Many Normal-type Pokemon have a hard time finding a niche in the Singles metagame because it's so difficult to switch them in safely (short of them being absurdly bulky, like Blissey). Double Battles are different because a Pokemon can Protect and be almost perfectly safe for one turn while something happens in its favor at the same time, due to the existence of partners. This is how Ursaring finds its niche in this metagame, one filled with so many special environments. Ordinarily, too, Ursaring would run into trouble because straight Normal-typing doesn't offer much coverage. It takes care of that by not only possessing Dark- and Fighting-type moves--almost perfect coverage right away--but, with a monstrous Atk stat, a great ability, and the move Facade, it blows through things without even having to hit supereffectively. There are a number of different ways to take advantage of Ursaring's might. Ursaring #217 HP: 90 Atk: 130 Def: 75 SpA: 75 SpD: 75 Spe: 55 Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide PHP: Level-Up Moves --Covet--Scratch--Leer--Fake TearsLv8 Fury SwipesLv15 Faint AttackLv22 Sweet ScentLv29 SlashLv38 Scary FaceLv47 RestLv49 SnoreLv58 ThrashLv67 Hammer Arm Machine Moves TM01 Hone ClawsTM05 RoarTM06 ToxicTM08 Bulk UpTM10 Hidden PowerTM11 Sunny DayTM12 TauntTM15 Hyper BeamTM17 ProtectTM18 Rain DanceTM21 FrustrationTM23 Smack DownTM26 EarthquakeTM27 ReturnTM28 DigTM31 Brick BreakTM32 Double TeamTM39 Rock TombTM40 Aerial AceTM41 TormentTM42 FacadeTM44 RestTM45 AttractTM46 ThiefTM48 RoundTM52 Focus BlastTM56 FlingTM65 Shadow ClawTM66 PaybackTM67 RetaliateTM68 Giga ImpactTM71 Stone EdgeTM75 Swords DanceTM78 BulldozeTM80 Rock SlideTM83 Work UpTM87 SwaggerTM90 SubstituteTM94 Rock SmashHM01 CutHM04 Strength Egg Moves Belly DrumChip AwayClose CombatCounterCross ChopCrunchDouble-EdgeFake TearsMetal ClawNight SlashSeismic TossSleep TalkTake DownYawn Pre-evolution Moves Charm Gen IV Tutor Moves (Pt/HG/SS) Fire Punch(Pt/HG/SS) Fury Cutter(Pt/HG/SS) Gunk Shot(Pt/HG/SS) Ice Punch(Pt/HG/SS) Last Resort(Pt/HG/SS) Mud-Slap(Pt/HG/SS) Rollout(Pt/HG/SS) Seed Bomb(Pt/HG/SS) Snore(Pt/HG/SS) Superpower(Pt/HG/SS) Swift(Pt/HG/SS) ThunderPunch(Pt/HG/SS) Uproar(HG/SS) Headbutt(HG/SS) Low Kick Ursaring -> Double Battles ->Standard Guts<- Ursaring @ Flame Orb / Toxic Orb ADAMANT +Guts+ 6 HP / 252 Atk / 252 Spe -Facade -Close Combat / Earthquake -Crunch -Protect This is the main set for Ursaring-abusing-Guts. With Guts activation, he reaches a staggering 300 Atk at level 50, and while BRN'd or PSN'd, STAB Facade becomes a 210 attack power move. Close Combat takes care of Rock- and Steel-types, while Crunch OHKOs about any Ghost-type besides Dusclops and Dusknoir. There are three main ways to get past Ursaring's speed limitations. They are 1) Thunder Wave-ing the foe's team, 2) Icy Wind-ing the foe's team, and 3) Tailwind-ing your own team. Thunder Wave has viable partners in Murkrow, Thundurus, Jolteon, and many others; the less accessible (mostly 4th Gen only) Icy Wind can be used well by Cresselia, Suicune, Latias, and lots more; Tailwind of course sees good use with the Prankster duo of Tornadus and Whimsicott (and, hell, let's throw Murkrow in there again too). It may seem like it's as simple as Protecting, letting the other member do his stuff, then bulldozing over the opposition, but a number of things can get in the way. You can only safely Protect once, but that may not be enough to paralyze both foes with Thunder Wave, and the one that wasn't hit with it may be fast enough to KO Ursaring. Also, Ursaring is slow enough that many Pokemon will still outspeed it after losing one stage of Spe. Tailwind can be stopped with priority Thunder Wave (although Ursaring will be safely BRN'd at that point, Thunder Wave can still wreck that battle style) and 2/3 of its turns stalled out safely with Protect. And that's not to mention what could happen to your partner on the first turn while Ursaring is safe. Flame Orb and Toxic Orb are situational. The former keeps going at 2/16 HP's damage at the end of every turn, while the latter goes 1/16, then 2/16, then 3/16, then 4/16, etc., forever. If you plan to only be in for 2 turns at a time, Toxic is a tiny bit better; 3 turns, they're identical; after that, it only favors Flame Orb. ->Trick Room<- Ursaring @ Flame Orb / Toxic Orb BRAVE +Guts+ 252 HP / 252 Atk / 6 Def -Facade -Hammer Arm / Close Combat / Earthquake -Crunch -Protect This can be seen as the "4th-method-in-spirit" of dealing with Ursaring's low speed, or, in this case, of taking advantage of it. Not only does Ursaring get to invest in some bulk, but, if your foe isn't running a TR team too, Ursa should be faster than anything he can throw at you, regardless of him firing Thunder Wave, Icy Wind, or Bulldoze. Hammer Arm lets you become "faster" progressively, but has lower power and accuracy than Close Combat. This set runs into more problems than before, because Trick Room is harder to set up and usually requires a helpful partner (Not one who just sits his ass behind a Protect). It's often very predictable and can be stopped one way or the other, so your best bet is a disguised TR user like Chandelure or Jellicent, who can both run speedy sets as well as TR.