When playing the VGC-style Doubles Format, players select four out of six Pokémon during Team Preview. Unlike Single Battles, they are quick and often decided by a single turn.
By knowing how to adapt, you can learn which Pokémon are the strongest in this frantic format and how to make each move count.
1. What Are Double Battles?
A Double Battle occurs when each player sends out two Pokémon at once. Each Pokémon acts separately, so it’s possible for one to attack and the other to be switched out. Some attacks can even strike both opposing Pokemon and pick up their partner’s slack.
1.1. Use Multi-Target Attacks
Attacks that strike both opposing Pokémon are highly effective in Double Battles, even if they are typically inaccurate (i.e., Blizzard). Some multi-target attacks can hit a Pokémon’s partner, though. The table below lists every multi-target move currently available in Pokémon Champions.
| Move | Targets | Type | Category | Power | Accuracy |
|---|---|---|---|---|---|
| Air Cutter | Targets Opponents | Flying | Special | 60 | 95 |
| Blizzard | Targets Opponents | Ice | Special | 110 | 70 |
| Breaking Swipe | Targets Opponents | Dragon | Physical | 60 | 100 |
| Burning Jealousy | Targets Opponents | Fire | Special | 70 | 100 |
| Clanging Scales | Targets Opponents | Dragon | Special | 110 | 100 |
| Cotton Spore | Targets Opponents | Grass | Status | - | 100 |
| Dazzling Gleam | Targets Opponents | Fairy | Special | 80 | 100 |
| Electroweb | Targets Opponents | Electric | Special | 55 | 95 |
| Eruption | Targets Opponents | Fire | Special | 150 | 100 |
| Heat Wave | Targets Opponents | Fire | Special | 95 | 90 |
| Hyper Voice | Targets Opponents | Normal | Special | 90 | 100 |
| Icy Wind | Targets Opponents | Ice | Special | 55 | 95 |
| Matcha Gotcha | Targets Opponents | Grass | Special | 80 | 90 |
| Mortal Spin | Targets Opponents | Poison | Physical | 30 | 100 |
| Muddy Water | Targets Opponents | Water | Special | 90 | 85 |
| Rock Slide | Targets Opponents | Rock | Physical | 75 | 90 |
| Snarl | Targets Opponents | Dark | Special | 55 | 95 |
| String Shot | Targets Opponents | Bug | Status | - | 95 |
| Struggle Bug | Targets Opponents | Bug | Special | 50 | 100 |
| Sweet Scent | Targets Opponents | Normal | Status | - | 100 |
| Water Spout | Targets Opponents | Water | Special | 150 | 100 |
| Move | Targets | Type | Category | Power | Accuracy |
|---|---|---|---|---|---|
| Boomburst | Targets All | Normal | Special | 140 | 100 |
| Brutal Swing | Targets All | Dark | Physical | 60 | 100 |
| Bulldoze | Targets All | Ground | Physical | 60 | 100 |
| Discharge | Targets All | Electric | Special | 80 | 100 |
| Earthquake | Targets All | Ground | Physical | 100 | 100 |
| Explosion | Targets All | Normal | Physical | 250 | 100 |
| Lava Plume | Targets All | Fire | Special | 80 | 100 |
| Misty Explosion | Targets All | Fairy | Special | 100 | 100 |
| Parabolic Charge | Targets All | Electric | Special | 65 | 100 |
| Petal Blizzard | Targets All | Grass | Physical | 90 | 100 |
| Self-Destruct | Targets All | Normal | Physical | 200 | 100 |
| Sludge Wave | Targets All | Poison | Special | 95 | 100 |
| Sparkling Aria | Targets All | Water | Special | 90 | 100 |
| Surf | Targets All | Water | Special | 90 | 100 |
| Teeter Dance | Targets All | Normal | Status | - | 100 |
1.2. Essential Moves
Double Battles hinge on immediate impact since players get two moves each turn. Therefore, many moves are far more effective than they are in Single Battles. Some moves (i.e., Follow Me) are meant for Double Battles and don’t work in Single Battles at all.
