Haha I'm doing my teamdump in this thread. Had a really good run this tour with a 6-2 record, this might be my best record aside from maybe the 5-1 from last BDSPPL? I don't really know if that qualifies as "better" considering it was a shorter tour with fewer games, but I digress. I built a metric fuck ton of teams this tour and I'm going to share them here, with the main focus being on the ones I actually used.
Week 1 Vs Tuthur (W)

Tuthur hadn't played since BDSPPL 2023 and it showed somewhat in his scout, there was a good amount of reuse from what I could find, so I decided to play it safe with a basic fat balance squad. Started with Tangrowth because it's the best physical fat fuck you could ask for in the tier, helping to stave off most physical threats while making solid progress with Knock Off and Leech Seed. SpDef Washtom isn't the sturdiest special check but it answers stuff like Heatran, Mamoswine, bulky / special Waters well and can force uncomfortable situations easily. I initially had it as Will-O-Wisp but decided Thunder Wave would be better to help against threats like Latias and Alakazam that the team felt a bit soft to. Heatran rounds out the FWG core and provides the team with a rocker and a Steel for dealing with Fairies, opposing Steels, and soft checking Dragons and Psychics. I opted for max SpAtk Modest because I felt that strong Fire STAB would be useful against Tuthur given what I was looking at in the scout so that I could really push damage onto Heatran's main checks. Clefable was needed to provide an answer to setup threats as well as a truly good answer to Dragons; Wish support was also extremely helpful for the team, since Washtom and Heatran could otherwise be worn down over the course of a longer game. Calm Mind was necessary to actually check bulky setup sweepers, Clefable would struggle against them otherwise. Gliscor was the Ground-type Defog glue mon that can ease pressure off of other mons for dealing with threats but risks being stretched thin if relied upon too much. Weavile gave the team some needed breaking power and a form of speed control that reliable threatened fast Psychics and Dragons.
When I finished the team I said it was a bit soft to Latias, Alakazam, and Suicune, but that I felt confident that it could outplay all of them. I load into the game that week and what do you know? It's a fucking Suicune. With a Cresselia. I had my work cut out for me that match because dealing with effectively two Suicunes would be a challenge if I didn't play extremely proactively. The game ended up coming down to the wire, with Clefable only have 3 Moonblasts left. I genuinely did not feel well after the game.
Week 2 vs Jojen (W)

Jojen had never played BDSP before but loaded what was essentially Aero Stall but with Tangrowth swapped out for Nidoking week 1, so I figured they were going to be taking a more balanced/fat approach throughout the tour. The idea I was working off of was basically whatever you decide to load for the first time would be a sign of what you consider good/viable/"the best" within the tier, no clue if I'm right on that assessment though. Anyways, figured it was worth bringing out The Big Guns to just fuckin blast past anything that would be put in front of me. We're talking high octane gameplay with lead Azelf with monstrous wallbreakers/sweepers to punish someone who would be unfamiliar with the tier. The SD duo were my starting point, considering they're both HO staples, with Garchomp's brutal strength and speed making it very difficult to effectively answer, especially after a boost, whereas Scizor provides key defensive utility vs Latias/Weavile/etc., absurdly strong priority moves that need to be respected, and the ability to reliably threaten the fairies that Garchomp would have issues with. Snorlax gives the team what is essentially an auto-KO button in Belly Drum -> Custap Self-Destruct, which can force open holes for the rest of the team to take advantage of, though if it can't find a good opportunity to set up, it can be used as a tank-and-trade attacker instead by leveraging its solid bulk. Azelf is a very reliable lead, and with Thunder Wave it can cripple mons like Heatran for Scizor and Togekiss, increase its odds to keep Stealth Rock up against Starmie, and generally be extremely difficult to punish outside of Beat Up Weavile. Nasty Plot Togekiss gives the team a uniquely strong wallbreaker that can force its way past effectively anything with enough luck and some needed defensive utility such as a Ground and Dragon immunity. I gave it Substitute to avoid Thunder Wave attempts from something like Blissey, let it set up for free against foes that can't break the Substitute, and to reliably activate Salac Berry, which really makes it difficult to check offensively outside of priority or faster scarfers that can threaten it. I knew I needed some sort of Water threat as the team's last, but I wanted to have more security vs fatter teams, since the team felt very dependent on Togekiss and Snorlax to break them. This lead me to dropping Blastoise, who kinda sucked into the threats the team needed to handle (Washtom/Blissey/Milotic), and while Kingdra had more promise, I felt that it still wasn't good enough into opposing Waters on top of being blanked by Blissey. I eventually settled on Trick NP Washtom because it offered everything I needed, a way to beat Waters nicely, a special threat that can deal with Blissey thanks to Trick, and extra speed control thanks to the Scarf, making it flexible in every matchup (bar Gastrodon). Team ended up coming together really well imo and its definitely among my favourites from this tour.
