Not An Ubers Team

Fireburn

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Hi, this'll be brief. I really like Dubs and want to be better at it, so I'm posting the one team I do have to get improvements and force me to make more teams. I wish I could post Dubers teams here since that metagame is super fun and I won the minitour, but I can't so this'll have to do. :P But yeah, mostly just looking for rates here, not gonna be too fancy:

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venusaur.gif
garchomp.gif
rotom-wash.gif
scrafty.gif
aegislash.gif


It's a Char-Y + Venusaur offensive core backed by Garchomp and other miscellaneous things to handle stuff that bothers the core like rain, Rock Slide, Talonflame, and Latios. It's a fun core to use with Charizard-Y barning all and Venusaur abusing the lack of Sleep Clause, and the other 4 mons supplement the offense and give me a better matchup against certain playstyles. It hasn't had many notable successes, but when I took it for a short stint on the ladder it went 26-1 and I know kebabe has bashed some heads in with this team in some XY Dubs tourneys so I guess its not a bad first team. Idk though, maybe you guys who actually are good at Dubs will think differently. :P

The Team

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Charizard @ Charizardite Y
Ability: Solar Power
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect

This thing is really good at barning stuff. ZardY is pretty much required if using regular Venusaur since Ninetales sucks, but it is a great Pokemon in its own right, providing a Ground immunity, a Steel check, and massive offensive capability with nuclear Heat Waves off 159 base SpA. It works great alongside much of the rest of the team who can all support it in some way, giving ZardY a lot of leeway to unleash its powerful attacks and break tankier Pokemon for Venusaur and Chomp. It pulls its weight most games unless Scarf Landorus-T Stone Edges it through Aegislash's Wide Guard. :[

Moves are pretty standard. Heat Wave + 159 SpA + sun = barn all to everything. Solar Beam takes care of Water- and Rock-type Pokemon in case Venusaur isn't on the field. Hidden Power Ground is primarily for Heatran because Venusaur hates that thing, though its also useful for Chandelure and Charizard X attempting to get a free DD. Protect is for free Mega Evolutions as well as generally being the best move in Dubs.

EVs are standard, with Timid nature chosen because base 100 is a rather hotly contested Speed tier in Dubs.


venusaur.gif

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 Def
Modest Nature
- Sleep Powder
- Energy Ball
- Sludge Bomb
- Protect

Excellent Pokemon when backed by Sun support. Fast Sleep Powder is amazing in a metagame without Sleep Clause why did you remove Sleep Clause and is handy for shutting down troublesome Pokemon as well as incapacitating counters to ZardY or Chomp. Venu is also quite strong with buffed Energy Ball and Sludge Bomb hitting a great range of targets for high damage, and its amazing Speed and immunity to Rage Powder make it a great emergency Pokemon to snipe troublesome foes, as well as a reliable attacker in general. Overall, Venusaur is an extremely deadly Pokemon in the sun and I like its ability to support and sweep with one set.

I already kinda explained the moveset but I'll be more specific about it this time. Sleep Powder is awesome, it shuts down counters to my main attackers, Pokemon that could threaten to sweep my team, and is also a great anti Trick Room tool. Energy Ball is used as the Grass STAB because Giga Drain is too weak and Grass Knot is too inconsistent. Sludge Bomb donks Fairies/other Grass-types and gets good neutral coverage against a lot of stuff, plus the 30% Poison chance is occasionally handy. Protect is particularly nice on Venusaur because a lot of people try to KO it quickly due to the pressure it exerts.

