Normal/Ground Guts Physical Sweeper Guide

Ursaluna
VGC Guide

Ursaluna’s Guts + Toxic Orb core is one of the purest physical burst setups in VGC. The Toxic Orb self-poisons Ursaluna on Turn 2, triggering Guts (+50% Attack) while simultaneously doubling Facade’s base power to 140. Effective damage: 140 base Attack × 1.5 Guts × 140 BP Facade — equivalent to 210 effective Attack using a 140 BP move.

Guts: Converting Status into Attack

Guts Ability + Toxic Orb

Guts boosts Attack by 50% (×1.5) under any status condition, and also negates the Attack reduction from burns. Toxic Orb automatically inflicts badly poisoned status after Turn 1 ends, perfectly activating Guts while doubling Facade’s power to 140. Flame Orb inflicts burn (fixed 1/16 HP drain) and is gentler on Ursaluna’s longevity than Toxic Orb’s escalating poison.

×1.5
Guts Attack Boost
140
Facade BP when statused
140
Base Attack

Toxic Orb vs Flame Orb: Which to Run

Toxic Orb (Short Matches)
Badly poisoned: 1/16 HP Turn 1, 2/16 Turn 2, escalating. Better than Flame Orb beyond Turn 2, but accumulates faster in long matches.
Flame Orb (Extended Matches)
Burn: fixed 1/16 HP each turn, no escalation. Less overall damage over long matches — better for sustained multi-turn offense.

EV Spreads

Standard Guts Toxic Orb
Adamant
252 HP / 252 Atk / 4 Def
Adamant maximizes Attack; 252 HP provides survival buffer so Ursaluna can act after Toxic Orb activates. Guts Facade + Headlong Rush covers most threats the team faces.
Item: Toxic Orb
Speed Priority Attacker
Jolly
252 Atk / 4 HP / 252 Spe
Jolly Speed investment to outpace slower opponents. Flame Orb is gentler on HP in extended matches. Best for fast-paced teams needing an early-game physical threat.
Item: Flame Orb
Trick Room Sweeper
Brave
252 HP / 252 Atk / 4 Def
0 Speed IVs + Brave nature maximizes Trick Room action priority. Base 50 Speed with 0 IVs makes Ursaluna act near-first under TR, unleashing full Guts Facade damage against helpless opponents.
Item: Toxic Orb

Team Partners

Iron Hands
Trick Room Partner

Iron Hands sets Trick Room, turning Ursaluna’s 50 base Speed into an advantage. Both are heavy physical hitters; Iron Hands’ Thunder Punch covers Flying/Ground-immune Pokémon that wall Ursaluna’s Headlong Rush.

Incineroar
Fake Out Entry Support

Fake Out enables safe Ursaluna entry before Toxic Orb activates. Parting Shot reduces opposing SpAtk protecting Ursaluna from special KOs. Intimidate also reduces the physical damage Ursaluna receives.

Porygon2
Trick Room Setter

Porygon2 is the most reliable slow TR setter with strong bulk. Combined with Ursaluna’s 0 Speed TR burst, this creates a devastating endgame — especially Guts Facade under TR against opponents unable to outspeed.

Rillaboom
Grassy Terrain Recovery

Grassy Terrain heals Ground-type Ursaluna 1/16 HP per turn, partially offsetting Toxic or Flame Orb recoil. The extended longevity allows Ursaluna to stay on the field longer and deal more total damage.

How to Counter Ursaluna

Ghost-types Immune to Facade

Facade is Normal-type — Ghost-types are fully immune to it. Calyrex-Shadow, Gengar, or Banette can freely switch into Facade, but must respect Headlong Rush (Ground) which hits them for standard damage.

Water / Grass / Ice Special Attackers

Ursaluna’s weaknesses: Water ×2, Grass ×2, Ice ×2. Kyogre’s Origin Pulse under Rain or Rillaboom’s Grassy Glide under Grassy Terrain can threaten KOs before Ursaluna lands its Facade.

Heal Bell / Aromatherapy Status Removal

Removing Ursaluna’s poison or burn status deactivates Guts and returns Facade to 70 BP. However, Ursaluna can switch out and re-trigger the Orb, so sustained offensive pressure is needed after status removal.

High Physical Defense Walls

Ursaluna’s 45 base SpAtk means it relies entirely on physical attacks. High-Defense Pokémon like Dondozo or Corviknight can tank Facade and Headlong Rush while threatening with non-Normal/Ground coverage.

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