Bloodmoon Ursaluna
VGC Guide
Bloodmoon Ursaluna is the most unique special attacker in VGC: Mind’s Eye ability allows Blood Moon — a Normal-type move — to hit Ghost-type Pokémon, breaking the traditional Ghost immunity to Normal moves. Base 135 SpAtk combined with Blood Moon’s 140 BP under Trick Room leaves opponents with almost no defensive answer, and base 52 Speed makes it a premier TR sweeper.
Mind’s Eye: The Ability That Lets Blood Moon Hit Ghost-Types
Mind’s Eye makes Bloodmoon Ursaluna’s attacks ignore evasion changes, and Normal-type and Fighting-type moves can hit Ghost-type Pokémon normally (Ghost immunity to Normal moves is removed). Blood Moon at 140 BP Normal STAB = 210 effective power hits Gholdengo, Flutter Mane, and other Ghost-types for significant damage — completely eliminating Normal-type’s biggest offensive gap.
Blood Moon Restriction: High-Power Move That Cannot Be Used Consecutively
After using Blood Moon, it cannot be used again the following turn (cooldown restriction) — another move must be used in between. This forces a four-move coverage set: Blood Moon + Earth Power (Ground STAB) + Energy Ball (Water/Ground coverage) + Hyper Voice (spread Normal) or Moonbeam. Under Trick Room, the cooldown is less limiting as Bloodmoon Ursaluna can alternate moves each time it acts.
EV Spreads
Team Partners
Farigiraf’s Armor Tail prevents opponents from using Fake Out to interrupt Trick Room setup, ensuring Bloodmoon Ursaluna enters the field safely. Mind’s Eye Ghost-hitting plus Farigiraf’s Psychic STAB creates a broad-coverage TR dual core.
Porygon2’s high SpDef lets it survive hits while setting Trick Room. Bloodmoon Ursaluna acts first under TR at base 52 Speed. Together they form a reliable TR framework that covers speed control threats throughout the battle.
Bloodmoon Ursaluna’s moderate Defense (80) benefits from Incineroar’s Intimidate lowering physical attacker damage. Incineroar also provides Fake Out support for safe Bloodmoon Ursaluna entry, letting it begin attacking immediately without taking damage.
Iron Hands acts first under TR at base 67 Speed, forming a TR dual core with Bloodmoon Ursaluna. Iron Hands covers the physical attack direction while Bloodmoon Ursaluna dominates special — opponents cannot simultaneously wall both damage types with a single defensive Pokémon.
How to Counter Bloodmoon Ursaluna
Blood Moon hits Ghost-types but Steel-types normally resist Normal moves (×0.5). Gholdengo or Iron Hands can absorb Blood Moon damage. Steel types force Bloodmoon Ursaluna to use Earth Power, and Steel types generally have high physical defense too.
Taunt prevents TR setters from using Trick Room — the most direct counter to Bloodmoon Ursaluna teams. Outside TR, base 52 Speed means almost every Pokémon acts before Bloodmoon Ursaluna, making it completely unable to output effectively in normal speed environments.
Bloodmoon Ursaluna’s Defense at 80 is moderate to low. High-power physical spread moves can KO it before TR activates. Strong physical attackers using Fighting-type moves (2× weakness) can quickly eliminate the threat before it gets a chance to sweep.
During Blood Moon’s cooldown turn, opponents can safely switch in a counter Pokémon since Bloodmoon Ursaluna must use a different move. Exploiting the cooldown restriction with flexible switching can establish counter-tempo even within a Trick Room environment.