Competitive Information for Teddiursa [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Teddiursa teddiursa
Base Stats for Teddiursa

Normal

Abilities:
PickupPickup: If this Pokemon has no item, it finds one used by an adjacent Pokemon this turn.
,
Honey GatherHoney Gather: No competitive use.
,
Quick FeetQuick Feet: If this Pokemon is statused, its Speed is 1.5x; ignores Speed drop from paralysis.


Evolutions / Family:
Teddiursa
Ursaring

Weakness Chart for Normal-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
  
2x
  
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for TeddiursaVisit Serebii's Pokedex for location, breeding, and other game details about TeddiursaVisit Bulbapedia for more information about Teddiursa

Movesets for Singles


What is a good competitive moveset for Teddiursa? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Teddiursa is a phenomenal Normal-typed Pokemon. Teddiursa is not a Pokemon anyone usually expects sees on the battlefield. Teddiursa's only type-related weakness is Fighting.


Species: Teddiursa
Item: Flame Orb / Normalium Z
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Double-Edge
- Superpower / Close Combat
- Earthquake
- Protect

Physical Sweeper Teddiursa (Quick Feet)

Teddiursa is a phenomenal Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Focus Sash helps protect Teddiursa from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Teddiursa at the end of the turn which will activate Teddiursa's Quick Feet ability. Use Protect to help guarantee the Orb activates on your first turn. With Quick Feet, if Teddiursa is statused its speed is 1.5x; ignores speed drop from paralysis. Facade's damage doubles when the user has a status affliction. Combine that with Quick Feet to seriously give Teddiursa a sweet boost.

Facade is a physical STAB-boosted 70-base power Normal-type move (power doubles if Teddiursa is burn/poison/paralyzed).
Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Superpower is a physical 120-base power Fighting-type move (lowers your Teddiursa's attack and defense by 1 stage).
Close Combat is a physical 120-base power Fighting-type move (lowers your Teddiursa's defense and special defense by 1 stage).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Protect is a status move (prevents moves from affecting your Teddiursa this turn).



Movesets for Doubles


What is a good doubles moveset for Teddiursa? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Teddiursa
Item: Flame Orb / Normalium Z
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Double-Edge
- Earthquake
- Rock Slide
- Protect

Doubles Physical Sweeper Teddiursa (Quick Feet)

Teddiursa is a notable Physical Sweeper. This moveset is designed to take down the opponent's team with brute physical power. Focus Sash helps protect Teddiursa from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Teddiursa at the end of the turn which will activate Teddiursa's Quick Feet ability. Use Protect to help guarantee the Orb activates on your first turn. With Quick Feet, if Teddiursa is statused its speed is 1.5x; ignores speed drop from paralysis. Facade's damage doubles when the user has a status affliction. Combine that with Quick Feet to seriously give Teddiursa a sweet boost.

Facade is a physical STAB-boosted 70-base power Normal-type move (power doubles if Teddiursa is burn/poison/paralyzed).
Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Protect is a status move (prevents moves from affecting your Teddiursa this turn).



Movepool


Wondering what moves can Teddiursa learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Chip Away
70
100%
20
Ignores the target's stat stage changes.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Cross Chop
100
80%
5
High critical hit ratio.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint Attack
60
--
20
This move does not check accuracy.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Fury Swipes
18
80%
15
Hits 2-5 times in one turn.
Gunk Shot
120
80%
5
30% chance to poison the target.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Last Resort
140
100%
5
Fails unless each known move has been used.
Lick
30
100%
30
30% chance to paralyze the target.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Metal Claw
50
95%
35
10% chance to raise the user's Attack by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Night Slash
70
100%
15
High critical hit ratio.
Payback
50
100%
10
Power doubles if the user moves after the target.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Scratch
40
100%
35
No additional effect.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seed Bomb
80
100%
15
No additional effect.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Shadow Claw
70
100%
15
High critical hit ratio.
Slash
70
100%
20
High critical hit ratio.
Strength
80
100%
15
No additional effect.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thrash
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baby-Doll Eyes
--
100%
30
Lowers the target's Attack by 1.
Belly Drum
--
--
10
User loses 50% max HP. Maximizes Attack.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Hone Claws
--
--
15
Raises the user's Attack and accuracy by 1.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Play Nice
--
--
20
Lowers the target's Attack by 1.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Sweet Scent
--
100%
20
Lowers the foe(s) evasiveness by 2.
Swords Dance
--
--
20
Raises the user's Attack by 2.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Teddiursa can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Teddiursa

Create a build


Have an idea in mind for Teddiursa that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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