Max SpA + max Speed for the best sweeping potential. Modest nature and Life Orb are used to maximize Venusaur's damage output.


garchomp.gif

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect

Charizard-Y doesn't like Rock-types, Venusaur doesn't like other Charizards, and neither of them like priority attacks or prankster Thunder Wave. Garchomp helps out with all of these to an extent. It checks both Charizard formes and Heatran, common users of Rock-type attacks like TTar and Excadrill, and punishes priority attacks from the likes of Mega Kangaskhan and Talonflame with Rocky Helmet + Rough Skin. It also provides nice physical offense with a strong Earthquake and Dragon STAB for taking down pesky Dragons, and provides a great Thunder Wave immunity. Garchomp also has quite a few opportunities to freely Earthquake with 2 Ground immunities and a Wide Guard user, and being able to freely use strong physical attacks is great on a team that is mostly specially based. I tend to play Chomp kind of recklessly, switching it right into Kangaskhan/Talonflame just to make them lose most of their health due to recoil damage, which can often be worth it to give Venusaur free reign. All in all it works very well on this team and it hasn't disappointed me yet.

This is pretty much just standard Garchomp - Earthquake for spread STAB, Dragon Claw for single-target STAB, Rock Slide for smashing Charizard/Talonflame. EVs are standard, with Rocky Helmet there to help punish priority users like Kangaskhan and Talonflame.

rotom-wash.gif

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 116 SDef / 252 HP / 88 SAtk / 52 Spd
Calm Nature
- Hydro Pump
- Electroweb
- Will-O-Wisp
- Protect

Rotom-Wash's main purposes are to counter Talonflame and Landorus-T, though it also provides invaluable speed control and a way to shut down physical attackers with Will-O-Wisp. It also helps check Chomps and is overall a useful team player that can support any one of my Pokemon. Helps a lot against common Pokemon on Rain and Sand and the speed control via Electroweb is especially nice to help mess with Charizard X looking to set up on Rotom-Wash, as well as to help ZardY and Chomp put in some work. Not much else to say about Rotom-Wash, it does its job well and is just there to be support.

Hydro Pump is obvious since its Rotom-Wash's only option for Water STAB. Electroweb is used over Thunderbolt because I really needed some form of Speed control due to my mostly slow team, but I also wanted Protect because Rotom-Wash would die too quickly without it. Will-O-Wisp donks physical attackers and gets useful chip damage onto tankier Pokemon like Cress.

EVs are a bit different than standard. 52 Speed EVs allow Rotom-W to outrun neutral-natured Khan/ZardY after an Electroweb Speed drop. HP and SpD EVs + Calm Nature allow it to survive ZardY's Solarbeam. Rest goes into SpA to increase damage output from Hydro Pump. Sitrus Berry gives Rotom-W a pinch of extra life in clutch situations which is rather helpful most of the time.

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Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Knock Off
- Drain Punch
- Stone Edge

Scrafty is mostly here because I wanted a bulky Fighting-type with Intimidate to help against Khan and physical things in general, and it was picked over Hitmontop due to not getting wrecked by Ghosts/Psychic-types. Seriously though, Assault Vest Scrafty is a very good Pokemon. It's really bulky on both sides, provides Intimidate + Fake Out support, and can Knock Off stuff like Safety Goggles and Sitrus Berries to help out Venusaur, or even Lando-T's Scarf to help out ZardY. It's also my best Aegislash check which is rather nice since Chomp/ZardY both hate Wide Guard a lot. Also it checks Gengar and Ghostmons in general which is quite useful.

Fake Out is great for buying Charizard and Venusaur free turns and picking off weakened stuff. Knock Off hits decently hard and has great utility and taking items away, which is almost always useful. Drain Punch is Fighting STAB, and the recovery helps keep Scrafty alive. I wish it were stronger, but the next best option is High Jump Kick and using that in Dubs is akin to suicide. Stone Edge is there to donk Flying-types like Gyarados and Talonflame.

I don't know what EVs are standard so I just maxed out HP and Attack. I went with Adamant nature because tbqh Scrafty doesn't hit very hard. I'm pretty sure there are better EVs though so please let me know!

aegislash.gif

Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Aegislash was the last mon added to the team after I realized I was weak to Latios and Terrakion, but its also one of the most useful. It provides the ever useful Wide Guard for shielding CharY/Venu from Rock Slides, Heat Waves, and even Icy Winds, and its a solid Trick Room check due to its low Speed and great power. It's quite bulky and is very good as a hole puncher with those strong Shadow Balls, and it can also work as a backup Khan check with King's Shield and its typing. Aegislash is also the only Dragon resist on the team which obviously comes in handy for sponging Draco Meteors, and having an actual Fairy counter is excellent since Zard-Y/Venu are both somewhat frail. It started off as a filler but ended up meshing extremely well with the rest of the team, able to take hits, dish them out, and provide key resistances to Dragon, Fairy, Normal, and Fighting.

