gonna post a sample of teams that i have real commentary on that i built from dppl --> classic finals for myself / friends. i probably won't be playing/building dpp much over the next few months (at least until spl) so i have no problem posting the teams as they are.
DPPL and Invitational
HippoMag + ToxTect Meta
i built this at the end of spl going into dppl. a few people have brought this team in invitational/dppl/other side tours since then. the idea is pretty simple: toxtect meta is an incredible set that helps pressure opposing stall super well, especially when paired with hazard/sand/mag support. this is one of my favorite teams to use and imo it is incredibly solid. it runs into a few bad MUs (shed skarm becoming very popular definitely doesn't help it much) but overall it gets the job done consistently. notably i run an impish hippo here instead of sdef to deal with +2 lucario/ttar/other setup sweepers that sdef hippo gets rolled over by.
Nidoqueen + SubTran Stall
another one of my dppl favorites. a tad slow but it makes up for it by spreading status everywhere + abusing pokemon like wishclef/subtran that take away momentum. 5/6 pokemon on this team have protect, which makes it a nightmare for teams that rely either on choiced users to break, or teams that cannot withstand status. vs offenses / mie balances this team can be extremely effective if you set it up right as it completely avoids the pursuit trap shenanigans enabled by cbtar. this team is way worse off vs opposing defensive builds, and has a hard time beating skarm stall bc tran can't get past clefable effectively. this can be "fixed" by opting for a more offensive (sd?) loom > the current one, and by making lati trick + defensive,
or by making tran magma/taunt trap. overall one of my favorite builds and if you are facing an inexperienced player this team will have a great MU.
GyaraPhan + SDSuitZor
i saw how deadly gyarados could be w/ a defensively based set and decided to give a gyaraphan build a try to avoid hazard stacking. the setup here is pretty intuitive: gyara/donphan/clef/lati create a super strong defensive backbone while still enabling a solid offensive front. the team needed a second steel to tank dracos/outrages and also wanted a pursuiter, so i put on a defensive sd zor w/ suit + lum berry to help trap things like wisptaunt gar which otherwise could become a serious issue. overall a really solid team; you can use occa/lefties on scizor
or forego SD entirely and put u-turn on it to help avoid magnezone traps while enabling your own. the star of the team is gyarados, and this lead defensive dd set can be extremely deadly against leads that can't kill it (which is most things after intimidate).
TripleCB Offense
i knew i wanted to switch it up as dppl went on, so i created this offensive team based on a triplecb core of dnite/ape/zor. pretty simple, the team basically just feeds of each other until you can decisively win with one of the 3 cbers or sweep w/ agilmeta. i decided to drop a scarfer here bc triple cb priority is safe enough into most set up sweepers, and because shuca metagross is a pretty universal dd check regardless. i have another version of this w/ sr bliss > metagross and trickscarfjira that works in a similar fashion.
TrickOrbMie Balance
i always have been a fan of trick strategies. this team abuses trickorb mie + a solid defensive backbone to make progress. fear used this vs elodin in his semis match, only he used boldmie > my timid version (bold is probably better). the team runs a bit slow and is susceptible to setup sweepers, so you need to be very careful around dnite/gyara/ttar. you can make jirachi scarf or use scarfmeta in that slot to help the speed problem a bit, but i really like the utility that 3atks jira gives here.
Registeel Offense
probably one of the best teams i have made in the past year. registeel offers a unique combination of rocks + water/dragon/elec absorber + explosion user that patches up a lot of issues traditional setup offense teams have. i always loved the idea of offense + defensive backbone, and regi + donphan fill that niche super well here. they block most opposing setup so i can forego a scarfer while offering superb hazard control. i have always liked adamant donphan bc you can pressure clef with it really well. lum latias is another incredible set (s/o bkc for this) which acts as a loom absorber/hwisher that is a "catch-all" utility slot. overall this team is really good and reshapes offense to come in the tier to a degree. elodin also used a version of this w/ sdzor in invitational/classic by osgoode.
SnatchClef Balance
pretty standard 6 with a twist: snatch clefable to help beat opposing clefable, starmie, latias, zapdos, and other knocked pokemon that think they can outspeed and recover for free. clefable has such a wide utility movepool that remains unexplored. snatch is a borrowed adv tech from blissey which, while limited in usage, can really be game changing when deployed correctly. you can also snatch setup which in a pinch can really help neuter the opposing team (especially vs cmers). used by marcop in invitational, this team is just a solid magsand offense that deploys a twist to get one over on opponents who expect twave/encore/ice beam as the last move.