Now the game was... interesting. I'll be real, I don't think I've ever seen anyone just let Scizor set up to +6 like that with no pushback whatsoever. I wanted my damn Snorlax to do shit but nope, Scizor was given all the time in the world to prepare its onslaught.
Week 3 vs Iride (L)

This is the last team I'm writing about, so I forget the exact thought process that led me to some decisions, though I can remember most of it. Specs Heatran is dummy strong and can basically 2HKO the majority of the metagame so I wanted to support and benefit from it as much as possible. Mew provided a nice sponge and pivot for it, as well as providing nice Toxic support to cripple checks lile Milotic, Gastrodon, and the Slowtwins, which could actually take Heatran's hits. SD Rocks Garchomp benefitted from Heatran's wallbreaking and defensive utility while still being able to punch holes into some Heatran checks itself like Gliscor and bulky Waters. Zapdos was added because I needed something that could directly threaten Waters; a Defogger; and a check to threats like Infernape, Lucario, Togekiss, and more. Checking Togekiss was important because Garchomp is completely incapable of hitting it with this set. As a more general note, I've mentioned it before but I do like the combo of Garchomp and Zapdos since you can get a lot of the same benefits of double Ground Garchomp + Gliscor without stacking poor matchups like Waters/Skarmory/Togekiss like you would with said pairing. Needed another Steel seeing as Heatran was offensive no Leftovers and Scizor was the obvious answer, it checked what I needed the team to check (Weavile, offensive Psychics, Mamoswine) and kept good offensive pressure alongside solid longevity. Went through a few Scarfer options before settling in on Latias, which had the best offensive/defensive profile for the team. I slotted Ice Beam last instead of the usual Healing Wish to deal with a potential last mon Gliscor situation where I couldn't threaten it with Scizor or Mew. Kept getting told my team was soft to Garchomp so I gave Mew enough Defense to live +2 EQ after rocks.
The game at preview seemed fine, I would need to work to get a win but nothing too uphill. My Mew got paralyzed turn 1 by Starmie and went out to Specs Heatran to pick up a kill on Iride's own Heatran with Overheat. The Starmie being bulky 100% meant it was the removal, and that Gliscor was something else instead. I didn't catch onto this yet though which ended up biting me in the ass real quickly. Gliscor comes out and I go Zapdos to avoid an Earthquake but it sets up with Swords Dance, I think "damn that's bad but I'll eat the hit and pivot out" but end up being faster than it (most SD Gliscor seen up to this point in BDSP are fast as fuck) which meant my Garchomp had to take the hit, set up rocks, and die. I have no other choice but to go to Latias and remove it with Ice Beam, but end up missing the roll (from what I could tell it was, at worst, a 50% chance to kill) and lost my Latias. The game was extremely uphill from this point, with Gliscor coming in on Volt Switches and Toxics and healing up at the worst times when I decide Ice Beam doesn't seem to be the play that turn. I was able to land a Toxic on Clefable, which makes Scizor more threatening if I can get an opportunity to set up, but it takes a bit for it to reach that moment. I used Scarf Celebi as a setup opportunity and started outpacing Gliscor with boosts, letting me force it out and bring Celebi back in. While the situation seemed guaranteed won from here, I needed one more boost in order to 2HKO Starmie with Bullet Punch and not have to risk Scald burns as much, so I used Celebi as a chance to set up one last time. Then it pulled out Perish Song. This caught me offguard so hard, since like I said it's a Scarf Celebi, the last move is almost always Healing Wish, and Perish Song just was never an option I would ever reasonably consider when making a play. This basically sucked all my momentum away and ended up leading to my first loss of the tour.