The majority of competitive Double Battle Pokémon have at least one of these moves, no matter their role.
- Protect: Forfeiting a Pokémon’s attack in exchange for preventing all harm coming to them is the embodiment of Double Battle mind games. Other variants include King’s Shield and Wide Guard.
- Fake Out: It can’t be stressed enough how useful it is to stop an opponent’s move. Some Pokémon are top-tier in Double Battles simply because they can use Fake Out.
- Follow Me / Rage Powder: Both moves have the same effect of redirecting all single-target moves toward the user. They help the user keep pressure off their partner, but it’s useless against multi-target moves.
1.3. Double Battle Combos
Players often stack multiple mechanics into powerful Double Battle combos. These tactics often make Double Battles highly unpredictable. Some combos are also highly abusable and make up potent strategies.

Orthworm’s Earth Eater Ability heals it from its partner Garchomp’s Earthquake in Pokémon Champions.
The most well-known combos are popular cornerstones of a player’s strategy.
- ‘Hit all’ attacks + protective Ability: Some Abilities nullify, or even strengthen, a Pokémon hit by a specific Type. In the above image, Orthworm gets healed by its Earth Eater Ability after its partner, Garchomp, attacks everything with an Earthquake.
- Skill Swap + Intimidate: If a Pokémon with the Intimidate Ability is affected by a partner’s Skill Swap, the opponent’s Pokémon will lose another Attack stage after Intimidate triggers a second time.
- Weather + compatible Ability: Weather teams are just as prominent in Doubles as they are in Singles. Since only one of a player’s two Pokémon needs a move or Ability to set their desired weather, their partner can immediately benefit from it on the same turn.
2. Strongest Double Battle Pokémon
Every high-ranking Double Battle team is guaranteed to use at least one of these Pokémon. Some teams make up over half of their roster with them. Even if you don’t want to use any Pokémon listed below, you’ll still need to have counters for them.
2.1. Aerodactyl
Aerodactyl is tied with Alakazam as the fastest Mega Evolution in Champions. Any Aerodactyl build should take full advantage of that. Until Head Smash is available, Unnerve is the only Ability that it should use in Champions.
- Stats: 80 HP / 105 Atk / 65 Def / 60 Sp. Atk / 75 Sp. Def / 130 Spe
- Mega Stats: 80 HP / 135 Atk / 85 Def / 70 Sp. Atk / 95 Sp. Def / 150 Spe
- Abilities: Pressure / Rock Head / Unnerve (Mega has Tough Claws)
- Types: Rock / Flying (includes Mega)
| Build | Main Strength |
|---|---|
| Tailwind Support | Fastest non-Prankster Tailwind |
| Fast Mega | Fast physical force |
Tailwind Support
Reaching 200 Speed and a Focus Sash, Aerodactyl is virtually guaranteed to set up Tailwind.
- SP Allocation: 32 Atk, 32 Spe, 2 HP
- Nature: Jolly
- Ability: Unnerve
- Held Item: Focus Sash
- Moves: Rock Slide, Dual Wingbeat, Tailwind, Protect
- Strategy: Rock Slide hits both opponents with a 30% flinch rate, Dual Wingbeat bypasses Focus Sash, and Tailwind doubles your team’s Speed for four turns. Protect ensures an opposing Fake Out won’t break Aerodactyl’s Sash before setting up.
Fast Mega
With a Jolly Nature and the proper SP allocation, Mega Aerodactyl will always outspeed the Mega Evolutions it’s meant to counter, Delphox and Lopunny.
- SP Allocation: 16 HP, 32 Atk, 18 Spe
- Nature: Jolly
- Ability: Unnerve
- Held Item: Aerodactylite
- Moves: Rock Slide, Dual Wingbeat, Fire Fang, Protect
- Strategy: Mostly identical to the Tailwind Support build, but uses Fire Fang to hit Steel-types that resist its STABs. Tough Claws boosts dual Wingbeat and Fire Fang by 30%.
2.2. Basculegion-Male
As Ghost-type Pokémon, all Basculegions are immune to Fake Out. Since this species’ stats differ by gender, only use a male Basculegion for the increased Attack. A Basculegion’s optimal build depends on its Ability.