LeadScarfSciz + Jolteon Offense
scarfsciz is imo a highly underrated pokemon. as a lead it helps neuter psychics like zelf and lati early while providing excellent momentum for pokemon like breloom/lati/mie/jolteon. the star of this team is jolt -- a "noob" pokemon that i think deserves a second look. jolteon outspeeds gyara, dnite, ttar, and scarf metagross which makes it extremely threatening for opposing offense. you need to play your cards right vs. defense as hazards can quickly get out of hand and jolteon is basically useless vs hippoclef builds aside from gaining momentum w/ baton pass. i opted for tect to scout for scarfgon as otherwise this team really struggles against it. i think a better version of this can be made as it really does have issues with fast scarfers and can fall apart pretty quickly if you don't play it offensively. either way, i like the team and i will continue to explore this combination.
3AtkSubJira TSpikes Balance
this team is one of my favorite archetypes that i break out whenever i think i will be facing somebody who is susceptible to tspikes. i used this in classic and marco used this in invitational. the idea is pretty simple -- use tspikes to its maximum offensive capability while retaining decent defensive elements in tran/pert/jira/lati. the jirachi and heatran sets are the real stars of the show here and vs. teams that overly rely on mag/clef/skarm to pivot around jirachi. w/ tspikes you become far more threatening against opposing ground types bar gliscor. the heatran is meant to help shuffle vs defensively oriented teams so that jirachi has an easier time breaking. a tad frail in the long-game as it lacks a spinner, but you can play aggresively against skarm (or swap some sets) to alleviate that issue. overall, this is one of my "trademark" types of teams that i routinely bring.
FWG TSpikes w/ RoarTran
very similar to the above team so i won't go too deep into this one. the idea is obvious: hazard stock + grab momentum w/ ggar and tran. trick defensive lati helps give the team some speed and extra oomf against defensive builds that might otherwise be able to spikestack and outlast this team.
SkillSwapStarmie + SubToxZap
i would say a good 50% of my dpp building is badgered by the question of "how do i beat opposing clefable?" when you're running a defensive team you need to ensure that you don't immediately fold to other clefable. typically, you use your own clefable to pivot and chip until you can win the game by other means. however, what if you decide to drop clefable for a strong special wall, like blissey? one of the biggest issues clef stall has had lately is offenses pivoting to extremely strong specs / orb attackers that clefable simply cannot wall. specs emp, specs kingdra, orb gar, specs lati, specs zap, etc. all
really annoy clefable. blissey reinstates the traditional "stall" builds of old, but it fails to outlast clef in sand. the solution is to try and pressure/sneak hits at clefable wherever possible. this is where skill swap starmie comes in. paired w/ toxic zapdos, the idea is to status clefable w/ toxic early by forcing it to come in on zapdos (which typically brings it in) before forcing it to come in again on starmie to knock/stoss it after it spins. without skillswap a team like this would lose this interaction long-term. with skill swap starmie you can seriously cripple clefable. it isn't foolproof, but if you manage to weaken clef to a degree it becomes a lot more manageable. you can also opt for worry seed on roserade as well instead of sleep talk, keep twave (or swap) on starmie, and make jirachi rest so that you have a better pivot into breloom. lots of options, but the question always comes down to how you're going to lure/pressure clefable.
Classic Playoffs
vs. Tenebricite
i sort of phoned this game in building wise. the team above is an osgoode build that we worked on together for a bit before arriving at this final 6. i wanted to use something comfortable, but with a twist, so i opted for this unorthodox stall. i ran into a tough MU w/ specstran + cbtar and was kicking myself for not creeping glisc to 254. regardless, this team is pretty anti-meta and usually does well vs more traditional offenses. cosmic power clef was my way of ensuring i don't lose to opposing dd offense. twave + cpower shuts down gyara/nite/ttar really well and tspikes is a huge enabler. tenta is fat enough to where you can swap it into most special attackers and at least get off a tspike/spin/knock.
vs. Fakes
i was 90% sure fakes was going to bring zapmie against mie. unfortunately i ended up running into the one MU this team really struggles with -- opposing stall w/ shed shell skarm. this game was a drag to play as i couldn't stop myself from losing. this team matches up incredibly well into offense/balance w/ the trick orb cress + trickbarb clef style, though. this is a modification of my snatchclef team by osgoode. i added cm latias > twave b/c clef already fills that niche quite well. i think trickorb clef is actually quite good vs. balance as it forces a switch / trick almost always and does not have to worry about dying under any circumstances turn 1. cm lati paired w/ trick support vs. steels
and mag should usually be enough in most cases to secure a win.
