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:
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
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 @ 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 Clausewhy 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 @ 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 @ 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.
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 @ 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. :]






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

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 @ 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
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 @ 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 @ 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.

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 @ 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
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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