't take too much from Earthquake (3HKO at best) and can hit back it hard with its Rock-type STAB. Revenge killing the Quick Feet variant might be hard because it outspeeds the majority of the unboosted metagame, although the other sets will be outsped by any decently fast threats. Beware though, as most Pokemon can't OHKO Ursaring, and it can OHKO most of them back. Kadabra is a common exception; it outspeeds any Ursaring variant, and thanks to Focus Sash, it survives can survive a hit from Ursaring, 2HKOing back it with its Psychic-type STAB. Choice Scarf Primeape and Sawk are also great answers, as they outspeed and OHKO with Close Combat. If Ursaring has successfully gotten a Substitute up, something is almost always going down, as an Ursaring with Substitute up is near impossible to revenge kill. If all else fails, just try to bank on the residual damage that status orbs and entry hazards , alongside entry hazards set on Ursaring's side, provide to take it down.</p>
 

Arkian

this is the state of grace
is a Contributor Alumnus

GP Check 1/2
Additions or Changes
Deletions
[Comments]

Looks pretty good. I know you disagree with me on changes sometimes, but I would ask that you at least give consideration to the edits I've made before discounting them. I put a lot of thought into these proofreads and all of the "subjective" changes I make are such because they improve flow, make something more concise without sacrificing accuracy, or clarify an ambiguous point. There were also a few very awkward syntactical constructs that I corrected, but nothing that permeated the entire article.

[Overview]

<p>Ursaring is a very threatening Pokemon, taking advantage of using the normally otherwise crippling status conditions to its advantage with two abilities that benefit from it: Guts and Quick Feet. Guts boosts Ursaring's already massive Attack to sky-high levels, allowing it to at least dent anything in the entire tier . Quick Feet, on the other hand, fixes Ursaring's Speed issues and allows it to immediately become one of the scariest late-game sweepers in NU. Ursaring also has a good movepool to work with that allows it to get past Ghost-, Rock-, and Steel-types, something that not many other Normal-types in the tier can do. However, Ursaring is let down by its poor typing, being easy pickings for the numerous Fighting-types running around NU. It also struggles to maintain longevity, as the status orbs that Ursaring tends to hold chip its life away; this, [comma yay] combined with its only above-average bulk, [more comma] means that Ursaring won't be sticking around for too long. It also faces stiff competition from Swellow and Zangoose, two other Normal-types that also use status to their advantage. It does, although however, have the advantage of being faster (with Quick Feet) than Zangoose, and it is more powerful than Swellow (with Guts), while also having considerably more bulk. In addition, Ursaring also has a better movepool than both of them.</p>

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

[SET COMMENTS]

<p>Say hello to Quick Feet Ursaring, one of the best late-game sweeper available in the NU tier. This is Ursaring's easiest set to use, and it doesn't compromise effectiveness to achieve said task. Quick Feet fixes Ursaring's disastrous base 55 Speed in the matter of a turn, letting Ursaring match up to against some of the NU's most common threats, [comma questionable; do what you want with it] such as non-Choice Scarf Jynx and Primeape. Although this set mainly focuses on Speed, Ursaring still hits like a truck thanks to its gigantic base 130 Attack. Do note that Ursaring will still be outsped by common Choice Scarf users, such as Rotom-F and Sawk.</p>

<p>Facade is the STAB of choice, as it reaches a whopping 140 Base Power after Toxic Orb is activated, effectively being Ursaring's strongest attacking move that doesn't have any drawbacks setbacks. Earthquake hits the Rock- and Steel-types that resist Facade [removed comma] and also hits Metang for super effective damage, something that no other move on this set accomplishes. It should be noted that despite being super effective against Electric-type Pokemon, Earthquake will not hit them as hard as Facade, making the latter the primary option. Crunch is used in the third moveslot because of its ability to hit Ghost-types, such as Misdreavus, Haunter, and Drifblim, that are immune to Ursaring's every other move, such as Misdreavus, Haunter, and Drifblim, super effectively. Much like Earthquake though, a neutral Facade is always stronger than a super effective Crunch, so it should only be used on Ghost-type Pokemon.</p>

