ZUPL TEAM DUMP
week 1
me vs danny (l) -
sd samu bo
i had built this crackhead sd samu team, i didn’t know what to load w1, i took a look at danny’s scout and this seemed good into it. sd samu is a funky breaker with some interesting applications like megahorn for mesprit and grasses. helmet shay is smth i was loving the days before zupl started thanks to its good allrounded stats letting it check a wide array of threats (float being the main one, but also stuff like mowtom). av offensive slash was a set i wanted to try, and i packed tb fairy since the team kinda struggled into tomb otherwise. spdef mesprit for stuff like zard and tomb for heasel and friends rounded up the defensive core and pass gave me speed control. i think the game came down to a 50/50, had i just gone shay on slash i could’ve won it, but both lines were fair and danny just took the correct one.
week 2
me vs sufys (w) -
specs mesp + vic hstack
started with the idea of specs mesprit since they often packsd scarce psychic resists + hazards to pressure lax, which was their main special wall on a lot of teams. rotom is an interesting spinblocker which i was testing a lot before zupl started, wisp hex + pivoting + ground immunity is a very nice combination of traits. whiscash is a solid spdef tank and zard/jolt check with access to both hazards which is nice. min speed max atk roar glast is a good trade machine thanks to its massive bulk and great damage output, can roar out setup sweepers if they get out of hand, and min speed helps beat tomb under tr. i then wanted a grass and speed control so
i slapped in a mowtom completely forgetting about species clause i added pass and defensive vic, which i thought had a sick niche i had never considered before, but it turns out many other ppl came up with it in the same week and continued using it a lot in the weeks going forward. game went flawlessly.
shadow vs career ended (l) -
dodrio gterrain
i had built this during like, circuit poffs? and i included it into a teamdump i made at the beginning of the tour for teammates; shadow liked it and wanted to bring it. dodrio is a pretty unconventional mon but flying + fighting coverage is pretty nice in the tier and it can click sd on quite a few mons, esp with the grassy seed defense boost. farig does farig things, and bello was yet to be considered broken, but it's still a qder => busted. jolt and regirock appreciate the extra passive recovery and pseudo ground resist. unfortunately no removal setup spam into hazard stack stall was possibly the worst matchup we could've gotten.
week 3
me vs jj (l) -
cb perr + subseed whimsi
imma be 100%, i didn't love this team. cb perr looked good into a lot of recent tuthur teams by matching up well into their common defensive cores, and subseed whimsi both looked good and was smth i wanted to try. rest of the team is very basic but also very slow and passive and lacking big power and and and. slash is still a terrible mon but speedy slash is kinda less so, even tho packing rocks + spin on it really sucks. liqui on lanturn is the anti sub cm jolt/non tera corio tech which NEVER hits, and relying on lefties + protect instead of resttalk for healing on a team with a terrible remover and 1 boots mon is kinda not it. focus punch zard hits lax hard which was otherwise pretty annoying to switch into. scarf mesprit is scarf mesprit. i still think that bringing drumzard into ditto spammer was a crazy choice but it worked out so who am i to judge, after it destroyed my defensive core and i got bailed by a crit i still didn't have enough tools to deal w the rest of the team.
ho3n vs ddjoe (w) -
sub heasel + av arbo
av arbo was smth that had been on my radar for a while, thanks to its combination of good damage output + solid defensive applications + unusual longevity for an av offensive threat, and heasel looked good into their scout, with sub being a decent anti weezing tech. helmet mesp is helmet mesp, psychic over noise helps w slash, and regirock is fairly standard w twave over rocks, which i thought could fit ho3n's liking. vika is an unusual sight on balance but here it works as a secondary check to stuff like mowtom and pass, a way to give the team pseudo speed control thanks to webs, and a solid offensive pivot to create a voltturn core with mesprit and band float, the team's main breaker, which appreciated the free entries its partners could give him. we played pretty terribly but we still manage to somehow get a win.