- Stats: 120 HP / 112 Atk / 65 Def / 80 Sp. Atk / 75 Sp. Def / 78 Spe
- Abilities: Swift Swim / Adaptability / Mold Breaker
- Types: Water / Ghost
| Build | Main Strength |
|---|---|
| Adaptability Attacker | Powerful STABs |
| Swift Swim Sweeper | Outspeeds all Mega Evolutions in rain |
Adaptability Attacker
Basculegion’s Water-type attacks get a massive 140% boost with this setup (at 288 and 96 Power, respectively), while Last Respects gets stronger with each fallen teammate.
- SP Allocation: 32 Atk, 22 Def, 12 Sp. Def
- Nature: Adamant
- Ability: Adaptability
- Held Item: Mystic Water
- Moves: Wave Crash, Last Respects, Aqua Jet, Protect
- Strategy: Wave Crash inflicts immense damage, while Aqua Jet is for priority. Last Respects is used only if the target resists Water-type attacks, or when at least two teammates have fallen (it reaches 300 Power, counting Adaptability).
Swift Swim Sweeper
In the rain, this Basculegion build reaches 224 Speed and its Water-type attacks hit twice as hard.
- SP Allocation: 32 Atk, 20 HP, 14 Spe
- Nature: Adamant
- Ability: Swift Swim
- Held Item: Colbur Berry
- Moves: Wave Crash, Last Respects, Ice Fang, Protect
- Strategy: Wave Crash reaches an insane 360 Power in the rain, so the remaining SP investment focuses on its already huge HP pool due to recoil. Ice Fang only matters against outside rain or to exploit a 4x Ice-type weakness, while the Colbur Berry weakens an incoming Sucker Punch.
2.3. Eternal Flower Floette
Eternal Flower Floette is only available via transfer from Pokémon HOME. It cannot be acquired through the Ranch. Regardless of Floette’s build, it’s guaranteed to have strong special attack prowess.
- Stats: 74 HP / 65 Atk / 67 Def / 125 Sp. Atk / 128 Sp. Def / 92 Spe
- Mega Stats: 74 HP / 85 Atk / 87 Def / 155 Sp. Atk / 148 Sp. Def / 102 Spe
- Abilities: Flower Veil / Symbiosis (Mega has Fairy Aura)
- Type: Fairy (includes Mega)
| Build | Main Strength |
|---|---|
| Grass Support | Supports Grass-type Mega Evolutions |
| Bulky Mega | Fairy Aura-boosted special attacks |
Grass Support
Floette’s presence prevents any Grass-type partner from suffering a status condition or stat drop, so pair it with a Mega Evolution.
- SP Allocation: 32 HP, 32 Def, 2 Sp. Def
- Nature: Bold
- Ability: Flower Veil
- Held Item: Leftovers
- Moves: Moonblast, Reflect, Pollen Puff, Protect
- Strategy: Reflect patches Floette’s low Defense while buffing its partner’s. Pollen Puff can heal its partner or attack, while Moonblast is its best STAB in power and reliability.
Bulky Mega
After Mega Evolution, Floette’s Fairy Aura empowers all Fairy-type attacks by 33%.
- SP Allocation: 32 HP, 32 Sp. Atk, 2 Def
- Nature: Modest
- Ability: Flower Veil
- Held Item: Floettite
- Moves: Dazzling Gleam, Psychic, Chilling Water, Protect
- Strategy: Dazzling Gleam hits both opponents and is the STAB of choice. Psychic and Chilling Water hit Poison and Fire-types, respectively.
2.4. Garchomp
Like in Single Battles, Rough Skin is the optimal Ability in most Garchomp builds. That said, partnering it with Tyranitar or Hippowdon gives it the free 25% Evasion with Sand Veil. Alternatively, many Pokémon can just use Sandstorm instead of switching.