[ADDITIONAL COMMENTS]

<p>The last moveslot is a toss-up between up for grabs with Swords Dance or Protect as the moves of choice. Swords Dance is an excellent move, as it turns Ursaring into a terrifying sweeper, and it can find opportunities to set up on weak attackers such as Lickilicky, Garbodor, and Seismitoad. However, the combination of Toxic Orb recoil and taking the barrage of weak attacks will greatly shorten Ursaring's lifespan. Protect is alternative option, as it guarantees the activation of Toxic Orb, letting allowing Ursaring to act as a pseudo-revenge killer; Protect also turns Ursaring into a good scout for Choice-locked Pokemon.</p>

<p>Jolly is chosen over Adamant because Jolly allows Ursaring to outspeed everything up to positively-natured Pokemon with base 105 Speed. Toxic Orb is the status orb of choice, as Quick Feet doesn't negate the 50% Attack drop that Flame Orb causes. Close Combat can be used in place of Earthquake, as it is more powerful and hits Dark-, Normal-, and Ice-type Pokemon harder than Facade and also gets a super effective hit on Rock- and Steel-types, just like Earthquake. However, the power difference really isn't notable, and having Ursaring's defenses dropped by a stage every time Close Combat is used makes it very susceptible to revenge killers. As far as partners go, Ursaring fits well with mostly every Pokemon, however it really likes the Encore support Wynaut provides, as it gives Ursaring a free turn to set up Swords Dance. Gothorita can trap and remove several common physical walls such as Alomomola, Weezing, and to a lesser extent, Tangela. This variant of Ursaring appreciates entry hazard support more than any other, as they help unboosted Ursaring net some specific KOs on Pokemon, such as guaranteeing a 2HKO on Misdreavus with Crunch. The best Pokemon for this job would be Poison-types such as Scolipede and Garbodor, as they resist Fighting-type attacks. Golurk is another great entry hazard-setter because it's immune to Fighting-type attacks. Ursaring also likes the company of revenge killers and hard-hitting tanks on its team, as they can take care of opposing revenge killers.</p>

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

[SET COMMENTS]

<p>Guts Ursaring is a very hard-hitting attacker, demolishing everything in its way with the combination of a massive Attack and a pitch-perfect movepool. Facade is the choice of STAB, as it reaches a whopping 140 Base Power after Toxic Orb is activated. Earthquake can hit the Rock- and Steel-types that resist Facade, easily scoring a 2HKO on Regirock and Metang, two of the most common Rock- and Steel-types, after Stealth Rock, two of the most common Rock- and Steel-types. Ghost-type Pokemon are the only Pokemon that take no damage from Facade, and some of the more common Ghost-types of NU take nothing from Earthquake either! Because of this, Crunch is very useful against them, as it handily scores a super effective hit on every Ghost-type found in Ursaring's homeland; however, although Crunch should only be used for this purpose, as its power is outclassed by Facade, even when laying a super effective hit on Pokemon. Protect is the main option to occupy Ursaring's last moveslot, as it will guarantee the activation of Ursaring's Toxic Orb while protecting it from taking a hit; this could potentially be life-saving, as Ursaring won't have to take that extra hit before proceeding to destroy the opponent with it's newly polished Attack stat. Swords Dance is a lesser option here, as Guts Ursaring doesn't need its provided power, and Ursaring's low Speed reduced lowers the chance of an effective sweep. However, a +2 Guts-boosted Ursaring's Facade will KO everything in its way, and resists and immunity issues will be taken care of by Earthquake and Crunch, respectively. Swords Dance will also punish Protect users, such as Alomomola, from trying to stall Ursaring out.</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is preferred because of the sheer damage output it provides, but a Jolly nature can be used to outrun standard Misdreavus so Ursaring can 2HKO it with Crunch before it does the same with Foul Play. Flame Orb seems like a better choice on paper, but in reality, you'll find Ursaring getting forced out (after a KO, that is) very often, so Toxic Orb is the preferred choice. Close Combat can be used in place of Earthquake to hit the same targets while getting in a stronger hit on Dark-, Ice-, and Normal-types. However, it lowers Ursaring's defenses afterwards, making it more susceptible to revenge killers. Furthermore, Ursaring will also miss out on 2HKOing Metang, which will then become a threat.</p>