week 4
me vs b8 (w) -
double fairy balance
the
original team was smth pretty different from this, with ditto for anti cheese, the "double fairy" combination of np mesp + specs whimsi to break down checks for each other, and muk to check way too many things. team was feeling decent the first days but i lost EVERY SINGLE test game (even games on ladder) the day before the game so i scrapped it. this new version suffers hazards much less thanks to slash + more boots, and still keeps the "double fairy" core, while switching to boots whimsi for anti setup. orth is a bit unconventional nowadays but i really liked having spikes on this build and i wanted a lax check and smth that could switch in on various physical attackers at least a few times (float being the main one). game was admittedly a bit sloppy but we brought it home in the end.
shadow vs lbn (l) -
claw offense
another team from my teamdump, this time one i built for kebab during ltwc. claw is a stupidly strong special breaker, and i paired it with fellow special threats that appreciate special walls being broken down in jolt and zard. jolt in particular also works as a much needed voltblocker and subcm can sometimes win games on its own. helmet mesprit is helmet mesprit, and glast is kind of a catch all check by being a great trade machine with practically anything, here again with the min speed roar set. pass gives speed control. ho3n was meant to bring the team he ended up bringing in week 5, but he didn't show up, so shadow had to emergency sub in and just grabbed this. this team is so offensive that it relies on doing more damage than the opponent in a short time span and using the mons' natural bulk and defensive typings to check threats, and we did exactly the opposite.
week 5
me vs leni (w) -
malamar bo
i really wanted to use malamar cause it looked great into shiis, and camel cause they had a lot of jolt and mag. malamar looked great because most of their anti setup relied on stuff like sableye, and it also served as a good bello check which they were spamming (especially acid spray). camel originally had rocks but i realised i wanted all 3 atks and roar on it. scarf mowtom and band float are a tried and true offensive pivot core, and they looked like very good fits here. fast helmet weez checks fighters and other physical guys and can dbond on stuff like defensive mesprit, which really opens up malamar. clef was the last mon i added to the team, checking a couple of needed boxes, being a tomb check, a encore user, a way to lift some pressure off of weez when facing multiple physical guys, and a way for camel to not run rocks. they ended up bringing a weird stall team against which camel had a fantastic mu, and the game finished way sooner than what i could've predicted at preview.
ho3n vs chung (l) -
bello + drumzard ho
team that was meant to be brought in w4, ho3n wanted some ho and i kinda copied tuthur's idea for jj's team vs me with bello + drumzard. mental herb on bello helps vs sableye and whimsi, which they were using a pretty good amount of. froslass is a pretty standard suicide lead, setting up spikes and dbonding stuff. trailblaze heasel has been a bit off the radar but it can be a crazy good wincon in some games. subcm jolt gives some offrip speed control and simply does classic busted subcm jolt stuff. lvl99 tomb is an interesting tech which can dissuade your opponents from setting up tr with their tomb to not get revenged by your slower tomb, and viceversa (not letting them revenge your tomb under tr with their tomb). we played like ass, and yea we lost a speed tie which would've won us the game, but still, that's really not how we should've won the game.
tnk vs metallica (l) -
medi + cuno voltturn
life orb medi was the main idea considering they didn't have much mesprit on scout, and it looked very strong into their lax + weez builds. magnet also looked good into a lot of slash, and it could pivot on lax (their main spdef mon) to safely bring medi in position. whimsi and cuno also provided medi with free entry points, and they both dealt with setup (which they were running a lot of) in different ways, via prankster encore and haze. regirock does regirock things and fast weez once again to potentially trade with mesp via dbond to open up medi. i think this is one of the most fun teams i've built whole zupl, despite it not working in the game; i also think that our play wasn't perfect, we used our medi way too aggressively early in the game and we should've kept whimsi around at the end even just for mindgames. articuno losing to bello 1v1 just in virtue of being burned is still kinda wild to me ngl, and this game ended up being one of the main arguments that lead to bello suspect.
