Just here to drop a semi-quick introduction to teambuilding in BDSP LC. LC has always been a very centralized metagame, where you can usually drop the same 4 mons on every single team with little to no variation and just drop in 2 extra fillers for bizazz or spice, but BDSP LC doesn't actually have Mienfoo, Vullaby, Foongus or Mareanie. Worry not though, because we've already established a different top 4! (Exclaimer, I do not think every Gen 5-8 LC team has both Foongus and Mareanie, or even Vullaby since that shit banned.)
Note that there are probably better teambuilding guides out there on how to build with wincons and type charts in mind, so this guide will mainly be focusing on the elements specific to BDSPLC.
Team Style
While most playstyles are viable (Bar stall), prominent team archetypes that have won multiple games both on ladder and in the tournament are Hyper Offensive teams based around Webs or Screens, as well as bulkier teams built around a bulky backbone or simply Toxic Spikes. Balanced and regular Offense are both viable archetypes and should not be disregarded, but they also tend to be a bit trickier in style to break down without first getting a basic look on these main 4 styles and how they work, as well as the common mons you will see on each of them.
Sticky Web
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First of all, yes, you may have had some success with Spinarak, but Surskit will give you a 100% success ratio so get rid of the arguably cuter option and use the blue Onion.
Choice Scarf Surskit outspeeds any non-choiced mon, with only 1 common scarfer being faster (and irrelevant as a lead), and most notably avoiding any multi-hit moves from opposing leads that may result in an OHKO. With that being said Sash still has relevance and is still superior to Spinarak.
Now after having set up webs and likely had your Onion killed, there are really only 4 things one needs to have in mind while building.
#1 Preventing removal of webs. This is really simple in this meta, as there are few viable spinners and more or less no viable defoggers bar the occasional Wingull. Yes, S-Tier mon Drifloon gets it but it already suffers enough from 4mss. As of such, having a Ghost type as a spinblocker is all you need, and while Gastly may be likely to die to any coverage in existence, in most scenarios it'll only need to live 1 spin attempt as a webs team should have at most 1 mon that spinners can spin on given the right conditions, whereas the rest of the team should be able to one-shot said spinners. This does not mean that Gastly or Drifloons sole role should be to spinblock, as they are both incredible mons in their own rights with Gastly being a prevalent Life Orb attacker and Drifloon being the best mon in the tier, but should the situation require so then they can both be sacced to prevent a spinner from removing webs. Drifloon and Gastly are hence both fantastic options on webs, and either of them should be on every relevant webs team, even if it doesn't necessary require a spinblocker cause truthfully, they're just that good.
#2 Webs abusers. Typically throughout LC gens you'll see a Life Orb Abra and Gastly as the two main abusers, as not even scarfers outspeeds them under Webs. These 2 still hold true as good wincons and breakers, but with no Eviolite, Life Orb is actually not as necessary here, although certainly it does help with bulky mons such as Munchlax. Other good breakers are typically slower mons that appreciate the extra speed, especially 14 speed mons (the threshold for all non-choiced mons to be outsped), such as Corphish, Croagunk and Machop.
#3 Not losing to opposing Webs and set-up Sweepers. This one might be a bit trickier, and while having a sash Abra is a good fail-safe for most set-up sweepers, it doesn't help much vs opposing webs. One way to go around it is having an offensive Spinner of your own, but typically, a better option is simply to have a faster mon immune to webs or a Sturdyjuice mon. Gastly and Taillow are two great options as mons immune to Webs, whereas Magnemite is an excellent abuser of webs with its high Spatk and Sturdy ability.
#4 If you've noticed a small trend with the above mons, it's that most of them are very frail or reliant on their item for their role. A mon to tank item removal (Knock Off, Thief, and Covet) is vital for the success of most LC teams. While this is less prevalent for webs teams, as they'll mostly outspeed any viable knockers, it's still something to keep in mind in case you lack the ability to OHKO a knock off abuser. Notable Knock Off tanks for Webs would be Machop, Croagunk and to an extent Snubbull, all of which resist Knock / Thief and can reliably Thief back their item, or abuse any common knocker as set-up fodder.