<p>Partners to this set are very similar to those of the Quick Feet variant. Wynaut can trap opposing Pokemon into harmless moves for Ursaring to set up on with Swords Dance. Trick Room setters are also excellent teammates, as this Ursaring fits well on Trick Room teams, making Duosion and Musharna great partners. Furthermore, Ursaring can come in on Ghost-types that most Trick Room setters despise, and in return, they can come in on Fighting-type attacks. If you're using Ursaring on a Trick Room team, then this EV spread is recommended: 252 HP / 252 Atk / 4 SpD with a Brave nature. Similarly, just providing Ursaring with paralysis support lets it shred teams apart. Entry hazard-setters are also highly appreciated, as with them, Ursaring can net a few KOs that it wouldn't be able to otherwise, such as a 2HKO on Regirock. Golurk is the best for this job, as it can come in on Fighting-types and set up Stealth Rock. Scolipede and Garbodor also work wonders, as they resist Fighting-type attacks and can set up Spikes. Revenge killers are also very nice, as this Ursaring is very slow and needs hard-hitting attackers, such as Kadabra and Sawk, removed before attempting to wallbreak. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola removed will make for great partners, as this set functions more as a wallbreaker than as a sweeper.</p>

[SET]
name: SubSD
move 1: Substitute
move 2: Swords Dance
move 3: Return
move 4: Earthquake
item: Leftovers
ability: Guts
nature: Adamant
evs: 248 HP / 124 Atk / 52 Def / 84 Spe

[SET COMMENTS]

<p>This set might seem inferior to SubBU Braviary at first, but a closer look exposes reveals that Ursaring is equally as good as it, if not better. The reason lies behind Ursaring's better typing, access to Swords Dance, which is a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it, unlike Braviary, who is crippled instead. Substitute is a no brainer on this set, as it protects Ursaring from revenge killers and allows it to defeat them, defeating them to opening up a late-game sweep. Swords Dance boosts Ursaring's already massive Attack to terrifying levels, even without maximum investment. Return is used over Facade because this Ursaring doesn't (and shouldn't) hold a status orb, therefore Facade is situational and will almost always be weaker than Return. Earthquake hits Rock- and Steel-types hard, providing crucial coverage, and it also does decent damage to Golurk, easily 2HKOing it.</p>

[ADDITIONAL COMMENTS]

<p>The listed EVs allow Ursaring to set up on Alomomola, as it outspeeds it, will never have has its Substitutes broken by Waterfall, and can 2HKO with Return after a boost. An alternate spread of 248 HP / 172 Def / 84 Spe can be used to make sure that Miltank's or Lickilicky's Body Slams never break Ursaring's Substitutes, but it then finds itself having trouble breaking past walls. You can also use 124 SpD EVs to make sure Tangela doesn't break Ursaring's Substitutes with Giga Drain, but this isn't recommended because Tangela is a much rarer sight than Alomomola.</p>

<p>A status orb can be used over Leftovers to activate Guts, but the combined damage of Substitute, the status orb, and repeated hits will quickly finish Ursaring off; this is why Leftovers is recommended, as it provides recovery instead. Crunch can be used over Earthquake in the last slot to be able to hit Ghost-types such as Drifblim, Haunter, and Misdreavus. This isn't recommended though, as it isn't as strong as Earthquake, and Ursaring will then be walled by Steel-types, which are usually harder to take care of with team support. [I only deleted this because it's ambiguous what you are referring to] Likewise, Close Combat can be used as a stronger alternative to Earthquake; however, the nasty defense drops it brings are hindering and contradictory to take away from the bulk this set has. Close Combat really only hits the virtually non-existant Levitate Bronzor harder, which is non-existent, instead of unlike Golurk and Metang, who are potent threats in today's metagame. When it comes to partners, Pursuit trappers are the best, as they eliminate Ghost-types, Pokemon that this set can't handle. Skuntank is the best Pursuit trapper in the tier, but it really doesn't offer much synergy with Ursaring. Entry hazard-setters are very useful, as this set can't 2HKO Alomomola or Tangela without them, even after a boost. Wynaut can trap opponents with Encore to give Ursaring setup opportunities. Lastly, a revenge killer or a hard-hitting tank is useful to handle the rare sight small possibility of two revenge killers on the opposing team.</p>

