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If you have a good competitive moveset for Ursaluna, including Ursaluna-Bloodmoon, post an answer below and upvote the best ones.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Ursaluna Pokedex & learnset for reference.

Ursaluna sprite

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This dude 2hkoes dondozo with guts facade lmao

14 Answers

3 votes

Trick Room Sweeper

Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Facade
- Headlong Rush / High Horsepower
- Crunch

Ursaluna looks like the one of the strongest Trick Room users in the current metagame, with strong Guts boosted STAB attacks that 2HKO/OHKO almost everything in OU. The Normal Tera Type boosts Facade damage as well as making you only weak to Fighting, helping Ursaluna's survivability. Swords Dance allows you to boost your attack to further levels, allowing you to break through walls such as physically defensive Corviknight. Facade is a strong Normal move boosted by Flame Orb. Headlong Rush is strongly recommended due to the added power, but High Horsepower is a safer option with no defense drop. Either of these are usually recommended over Earthquake if there is a possible resurgence of Grassy Terrain in the meta. Crunch hits niche options that are immune to Facade and resist/are immune to your ground move, such as Drifblim, Oricorio-Sensu, Brambleghast, and most importantly Decidueye. Regardless, you should almost always be choosing resisted Facade over Crunch, as it is much stronger.

Comparison:

252+ Atk Guts Ursaluna Facade (140 BP) vs. 248 HP / 252+ Def Corviknight: 138-163 (34.5 - 40.8%) -- 64.2% chance to 3HKO after Leftovers recovery

252+ Atk Guts Ursaluna Crunch vs. 248 HP / 252+ Def Corviknight: 106-125 (26.5 - 31.3%) -- 21.3% chance to 4HKO after Leftovers recovery

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wouldn't earthquake be better than high horsepower?
read the answer
1 vote

Doubles Trick Room Sweeper

Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ground
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Belly Drum / Swords Dance
- Rock Slide
- Earthquake
- Protect

Pair with Telepathy Trick Room Oranguru for best use. Belly Drum is a potential game ender if successfully used, but Swords Dance is a much safer option. Rock Slide and Earthquake pair for excellent coverage. Protect allows the Flame Orb to activate. Tera Ground allows for additional Earthquake damage, since spread moves are weakened in doubles.

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1 vote

AV Attacker

Ursaluna @ Assault Vest
Ability: Bulletproof
Tera Type: Fighting
EVs: 200 HP / 252 Atk / 56 SpD
Adamant Nature
- Drain Punch
- Headlong Rush / High Horsepower
- Body Slam
- Thunder Punch

This Ursaluna set switches into numerous physical attacks while also dishing out tons of damage. Tera Fighting boosts the power of Drain Punch. Drain Punch allows Ursaluna to heal itself, increasing its longevity. Headlong Rush or High Horsepower act as good Ground STAB. Body Slam is a STAB attack that allows Ursaluna to threaten paralysis. Thunder Punch does the same while also threatening Dondozo and Corviknight more effectively. Bulletproof allows you to switch safely into super effective moves like Aura Sphere, Bullet Seed, Energy Ball, Focus Blast, and Seed Bomb. I recommend pairing this set with a Wish passer in order to ensure Ursaluna's survival.

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im pretty sure ursaluna cant learn body slam in s/v
It can, as a TM.
1 vote

Bloodmoon

Ursaluna @ Leftovers
Ability: Mind's Eye
Tera Type: Normal
EVs: 252 Sp. Atk/252 HP/ 4 Spd
Modest Nature
IVs: 0 Atk
- Calm Mind
- Blood Moon
- Earth Power
- Moonblast.

I realize this is the first B-Ursaluna set ever since Teal Mask DLC came out. Leftovers for healing a wee bit of HP. Calm Mind for boosting your power. Blood Moon for overpowered STAB. Normal tera to boost Blood Moon even further. Earth Power for ground STAB. Moonblast for coverage. When you Tera Normal, your only weakness is fighting. Moonblast takes care of that. Although you would mostly use it in a scenario where you just used Blood Moon and you cant use it again, and your up against a fighting type. Blood Moon maximum 2 shots everything neutral (including ghost types) after a Calm Mind, except for rock and steel which earth power takes care of. I think this set if pretty good. Hope I helped for Scarlet/Violet Competitive!

