Week 1:
-
-
-
-
-
(
W vs Piyu)
Before the tour even started, and during week 0, I was already building. However, I clearly wasn't in my groove yet as I wasn't satisfied with any new builds, often losing to meta staples or just not being coherent enough. When week 1 started I took a look at my old teams and liked a lot of the ideas there, before remaking some concepts into something solid. The week 1, week 2, and an unrelated third team that never saw the light of the day (and deserved that fate tbh) were made this way, which reinvigorated my feel for building this tier. The concept of this particular team is fairly simple: The sand core for rocks, removal, speed control plus both offensive and defensive utility. The regen core provides both a physical and special wall, as well as a cleric, while zard is a good standalone threat that also provides some needed resists, and I also don't think enough teams respect its stab combo. Looking at these 5, the thing that annoys it the most would be Weezing. The Levitate matchup isn't great but ngas would ruin a large part of the team, and specs jelli happened to fit perfectly, giving the team a solid breaker that can abuse Weezing. At preview I am met with HO disguised as normal offense... I think? I get fairly lucky, but still only have to play straight lines as Tangela is able to ward off multiple physical sweepers with its bulk + regen. My opponent then presumably misreads the jelli set and doesn't click Agility t20, which could still win in case of sleep miss since they left Tangela in vs Vikavolt on purpose. Pretty bad game for showcasing the team's abilities but it popped off in tests and Tangela got an excellent mu.
Week 2:
-
-
-
-
-
(
W vs Mada)
Probably my favorite, fun to play and feels ahead of the meta. The concept of life orb slash + goss is fairly simple, but interesting to build around. Immediately I notice Weezing once again sitting on the aforementioned duo, so the ridiculously strong specs Magneton is added. Knowing that I want to add Persian, I don't like my mu against fat and also realise my centi answer is the x button. Taunt Toxic Qwilfish covers these issues while also providing a very useful secondary fairy resist. Persian itself is not just a random anti-offense pick, allow me a little tangent. SSPU has pretty shitty ghost resists in general, this being the reason that Jellicent was S rank a year ago and Doublade is such a menace now. For the latter, people often use blanket physical checks that can hit it hard like conda, slash or quag, which can in turn be mitigated by terrain. Audino is setup fodder unless it's Encore (and it already wants to run 5 moves), Cinccinno is both useless against it and uncommon, Absol is mostly a ho pick, and any rogue cc would knock out 3 Sneasels. All of these but Audino are both uncommon and not very good at dealing with Doublade, due to being physically based and having low bulk. Last PUPL I mentioned that scraping the bottom of the barrel by using ZU dark types is effective, and nothing has changed in that regard. This is why Persian was chosen; the current team has a horrible Doublade mu while Qwilfish still technically dissuades fighting coverage. The bulk and speed also allow it to be good vs offense in general as mentioned before. In the actual game I face a team that scares me, but this fear is partially unjustified. As early as t1, my opponent switches Doublade into the Doublade answer, a gift horse I will not be looking in the mouth. On t6 I make an aggressive move that ends up working out, and by t14 I realise that Sandslash doesn't actually need sand up to get things done in this mu. On t18 I demonstrate why Superpower is the best 4th on Gigalith on a turn where he had to Heal Bell to prevent Magneton from sweeping on its own, and the game is pretty much over. The clerics are dead, everything is weakened and I safely play out the rest of the game despite a random helmet on quag preventing the epic 6-0. I also used this team for the first couple rounds of the ss cup because every single time my opponent would bring terrain g2 and get stuffed, a matchup that is significantly better than it looks at first glance.
Week 3:
-
-
-
-
-
(
L vs Meru)
This week reminded me of my 2022 NUPL; I expertly deduce my opponent's bring, build and bring a team with a great mu, and proceed to lose any advantage that provides through a combination of bad play and bad luck. This team obviously has a good mu into terrain, but I honestly think I should have gone harder with the cteam since it is difficult to put into words how obvious the terrain bring was to me. At this point in the tour I am 2-0 having used two semisand teams so far, while Meru is 0-2 having lost to various bullshit. Not only was grassy terrain a good choice looking at my scout, but I figured that, to some degree Meru was tired of losing with honest teams and decided to get passed some bullshit himself. Despite my w2 team being built during w1, I built a fuckton of teams w2 and w3, including 3 different versions of CB Aggron + Boots Galvantula, that for the life of them could not break fat. While some other teams would either be used later for ss cup or SSPL, it took a while to settle on the centi wishi team that performed mediocrely in tests. They support each other well typewise and wishi can slow pivot to bring in centi, goss and conda are defensive pieces, Doublade is there because it is Doublade and I just dedicated half a paragraph to gassing it up, scarf bee is there bc the team is slow as balls and I do not like terrain (some Thievuls started running Timid so this point is entirely invalid). With this safety measure, as well as centi and blade being generally good it, I don't dislike my odds at the start of the actual game. Expecting an Archeops lead instead of the hyperobvious Thwackey I get a bad lead which is not aided by a Power Whip miss into an instant poison on Eldegoss. (yes I burned Thwackey but it's just a pivot bot anyway) After colossally blundering the Thievul sequence I'm left in a pretty bad spot, and the Air Slash flinch sealed the deal. The endgame does nothing but demonstrate how a healthy Eldegoss could still have won that, which in turn was partially made possible due to the Qwilfish being high enough to feel comfortable not waterfalling the Centiskorch in the first place. The team sucks far less than both I and this game do.