[Other Options]

<p>Belly Drum can be used alongside Quick Feet to make Ursaring an insanely powerful and decently fast attacker; although however, it's very rare that Ursaring will be able to survive a hit afterwards, and even if it does, Toxic Orb recoil will take it out. Ursaring also has access to many more offensive moves, such as the elemental punches, Gunk Shot, Seed Bomb, Shadow Claw, and Stone Edge; however, they are outclassed as the options above have more coverage or power (or both). A SubPunch set can be considered, but it's hard to set up; Close Combat is almost always better for a Fighting-type move, and the SubSD set utilizes Substitute better. Bulk Up is another boosting move that Ursaring has access to, however, but Swords Dance is preferred because Ursaring likes the immediate power provided by it. Much like many other Pokemon, Ursaring can use the RestTalk strategy, and while combining this with Guts or Quick Feet might seem good on paper, it is too gimmicky and hard to pull off in practice, as Ursaring will almost never survive the three turns of sleep. [changed ; to .] In addition, the guessing game RestTalk brings can be hard to play with a Ghost-type on the opponent's team.</p>

[Checks and Counters]

<p>There are a quite a few ways to defeat Ursaring, although it ultimately comes down to what set it's using. Alomomola and Tangela can deal with the Quick Feet set well, as they aren't weak to any of its moves and can strike it down with their STABs. They can even use Protect Ursaring as setup bait to heal with Wish or Synthesis, respectively. Be wary though, as Alomomola is setup bait for the SubSD set, and the Guts variant defeats them both. Foul Play Misdreavus does excellently against Quick Feet Ursaring, as it only gets 3HKOed by Crunch, and it will almost always 2HKO back after Stealth Rock. Regirock also does a decent job against Quick Feet Ursaring, as it doesn't take too much from Earthquake (3HKO at best) and can hit back it hard with its Rock-type STAB. Revenge killing the Quick Feet variant might be hard because it outspeeds the majority of the unboosted metagame, although the other sets will be outsped by any decently fast threats. Beware though, as most Pokemon can't OHKO Ursaring, and it can OHKO most of them back. Kadabra is a common exception; it outspeeds any Ursaring variant, and thanks to Focus Sash, it survives can survive a hit from Ursaring, 2HKOing back it with its Psychic-type STAB. Choice Scarf Primeape and Sawk are also great answers, as they outspeed and OHKO with Close Combat. If Ursaring has successfully gotten a Substitute up, something is almost always going down, as an Ursaring with Substitute up is near impossible to revenge kill. If all else fails, just try to bank on the residual damage that status orbs and entry hazards , alongside entry hazards set on Ursaring's side, provide to take it down.</p>
Thanks Ender37 for the check! It's true that I sometimes disagree with some of your more subjective changes, but I don't do so without thoroughly checking them, as I know that you put a lot of effort into those checks, every GP member does (or at least they should <_<). It's just that sometimes I find your changes are changing the meaning more than they're changing the structural errors. Example:
The reason lies behind Ursaring's better typing, access to Swords Dance, which is a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it
This completely changed the meaning and brought it to a point where it didn't make sense; I was listing reasons why Ursaring is better than Braviary (separating through the use of a serial comma), and "a reliable way to hit Rock- and Steel-types" is one of them, what you suggested indicated Swords Dance is a reliable way to beat them, which isn't true. I'm sure this was a slight overlook, as the rest of your check indicates that you know what you're doing, but rest assured, it's only changes like these that I disagree with, otherwise, I think that your changes are exactly what the sentence needs to flow better.