Week 4 vs TyCarter (W)

Main thing I noticed from Carter's scout was his lack of traditional special checks like Mew, Celebi, Washtom, so I figured this was a good week to load offensive Starmie. I paired it with Weavile to threaten those fat Psychics that it would usually invite in and to help wear down Washtom, Together, the two formed a potent offensive core with the main downside being their lack of defensive utility. I added Zapdos as the team's Defogger because it punished VoltTurn squads the Starmie/Weavile core could struggle to find opportunities to freely threaten, and it kept up the team's offensive nature better than something like Gliscor. Zapdos's inability to threaten Ground-types itself wasn't a concern because I had the aforementioned threats to punish any Grounds that would carelessly switch in on it. Scarf Garchomp and Scizor were added for speed control and glue support, similar to the previous team. Scizor pivot support also helped Weavile and Starmie find more opportunities to hit the field. Lastly, I had to fill the roles of special check and rocker, I remember not wanting to run Mew or Celebi because it would stack Psychics on a team that already didn't have any real Dark resists, so the less I could let Weavile freely click, the better. I ended up with Blissey as the last because of this, since it could do anything from softcheck to counter basically anything that wasn't tossing out strong physical Fighting moves. This meant even if Weavile came in against Blissey, it could stay in and attempt to paralyze it with Thunder Wave to cripple it for the rest of the game. Blissey also took loads of pressure off of Scizor to answer Latias and Alakazam, letting it remain healthy for the matchups it was truly needed for.
The game ended up going well, Carter's team definitely looked scary to deal with, especially the Infernape, but I felt confident I could outplay. The most important thing I noticed was that the Mew wasn't specially defensive, nor was the Celebi, which was Scarf, so Starmie was a very potent threat if I could get it onto the field. I wasn't able to get it in a lot, but it created big holes whenevever it did. I also got somewhat lucky matchup-wise with Garchomp being a ChainChomp set, AKA the one Garchomp set that you can say Zapdos reliable counters.
Week 5 vs Skittyrox (L)

If you don't know the Skittyrox Lore™, he absolutely refuses to bring Togekiss. I could load a team that's 6-0d by it off the rip and it wouldn't matter. Other than that, his scout is pretty balanced, though the main thing I noted from previous games of his across the years was his tendency to load teams weak to strong Fire STAB, though it had seemed he started to correct that throughout this tour after getting bopped by Specs Heatran week 1. I still wanted to bring a strong Fire attacker this week, which ended up with Infernape being on every single one of my team drafts lmao. Specs Mismagius was something I was drifting towards this week because of its ability to just freely click Shadow Ball in the vast majority of matchups risk-free, and mixed Infernape served as an excellent partner to it. Skarmory was the next teammate to help ease pressure off of Infernape for dealing with Weavile and Scizor, but also because it could lay down Spikes, which paired wonderfully with Mismagius being able to block Rapid Spin to keep them up easily against Starmie. That being said, while I do like Spikes with Mismagius, I don't really care for them with Infernape, as its best checks are often Spikes-immune such as Gliscor; I was willing to accept this though because Mismagius was the main star of the show I had felt. Starmie was next because it acted as removal that didn't remove our own hazards thanks to Rapid Spin, and it provided a much-needed Heatran answer. Blissey ended up as the team's rocker, since I still needed a check to special attackers as well, it just worked out nicely when paired with Skarmory. Scarf Garchomp gave the team a needed Ground to block Volt Switch and some much-needed speed control to deal with fast and scary threats. It also appreciates Mismagius, Infernape, and hazard stack wearing down the opposing team for it to clean up more easily late-game.
Game honestly looked extremely well for me at preview, Mismagius could freely spam Shadow Ball while I had an easy time keeping hazards up against his team. What's more, Skitty's team was completely incapable of breaking Blissey bar a Focus Punch from Nidoking, so I could never lose off of my defensive core being eliminated. I did have to scout for that initial Focus Punch from Nidoking, however, so I went Mismagius to begin with and started my offensive onslaught. Eventually, I had reached a point where Nidoking was at like 9% against my Mismagius, and I was one click away from picking up a free kill, but then it revealed surprise Sucker Punch and eliminated by best form of offensive pressure from the game. The match got harder from there, and while I did have an opportunity to break with Infernape, I misjudged a turn where I assumed Gliscor would switch out in fear of Blaze Overheat, clicked Slack Off, and got eliminated by Earthquake. At that point, I had no way of breaking past Skitty's defenses, even if he could not do the same to me, I would simply be outlasted long-term. In hindsight, I should have used Shadow Ball more freely instead of Hex, as it would have prevented Nidoking from living on a sliver of health and pulling out the surprise KO against Mismagius, making my odds much better.
