Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Urshifu

In-battle formes

Base

HP:100
Attack:130
Defense:100
Sp. Atk:63
Sp. Def:60
Speed:97
Min (-ve nature, 0 IVs)179
Default230
Max Neutral293
Max Positive322
Max Neutral (+1)439
Max Positive (+1)483
Max Neutral (+2)586
Max Positive (+2)644
Anything Goes
Choice Band (Adamant)293
Choice Band (Jolly)322

Gmax

HP:100
Attack:130
Defense:100
Sp. Atk:63
Sp. Def:60
Speed:97
Min (-ve nature, 0 IVs)179
Default230
Max Neutral293
Max Positive322
Max Neutral (+1)439
Max Positive (+1)483
Max Neutral (+2)586
Max Positive (+2)644
Anything Goes
Choice Band (Adamant)293
Choice Band (Jolly)322

Evolutions

Formes

Strategies

Written by pannu

Choice Band

Move 1
  • Wicked Blow
    Always results in a critical hit.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Stone Edge
    High critical hit ratio.
    TypeRock
    CategoryPhysical
    Power100 BP
    Accuracy80%
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%

Choice Band Urshifu-S is a decent threat due to its potent STAB combination hitting almost everything in the tier for at least neutral damage. It's also very hard to scout, as Unseen Fist lets it hit Pokemon using Protect. Wicked Blow is incredibly threatening, as it allows Urshifu to bypass Defense boosts; it is also capable of breaking through Max Guard under Dynamax as G-Max One Blow, which can prove to be situationally useful. Close Combat hits Dark-resistant foes like Yveltal, Zacian-C on the switch, and Tyranitar. U-turn lets Urshifu-S keep up momentum, and Stone Edge prevents Ho-Oh from scouting Urshifu's move and pivoting to a more solid switch-in. Alternatively, Ice Punch is a solid coverage option that allows Urshifu to break through Zygarde-C. Jolly is the preferred nature, as it lets Urshifu-S outspeed certain offensive Pokemon like Kyogre, Zekrom, and neutral-natured Yveltal. However, if more power is desired, Urshifu-S can run an Adamant nature, but this leaves it outsped by a lot of key targets.

Due to Urshifu-S's overbearing weakness to Fairy-types like Xerneas and Zacian-C, Pokemon such as Necrozma-DM, Ho-Oh, and Zacian-C that can deal with them both defensively and offensively make for good teammates. Urshifu-S can struggle to break through defensive Zygarde-C due to its gigantic bulk, so Pokemon such as Ferrothorn, Xerneas, Lunala, and Yveltal can be useful in dealing with it. As Urshifu-S has trouble switching in, pivots such as U-turn Yveltal, Blissey, and Landorus-T that can safely bring it in are incredibly potent teammates. The former makes an excellent pair with Urshifu-S as a primary counter to Calyrex-S. Other physical attackers like Marshadow, Zacian-C, Groudon, Zygarde, and Zekrom appreciate having Urshifu-S around to break the opposing team's physically defensive Pokemon.

Other Options

Sucker Punch provides priority in emergency situations, but leaves Urshifu-S easily exploitable. In particular, Sucker Punch's main target in Calyrex-S commonly runs Substitute, so it is not recommended in general. Iron Head prevents Xerneas from switching in freely, but it requires prediction and is not overly necessary with U-turn.

Checks and Counters

Fairy-types: Fairy-types like Xerneas and Zacian resist both of Urshifu-S's STAB moves, meaning that they can switch in freely, barring the rare Iron Head. Xerneas deserves a special mention, as it can freely set up Geomancy on Urshifu and threaten to sweep the entire team afterwards.

Zygarde-C: With its immense bulk, defensive Zygarde-C easily walls any Urshifu-S set lacking Ice Punch. It can subsequently paralyze Urshifu-S with Glare or set up with Coil.

Ho-Oh: Ho-Oh is able to scout Urshifu-S that lack Stone Edge, enabling the opponent to then choose the appropriate switch-in, preventing Urshifu from making any progress.

Faster Pokemon: Due to Urshifu-S's unimpressive Speed stat, it is easily revenge killed by faster Pokemon like Zacian-C, Marshadow, and Eternatus.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
10
All healthy allies aid in damaging the target.
 
Power
80
Accuracy
100%
PP
10
Uses user's Def stat as Atk in damage calculation.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
10
Raises an ally's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
85
Accuracy
100%
PP
10
Ignores the target's stat stage changes.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
80
Accuracy
100%
PP
5
Always results in a critical hit.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
Loading...