I hope you see where I'm going at with all this (and I definitely don't mean to offend you in anyway), and overall, you're checks are wonderful :]

Anyways, this is ready for its next GP check (or any amchecks people wanna throw out :D)
 

Ender

pelagic
is a Contributor Alumnus
The reason lies behind Ursaring's better typing, access to Swords Dance, which is a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it
I'm gonna be honest with you, after just re-reading that, I have no idea where I was going with it and I'm going to mark it off as a sign that I shouldn't do these after 3:30 am.
 
@Rohail17 here you go. You know the deal with colors
[Overview]

<p>Ursaring is a very threatening Pokemon, taking advantage of otherwise crippling status conditions with two abilities that benefit from it them: Guts and Quick Feet Quick Feet and Guts. Quick Feet fixes Ursaring's Speed issues and allows it to become one of the scariest late-game sweepers in NU. Guts, on the other hand, boosts Ursaring's already massive Attack to sky-high levels, allowing it to at least dent anything everything in the entire tier . Quick Feet, on the other hand, fixes Ursaring's Speed issues and allows it to immediately become one of the scariest late-game sweepers in NU. (I'm flipping these because Quick Feet is the first set, but it's your call whether this is necessary) Ursaring also has a good movepool to work with that allows it to get past Ghost-, Rock-, and Steel-types, something that not many other Normal-types in the tier can do. However, Ursaring is let down by its poor typing, being easy pickings for the numerous Fighting-types running around NU. It also struggles to maintain longevity, as the status orbs that Ursaring tends to hold chip its life away; this, combined with its only above-average bulk, means that Ursaring it won't be sticking around for too long. It also faces stiff competition from Swellow and Zangoose, two other Normal-types that also use status to their advantage. It does, however, have the advantage of being faster (with Quick Feet) than Zangoose, and it is more powerful than Swellow (with Guts), while also having considerably more bulk. In addition, Ursaring has a better movepool than both of them.</p>

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

[SET COMMENTS]

<p>Say hello to Quick Feet Ursaring, one of the best late-game sweeper sweepers available in the NU tier. This is Ursaring's easiest set to use, and it doesn't compromise effectiveness to achieve said task this. Quick Feet fixes Ursaring's disastrous base 55 Speed in the matter of a turn, letting Ursaring it match up against some of NU's most common threats, such as non-Choice Scarf Jynx and Primeape. Although this set mainly focuses on Speed, Ursaring still hits like a truck thanks to its gigantic base 130 Attack. Do note that Ursaring will still be outsped by common Choice Scarf users, such as Rotom-F and Sawk.</p>

<p>Facade is the STAB of choice, as it reaches a whopping 140 Base Power after Toxic Orb is activated, effectively being becoming Ursaring's strongest attacking move that doesn't have any drawbacks. Earthquake hits the Rock- and Steel-types that resist Facade and also hits Metang for super effective damage, something that no other move on this set accomplishes. It should be noted that (add comma) despite being super effective against Electric-type Pokemon, Earthquake will not hit them as hard as Facade, making the latter the primary option. Crunch is used in the third moveslot because of its ability to hit Ghost-types, such as Drifblim, Misdreavus, and Haunter, that are immune to every other move on the set super effectively. Much like Earthquake though, a neutral Facade is always stronger than a super effective Crunch, so it should only be used on Ghost-type Pokemon.</p>

[ADDITIONAL COMMENTS]

<p>The last moveslot is a toss-up between Swords Dance or and Protect. Swords Dance is an excellent move, as it turns Ursaring into a terrifying sweeper, (remove comma) and it can find opportunities to set up on weak attackers such as Lickilicky, Garbodor, and Seismitoad. However, the combination of taking even these weak attacks combined with Toxic Orb recoil and the barrage of weak attacks will greatly shorten Ursaring's lifespan. Protect is an alternative option, as it guarantees the activation of Toxic Orb, allowing Ursaring to act as a pseudo-revenge killer; Protect also turns Ursaring into a good scout for Choice-locked Pokemon.</p>