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1 vote

VGC Reg G

Ursaluna @ Sitrus Berry
Ability: Guts
Tera: Fairy/Ghost/Normal/Throat Chop
EVs: 244 HP 252 Atk 12 SpDef
Brave Nature
IVs: 0 spe
-Belly Drum
-Earthquake
-Facade
-Play Rough/Shadow Claw/Throat Chop

Partner:
Gardevoir @ Telepathy
Ability: Telepathy
Tera: Steel
EVs: 252 HP 252 SpDef 4 SpAtk
Calm Nature
-Will O Wisp
-Trick Room
-Heal Pulse
-Moonblast

Ursaluna has the choice to have a Guts+Flame Orb or a Belly Drum Sitrus Berry set with a side of Trick Room abuse. With this set, Ursaluna can have both. Gardevoir is the perfect partner thanks to access of Telepathy, allowing ursaluna to spam earthquakes. It can also provide Heal Pulse/Will O Wisp/Trick Room support. Additionally, Will O Wisp is also a good counter to Calyrex-I, halving its attack. Moonblast can take care of the Fighting types that Ursaluna is weak to or it can Tera Ghost with Tera Boosted Shadow Claw. Alternatively, Tera Fairy can be a more offensive option with Tera Boosted Play Rough, hitting Fighting AND dragon AND Dark types, but without an immunity to Fighting and Ghost type attacks. Facade is for obvious reasons. If Ursaluna faints, Calyrex-I can switch in to complete the sweep.

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1 vote

Gen 9 OU / National Dex


Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal / Dragon / Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Earthquake / Headlong Rush
- Swords Dance
- Fire Punch / Crunch

Ursaluna is one of the strongest wallbreakers in the game, with Guts, a massive base 140 attack stat and it's ability to wield incredibly high base power STABs in Facade and your ground move of choice. Earthquake can be used if you want to use Ursaluna's ability to trade with other offensive threats instead of receiving Headlong Rush's defense drops and being forced out/KOed. It notably avoids contact effects letting it safely KO Garchomp and Ferrothorn after Swords Dance without taking massive chip in return. Headlong Rush is stronger and is not weakened by Grassy Terrain like Earthquake is. For your last moveslot, Fire Punch is able to hit Steels that aren't weak to Ground, like Corviknight, Mega Scizor, Ferrothorn, and Air Balloon Tinkaton/Gholdengo. Crunch is a very niche option that destroys Heatproof Sinistcha, possibly the only Ursaluna check in the game, while still hitting Air Balloon Gholdengo.

  • This EV spread is chosen to let Ursaluna speed tie Kingambit and outspeed uninvested Mega Scizor, Heatran, Mega Mawile, Corviknight.

  • The Tera Type comes down to what you want to be able to get trades on, Tera Normal boosts Facade letting it OHKO Zapdos, Gliscor, and lightly chipped Ting-Lu and removes its weaknesses to Water, Grass and Ice. Tera Dragon gives it a resistance to revenge killers like Kartana, Ogerpon-Wellspring. Tera Fairy blanks Fighting type moves from Urshifu-R or Zamazenta and gives it a useful resistance to Sucker Punch and an immunity to Dragon.

Ursaluna is a Pokemon that requires a lot of support to function, but can be incredibly rewarding when used and built around correctly. These are some things you should consider when teambuilding.

  • slow pivots: Ursaluna requires effort to get on the field safely, so it very much appreciates the help of slow pivot move users like Alomomola, bulky Landorus-T, and Corviknight. These Pokemon have their own additional benefits besides simply getting Luna on the field; Alomomola can pass massive Wishes to Ursaluna safely, Landorus-T can set up Stealth Rock or reliably Defog against hazard setters like Heatran and Mega Tyranitar, and Corviknight can also Defog but does not stack a weakness to Water and Ice onto the team and has greater longevity with Roost.
  • Knock Off users: Ursaluna hates Rocky Helmet users like Corviknight and Landorus-T digging into its already limited longevity, so Knock Off users that can easily bait in and neutralize these targets like Samurott-Hisui, Weavile, Mega Tyranitar, and Kartana function as great teammates.
  • fast offensive pivots: Ursaluna pairs well with fast offensive threats like Tapu Koko, Mega Lopunny, Dragapult, Ogerpon-Teal and Tornadus-T that are able to bring it in with U-turn on a predicted switch to a check like Garganacl, Toxapex etc, putting it in a position where it can easily punch holes in the enemy's team.
  • Ursaluna likes speed control, whether it is paralysis support from Pokemon such as Zapdos, Serperior or Choice Scarfers such as Urshifu-R or Tapu Lele cleaning up after it has done its job.
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0 votes

