Tournament DPL XI - Commencement

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Welcome to the eleventh edition of Doubles Premier League!

Let this thread signify the tour has commenced. Have fun everyone!​
 
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The Cratermakers aren't running official tryouts, but if you're trying to get our attention, feel free to send zee and me your qualifications - tournament performance, ladder peaks, a replay or two you're particularly fond of, etc. We have a running list of everybody who's already reached out, so keep in mind that a lack of response does not mean a lack of consideration!
(if you're going to reach out over Discord, please DM me and not zee)
 
Def feel like a few players like n1n1, Volcaronavgc, akhant, nephtyrix, genesis77 and most especially sunrose (who's proven himself to be one of the best SM players in modern times) got snubbed in the draft but that's just how it be sometimes.

To be more positive, Excited to see Codevg, Eatfoods, and ChainlessJoe play in their first dpl.

and the third best doubles tier aka BW DOU has a lot of heavy hitters like AIRed, Idyll, smudge, and mimi

We love BW in this forum.
 
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SS DOU Battles of the Week: DPL XI
*except not really bc i skipped week 2 sorry

Real OGs remember this from OSDT 2 years ago. I decided to bring this series back because I was inspired by Idyll's coverage of the XY DPL games. I was going to wait until DPL ended to write this but I'll just edit it each week as more games happen. This will be shorter than the original series I did because I don't plan on breaking down each individual turn and will just talk about the stuff I find interesting.

Week 1: Nails vs Chris Numbers
:genesect: :tapu fini: :landorus: :rillaboom: :incineroar: :mew: vs :amoonguss: :zygarde: :tapu fini: :incineroar: :celesteela: :nihilego:

On preview I would say Nails has the slight advantage in this matchup. Chris isn't running Rillaboom and Amoonguss is annoying for Fini but doesnt do much to pose an actual threat to it. The biggest threat to Nails' team is the Nihilego, as Nails is using a team with no Rock resists and boosted Sludge Bomb hits Fini really hard, but with AV Genesect and Sash Landorus Nails has enough tools to play around the matchup. Chris' main win condition here is probably going to be using Celesteela and Nihilego to try to pin and remove Rillaboom as early as possible to try to win with his own Fini.

This was a really well played game from both parties. Nails' usage of pivot moves allows him to maintain momentum and create pins until he's able to get Fini set up in a position where Chris no longer has the tools to remove it outright. I specifically want to highlight the sequence of Turns 4-6 where Nails bluffs having Iron Head on his Genesect to get his Landorus into a position where he can guarantee a trade with Nihilego. Both players preserve their Grass-type until late game to deal with the opposing Tapu Fini, but Amoonguss' lack of offensive pressure compared to Rillaboom as well as not carrying Clear Smog leads to Nails being able to whittle down Amoonguss enough with the rest of his team that Fini is able to finish it off with Moonblast while Rillaboom's Grassy Glide does enough damage to Chris' Fini that he's unable to win the endgame.

:xy/amoonguss:
I do want to use Chris bringing this team as an opportunity to talk about Amoonguss and redirection in general. We don't really see Amoonguss outside of Psyspam teams very often because of how difficult it is to slot into most teams. Amoonguss being a Grass- and Poison-type cancels out its Ground resistance, effectively removing your ability to run a Ground resist without typestacking with Rillaboom. Double Grass-type cores aren't unheard of, Lurantis + Rillaboom is a successful core on semiroom teams. The issue here is that Amoonguss + Rillaboom is a typestack that's defensive in nature rather than offensive. You aren't overwhelming your opponent with the typestack, you're just stacking weaknesses between your team's defensive pieces without much benefit. This is part of the reason why Psyspam teams have historically struggled a lot into Ground-types in speed control, and leads to Celesteela being a basically necessary partner for it outside of those teams.

Another issue with Amoonguss as a defensive piece on Balance is Fini turning off its ability to use Spore. Without Rillaboom's terrain, you don't have any ways to remove Tapu Fini's misty terrain. The lack of good terrain options for balance outside of Rillaboom actually leads to Fini ironically being one of Amoonguss' best partners despite the anti-synergy. Tapu Fini appreciates the redirection and Pollen Puff support and their typings compliment each other nicely. Tapu Fini also gives you a terrain control option into Psyspam teams. Despite the synergy with Amoonguss' other support tools, it still has the obvious anti synergy with Spore, and leads to Amoonguss getting basically no Spore uptime in most matchups. In this game for example, Amooguss isnt able to get a single Spore off until its too late for it to matter. Without the constant pressure from Spore, Amoonguss ends up being passive in a lot of board states and is much more competitive with other redirection options like Blastoise. Amoonguss is strong on paper but it introduces teambuilding instabilities that can only really be covered by Psyspam teams.