- Stats: 108 HP / 130 Atk / 95 Def / 80 Sp. Atk / 85 Sp. Def / 102 Spe
- Mega Stats: 108 HP / 170 Atk / 115 Def / 120 Sp. Atk / 95 Sp. Def / 92 Spe
- Abilities: Sand Veil / Rough Skin (Mega has Sand Force)
- Types: Dragon / Ground (includes Mega)
| Build | Main Strength |
|---|---|
| Dodge Tank | Avoiding attacks in a sandstorm |
| Wallbreaker Mega | Massive physical strength |
Dodge Tank
Though Evasion is normally gimmicky at best, a Sand Veil Garchomp can pull it off without wasting any turns. With Sandstorm support and Bright Powder, it reaches 32.5% Evasion.
- SP Allocation: 32 HP, 32 Def, 2 Sp. Def
- Nature: Impish
- Ability: Sand Veil
- Held Item: Bright Powder
- Moves: Breaking Swipe, Bulldoze, Rock Slide, Sandstorm
- Strategy: If sandstorm is up, use Bulldoze for Speed control or Breaking Swipe for Attack drops. Rock Slide has a 30% flinch rate against slower targets, so this build is surprisingly sturdy despite lacking recovery.
Wallbreaker Mega
Even without Sandstorm support, Garchomp’s Attack is massive after Mega Evolution. That said, its Earthquake and Rock Slide get a 30% boost in a sandstorm.
- SP Allocation: 32 HP, 32 Atk, 2 Def
- Nature: Adamant
- Ability: Rough Skin
- Held Item: Garchompite
- Moves: Dragon Claw, Earthquake, Rock Slide, Protect
- Strategy: Use whichever attack inflicts the most damage or Protect. That’s all there is to it.
2.5. Incineroar
Incineroar has been hailed as ‘the King of VGC’ for nearly a decade because it has so many uses in Double Battles. All Incineroar builds must choose Intimidate over Blaze without exception. It doesn’t have any priority Fire-type attack anyway.
- Stats: 95 HP / 115 Atk / 90 Def / 80 Sp. Atk / 90 Sp. Def / 60 Spe
- Abilities: Blaze / Intimidate
- Types: Fire / Dark
| Build | Main Strength |
|---|---|
| Bulky Support | Intimidation and support |
| Bulky Attacker | Intimidation and force |
Bulky Support
This is Incineroar’s bread-and-butter build, and for good reason. It does everything a Double Battle party needs in a single non-Mega slot.
- SP Allocation: 32 HP, 16 Def, 18 Sp. Def
- Nature: Careful
- Ability: Intimidate
- Held Item: Sitrus Berry
- Moves: Fake Out, Flare Blitz, Helping Hand, Parting Shot
- Strategy: Fake Out is self-explanatory, Flare Blitz is pure damage, Helping Hand strengthens its partner, and Parting Shot weakens an opponent with a slow pivot.
Bulky Attacker
If buff and debuff support are already covered, Incineroar can reliably run a more offensive build.
- SP Allocation: 32 HP, 32 Atk, 1 Sp. Def, 1 Spe
- Nature: Adamant
- Ability: Intimidate
- Held Item: Shuca Berry
- Moves: Fake Out, Flare Blitz, Darkest Lariat, Protect
- Strategy: Fake Out and Flare Blitz work the same as Bulky Support, but it has Darkest Lariat as a secondary STAB that bypasses defense boosts.
2.6. Kingambit
The Defiant Ability ensures Kingambit’s already impressive Attack stat climbs higher from an opponent’s Intimidate. All lead Kingambit builds must have it, though some late-game builds may be better with Supreme Overlord. One of each variety is listed below.
- Stats: 100 HP / 135 Atk / 120 Def / 60 Sp. Atk / 85 Sp. Def / 50 Spe
- Abilities: Defiant / Supreme Overlord / Pressure
- Types: Dark / Steel
| Build | Main Strength |
|---|---|
| Bulky Attacker | Immune to Intimidate |
| Supreme Overlord | Late-game cleaner |
Bulky Attacker
This build is an excellent lead against Intimidate users, which always show up on Team Preview. Incineroar is incredibly common.