if you can't tell, by this point i was tired of getting ct'd in cup, invitational, and in poffs. i wanted to use a team where i felt like i was in complete control while subverting typical counterplay to my style. this team is quite similar to the one i used round 1 in idea, although the execution is a bit different. one thing i will emphasize here that has been a recurring theme on my teams is
phys def hippo > sdef hippo. i think sdef hippo is a "good" set, but at the moment i see a lot of diminishing utility in it. sdef hippo struggles to check ddtar, ddnite, sd luke, sd glisc, ihead jira -- basically any physical attacker that has the ability to overwhelm it. sdef hippo was originally crafted to check mixnite + specstran leads that think they can prey upon hippo's usually frail sdef state, and while that is certainly valid (...and probably would have helped me round 1) i think the pivot toward physical overload offense means hippo benefits teams more by being an outright physical wall. you can comfortably swap into +1 ttar, cbtar, metagross, bronzong, etc. without worrying about being 2hko'd. r
vs. Amaranth
i phoned this one in a bit as well. i knew i needed to switch it up as amaranth would be 100% prepared for skarm/defense here. this is an osgoode team pure and simple that focuses on spreading para while utilizing sets like impish tpunch meta to help curb opposing setup sweepers. i also built a paraspam team for this set, but felt this one performed better in general and would be more difficult to interpret from the revealed mons by amaranth.
vs. Fear
from the beginning i knew i wanted to use gastrodon. osgoode had been kicking around some gastro builds here and there since dpp cup started, and i finally decided it was time to bring out the slug. gastro is a tough pokemon to deal w/ for several common structures which fear seemed to be pretty fond of. further, gastrodon is not an easy pokemon to play around for those who have less experience in the tier. it makes trickscarf games pretty tough and also messes with opposing clefable. i figured fear would expect a defensive team from me, so i wanted to bring something that was a bit unorthodox but also still comfortable to use. me and osgoode went through like 10 versions of this team until we finally landed on this one.
the more i look at this 6, the more menacing it seems. i made a few changes last minute before the game started in shed shell skarm + sball bliss (yes, that set is my doing) to get the best of mag/gar. personally, i think SS skarm sucks: skarm without lefties struggles to counter anything but teams which rely exclusively on mag to beat it. however, i was deathly afraid of magnezone here and knew it would be a really good pick vs me, so i decided to just bite the bullet and use shed shell. as it turns out fear did not actually use mag, but skarm didn't turn out super pivotal anyway. once again this is a team based on the "anti-clef" mentality of blissey stall wherein you need to be able to exploit it somehow to justify using bliss. while i didn't think fear would clefskarm me, i wanted to be sure that i could still win that MU. gastrodon is a seriously good and once again unexplored pokemon. not sure where i will take the slug next, but surely i will be using it again.
General Notes
i was pretty nervous going into dpp in playoffs, even though i consider it to be my best tier. i definitely have a distinct style and even when i try to deviate far from it i end up retaining some of the vestigial aspects. most of my teams had predictable weaknesses to gengar, dd gyara, cm offcune + explosion, and opposing magnezone (sometimes). each time i decided to play defense i knew that i was risking a tough MU ahead. however, i also believed that I could outplay my opponents even in the worst case scenario, and modified my teams accordingly so that there was always a surprise or 2 waiting. sometimes it worked out, other times it didn't matter much.
i think dpp in general is in a pretty decent spot right now. just this classic i saw a number of pokemon/sets that were novel and innovative. i also think that the era of "the rng tier" has passed (if anybody good ever took that seriously in the first place). dpp is one of the most skillful tiers with some of the best players. i won't write a long treatise on why jirachi is actually good for the tier here, but it is something i would like to keep in the tier regardless of how annoying other players think it is.
looking at my playoff teams...jeez i use a lot of jirachi and latias. on every single team those 2 make an appearance in some capacity. their role compression ability is unmatched so it isn't exactly a surprise, but somehow i didn't manage to come to that obvious conclusion until just now. i think my downfall as a player has traditionally been that i hate to deviate from my equilibrium (see: finchnator's post about me "spamming balances from 5 years ago in tiers 15 years old") when it comes to me wielding my own teams. when i build for others i try and go outside the box as much as i possibly can (see: lady bug's spl squads)...go figure.
however, i am of the school of thought, since i was a cgou player back in ORAS, that in order to succeed you don't need to reinvent the wheel every single week. you can make slight deviations and subvert your opponent's expectations of your team and simply outplay the rest. if you notice the distinct weaknesses your teams have, you can plug those specific holes by making specific innovations that make typical counter-picks significantly less deadly.
as a final note, i really wanted to be crowned as one of the best modern dppers which is why i put such immense effort in helping my friends/teammates succeed in the tier. i love dpp not only for the metagame itself, but for what it gave to me as my first competitive experience way back when. it's good to see its reputation revived a bit over the past couple of years, and even better to see newer players diving into the generation and making their own innovations.
well, until next time...