Week 3: Fragments vs zoe
:whimsicott: :volcanion: :landorus: :dragapult: :genesect: :rillaboom: vs :stakataka: :volcanion: :mew: :landorus: :blastoise: :naganadel:

I don't have much to say about the game itself this week but I do want to talk about the teams. On preview I'd say zoe has the matchup advantage. It's hard for Fragments' team to deal with a lot of zoe's offensive threats with redirection support, as the only spread move is Volcanion's Heat Wave. Stakataka is also very threatening in Trick Room if its able to be set up. On Fragments' side, Dragapult 2HKOs everything on the enemy team with Shadow Ball, and Shuca Volcanion is able to trade damage favorably with most of zoe's team. After removing Stakataka Fragments also has a potential win condition with late game Extreme Speed and Grassy Glide.

Fragments' Dragapult is able to bring half of zoe's team down to 50% before falling to Toxic damage in the early game. Naganadel with redirection support from Blastoise is able to take two KOs, but Genesect's Extreme Speed brings it low enough that the rest of zoe's team can be finished off with the combination of Grassy Glide and Moonblast. Trick Room doesn't actually end up going up in this game, presumably because the Stakataka was dropped so low early in the game and Mew likely didn't have it.

:xy/dragapult:
I mainly want to talk about the teams brought this game, though. Starting with Fragments, I want to specifically highlight the Dragapult as an interesting option over similar attackers like Naganadel and Spectrier. Dragapult doesn't do as much damage as options like Modest Naganadel and +2 Spectrier, but the main draw of running something like Dragapult is the speed tier and typing combination. Dragapult has a higher speed tier than most common options on Whimsicott offense (some structures do run things like Pheromosa but they're not common at all), allowing it to outspeed and deal good damage to everything on the enemy team in Whimsicott Tailwind mirrors. Dragapult's typing also allows it to resist or have an immunity to all common priority attacks, making it effectively guaranteed to be the fastest thing on the board in Tailwind that can't be slowed down with priority spam from Balance teams like other similar immediate speed options. I have a lot to say about this team (I built it after all) but I plan on writing more in depth about it in another post and I really just wanted to talk about the Dragapult development because I think it's cool.

:xy/mew: :xy/stakataka:
Zoe's team is also very interesting to me. I'm going to assume it's a TailRoom team because the Mew was max Speed and didn't reveal Trick Room, and I think that's a really interesting approach to making Trick Room work. I think dedicated Trick Room teams and traditional Semiroom teams are pretty mid currently. In a meta with Prankster Tailwind from Whimsicott being so common, Trick Room just takes so many more resources to get going than Tailwind teams do, and common Trick Room attackers aren't strong enough compared to the Tailwind attackers to justify that extra effort most of the time. The main benefit of Trick Room is being able to invest more EVs into bulk, but when your Trick Room setter is having a chunk of their HP taken out from getting Trick Room up in the first place you don't really get to utilize that bulk as much as you would think on paper. Traditional Semiroom teams also struggle a lot into developments like bulk Urshifu-R that can consistently trade damage with a ton of common Trick Room attackers whether TR is set up or not. Trick Room teams typically do have good matchups into Whimsicott teams, but you don't need to commit to running Trick Room to do that. I think some Trick Room structures have a place as a counterpick into certain players, but I don't think its that good as a general option.

Tailroom is interesting to me because it doesn't rely on Trick Room as a main form of damage and speed control, but as a continuation tool to gain even more turns of tempo after your Tailwind ends. It allows you to take advantage of opposing Tailwind teams attempting to stagger Tailwinds by just setting Trick Room on your last Tailwind turn to flip their advantage state on its head. Being able to pick which form of speed control you want to go with in general is just really nice, as it in theory gives you the benefits of a semiroom team without having to worry about being outspeed by your opponent once Trick Room ends, as you can simply match Tailwinds after your Trick Room is over. The idea of pairing strong Tailwind attackers like Landorus and Naganadel with Stakataka which matches positively into opposing Trick Room options while having great damage output itself, and tying that together with Blastoise's redirection which benefits both modes is such an interesting approach to Semiroom and I think structures like this have a ton of potential.

Week 4: Paraplegic vs Chris Numbers
:porygon2: :kingdra: :zapdos: :pelipper: :rillaboom: :volcanion: vs :porygon2: :zeraora: :torkoal: :rillaboom: :cinderace: :diancie:

This is another week where I don't really have much to say about the game (not because the games are bad to be clear I just have nothing to add), so I'm just going to talk about the teams here

Starting with Paraplegic's team, I think this is an interesting take on Rain. If I had to guess the Rain core is here solely to counterteam Torkoal + Cinderace (and he was right). My first impression is I don't think Rillaboom's Fake Out utility over Tsareena is enough to justify allowing your opponent to spam priority into your team to deny Kingdra's speed advantage, but I think Glide is potentially a strong late game option on Rain without Ursh-R Aqua Jet to fill that role. Interestingly the P2 isn't running Thunder which I also don't know how to feel about.