Dual Screens Offense
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More match-up reliant than any other archetype, but can also just hard win on preview if you've got the right sweepers. There's really three approaches here as to how to make it work, all of which tends to overlap to an extent. As for your
main setter, Staryu and Abra are fairly similar in being fast setters with good support options, with Staryu standing out due to its ability to shred through turn 1 rockers like Onix/Anorith while threatening a burn. Abra, however, has access to the yearned for Teleport, which after setting up screens guarantees that you get your set-up sweeper in for free on the very next turn bar random Taunts. Natu is kind of inferior to both of these two options, but can set screens on mons slower than itself more reliably than Abra / Staryu due to better bulk and a fantastic ability for deterring webs and hazard spam, while still rocking Teleport for support. Onix is also a notable support option to set Stealth Rock before Screens go up.
Approach #1 is to have every pokemon set up on each others checks and counters, giving a free set-up opportunity every time something dies. A good example of this would be Magby + Shellder, where Magby is countered by Onix, which in turn allows Shellder to set up, and Shellder is countered by Munchlax, which in turn lets Magby set up. However, with Sturdyjuice mons and Sash Abra being the main check to most mons after set-up, this doesn't usually result in too many run away wins.
Approach #2 is to have common counters and checks to most of your sweepers, allowing a different mon to win with that counter removed and/or weakened. This is a bit more doable in BDSP LC with Sturdyjuice, Sash Abra and Munchlax being the main counters for most teams to most sweepers on this list (With some exceptions requiring Gastly/Drifloon to be gone). An example here would be having Magby and Clamperl on the same team, where Magby can chip Chinchou for Clamperl to break through afterwards, or break the Sash on Abra for Perl to clean. Another way of doing this is to sac a notable sweeper, in order to trap and remove that common counter with Diglett and hence allowing for further sweeping, which also leads us into ...
Approach #3 is to set screens multiple times. While stuffing two of Abra/Staryu/Natu on your team as suicide screeners should grant easier set-up opportunities for mons with similar counters, it also relaxes the offensive pressure on your opponent. Additionally, this may not be necessary for multiple set-up opportunities, as Abra+Staryu are both quite fast mons, so they can frequently set at least a single screen a second time without requiring two setters. Furthermore, Memento Diglett also provides support similar to screens for the sweeper that comes in immediately after.
All three approaches combined should probably make for an easy-to-use screens team for immediate bops vs good match-ups.
Bulky Offense
We've said a lot already in this guide without properly addressing how good Munchlax and Drifloon really are. Well, here's that archetype that makes perfect use of their strengths. Most typical good BO/Balance builds include at least two of Munchlax+Drifloon+Onix. The reasoning for all three are very simple, and I'll explain the main process behind the current best bulkier structures in the metagame.
Munchlax is the counter to literally anything that lacks a STAB Fighting move. It keeps mons like Drifloon, Abra and Gastly from being broken in their own right, while also being able to act as a late-game wincon (or mid-game breaker) with Curse sets when needed. Now, what keeps it from being broken? It's terrified of anything that steals its item as it relies on recycle for longevity. In fact, Munchlax is the definition of an item reliant mon, and the plethora of good Knock Off, Covet and Thief mons means it often needs the support of a Knock absorber whenever used, otherwise it may need to switch out from mons it would normally beat such as Abra. However, Munchlax will beat a lot of mons in a 1v1, even should-be counters like Onix or removers like Abra after it’s used its juice. Really, it's just too good to forego on bulkier builds. This is not to say it lacks a place more offensive builds, because it can reset tempo in your favour when coming in thanks to high bulk, high attack and pick up, an ability most people tend to overlook but an absolute dream ability on a mon with the 2hko potential Munchlax has with Double Edge.
Second mon in the category of being "so good not having it on a team is already a disadvantage" is Drifloon. It just does unspeakable things to the entire metagame, while complementing Munchlaxes weaknesses and Burning mons that could hit Munchlax hard on the Physical side. Munchlax and Drifloon alone can handle quite a few teams if they have the right sets (although with 4mss, this is by no means a guarantee), and can switch in on most of the best mons in the current metagame with only a few exceptions.