Week 4:
-
-
-
-
-
(
W vs Dj Breloominati)
Breloominati is probably the most straightforward player to prep for in this whole tour. Gigalith is THE #1, and he has some inexplicable phobia for, or categorical objection towards using it. Try to think of any miscellaneous brings that would be good if not for Gigalith, and use them anyway. Prep complete. Not only has he achieved great results, with admittedly varied teams, employing his mindset in the past, but he also lost the only game he actually brought Gigalith so far. This made me confident in my assessment and decide to comb through some of my new semisand builds that I built at 4am during week 3, and settle on this one. Not just because it does in fact contain the overrated galarticuno that benefits from spitfire's self-imposed gentleman's agreement, but also because tisse ferro weasel is a trio that I like and have used before. Looking at the team he brought I become aware of at least two things: 1. He was expecting fat sand since there is a Rhydon staring me down, 2. He was not expecting Sneasel as it absolutely rips his team apart. I lead Ferroseed bc I consider it a good midground between his special threats and Rhydon, but only
after I send it out does my zu-pilled brain realise that yes, this does in fact run Heat Crash here. Despite the poorly played early-game sequence by me, I see 3 attacks on Rhydon with no other rocker, meaning that tisse is safe vs the sd-less don. Since my ghost resist is still a Sneasel however, I am forced to sack Ferroseed to the blades for two Iron Barbs hits and a defense drop. One weird galarticuno sack and positioning later, I try to let his Audino get pickpocketed by knocking my Sneasel's boots, which tragically doesn't work but does allow me to put further pressure on his team. T29 is a big turning point and honestly worthy of further analysis imo. If he attacks as I rock, my Gigalith cannot safely switch again and Ribombee has a good shot at winning the game. If I rock on him switching, he is dangerously close to getting in range of +2 Ice Shard from Sneasel. Seeing how I made the "safe" play last time and Rock Blasted, my read is he will think I'm going to risk it this time. I do not and his bee drops dead out of the sky. After that, a scarfed 33% Gigalith is pretty useless so I sack it for chip on Doublade, which later then gets sacked to Sneasel which ends the game. All I have to do after is pretend my Aromatisse is a Vaporeon and slowly but surely undo every ounce of progress he has made. Since I sack cuno to sleep I can simply keep trying to bring Sneasel back to make progress, so no amount of luck will help him here. Fun game with a fun team, not much else to add.
Week 5:
-
-
-
-
-
(
W vs Bloodace)
We face the Golurks this week, who at this point have not won a single ss game and are in the middle of frantically throwing all the subs at the wall until something sticks. I reason that none of them like their odds in a balance mirror vs me, rhetoric that is further aided by their presumable distaste of the slot. Knowing myself as well as Bloodace, I am expecting some sort of aggressive build, not necessarily but possibly HO. My teammates however, particularly ming, were reading a terrain bring. Since I am 3-0 with gigaslash and 0-1 without,
surely they won't make such an
obvious choice, perish the thought. Regardless, I decide on a Ninjask team as it can absolutely manhandle certain offenses while also being able to outspeed unburden sweepers. Centiskorch pairs up quite well with it and has a surprising amount of defensive utility, the sand duo also fits on almost every team and works well here. Seeing how I'm relying on double spin, and Ninjask is itemless anyway (the good set), I make the radical decision to put another item on centi (and helmet on goss but who cares). Do not let the fact that this paid off in the actual game distract you from that fact that this team hard loses to a well played Gourgeist, but I was simply not expecting such a tasteful and stylish mon from the Golurks. Speaking of the game, at preview I was disappointed but not surprised. This game has to be won, even if just for the sake of punishing the Golurks for a terrain bring. After a midground lead I dance around Thievul and take it out early, whereafter I assert my dominance by revealing sitrus centi and talking in chat. Nothing else of note happens while Bloodace's team slowly disintegrates and is unable to keep any sort of hazards up. My only regret this game is not clicking Swords Dance t38, as it would allow Ninjask to almost ohko Archeops and allow for a safer endgame where Gigalith doesn't need to risk a Rock Blast miss, while simultaneously being much more swag. Said Ninjask is ev'd to outspeed even Timid Unburden Thievul at +1, and sitrus on centi can honestly be lum or lefties too. Using this team grants +1000 aura, but facing gour causes -1000 elo.
