Type to start searching.

Available search filters:

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

Teddiursa

In-battle formes

HP:60
Attack:80
Defense:50
Sp. Atk:50
Sp. Def:50
Speed:40
Min (-ve nature, 0 IVs)8
Default10
Max Neutral13
Max Positive14
Max Neutral (+1)19
Max Positive (+1)21
Max Neutral (+2)26
Max Positive (+2)28
Little Cup
Quick Feet14

Evolutions

Strategies

  • en
Formats:
  • LC
Written by The Avalanches

Overview

Teddiursa is blessed with a massive offensive movepool and a great ability in Quick Feet, which increases Teddiursa's Speed while it is inflicted with status. Because of Quick Feet, Toxic Orb allows Teddiursa to outspeed the entire unboosted metagame. In addition to great Speed, Teddiursa has a high Attack stat which enables it to hit very hard, especially with Facade. Although Teddiursa reaches an impressive 21 Speed after Toxic Orb's activation, it is still outsped by many Choice Scarf users, and a lack of priority means that it is susceptible to priority attacks itself. Its defenses are mediocre as well; this is further compounded by the fact that Teddiursa's health will be whittled away by Toxic damage. It is also weak to Fighting-type moves and cannot boost its defenses with Eviolite, as it must hold Toxic Orb in order to be effective.

Quick Feet

Move 1
  • Facade
    Power doubles if user is burn/poison/paralyzed.
    TypeNormal
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 2
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Crunch
    20% chance to lower the target's Defense by 1.
    TypeDark
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 4

Moves

Coming off Teddiursa's high Attack, Facade is a powerful STAB move after Teddiursa is poisoned. Close Combat usually 2HKOes Ferroseed and punishes other Steel-types, such as Pawniard and Magnemite. Crunch lets Teddiursa nail Gastly and other Ghost-types while providing excellent coverage with Facade. Protect is for activating Toxic Orb safely and stopping Fake Out. However, if Teddiursa is able to be brought in safely, Swords Dance is a useful alternative, as at +2, Teddiursa is able to muscle past even the bulkiest opponents.

Set Details

196 Attack EVs are necessary in order for Teddiursa's attacks to hit as hard as possible, while 196 Speed EVs with a Jolly nature allow Teddiursa to outspeed the entire unboosted metagame at 21 Speed after Toxic Orb's activation. The remaining EVs are placed in HP, Defense, and Special Defense to increase Teddiursa's bulk.

Usage Tips

Bring Teddiursa in on a free switch through a revenge kill or from a slow U-turn or Volt Switch. Teddiursa usually cannot afford to take hits when poisoned. Avoid keeping Teddiursa in for too long as Toxic damage will rack up and Teddiursa lacks recovery. Teddiursa functions best as a late-game cleaner after its bulkier opponents have been worn down by entry hazards and residual damage.

Team Options

Teddiursa appreciates entry hazard support from Pokemon such as Dwebble, Archen, and Ferroseed. However, Teddiursa also cannot afford to take damage from entry hazards, so an offensive Rapid Spin user such as Staryu or Drilbur makes a good teammate. Knock Off users such as Pawniard, Tirtouga, Mienfoo, and Timburr remove important walls' items so that Teddiursa can break through them more easily. Trubbish checks Fighting-type threats, particularly Timburr, and can lay Spikes quite easily, while a late-game sweeper such as Life Orb Abra can finish off weakened teams or punch holes in things for Teddiursa to finish off. Slow pivots such as Vullaby and Chinchou can provide a safe switch for Teddiursa.

Other Options

Teddiursa can run a Belly Drum set, but it's inferior to other Belly Drum users such as Zigzagoon and Magby. Teddiursa has one of the largest physical movepools out there, with access to Earthquake, Rock Slide, Seed Bomb, Gunk Shot, Fire Punch, Ice Punch, and Thunder Punch. These moves can be used situationally to counter defensive threats weak to them.

Checks and Counters

Timburr: Timburr can come in on Teddiursa after Toxic damage wears it down a little and KO it with Mach Punch.

Choice Scarf Users: Scraggy, Drilbur and Pawniard are common Choice Scarf users that outspeed Teddiursa and hit it very hard with their STAB moves.

Priority Moves: Fletchling, Bunnelby, Carvanha, and Timburr can all finish Teddiursa off when it is weakened.

Physical Walls: Bulky walls, particularly those with recovery such as Spritzee, Vullaby, and Hippopotas, are able to stall for Toxic damage and weaken Teddiursa to a point where it can be finished off. However, they can be overpowered if Teddiursa uses Swords Dance.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
100%
PP
30
Lowers the target's Attack by 1.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
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
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
70
Accuracy
100%
PP
20
Ignores the target's stat stage changes.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
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
Accuracy
100%
PP
20
Lowers the target's Sp. Def by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
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
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
30
Accuracy
100%
PP
30
30% chance to paralyze the target.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
20
Lowers the target's Attack by 1.
 
Power
90
Accuracy
90%
PP
10
10% chance to lower the target's Attack by 1.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
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
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
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
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
Loading...