Week 6 vs Paysa (W)

Paysa's scout had a noticeable lack of staple mons like Heatran and Clefable, and the Gliscor he had been running throughout this tour had been Knock + U-turn with no EQ. Nasty Plot Togekiss took advantage of these facts and is generally just a uniquely powerful wallbreaker since it can just bullshit its way past anything slower than it. While paysa's Heatran usage was extremely low, I still didn't want to bring a team that was completely helpless into it, so I opted for Aura Sphere as the coverage move on Togekiss for a good smack. Roserade was added next so I could have a check to Electrics, mainly Washtom, as well as a way to punish Clefable directly and rack up hazard damage with Spikes. Something I find frustrating about Roserade is its difficulty in keeping Spikes up against Gliscor a good amount of the time when running the standard dual STAB/Spikes/Sleep set, so I instead decided to run Synthesis as the last move instead of status. I was still left with the issue of not directly threatening Gliscor enough though, which led me to dropping my Speed so that Roserade would be slower than the standard Jolly Gliscor that sits around the 280 range, if it tried to Roost in front of Roserade, it would become weak to Giga Drain and take a good chunk of damage. Roserade sits just about Jolly Breloom, by the way. Scarf Garchomp was my Ground of choice again since it appreciated the hazard support and defensive utility from Roserade and wallbreaking from Togekiss, while the team was really slow otherwise and was in desperate need for something that could get the immediate jump on fast threats. Zapdos is the Defogger for the usual reasons I've already gone into before so I won't really dive into that. Scizor also the usual stuff, checks a lot of key threats while providing useful priority, pivoting, and being an immensely threatening late-game wincon. SpDef Mew gave the team a special check and a rocker, I ran U-turn over Volt Switch for a harder hit on Alakazam and so Mamoswine couldn't block Mew easily.
At preview I thought I had loaded into an HO team cuz of the Azelf, though it ended up being more of a BO/balance. Togekiss got a near ideal beginning off, weakening Washtom to about half health, removing Clefable outright, and tanking a CB Rock Tomb from Breloom before finishing it off, though this left it paralyzed and on death's door, so it wouldn't accomplish much for the rest of the game from here. My Mew kept getting frozen but I wasn't put too much on the backfoot despite the bad luck, eventually I got Roserade in to set up a Spike and wear down their Mew for Garchomp to pick off. From this point onward Garchomp had the game won, it was just a matter of getting it in enough and making sure it didn't eat a Will-O-Wisp burn.
Week 7 vs Baddy (Deadgame)
I was out longer than I expected and wasn't home, it was late for Baddy, all playoffs positions were already locked in by this point, deadgamed.
Semifinals vs Skittyrox (W)

Honestly other than "avoid bringing fat shit in case he preps hard for that", I didn't have anything super specific in mind this week. I pretty much went "fuck it, Nasty Plot Lucario" and started building from there. Now Swords Dance Lucario is an extremely threatening sweeper that needs to be accounted for by pretty much any team in some way shape or form. Nasty Plot Lucario, on the other hand, not so much. It can lure in and eliminate Gliscor, and it can fry non Slowtwin/Gastrodon stall teams, but other than that, it's just straight up inferior in every other way to SD. It fucking sucks at dealing with fast Psychics so I pretty much needed Weavile to deal with them for Lucario. Zapdos + Scarf Garchomp + Scizor as the usual core I've been spamming this tour to hell and back, though this time it also comes with the benefits of enabling Weavile to effectively use Beat Up as its fourth move, and Lucario being able to lure potential Gliscor frees up Zapdos and Scarf Garchomp much more. Last mon Blissey as my rocker was because I needed, well a rocks setter, but also a way to lure in Garchomp and deal a bunch of damage to it since Lucario Vacuum Wave would bounce right off after a boost anyways. Max SpAtk Ice Beam actually has low odds to outright OHKO Garchomp, which made it more reliable than something like Mew, which Garchomp wouldn't want to stay in on or switch in against most of the time. Blissey was originally a Shuca Tyranitar, which meant Beat Up would have been an even better move, but the defensive security was much better than Tyranitar's fraknly pathetic damage output and defensive utility.