week 6
me vs mj (l) -
taunt heasel + komala hstack
i wanted to heasel cause i hadn't run it yet and it looked pretty good, especially taunt, and bello for the two same reasons. covert cloak acid spray lets it beat a lot of things 1v1, especially after you tera poison. sableye was there for anti setup and to spinblock their massive slash usage, while whiscash set up hazards and served as a needed zard check. scarf mesprit felt like the best speed control there, with its solid bulk also helping lift some burden off the not-so-bulky defensive pieces in a pinch. komala is not a great mon but it felt ok there, giving me spin, an extra knock user, and another pivot to give stuff like heasel and bello better entry points. play rough with the atk investment i have helps pressure tomb and sableye. i just completely glossed over sigma sneasel in prep and my team was admittedly very weak to it, so ig good bring by mj, tho i'm still kinda mad about the early game crit on bello, even tho i probably shouldn't have gone for it.
week 7
me vs yo cho (l) -
ebelt mesp + ape
i had had this team's idea already for like 2 weeks, and even tho it looks very out there it did quite good in tests. ebelt rocks mesprit was the main idea: i realised they often used slash to switch into mesprit, and ebelt eball could one tap it not letting it spin, while also hitting stuff like regirock and lanturn. psyshock pressured lax better and sball did massive damage in the mirror mu. drifblim is a pretty wild pick but it did what i wanted it to, being walling lax, while checking heasel and pass and keeping rocks off the field. going bold with 64 hp lets you live pass knock with item into knock with no item from full which is cool. ditto was anti cheese, and primeape was there to punish uturn while abusing bello. lanturn checks your classic special offensive threats candidates, with flip turn breaking jolteon sub. zard rounded out the team by being a whimsi check and a way to have more immediate damage. i think this would've been great into classic fish/yo cho builds, but i didn't account for the fact that yo cho was likely going to hail in a week that didn't matter, and the team was pretty damn weak to it.
xrn vs codex (w) -
lurantis + ditto bo
xrn's debut in sv was against another player with almost no experience in the tier, so i just wanted to give him something solid to just outplay. specs jolt looked good, so i started from that. lurantis is a solid spdef grass that also provided removal and a pinch bello check; helmet mesprit and lax rounded out the defensive core, with the latter running a less standard curse protect set, since i thought we could afford it with removal and help on the spdef side from lurantis, while better pressuring stuff like tomb. ditto felt very needed against very likely cheese, and heasel is always a good mon. the game itself was a little sloppy but for being xrn's debut it was actually pretty solid.
semis
me vs lettuce (l) -
vic + chan voltturn
defensive vic looked pretty incredible into crams sv, doing well into their big jolt and whimsi usage, while also checking a lot of the physical breakers they were bringing. i also realised i had 0 jolt on scout so i decided why not and slapped specs on the team. resttalk lax + helmet mesp is always a goated defensive core, especially with vic lifting some pressure off of mesprit, particularly against certain mons like heasel and basc. speaking of basc, i felt like it was the best speed control option here, and it also gave me an extra pivot to bring jolt in. chan was the last thing i added on the team, and i preferred it to top because of his access to knock, which felt relevant to click on stuff like mesprit. i was originally av with mach but twitt suggested sd, and after a couple test games i realised i really liked it. i got the matchup i wanted and i played pretty well overall, but that throw in the endgame might be the biggest one i've ever done, i still think about it to this day, and i'm fucking mad.
xrn vs lbn (l) -
viriz + pyroar webs balance
vika felt very good into lbn, and after all my webs ho attempts failed miserably, i decided to go back to webs balance. viriz was another mon that felt really good into lbn, especially with the power boost from lo, with zhb sniping weez and a slowed down heasel. a fast fire also looked good into the scout, and i settled on pyroar over the more standard zard because of its speed tier (yes apa) outspeeding opposing zard, a more powerful secondary stab that also hit lanturn for neutral, and access to taunt to pressure lax and regirock in tandem with wisp. helmet sableye spinblocks slash and non-pads top, while checking stuff like heasel and lax and providing anti-setup via prankster encore. offensive cash provided rocks, a zard/jolt check, a voltblocker, and a way to snipe unsuspecting grasses via max spatk ice beam. glast is still a great trade machine and it worked well as a catch-all defensive/offensive piece. this game happened to be the decisive one, and i think it was overall played pretty solidly despite the tight endgame loss.