

Smogon's first DPP draft is here! Unlike other formats that have had guides written for them, DPP draft is a more unexplored metagame. Due to this, there are many, many things still to be discovered about the format. In this post, I will give a comprehensive introduction to the format, including mechanical changes, and important roles and things to consider while drafting. In a second post, I will cover many relevant Pokemon in DPP draft (mostly the high tiers, but also some relevant low tiers).
Rules
To see the full rules, reference the announcement post linked here: https://www.smogon.com/forums/threads/dpp-i-signups.3758432/
Additional Resources
I will be referencing the Distortion Draft Tournament (DDT) frequently in this guide. It is the major DPP draft tournament hosted by myself and jeronis . I will link the Discord server and the doc from the last edition here. There you can find replays as well as team compositions on the doc itself.
https://discord.gg/3DdgVvs2aa
https://docs.google.com/spreadsheets/d/1rvAeTJm5k4UrD7BgYsXSQ0g9vpaAh5KnKhAnu7JQc4U/edit?usp=sharing
Mechanical Changes
There are many mechanical changes between SV and DPP. I will cover as many relevant ones below as possible:
- There is no team preview. The first Pokemon in your teambuilder will be sent out as your lead Pokemon. The lead is one of the most important aspects of DPP so make sure you have the right Pokemon in the first spot.
- Fairy type does not exist.
- Steel resists Dark and Ghost.
- Grass types are NOT immune to powder moves.
- Electric types are NOT immune to paralysis.
- Ghost types are NOT immune to trapping.
- Paralysis reduces speed by 75% instead of 50%.
- Explosion and Self-Destruct halve the opponent’s Defense stat, and thus essentially have 500 and 400 base power, respectively.
- Defog DOES NOT remove hazards from your side of the field, ONLY your opponent’s side of the field.
- Storm Drain and Lightning Rod DO NOT provide an immunity.
- Magic Guard prevents you from being poisoned by Toxic Spikes and being immobilized for a turn by full paralysis.
- Knock Off is only 20 base power, and is thus only used for removing items and not for damage output.
- Oblivious and similar abilities do not negate Intimidate.
- ExtremeSpeed and Fake Out only have +1 priority.
- Thunder Wave has 100% accuracy. Will-O-Wisp has 75% accuracy. Toxic has 85% accuracy and can miss even when used by a Poison type Pokemon.
- Burn does 12.5% HP per turn.
- Sturdy DOES NOT act as a Focus Sash equivalent.
- All of Rotom’s forms are Electric/Ghost type.
- Weather abilities cause permanent weather. The only ones legal in this format are Sand Stream and Snow Warning, as Drought and Drizzle are exclusive to Groudon and Kyogre, respectively, in DPP.
- Magic Coat DOES NOT reflect the vast majority of the relevant moves it reflects in later generations.
- Hazards deal damage BEFORE Healing Wish/Lunar Dance heal their targets.
- Taunt lasts a random number of turns, with the minimum being 3 and the maximum being 5.
- Encore lasts a random number of turns, with the minimum being 4 and the maximum being 8.
- Special moves nerfed in XY still have their original base powers, such as 140 BP Draco Meteor, 95 BP Ice Beam, 120 BP Fire Blast, etc.
- Wish heals the recipient by 50% of the recipient’s HP, as opposed to the user’s HP.
- Mental Herb only cures infatuation and not Encore/Taunt.
- Knock Off removes your ability to use an item - cannot be tricked an item or use Trick (will fail), steal item with Thief, etc
- Pokemon do not take Life Orb recoil when hitting a Substitute.
- Rapid Spin is 20 base power and does not boost speed.
Roles and Drafting Considerations
Drafts in DPP have some similarities to modern generations, but there are numerous important differences. In this section, I will cover the main things I look for when drafting in the format.
- Leads
- This is, bar none, the most important thing to consider when drafting. Although DPP is the generation famous for dedicated leads, especially Focus Sash suicide leads, in draft it is important to have at least 2 Pokemon on your draft that can viably lead every game. If you have 1, or even 0, Pokemon that are effective in the lead spot, your team will be very predictable and you will likely begin the game on the back foot very early.