My reaction upon seeing the preview. This team has basically haunted me since last BDSPPL, when one of my players loaded into it with a stall team I had prepped for them with the instructions of "If you see Suicune, get hazards up early and phaze it out immediately", that never happened and we lost. This team has shown up a bit since then, though thankfully I hadn't gone up against it until now, with people tweaking it in different ways each time. The main thing to note is that Scizor is the only form of potential hazard removal on the team, and that Weavile can never click Ice moves or else Suicune would begin to run away with the game. Weavile leads off and clicks Beat Up into Skitty's Scizor, 2HKOing it. Idk if the two crits mattered since the move is basically impossible to properly calculate. When Garchomp came out to revenge Weavile and pulled out Stone Edge against Zapdos, I noticed the damage was higher than usual, reaching Adamant levels of power. This gave me the info that Garchomp was Scarf, since there is no other context where you would run that as your nature. I pivot around a bit and get some damage off on Heatran to reveal no Leftovers, and with Garchomp as Scarf, this had to be Specs. I go Blissey to eat and Overheat and confirm my suspicions and get up rocks. I couldn't remove Garchomp with Blissey because then Suicune would be able to get a free Substitute up and the game would be difficult from there. Heatran gets another opportunity to come in and I couldn't sac Blissey or else I'd need to sac every time it came in afterwards, so I had Garchomp take the hit and doubled to Weavile to catch the Cresselia coming in for another Beat Up kill. Heatran picks up its last kill against Scizor afterwards because Weavile removes it immediately after. From this point I bring Zapdos in on the following Garchomp and catch the double to Suicune, forcing it out and having my Zapdos sit there for a bit, as Garchomp is trying to force it out for Suicune to do shit, but Zapdos isn't threatened enough to leave. Eventually I bring Lucario in on Stone Edge, set up, and remove Suicune with +2 Focus Blast, pick off Garchomp with Vacuum Wave after it locks into Dragon Claw, then remove Cresselia to end the game.
While NP Luc did go off, I do think the team as a whole would benefit more from the standard SD set, as it's far more dangerous, with the only real benefit from this game being the bit of extra speed to get the jump on Suicune.
Finals vs Paysa (W)

I won't really go into the teambuilding process because this was a very small edit of a previous team of mine that's been very successful and that I've already gone in-depth about in
an RMT post I made last year. I wanted Leech Seed on Tangrowth in the event I had to play something bulkier and I figured Wisp on Heatran would be good for extra passive damage and crippling usual switch-ins like Garchomp/Gliscor and bulky Waters. As for why I chose this team, I figured that since I had brought a lot of stuff ranging on the HO-Bulky Offense spectrum, with the only fat team I brought being my week 1 team, and sort of my week 5 team, though that one had far more offensive pressure to it, that it would be a good idea to load something fat and bulky like stall, since my opponent likely wouldn't prepare for it as much. They also got done in by Togekiss twice recently, so I figured they'd prep more for it this time around. I initially had a similar team planned that had Weezing on it for a potential stall mirror, though the team was really fishy based on the tests I ran before my game, so I swapped over to this one, since I was much more familiar and confident in it given its past successes. Really the only other thing worth nothing about this from a prep standpoint was that I was somewhat expecting Mamoswine to show up given the amount of Zapdos+Garchomp I ran this tour, so I gave Tangrowth a Yache Berry to help ease the matchup a bit, though it wouldn't have been downright necessary.
For the game itself, the matchup looked quite nice for me at preview in my opinion, with the main issue being Skarmory, who could lay a bunch of Spikes and phaze the team around, with my hazard removal being Gliscor it could be tricky. Thankfully, I was able to cripple it early on by removing its Leftovers and burning it, as well as knocking Magnezone's Specs to make it a much more manageable threat. Gliscor revealing SD had me mildly concerned if it was SD/Taunt/Facade, which can be outplayed for this team but is a pretty tricky matchup given it's meant to counterteam stall. Once it used Knock Off though my mind was put at ease, since I knew I could wall it out long-term with Leech Tang/CM Unaware Clef/Haze Milo. The early portions of the game were largely spent trying to remove Skarmory outright, since it was the biggest roadblock fo my CM Clef to sweep the rest of the team. Once it went down, the game was largely done, as I could play the long game to get myself into a position for Clef to sweep, though it never ended up coming to that.
This spoiler tab contains the all the rest of the teams I made throughout this whole tournament. Some of them are simply minor tweaks to some other teams, but I digress. Fair warning though, I can't guarantee all of these are quality good-to-go teams, with some issues including: "This is 6-0d by Mamoswine off the rip", "This has defensive Qwilfish on it", "This is a sun team", and "There is a Feraligatr on this team".
And really that's it for the teamdump, I still have a lot more I want to talk about the metagame and all that shit but for now I'll stop here. The next post will be in the usual spot in the BDSP forum though so look forward to that whenever it comes around.