<p>Jolly is chosen over Adamant because Jolly allows Ursaring to outspeed everything up to positive-natured Pokemon with base 105 Speed. Toxic Orb is the status orb of choice, as Quick Feet doesn't negate the 50% Attack drop that Flame Orb burn causes. Close Combat can be used in place of Earthquake, as it is more powerful (add comma) and hits Dark-, Normal-, and Ice-type Pokemon harder than Facade (add comma) and also gets a super effective hit on Rock- and Steel-types, just like Earthquake. However, the power difference really isn't notable, and having Ursaring's defenses dropped by a stage every time Close Combat is used makes it very susceptible to revenge killers. As far as partners go, Ursaring fits well with mostly almost every Pokemon, (change to semicolon) however (add comma) it really likes the Encore support Wynaut provides, as it gives Ursaring provides a free turn to set up Swords Dance. Gothorita can trap and remove several common physical walls such as Alomomola, Weezing, and to a lesser extent, Tangela. This variant of Ursaring appreciates entry hazard support more than any other, as they help it helps unboosted Ursaring net some specific KOs on Pokemon, such as guaranteeing a 2HKO on Misdreavus with Crunch. The best Pokemon for this job would be Poison-types such as Scolipede and Garbodor, as they resist Fighting-type attacks. Golurk is another great entry hazard-setter hazard setter because it's immune to Fighting-type attacks. Ursaring also likes the company of revenge killers and hard-hitting tanks on its team, as they can take care of opposing revenge killers.</p>

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

[SET COMMENTS]

<p>Guts Ursaring is a very hard-hitting attacker, demolishing everything in its way with the combination of a massive Attack and a pitch-perfect perfect movepool. Facade is the choice of STAB, as it reaches a whopping 140 Base Power after Toxic Orb is activated. Earthquake can hit the Rock- and Steel-types that resist Facade, easily scoring a 2HKO on Regirock and Metang, two of the most common Rock- and Steel-types ones, after Stealth Rock. Ghost-type Pokemon are the only Pokemon that take no damage from Facade, and some of the more common Ghost-types of in NU take nothing from Earthquake either! (change to period) Because of this, Crunch is very useful against them, as it handily scores a super effective hit on every Ghost-type found in Ursaring's homeland; however, Crunch should pretty much (technically there's stuff like Solrock and Bronzor that Crunch hits harder) only be used for this purpose, as its power is outclassed dwarfed by (or maybe something like 'much less than', I don't think outclassed is the right word here but feel free to come up with an alternative you prefer) Facade, even when laying a super effective hit on Pokemon. (start of Protect vs Swords Dance) Protect is the main option to occupy Ursaring's last moveslot, as it will guarantee the activation of Ursaring's Toxic Orb while protecting it from taking a hit; this could potentially be life-saving, as Ursaring won't have to take that extra hit before proceeding to destroy the opponent with it's newly polished Attack stat. Swords Dance is a lesser option here, as Guts Ursaring doesn't need its provided power, (remove comma) and Ursaring's its low Speed lowers the chance of an effective sweep. However, a +2 Guts-boosted Ursaring's Facade will KO everything in its way, and resists resistance and immunity issues will be taken care of by Earthquake and Crunch, respectively. Swords Dance will also punish Protect users, such as Alomomola, from trying that try to stall Ursaring out. (might want to move the bit about Protect vs Swords Dance here to Additional Comments; I noticed that you had it there on the other set, so it would be consistant, but I don't think that it's a huge deal if you want to leave it where you have it if you think it looks better there)</p>

[ADDITIONAL COMMENTS]