- Stealth Rock
- Going hand-in-hand with leads, Stealth Rock is the most important move to have at your disposal in DPP. You will win and lose games by setting it up and preventing your opponent from doing the same, or failing to do so. Stealth Rock does have quite good distribution in DPP, so getting at least 2 viable rockers is very doable, and highly recommended.
- Rapid Spin
- Rapid Spin is the only form of hazard removal in DPP. With Stealth Rock and Spikes (I'll touch on the latter next) being very prevalent in the metagame, getting a spinner is of paramount importance on the vast majority of team compositions. With only 15 fully evolved spinners in the game, and not all of them being particularly viable, make sure to keep it in mind while drafting and don't wait too long to grab yours. This role is not completely mandatory, but I have seen very few spin-less drafts succeed in DPP.
- Spikes
- Spikes are another great asset to have. Forcing further chip damage is fantastic in this metagame and forcing spins that you can take advantage of is a good way to advance your gamestate. Keep in mind that there are only 9 fully evolved spikers in the game, plus one viable NFE spiker in Roselia. If you want Spikes on your draft, grab them early as they tend to go quickly in the draft.
- Speed
- Most generations have a speed tier you look to hit at minimum in your draft, and DPP is no different. In my opinion, you should get at least one Pokemon with a base speed of 108 or higher. Infernape is one of the biggest threats in this format, and not being able to outspeed it is a death sentence in most matchups. This speed tier also outspeeds numerous other top Pokemon. If possible, getting something at 115+ is nice for Starmie and Raikou, but 108 is the bare minimum your team should cap out at.
- Recovery
- DPP games oftentimes go long, so having a couple Pokemon with good sustainability, even if its just being able to use Rest reliably, can help significantly into more defensive opponents. This also helps mitigate the strong effect of hazard stack into your draft.
- Typings
- While no typing is mandatory per se, there are a number of them I want to touch on in terms of their uses in DPP specifically and how they differ from modern draft gens.
- Steel: The best type in the game, bar none. The huge swath of resistances shores up many defensive holes in drafts, and notably this is the only type that resists Dragon. With full power Outrages and Draco Meteors being thrown around, steel is the one mandatory type, as you will get run over by offensive dragons without it.
- Water: Important for checking top threats such as Infernape, Metagross, and Heatran, while generally being sturdy defensively and having spammable STAB in Surf.
- Ghost: The ability to block Rapid Spin is very helpful to keep your hazards up. The ghost typing is very rare in DPP, so if your team composition benefits from a spinblocker, consider drafting it relatively early in the draft.
- Electric or Grass: With bulky waters being everywhere, I highly recommend having either an electric or grass type on your draft. Being sat on by waters is not where you want to be.
- Fighting: One of the best wallbreaking types in DPP, Close Combat is a very spammable move and being able to provide strong offensive pressure is important as this format can become very defensive in many matchups.
- Fighting resists: Just as fighting types themselves are very strong, having a way to switch into them is important as well. This usually is a flying or psychic, but other options exist depending on your team.
- Dragon: Dragons are at their strongest in DPP (and BW), so it is a good idea to pick one up if you are running a more offensive team style. There are very few available however, and once they are gone it is generally not worth resorting to cheap ones such as Dragonair as alternative options.
- Poison: With hazard removal being very limited, having a grounded poison is generally a good idea to combat Toxic Spikes. If your team composition is offensive enough, you can probably afford to skip on this though.
- Ground and Dark: Both of these typings have their uses in DPP and have great users. The main reason I mention these here is that unlike in many modern generations, these typings are not near-mandatory. There aren't many strong electrics outside Zapdos, Raikou, and Rotom-A, so the main purpose of grounds outside checking those is setting Stealth Rock. Psychics are quite strong but with how prevalent steels are, dark is not needed to check them. Remember that steel resists ghost in DPP, meaning darks aren't as important to check them.
- While no typing is mandatory per se, there are a number of them I want to touch on in terms of their uses in DPP specifically and how they differ from modern draft gens.
Last edited: