For this week my team was out already and the opponent's was guaranteed in POs. As we knew each other well, we agreed on a 2 ZU mons minimum use for this week. I spent the week trying to see what would be fun to use with ZU mons, and it reminded me of
zben 's team he beat me with in last year's pu classic. He played a dubwool team, and it was pretty fun to look at, so i tried to do mine too. It ended up very similar to his, but with clef and gourgeist-small as ZU mons too. The main challenge was to see how I could deal with the new drops with ZU mons, which is interesting because it shows they are fair and balanced.
One thing to keep in mind is that I knew he would bring 2 ZU mons too, so I could do assumptions like "a concerning thing would be spikes stack + lo slash + doublade, but he won't bring that cause he needs 2 zu mons", knowing that doing a functionnal team with 2 ZU mons and this core was very hard.
I chose clef as a 2nd ZU mon because of how it could compress some roles, setting up SRs, checking specs guzzlord, cm virizion, charizard, vikavolt... That mon is pretty underrated, even if it's not perfect it is a bit better in this new meta and I was pretty hyped to use it. I would recommend using koff as 4th move, but I couldn't there cause I had a poltergeist mon. I was hesitating between toxic and twave, toxic helping against vikavolt and twave helping against zard (dubwool becomes faster) / poison types, and ended on twave hoping i wouldn't face vikavolt.
Dubwool was pretty fun to build around, the moves were locked from the beginning, cotton guard restalk body press is the best you can do with it, but I spent some time trying to find what spread and ability I should play. While Fluffy would have been cool to become a little physical wall, helping against things like araquanid or aggron, I chose bulletproof there. It helps against weezing, which is now walled by dubwool, as well as some cool stuffs like rock blast gigalith, focus blast zard (as well as not taking x2 on flamethrower)...
For the speed i chose to outspeed 252+ speed gallade, because it was crushing my team, and tried to focus the spread on how to beat it.
The scenario i worked with is the following : in a 1v1, if i click cotton guard vs cc from 252+atk LO gallade, and then cotton guard t2 on another cc, how many times do i survive with leftos to rest after that.
52.73% to live 2 cc with 252 hp /64 def
66.8% with 200 hp / 116 def
75.4% with 136 hp /180 def
200 HPs also made my HPs the right number for optimized leftos, so I went with that.
For the game...well... while talking with my opponent a few hours before the game, he told me "ah btw i'm not doing the deal", so I decided to still stick with that team and see how it goes, since it doesn't really matter anyway.
The dubwool MU was the worst possible.
Taunt jelli was terrible to face itself (even tho i managed to get it low very early on), but aroma bee + zard in the back helped keeping it in check completly, and my team didn't have the necessary longevity to fight taunt toxic jelli + cleric. I do think i could have played this one better, like not allowing jelli to come back full health, but most of the time i bet on now allowing bee to come and aroma for free, which ultimately didn't work. The game was still fun and I was happy to play dubwool + clef, but still a tough loss.