Shadow Ball and Flash Cannon are the obvious STAB moves, chosen over the physical counterparts to avoid being shut down by WoW/Intimidate. King's Shield is cool for messing with contact attackers and going back into Shield Forme, and I've already discussed why Wide Guard is great on this team. EVs are standard, with Speed minimized to help against Trick Room. I wanted strong Shadow Balls but I didn't want to mess up Aegislash's bulk so I used Spooky Plate as the item, and it seems to be sufficient thus far.

Threats

Goodra - Walls everything except Garchomp and Scrafty kind of. If it has Sap Sipper then it gets REALLY bad since Venusaur can't Sleep Powder it.

Bisharp - Can abuse my Intimidate/Electroweb to start owning me with boosted Sucker Punches. Most of my team can KO or cripple it in some way but it almost always takes something with it.

Mega Charizard X - If it gets a DD then Venusaur's Sleep Powder is my only hope, especially since I'm giving it sun lol.

Terrakion - My one ladder loss was youngjake93 getting his Terrakion behind a Sub and then 6-0ing me. X_X

Conclusion

Welp, that's my team and you guys know Dubs better than me so I'd really love some rates. I'd especially like to know how to handle Bisharp better because that thing is stupid lol. Dubs people are cool and I appreciate you guys reading this RMT. :]
Charizard @ Charizardite Y
Ability: Solar Power
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 Def
Modest Nature
- Sleep Powder
- Energy Ball
- Sludge Bomb
- Protect

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 116 SDef / 252 HP / 88 SAtk / 52 Spd
Calm Nature
- Hydro Pump
- Electroweb
- Will-O-Wisp
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Knock Off
- Drain Punch
- Stone Edge

Aegislash @ Spooky Plate
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
 
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charizard-megay.gif

Charizard @ Charizardite Y
Ability: Solar Power
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Air slash
I think air slash would be better than protect
 
hey bae
blaze on char bc against opp char you dont wanna take 12% by just sitting in the sun and you almost always mega evolve the turn after you switch in for big dommage. modest bc you already have chlorosaur and 102 jolly chomp and damage is cool.
venu good
you think of chomp as a check for things char and venu cant handle, which is definitely true. but you also have to remember he has great offensive synergy with char. the number of things that can switch in on a heat wave + eq from the two is pretty small (like just rotom-w, but what's it gonna do the following turn even bc solar beam). aim to get both out at the same time against opps that are slower to force deaths. outspeeding stuff isnt too hard when you are 100 and 102.
idk how defensive you wanna get with rotom, but if you throw in 24 into def, you guarantee survival of mmawile play rough.
scrafty: 240 hp / 224 atk/ 44+ def survives jolly lo keldeo secret sword. trust me, most important thing you are taking.
aegi: you can run 30 speed iv's to help you outslow other aegi's if you are into that kind of stuff. it would be like they shadow ball, and then you shadow ball so you actually end up getting the kill. idk if you wanna do that tho

terrak isn't a threat fren. yung is just a monster

<333

edit: praj, in doubles air slash is bad and protect is good. ;]
 
Hey Fireburn! i really like this team. You seem to have a lot of threats in the meta covered, which is always good. I also really dig Electroweb on rotom-w, i was a big user of that in early gen 6. I have a few suggestions that could help your team.