:xy/diancie: :xy/torkoal:
Chris' team is also very interesting to me. It's one Pokemon off from the team Nails brought last week, with Cinderace taking the Urshifu slot. I think these DianKoal structures have a lot of potential. I know I just said that Trick Room takes too much effort to set up in most situations, but the combination of Diancie and Torkoal is the exception. Rock and Fire coverage is basically perfect coverage in this meta, almost everything in the tier is hit super effectively by at least one of those types. The combination of Diamond Storm and Eruption is at worst 2hkoing everything in the tier except AV Urshifu, which this team has the combination of Rillaboom and Zeraora for. Throwing in Coaching on top of that to boost Diancie's damage output even further makes teams like this terrifying under Trick Room. I don't know how I feel about 2/3rds of the team being weak to ground, I'm not sure if just having P2 and Rillaboom is enough to make up for such a high amount of stacked weaknesses. I'd have to see more of this team structure to see how significant that weakness ends up being, but I absolutely do believe in Torkoal and would expect to see more of it in the future.

Week 5: Fragments vs Paraplegic
:tapu fini: :zygarde: :rillaboom: :zeraora: :urshifu: :incineroar: vs :volcanion: :pheromosa: :stakataka: :rillaboom: :blastoise: :mew:
IM SO PROUD OF MY TEAMMATE

Taking a bit of a peek behind the curtain, part of the reason I'm covering this is I had personal stakes in this game. I made a bet with my partner that if we lose this game I owe her $25 (and an additional $25 if we lost to DD Kyu-B), so I was SWEATING the entire time watching this with her. That's all, just wanted to share a bit of the lore behind this matchup.

Anyway, this was a beautifully played game from both sides. I would say Fragments has a slight matchup advantage on preview. Bulky Ursh-R and Zygarde puts in a lot of work against semiroom structures and Fragments has the tools to play around all of Paraplegic's offensive threats. Fragments ended up playing this really well. Urshifu gets burned early which neuters one of our main tools for trading damage, but Fragments pivots around the Volcanion with the Incin Rilla core perfectly and finds the Zygarde Extreme Speed wincon in the endgame. This is also a team I use a lot personally so it was nice to see the way someone else approaches playing this team.

:xy/mew:
I'm not going to talk that much about the individual team we brought this week because I'll do that in the future anyway and this isn't really the right place for that, but I want to generally talk about the concept of balance teams without speed control. I think Tailwind Mew is really mid currently. Non Prankster Tailwind in general is just really rough in my eyes, Whimsicott teams will always be able to favorably stagger Tailwinds into you due to the combination of having Prankster Tailwind and the threat of Encoring the opposing Tailwind that isn't Prankster. Mew puts so many resources into being good at everything that it doesn't have the extreme strengths that you want from your speed control slot in this meta. Mew Tailwind teams often feels like you just get outpaced in the Whimsicott matchup unless you were never really relying on Tailwind in the first place. This is where my idea of dropping the Tailwind entirely comes in. If Balance teams can't fit a speed control option that doesn't lose the tailwind war, why not just stop participating in that war altogether? Dropping the Tailwind Mew slot lets you run more specialized utility options for your Balance teams, like Zeraora for example (or just dropping the Tailwind slot on Mew for different utility options like Hazards and Fake Out). Instead of playing around opposing speed control with your own, you can simply load up a ton of disruption options (triple Fake Out, two Fake Outs + Redirection, Double Redirection, etc.) and slowplay into those teams when needed. I think building balance in this way usually feels a lot better than most Tailwind Mew teams I've played, and I think balance should usually stay away from TW Mew in favor of triple disruption teams or using P2 as the speed control slot unless you actually need Mew's specific utility (By specific utility I pretty much just mean the combination of Hazards and Fake Out/Wisp/Snarl/Whatever else). Even on teams where Mew is needed you can often just run Fake Out and put a pivot move where you would usually run Tailwind and it often ends up feeling better (obviously there are exceptions where you want Tailwind I'm just speaking generally for the sake of time).

Conclusion

Well, That's been my coverage of select SS DOU games this DPL (with a little bit of meta insight added because I think just breaking down the games turn by turn like I used to is a little boring). I doubt most people will actually end up agreeing with all the meta takes I had here but it's the way I've been looking at things and SS discourse is fun for me anyway. I will probably edit this later for weeks 6 and 7 but I'm posting this now because I think if I just kept teasing this post for 2 weeks and never actually dropped it it'd be kinda cringe. Byebye ^-^
 
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