<p>An Adamant nature is preferred because of the sheer damage output it provides, but a Jolly nature can be used to outrun standard Misdreavus so Ursaring can 2HKO it with Crunch before it does the same with Foul Play. Flame Orb seems like a better choice on paper, but in reality, you'll find Ursaring getting forced out (after a KO, that is) very often, so Toxic Orb is the preferred choice as it deals less residual damage unless Ursaring stays in more than three turns. Close Combat can be used in place of Earthquake to hit the same targets while getting and get in a stronger hit on Dark-, Ice-, and Normal-types. However, it lowers Ursaring's defenses afterwards, making it more susceptible to revenge killers. Furthermore, Ursaring will also miss out on 2HKOing Metang, which will then become a threat.</p>

<p>Partners to for this set are very similar to those of the Quick Feet variant. Wynaut can trap lock opposing Pokemon into harmless moves for Ursaring to set up on with Swords Dance. Trick Room setters such as Duosion and Musharna are also excellent teammates, as this Ursaring fits well on Trick Room teams, making Duosion and Musharna great partners due to its low Speed. Furthermore, Ursaring can come in on Ghost-types that most Trick Room setters despise, and in return, they can come in on Fighting-type attacks. If you're using Ursaring on a Trick Room team, then this EV spread is recommended: 252 HP / 252 Atk / 4 SpD with a Brave nature. Similarly, just providing Ursaring with paralysis support lets it shred teams apart. Entry hazard-setters hazard setters are also highly appreciated, as with them, Ursaring can net a few KOs that it wouldn't be able to otherwise, such as a 2HKO on Regirock. Golurk is the best for this job, as it can come in on Fighting-types and set up Stealth Rock. Scolipede and Garbodor also work wonders, as they resist Fighting-type attacks and can set up Spikes. Revenge killers are also very nice, as this Ursaring is very slow and needs hard-hitting attackers, such as Kadabra and Sawk, removed before attempting to wallbreak. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola removed will make for great partners, as this set functions more as a wallbreaker than as a sweeper.</p>

[SET]
name: SubSD
move 1: Substitute
move 2: Swords Dance
move 3: Return
move 4: Earthquake
item: Leftovers
ability: Guts
nature: Adamant
evs: 248 HP / 124 Atk / 52 Def / 84 Spe

[SET COMMENTS]

<p>This set might seem inferior to SubBU Substitute + Bulk Up (that's what the set is going to be called on the new analysis) Braviary at first, but a closer look reveals that Ursaring is equally as good as it, if not better. The reason lies behind in Ursaring's better typing, access to Swords Dance, a reliable way to hit Rock- and Steel-types, and the ability to switch into status and benefit from it, unlike Braviary, who is crippled instead. Substitute is a no brainer on this set, as it protects Ursaring from revenge killers, (remove comma) and allows it to defeat them (add comma) opening up a late-game sweep. Swords Dance boosts Ursaring's already massive Attack to terrifying levels, (remove comma) even without maximum investment. Return is used over Facade because this Ursaring doesn't (and shouldn't) hold a status orb, therefore making Facade is situational and will almost always be weaker than Return. Earthquake hits Rock- and Steel-types hard, providing crucial coverage, and it also does decent damage to Golurk, easily 2HKOing it.</p>

[ADDITIONAL COMMENTS]

<p>The listed EVs allow Ursaring to set up on Alomomola, as it outspeeds it, will never have its Substitutes broken by Waterfall, and can 2HKO with Return after a boost. An alternate spread of 248 HP / 172 Def / 84 Spe can be used to make sure that Miltank or and Lickilicky's Body Slams never break Ursaring's Substitutes, but it then finds itself having trouble breaking past through walls. You can also use 124 SpD Special Defence EVs to make sure Tangela doesn't break Ursaring's Substitutes with Giga Drain, but this isn't recommended because Tangela is a much rarer sight than Alomomola.</p>