Week 6:
-
-
-
-
-
(
W vs mj)
For week 6 I have to play mj, who I absolutely don't want to lose to again. A combination of my record and the obscene hax he needed to defeat me last PUPL makes me confident. Frosmoth is underrated and not on my scout so far, so I decided to cook up multiple builds with it that would all end up getting used somewhere. The basic concept is similar to that of week 3's team in that wishi can slow pivot in moth while the two have great type synergy. Aggron makes an appearance because I haven't used it yet and I'm afraid of the big centipede, as some of my teams have been quite weak to it. Realizing it's significantly less unviable by replacing Protect on the standard set with Toxic, I uh... do that. Support Sandslash is so good and so nice to build with, easy hazards and hazard control. Boom, next. Something of note here is that it has Knock Off over my usually preferred Toxic, which is to help with the Doublade mu (just trust me, I know that sounds weird). It can afford this, since poisoning Eldegoss isn't as important if it can never spin because of Gourgeist anyway. Scarf bee provides some necessary defenses but also weakens moth's checks effectively. Gourgeist is needed as last since spinblocking helps a ton here and Sandslash breaks the team open effortlessly otherwise, thought about making it kasib over colbur just for Doublade but that seemed bad. I am curious to see what he will bring to this matchup, and safe to say, preview did not disappoint. While his team absolutely does look like something that one would find at around 1400 elo on the ladder, I can't even confidently say it's bad. To this day I am still unsure what the ZU, ZUBL, and should-be-ZU members are supposed to achieve, but it's not beating sand, since it kinda flounders against my favorite Gigalith set on its own. Both Perrserker and Frosmoth have a great mu so this is far from a done deal, but I do like my odds. After getting bee in I try to trick either regi or perr, but instead catch goss (maybe he predicted trickery that was a wild switch ngl). A little bit of pivoting from both sides later he reveals the Perrserker to be Choice Band Seed Bomb, which I use to get up rocks and apply longterm pressure. Wishiwashi gambling gives mixed returns and I end up staring down a boots Jolteon that outspeeds all my mons with Sandslash poisoned and at 28%, which forces both of us to trade material quickly. T25 is a key juncture, and I think he made a mistake using perr here. While I do not have any counterplay to it left, it takes hazards and pivot damage, and after triple checking it cannot be scarf or av I realise I can weaken it enough and sack bee to sweep with moth. He ends up revealing to be the
bad tisse set, but his only out atp was obviously clicking Toxic and hoping I wasn't sub (the good set). He could have gone Jolteon t25 to force bee out and claim a kill, forcing me to bring out the only thing that doesn't lose to it and 50/50 between Quiver Dance on Jolteon staying in or Ice Beam into Perrserker switching in, weakening it enough. Going Aromatisse was also an option to try and 1v1 bee, even if it loses momentum. It looked bleak for him regardless, with rocks and spikes up vs a team that relies so heavily on cb perr, and no way to spin thanks to gour. Frosmoth can be an absolute monster, and there's plenty of weak special attackers that can't break Substitute, which is definitely the best 4th move unless u are running [redacted, see week 8].
