Guts Ursaring is a very hard-hitting attacker, demolishing everything in its way with the combination of a massive Attack and a perfect movepool. Facade is the choice of STAB, as it reaches a whopping 140 Base Power after Toxic Orb is activated. Earthquake can hit the Rock- and Steel-types that resist Facade, easily scoring a 2HKO on Regirock and Metang, two of the most common ones, after Stealth Rock. Ghost-type Pokemon are the only Pokemon that take no damage from Facade, and some of the Ghost-types in NU take nothing from Earthquake either. Because of this, Crunch is very useful against them, as it handily scores a super effective hit on every Ghost-type found in Ursaring's homeland; however, Crunch should pretty much only be used for this purpose, as its power is much less than Facade, even when laying a super effective hit on Pokemon. Protect is the main option to occupy Ursaring's last moveslot, as it will guarantee the activation of Ursaring's Toxic Orb while protecting it from taking a hit; this could potentially be life-saving, as Ursaring won't have to take that extra hit before proceeding to destroy the opponent with its Guts-boosted Attack. Swords Dance is a lesser option here, as Guts Ursaring doesn't need its provided power and its low Speed lowers the chance of an effective sweep. However, a +2 Guts-boosted Ursaring's Facade will KO everything in its way, and resistance and immunity issues will be taken care of by Earthquake and Crunch, respectively. Swords Dance will also punish Protect users, such as Alomomola, that try to stall Ursaring out.
An Adamant nature is preferred because of the sheer damage output it provides, but a Jolly nature can be used to outrun standard Misdreavus so Ursaring can 2HKO it with Crunch before it does the same with Foul Play. Flame Orb seems like a better choice on paper, but in reality, you'll find Ursaring getting forced out (after a KO, that is) very often, so Toxic Orb is the preferred choice, as it deals less residual damage unless Ursaring stays in for more than three turns. Close Combat can be used in place of Earthquake to hit the same targets and get in a stronger hit on Dark-, Ice-, and Normal-types. However, it lowers Ursaring's defenses afterwards, making it more susceptible to revenge killers. Furthermore, Ursaring will also miss out on 2HKOing Metang, which will then become a threat.
Partners for this set are very similar to those of the Quick Feet variant. Wynaut can lock opposing Pokemon into harmless moves for Ursaring to set up on with Swords Dance. Trick Room setters, such as Duosion and Musharna, are also excellent teammates, as this Ursaring fits well on Trick Room teams due to its low Speed. Furthermore, Ursaring can come in on Ghost-types that most Trick Room setters despise, and in return, they can come in on Fighting-type attacks. If you're using Ursaring on a Trick Room team, then this EV spread is recommended: 252 HP / 252 Atk / 4 SpD with a Brave nature. Similarly, just providing Ursaring with paralysis support lets it shred teams apart. Entry hazard setters are also highly appreciated, as with them, Ursaring can net a few KOs that it wouldn't be able to otherwise, such as a 2HKO on Regirock. Golurk is the best for this job, as it can come in on Fighting-types and set up Stealth Rock. Scolipede and Garbodor also work wonders, as they resist Fighting-type attacks and can set up Spikes. Revenge killers are also very nice, as this Ursaring is very slow and needs hard-hitting attackers, such as Kadabra and Sawk, removed before attempting to wallbreak. Likewise, Pokemon that appreciate walls such as Probopass and Alomomola removed make for great partners, as this set functions more as a wallbreaker than as a sweeper.