<p>A status orb can be used over Leftovers to activate Guts, but the combined damage of from Substitute, the status orb, and repeated hits will quickly finish Ursaring off; this is why Leftovers is recommended, as it provides recovery instead. Crunch can be used over Earthquake in the last slot to be able give Ursaring a way to hit Ghost-types such as Drifblim, Haunter, and Misdreavus. This isn't recommended though, as it isn't as strong as Earthquake, (remove comma) and Ursaring will then be walled by Steel-types, which are usually harder to take care of. Likewise, Close Combat can be used as a stronger alternative to Earthquake; however, the nasty defense drops take away from the bulk this set has. Close Combat also really only hits the virtually non-existent Levitate Bronzor harder, (remove comma) instead of and leaves Ursaring much less able to deal with Golurk and Metang, who are potent threats in today's metagame. When it comes to partners, Pursuit trappers are the best, as they eliminate Ghost-types, Pokemon that this set can't handle. Skuntank is the best Pursuit trapper in the tier, but it really doesn't offer much synergy with Ursaring. Entry hazard-setters hazard setters are very useful, as this set can't 2HKO Alomomola or Tangela without them, (remove comma) even after a boost. Wynaut can trap neutralize opponents with Encore to give Ursaring setup opportunities. Lastly, a revenge killer or a hard-hitting tank is useful to handle the small possibility of two revenge killers on the opposing team.</p>

[Other Options]

<p>Belly Drum can be used alongside Quick Feet to make Ursaring an insanely powerful and decently fast attacker; however, it's very rare that Ursaring will be able to survive a hit afterwards, and even if it does, Toxic Orb recoil will take it out. Ursaring also has access to many more offensive moves, such as the elemental punches, Gunk Shot, Seed Bomb, Shadow Claw, and Stone Edge; however, they are outclassed as the options above have more coverage or power (or both). A SubPunch set can be considered, but it's hard to set up; Close Combat is almost always better for a Fighting-type move, and the SubSD set utilizes Substitute better. Bulk Up is another boosting move that Ursaring has access to, but Swords Dance is preferred because Ursaring likes the immediate power provided by it. Much like many other Pokemon, Ursaring can use the RestTalk strategy, and but while combining this with Guts or Quick Feet might seem good on paper, it is too gimmicky and hard to pull off in practice, as Ursaring will almost never survive the three turns of sleep. In addition, the guessing game luck reliance RestTalk brings can be hard to forces into play can be hard to account for (I assume you're referring to Sleep Talk choosing a random move here; if this is referring to something else like choosing when to Rest, ignore this) with a Ghost-type on the opponent's team.</p>

[Checks and Counters]

<p>There are a quite a few ways to defeat Ursaring, although it ultimately comes down to what set it's using. Alomomola and Tangela can deal with the Quick Feet set well, as they aren't weak to any of its moves and can strike it down with their STABs. They can even use Protect Ursaring as setup bait to heal with Wish or Synthesis, respectively. Be wary though, as Alomomola is setup bait for the SubSD set, and the Guts variant defeats them both. Foul Play Misdreavus does excellently against Quick Feet Ursaring, as it only gets 3HKOed by Crunch, (remove comma) and it will almost always 2HKO back after Stealth Rock. Regirock also does a decent job against Quick Feet Ursaring, as it doesn't take too much from Earthquake (3HKO at best) and can hit back hard with its Rock-type STAB. Revenge killing the Quick Feet variant might be hard because it outspeeds the majority of the unboosted metagame, although but the other sets will be outsped by any decently fast threats threat. Beware though, as most Pokemon can't OHKO Ursaring, (remove comma) and it can OHKO most of them back. Kadabra is a common exception; it outspeeds any Ursaring variant, and thanks to Focus Sash, it always survives a hit from Ursaring, 2HKOing and 2HKOes back with its Psychic-type STAB. Choice Scarf Primeape and Sawk are also great answers, as they outspeed and OHKO with Close Combat. If Ursaring has successfully gotten a Substitute up, something is almost always going down, as an Ursaring with Substitute up is near impossible to revenge kill. If all else fails, just try to bank on the residual damage that status orbs and entry hazards provide to take it down.</p>


GP: 2/2
 
Last edited:

Arkian

this is the state of grace
is a Contributor Alumnus
(double post, sorry) I have moved the Protect and SD thing to AC because that is really where it belongs (sorry Governess). Besides, who cares about what tennisace says

Okay I have implemented melvni's check, this is now complete! @Raseri upload pls
 

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