RestTalk Ursaluna

Ursaluna @ Leftovers
Ability: Guts
Tera Type: Normal
EVs: 252 HP / 20 Atk / 236 SpD
Careful Nature
- Rest
- Sleep Talk
- Facade
- High Horsepower

This set allows Ursaluna to tank, heal itself up and perform Guts boosted attacks while asleep via Sleep Talk. It can notably do well against special threats like Gholdengo, Iron Moth, and Specs Iron Valiant. Tera Normal boosts Facade and also serves well defensively, but Tera Fairy is probably better for a defensive Tera typing. Give up against Corviknight.

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0 votes

Gen 9 OU (for now) Physical Sweeper

Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ghost
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Facade
- Earthquake
- Crunch

Imagine if this thing got good speed. It can OHKO SpD Corviknight after a Swords Dance and Rocks, and that's pretty much all the reason why it's so powerful. The EVs enable it to tank one or two physical hits, while Crunch allows it to take on Ghosts. EQ over Headlong Rush because the Def drops aren't appreciated with the EVs. Tera Ghost for spinblocking.

  • +2 252+ Atk Guts Ursaluna Facade (140 BP) vs. 248 HP / 8 Def Corviknight: 378-444 (94.7 - 111.2%) -- guaranteed OHKO after Stealth Rock
  • +2 252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 252+ Def Great Tusk: 472-556 (108.7 - 128.1%) -- guaranteed OHKO
  • 252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 252+ Def Dondozo: 261-307 (51.7 - 60.9%) -- guaranteed 2HKO
  • 252+ Atk Guts Ursaluna Earthquake vs. 252 HP / 0 Def Iron Treads: 486-572 (126.5 - 148.9%) -- guaranteed OHKO
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0 votes

Ursaluna @ Flame Orb
Ability: Guts
Tera: Ground
EVs: 252 Atk/252 HP/4 Spd
Adamant Nature
IVs: 31 in everything except Sp. Atk
Moveset:
-Swords Dance/Bulk Up
-Drain Punch
-Facade
-Headlong Rush/High Horsepower

Ursaluna is a BEAST with its high attack stat boosted by guts. Flame Orb to activate guts and boost facade. Tera Ground is to boost the power of Headlong Rush and High Horsepower which are already very strong. Bulk Up is to counter headlong rush physical defense drop and boost your attack. Swords Dance if you want more firepower. You set up on the first turn with bulk up or swords dance and then flame orb activates. Use Drain Punch to heal and facade for big damage and STAB. Headlong rush and high horsepower is strong ground STAB.

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0 votes

Trick room abuser (singles or doubles)
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal/Ghost
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Facade
- Headlong Rush / Earthquake
- Close Combat /Drain Punch
- Shadow Claw / Thunder Punch

Just spam facade and nuke everything on your way except ghost types, which can be dealt with shadow claw.

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0 votes

Gen 9 Monotype Normal
Ursaluna-Bloodmoon @ Leftovers
Ability: Mind's Eye
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Vacuum Wave / Moonlight
- Blood Moon
- Earth Power

A Bulky Sweeper set. With Mind’s Eye, Bloodmoon is an extremely important way for Mono-Normal to hit Ghost hard and to break through Mono-Steel. Calm Mind is setup. + 1 Blood Moon can OHKO a lot of important Pokémon and 2HKO about everything else.

+1 252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 0 HP / 0 SpD Urshifu: 585-688 (171.5 - 201.7%) -- guaranteed OHKO

+1 252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 0 HP / 4 SpD Flutter Mane: 297-351 (118.3 - 139.8%) -- guaranteed OHKO

+1 252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 252 HP / 64 SpD Toxapex: 271-321 (89.1 - 105.5%) -- 37.5% chance to OHKO

+1 252+ SpA Ursaluna-Bloodmoon Blood Moon vs. 248 HP / 8 SpD Corviknight: 219-258 (54.8 - 64.6%) -- guaranteed 2HKO after Leftovers recovery

Earth Power is to be used in between Blood Moons and is Ursaluna’s other STAB. Calm Mind can also be used between Blood Moons to slowly become more dangerous. Moonlight gives Bloodmoon more longevity, or Vacuum Wave which is important speed control. Vacuum Wave is also a nearly guaranteed way to get a revenge kill because Mind’s Eye allows you to hit Ghost types.