Ok to start im gonna propose you change garchomp to terrakion. Now there are a few reasons for this. You mention chomp is used to punish kanga and talonflame - terrakion can beat both of these as it is never OHKOed by a brave bird and can ko back with rock slide. Kanga is outsped and 4 hp variants are ohkoed by close combat. It also beats excadrill (without sand) and ttar, as well as smashing up heatran and both charizard formes. It also helps with the issue of bisharp, as terrakion gets a boost from knock off and outspeeds before an iron head. You may lose your dragon coverage on goodra, but i dont think that matters when:

252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 0 Def Goodra: 341-402 (88.8 - 104.6%) -- 25% chance to OHKO

Here is the set:

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Spd / 4 Atk / 4 SDef
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect

The STABs are standard strong attacks, doing what i listed above. Quick guard lets you protect against kangas fake out before destroying it the next turn. It also lets terrak or its ally survive a brave bird and ko it. Protect is standard. The evs are standard as well because terrak needs to speed tie with keldeo and opposing rock bulls.

If you dont like terrakion, then, on chomp, i would suggest a lum berry over rocky helmet. This is because you don't lose any damage output. However, you gain the ability to live a WoW from a rotom and hit it twice, because from my experience, theres nothing weaker than a burnt chomp with no boosting item. You still keep the ability to switch in on the majority of the meta, but now you can take a status move as well.

I hope you like my rate and take my suggestions into consideration!
 
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Hey, Fireburn!

This is a neat team, and showcases the exemplary core of Mega Y + Garchomp very well. Unfortunately, Hyper Offense tends to really hurt this kind of team structure. Faster, more powerful sweepers, such as Shaymin-S, Deoxys-A, and offensive Thundurus-I could be real problems. Besides that, the team is fairly solid, so I won't be making any major changes.

I will, however, suggest Tailwind over Hidden Power Ground on Mega Charizard Y. More Speed control is exactly what this team needs- Electroweb helps but isn't enough against teams that can easily just gang up on Rotom. Tailwind will help power up Garchomp, Aegislash, and Scrafty, turning them into solid HO counters and helping you easily overpower teams. It also takes a lot of offensive pressure off of the already frail Venusaur, so that it doesn't have to handle a speed tier of threats by itself. You don't really need Hidden Power Ground on Charizard because Heatran is barely a threat; Venusaur can put it to sleep, Scrafty / Rotom-W almost OHKO with Drain Punch / Hydro Pump, respectively, and Garchomp can easily force it out. Zard X is also handled better when you have Tailwind, anyway, as Hidden Power Ground isn't going to stop it very reliably anyway.

You might also want to make Rotom-W more offensive so that it can help check Rain / Sand more efficiently. EVing it to survive Zard Y Solarbeam isn't really helpful especially because neither Electroweb nor Hydro Pump will ever 2HKO Zard Y in sun. Your Speed investment is weird; 52 EVs gives you more Speed than you need, and 252 HP / 116 SpDef Calm gives you more SpDef than you need. A spread of 220 HP / 252 SpA / 36 Spe Modest is more offensive and would probably work a lot more efficiently. You gain a heck of a lot of power and the ability to OHKO / 2HKO a lot of new, relevant threats, such as Bisharp and Terrakion. You still outspeed 252+ base 100 Speeds (Mega Char Y, Mega Kang, and Gardevoir) You just barely miss the OHKO against 252 / 4 Heatran, but will secure it after even the slightest amount of damage (such as Scrafty's Fake Out.) 220 HP is all you need to survive 252+ Return from Mega Kangaskhan, escape the 2HKO from 252+ Aegislash's Shadow Ball, and (very rarely) survive the Solarbeam from Zard Y (not that you should be trying. You can at least 2HKO it now though).


That's all I have to say. This was a very well constructed team. Nice work!
 
Fireburn! Glad to see you're beginning to get involved in the Smogon Doubles metagame, and I have to admit, this team is very solid. Your team has amazing synergy with pairings such as Mega-Charizard-Y + Venusaur or Mega-Charizard-Y + Garchomp, and I'm really liking the idea of STAB Electroweb on Rotom-Wash for speed control. There isn't really much to change to your team as it is already good, but I would like to make a few suggestions that could possibly benefit you in the long run.