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BDSP LC struggles a bit with only having a few viable rockers, but in a much more real sense (Insert Michael Scott gif), it really only has 1 viable rocker. Onix further adds to the team a solid last-resort check to almost any set up sweeper with Sturdy+Berry Juice+Potential Endure, as well as an emergency check to anything that could otherwise threaten Munchlax and Drifloon. If played very offensively, ignoring the opportunity to set up rocks, it's essentially a guaranteed trade in the current metagame, often getting 1 or 2 kills before going down. It's just an easy addition to any team really.
However, all these three heavily rely on their item to function as they should, meaning a Knock/Thief/Covet absorber is necessary for the core to properly work. There are multiple good absorbers, but notable ones are those that can tank strong Fighting hits as well since one of the two most prevalent knockers in the tier is Machop. Furthermore both Onix and Munchlax are weak to Fighting, so having a better counter than Drifloon is often appreciated. Notable options are Snubbull, Oddish, Croagunk and Machop, all of which can tank Knocks relatively easy and Thief back an item (Or doesn't necessarily need Berry Juice), but most relevant is Koffing, which also has the ability to set Toxic Spikes, the best Entry Hazard in the current meta. The reason for that is simply that almost every relevant mon is somewhat hurt by Poison, especially fearing Drifloons Hex, and the only viable grounded Poison types being Koffing and Oddish.
Most Bulky Offense and Balance teams should in some way or form incorporate a variation of these four or mons that can perform a similar role with some other niche, and while neither of these 4 are mandatory, they just simply outclass most other options in what they do. However, there is still one issue to be addressed before going over what you'll want in the final slots and how current slots can be swapped around.
Note how 3 of the 4 big BO mons are weak to Knock. Note how the knock absorbers are all, with only 1 single exception, weak to Psychic. Yeah, a Psychic type with Knock Off can run through most Bulky Offense teams if it's getting its turns right. Main thing here is to simply have Bjuice popped when countering it with Munchlax, or get it in on a forced Psychic. In theory, Abra can dismantle BO for a different sweeper to clean, but in reality it's a bit tougher with how little damage Knock does and how frail Abra is. Still, Abra should always be able to
at worst force a trade with Lax/Onix and at least cripple Drifloon to the point where it won't be useful for the rest of the game by clicking Knock Off. This means that Abra alone isn't game-breaking, but combined with mons that can abuse 1 of Lax/Drifloon being item-less, it can be frighteningly destructive. Having a 5th mon that can somewhat deal with Abra, even if after a sac like Beat Up Diglett, is worth considering on these builds.
Another thing to note before going onto good final options is that your team should always have an answer to Curse Munchlax. It's the #1 most common set on Munchlax, and potentially devastating if played right. A simple encore into Knock from Abra isn't too hard to fit, but anything really that can come in and ruin Munchlaxes momentum is worth giving a shot if it fits.
At this point in the build though you've essentially covered the entire metagame, so we'll just want a solid win-condition or something that can help put either of Munchlax/Drifloon in a winning position. These last two slots are where you can get a bit more experimental, or just bring Abra+Gastly because they're fucking amazing and can cuck most cores if played right. Honestly, while most builds should and already does incorporate Lax+Floon+Onix+Abra (No, Abra is not a typo for Koffing), and hence might seem really boring, there actually is a lot of diversity in what can viably fit into these last slots, and how they're incorporated into the build. Furthermore, for more Offense oriented builds, one can easily go with a more Suicidal Munchlax or a Porygon over Lax even, and more offensively oriented Drifloons and Stealth Rockers, or even completely forego Drifloon for something like Gastly (Despite them not being comparable in what they do for a BO/Balance/Offense team), depending on how you want to structure your build. However, the basic backbone core will (and should) probably stay similar to what's been theorized here. However, here is where you'll usually see the rest of the A-B tier mons, as well as the other 2 S rank mons. Especially Abra stands out as a great option on these builds, both for breaking opposing similar builds but also for baiting and breaking mons that could be annoying to in particular Munchlax and Drifloon.
Obligatory 3-sentence conclusion starts here. Go peep sample teams for good examples of how these structures are used in solid teams. Also please go win tyvm goodbye.