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0 votes

National Dex Monotype Calm Mind + Z Move

Ursaluna-Bloodmoon (M) @ Normalium Z
Ability: Mind's Eye
Tera Type: Ground
EVs: 252 HP / 188 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Blood Moon
- Earth Power / Vacuum Wave
- Moonlight

A defensive Calm Mind + Z move set for Ursaluna-Bloodmoon. Please not this set is used in a National Dex format, which is NatDex Monotype. Calm Mind boosting Ursaluna-Bloodmoon's Special Attack and Special Defense make it a scary wincon. After getting off a few Calm Minds, this bear can easily fold Blissey and Chansey as if they were lawn chairs, even without EVs invested into Special Attack. Blood Moon is a really powerful Normal STAB that can even hit Ghost-types thanks to Mind's Eye. Problem is, you can't use it every turn. However, this set has an item to bypass this: Normalium Z. With Normalium Z, Ursaluna cannot only bypass the turn it can't use Blood Moon, it also turns into a 200 BP move for a one-time nuke. After the Z-move, this bear can use Blood Moon again, ignoring the turn you can't use Blood Moon. In other words, Ursaluna-BM can use a 140 BP STAB move, use Z-move to bypass the turn and have a 200 BP STAB move, then use a 140 BP STAB move again. Earth Power lets Ursaluna hit most Steel-types super effectively, though most Steel-types don't like switching into a boosted Blood Moon. Vacuum Wave is an option over Earth Power to have a priority move that can still hit most Steel-types super effectively. Moonlight allows Ursaluna-BM to recover HP so it can stay around longer.

252 HP EVs are used for bulk. 68 Speed EVs are used to let Ursaluna-BM outspeed base 60 Pokemon such as Aegislash, Galarian Weezing, Empoleon, and Clefable. The rest of the EVs are used in Defense with a Bold Nature to allow Ursaluna-BM to tank physical attacks.

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0 votes

Now hear me out, spirit bomb Winnie the Pooh.

Ursaluna @ silk scarf / choice scarf (less recommended)/ choice specs
Ability: Mind's eye
Tera type: Normal
EVs: 252 HP / 252 Atk / 4 SpD
Modest Nature
IVs: o Spe (if you want)
- blood moon
- earth power
- moonblast
- yawn

This is an annoying trick room mon (though it works fine without it).
Blood moon with stab and silk scarf is a literal nuke and deals with just about anything.
Earth power is strong and has good coverage.
Moonblast is more coverage, and not many types resist fairy.
Yawn is just crippling and annoying.
This seems to just be worse physical ursaluna but what makes it work is oranguru. Now, mind's eye already means you can choice specs and only worry about steel types, which you can just pivot your oranguru to a ground type to solve. But the true reason this works is because of instruct which basically tells the Pokemon to "do it again". Another reason why this works is that people usually only think of counters to physical ursaluna (Corviknight or ting - lu) but not for special ursaluna. Now, I admit physical ursaluna is probably better in more situations cause of its singles viability and higher damage output, but blood moon ursaluna also works well just by itself and can hold its own in singles.

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0 votes

Zombie (Ursaluna-Bloodmoon) @ Covert Cloak
Ability: Mind's Eye
Tera Type: Ground
EVs: 40 HP / 232 SpA / 236 SpD
Quiet Nature
IVs: 0 Atk
- Calm Mind
- Blood Moon
- Earth Power
- Moonblast

Ursaluna has become a zombie, animated by the Blood Moon's dark red glow. Now he's even stronger than his Hisuian counterpart, not to mention more primitive. But I, the Annihilator, have tamed the Blood Moon Beast, and wish to show him off. My creature of the night can use his signature move, Blood Moon, to channel the dark red glow of this special moon to pulverize anything it runs into, even Ghost types. Although it drains him to the point where he cannot use it every turn, I'd say that's a small price to pay. He has the ability to enhance his Special Attack and terastallize into a pure Ground type, negating his Fighting weakness, and scorching those caught beneath the soil he ruptures with Earth Power. But even without the blood moon, he can thrive, as his Moonblast is a super powerful move that devestates any Fighting types that stand in this beast's way. The power of the lunar light is terrifying indeed. More than I imagined if it made this creature so ridiculously strong

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