To start off, I highly suggest utilizing Ice Punch over Stone Edge on Scrafty; you already have coverage against Talonflame, Charizard, and Gyarados thanks to Garchomp's Rock Slide and even Rotom-W's STAB Electroweb. Ice Punch allows you to 2HKO 4 HP Landorus-Therian (inflicts 63.7 - 76.2% damage) and 4 HP Salamence (inflicts 67.4 - 80.7% damage) even with a -1 Attack drop. Although you can OHKO both 4 HP Landorus-T and Salamence guaranteed given that Scrafty isn't at -1, and you also 2HKO 4 HP Garchomp while dealing 81.5 - 97.2% damage. Ice Punch provides you with some extra Dragon-type coverage; you mentioned Goodra is a threat, and an Ice Punch from Adamant Max Attack Scrafty 2HKOs Goodra 96.1% of the time. I'd also like to note that Ice Punch is much more consistent with its 100% accuracy when compared to the mere 80% accuracy of Stone Edge. The benefits Ice Punch offers ultimately outweighs the advantages Stone Edge provides for your team, in my opinion.

You can also consider running Quick Guard instead of Stone Edge, as well; you're protected from Talonflame's priority STAB Brave Bird which would OHKO Venusaur and deal a significant amount of damage to Scrafty, Garchomp, and Mega-Charizard-Y, despite having a -1 Attack drop. Prankster Thunder Waves and Swaggers from Thundurus-I and the occasional Meowstic-M are also nullified by Quick Guard, and you are shielded from priority moves such as Ice Shard, Sucker Punch, Mach Punch, and the opportunistic Shadow Sneak. It's really nice to possess Wide Guard and Quick Guard support on a Doubles team, protecting you from both spread moves and priority moves.

Anyway, I hope my advice helps you out. :] Good luck with this team!

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Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- Fake Out
- Knock Off
- Drain Punch
- Ice Punch / Quick Guard
 
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For the Scrafty set, I would shift it from Adamant 252 HP / 252 Atk to a more bulky Impish 252 HP / 60 Atk / 192 Def / 4 Spd set. It guarantees that you'll survive a Close Combat from Life Orb Terrakion at -1 (bar Crits), and beats non-Life Orb variants (such as Lum and Sash). For example:

60 Atk Scrafty Drain Punch vs. 0 HP / 0 Def Terrakion: 174-206 (53.8 - 63.7%) -- guaranteed 2HKO

compared to:

-1 252 Atk Terrakion Close Combat vs. 252 HP / 192+ Def Scrafty: 180-212 (53.8 - 63.4%) -- guaranteed 2HKO

It eases your Terrakion problem, so yeah. <:

Also:

-1 252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 192+ Def Scrafty: 216-254 (64.6 - 76%) -- guaranteed 2HKO
versus

60 Atk Scrafty Stone Edge vs. 4 HP / 0 Def Talonflame: 376-444 (126.1 - 148.9%) -- guaranteed OHKO

So, if you want to handle Talon with Scrafty, you still have that, though I agree with the others and suggest Ice Punch.
 
Thanks for the awesome rates guys, I'll respond to all of them tomorrow. :]

e:

finally - Thanks for the Scrafty suggestion, I'll definitely use those EVs and I'll switch Solar Power. IDK about Modest ZardY since I like the Speed, but I'll probably switch if I decide to run Tailwind.

AuraRayquaza - My only concern about using Terrakion is losing the Electric immunity + adding another Fighting weakness, but Quick Guard, OHKOing Khan, and checking Bisharp are pretty attractive things. Will try it, thanks!

Electrolyte - Tailwind seems like a very good suggestion, I was mainly just super paranoid of Heatran because all of the stuff I heard about SubTran being the best thing ever. I'll definitely give that a shot. I like the Rotom EVs too, it is kind of a weak piece of crap at times lol. Thanks!

Pinoy - Ice Punch seems cool, Scarf Mence does look like it can be a huge pain so I'll definitely give it a shot. I don't think you can use Quick Guard with Assault Vest though. :P

shaian - Neat EV spread, probably going to give it a pass though since I feel like that's costing Scrafty too much Attack. I agree that Ice Punch could be more useful though!

Thanks everyone. :]
 
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