Week 7:
-
-
-
-
-
(
L vs gum)
The team that I was planning to use against gum had been ready for a while, and it was a shame we only faced the Pranksters this late. There's obviously two points of interest here, the first being Druddigon. Glare + Life Orb Outrage allows it to trade with pretty much anything, while Fire Punch and Gunk Shot are necessary for steels and fairies. Faster threats and offensive checks like Ribombee ideally get glared on switchin and nuked thereafter. It has no big offensive holes apart from being unable to significantly damage Aggron, but then I should win by virtue of my opponent using Aggron (real talk there is a slash and a ferro it just gets used as setup fodder). The other standout pick here is Skuntank, which has several interesting boons. It's a dark type that isn't weak to blade cc, its stab combo is very potent and will break down ground types over time, and with the combination of Nasty Plot and a Toxic immunity it can stallbreak efficiently (quag will eventually get poisoned and flinched). Double poison type is actually not a problem at all because Weezing and Skuntank cover each other, by only having one weakness each that the other capitalizes on. Since this was a must-win week for them, I assumed gum would bring one of their standard and safe teams, which this would do well against. However, that fact was apparently lost in communication somewhere because gum actually assumed they were out of the tour altogether and had the aim of just bringing a fun team, which brings us to the actual game. Staring down my third terrain of the tour, I lead Druddigon as it does well into pretty much every lead and can start paralyzing stuff immediately. Gallade lead scares me, and to prevent losing to Shadow Sneak I click the nuke button immediately and remove the threat. I got questioned later for sacking the Weezing to Archeops, but I absolutely think it was the right call. The three setup sweepers all abuse it simply for existing, Thwackey is not an issue, and I can't really touch steelvally which I assume is mixed anyway (so wisp into taunt wouldn't even really help). T13 is a critical juncture and I take what seems to be the right route. Skuntank is needed for Thievul and Sandslash will die to Grassy Pledge from mixedvally on terrain, so I go with the only remaining option and remove it with Gigalith (who was healthy enough bc I sacked Weezing). I play the sequence out and hope that I either get a flinch or that Aurorus is Modest so slash outspeeds, but it ends up being Rock Polish and sweeping. I kick myself for not taunting the Aurorus, but soon after found out it was Timid and would have needed a flinch regardless. Weeks later, gum posts the team and it is revealed that the steelvally is sd/multi/flame/tfang, and not at all a Work Up variant I assumed one would be on a Grassy Terrain team (or punishes the use of centi as a steel check despite gum saying that this was the main purpose). This means that 1. Weezing could have been useful vs steelvally after all (but still not beat it) and 2. I could have answered it with slash instead of giga, the former of which ended up being useless in the endgame anyway, but hindsight is 20/20 and I think I mostly made the right calls ingame. The only loss this tour that I'm not too pissed about, and with a team that is definitely worthwhile.
Semifinals:
-
-
-
-
-
(
L vs Meru)
For semifinals, the plan was to make bank on several trends (spoilers it didn't work out). Still paranoid of terrain despite it being kind of an obvious pick (twas obvious w3 asw, didn't stop them), I decided to bring full sand since Lycanroc under sand will outspeed and ohko Thievul. The style has some flaws but I rate it higher than most, and imo this is pretty much an optimized build. The sand trio is mandatory, Vikavolt and Whimsicott provide the necessary resists, pivoting and utility while Frosmoth is a solid tertiary sweeper that not only complements lycan and slash well, but can also catch fire and ice types off guard with Weather Ball. This alleviates one of Frosmoth's biggest weaknesses, especially two weeks after I showed an affinity for sub moth. What eventually made me settle on this particular team instead of the other one I had in mind (it was a Gallade team that ended up winning in SSPL), was the fact that I hadn't used anything close to HO all tour. With a solid mu against both terrain and standard stuff I head into the game with a lot of pressure. At preview I take a lot of time since I immediately notice they are seemingly using the exact team mj used to beat gum this week, and try to gain as much info as possible. In classic mj fashion the team once again contains a ZU, a ZUBL, and a should-be-ZU mon. Curious why meru brought a team that doesn't even do that well into my typical stuff, and isn't even his to begin with afaik I try to make the most of what I consider to be a very playable mu. Unfortunately I don't do a good job of showing off the team as my play will be riddled with mistakes. Despite looking amazing as early as t3, I don't U-turn t7 or Stone Edge t11 like I should have, instead semi tilting to the instant Shed Skin proc and thinking "the lucky bastard" will go for it again. T14 should absolutely have been a double from me, but things seem to stabilize as Frosmoth gets into a sweeping position and does manage to catch the Glastrier off guard with Weather Ball. (it either no longer had Heavy Slam or was very confident I would switch to Vikavolt) After that I needed to either Quiver Dance t31 or just switch out with moth before it gets to that point and try later. After another very annoying Shed Skin activation I lose my physical sweepers, and with it the game. Frosmoth is too low and Audino just has to clean up the stragglers. Vikavolt and Whimsicott needed to be leveraged earlier, since they were never beating Audino, to make way for either a Lycanroc or Sandslash sweep. Frustrating to lose like this (again), but just like last time with better play I could have easily won despite the luck. Idk if meru thinks meri invented Toxic Audino, but atp who really cares. Team good, obb bad. This could be the motto of the entire dump tbh.
SSPU sets itself apart from other gen 8 lower tiers by having a very dynamic hazard game, as well as the prevalence of weather in the form of semisand cores, making it interesting to build and play. I had fun innovating and optimizing it and hope to see it stay strong.
Vanilluxe did nothing wrong.