- SP Allocation: 32 HP, 32 Atk, 2 Def
- Nature: Adamant
- Ability: Defiant
- Held Item: Black Glasses
- Moves: Kowtow Cleave, Iron Head, Sucker Punch, Protect
- Strategy: Kowtow Cleave and Sucker Punch are buffed by Black Glasses. Use the appropriate attack, depending on whether the target is attacking or not. Iron Head is Kingambit’s other STAB and hits Fairy-types.
Supreme Overlord
This build must start in the reserve party, only to be sent out after two of its teammates have fallen. This grants a 20% boost to all of its attacks.
- SP Allocation: 32 Atk, 32 Spe, 2 Sp. Def
- Nature: Adamant
- Ability: Supreme Overlord
- Held Item: Focus Sash
- Moves: Sucker Punch, Iron Head, Low Kick, Protect
- Strategy: Low Kick replaces Kowtow Cleave to take out Steel-types, including another Kingambit. Intimidate attempts are less likely during the late-game, especially if the opponent is down two Pokémon.
2.7. Milotic
Like Kingambit, Milotic’s build depends on which Ability it has. Marvel Scale gives it a 50% Defense boost when it has a non-volatile status condition. Competitive gives it a +2 Special Attack boost when it suffers a stat drop from an opponent.
- Stats: 95 HP / 60 Atk / 79 Def / 100 Sp. Atk / 125 Sp. Def / 81 Spe
- Abilities: Marvel Scale / Competitive / Cute Charm
- Type: Water
| Build | Main Strength |
|---|---|
| Marvel Scale Defender | Amazing longevity with Rest |
| Competitive Attacker | Grows stronger from Intimidate |
Marvel Scale Defender
Marvel Scale is one of the few Abilities that make the ‘RestTalk combo’ viable. Having a Healer partner is another option.
- SP Allocation: 32 HP, 32 Def, 2 Sp. Def
- Nature: Bold
- Ability: Marvel Scale
- Held Item: Leftovers
- Moves: Muddy Water, Helping Hand, Rest, Sleep Talk
- Strategy: Muddy Water hits both opponents with a 30% chance of an Accuracy drop. Rest fully restores its HP and puts it to sleep, triggering its Marvel Scale Ability. Sleep Talk ignores priority while randomly choosing a move, so pick a slower partner in case it gets Helping Hand.
Competitive Attacker
Each Intimidate attempt buffs Milotic’s Special Attack by two stages, effectively doubling it.
- SP Allocation: 32 Def, 32 Sp. Attack, 1 HP, 1 Sp. Def
- Nature: Modest
- Ability: Competitive
- Held Item: Mystic Water
- Moves: Surf, Scald, Icy Wind, Protect
- Strategy: Use as a lead only if an Intimidate user is anticipated. Surf and Scald are boosted by Mystic Water. The former hits everything, so a partner with Protect or Water Absorb is a must.
2.8. Rotom-Wash
With a Ground-type immunity and many useful moves, Rotom-Wash is highly flexible for any Double Battle team. It can run numerous builds, but the most prominent ones are bulky special attackers and pivots. You could even do both by replacing Thunderbolt or Protect.
- Stats: 50 HP / 50 Atk / 77 Def / 95 Sp. Atk / 77 Sp. Def / 91 Spe
- Ability: Levitate
- Types: Electric / Water
| Build | Main Strength |
|---|---|
| Bulky Attacker | Crippling physical attackers |
| Scarf Pivot | Fast Volt Switches |
Bulky Attacker
The standard Rotom-Wash build has both STAB attacks and Will-O-Wisp.
- SP Allocation: 32 HP, 32 Def, 2 Sp. Def
- Nature: Calm
- Ability: Levitate
- Held Item: Sitrus Berry
- Moves: Thunderbolt, Hydro Pump, Will-O-Wisp, Protect
- Strategy: Will-O-Wisp is mainly used to cripple physical attackers, despite its shaky 85% Accuracy. Rotom-Wash’s STABs are ineffective against Grass and Dragon-type Pokémon, so have a partner with an Ice-type attack.
Scarf Pivot
At 224 Speed with a Choice Scarf, Rotom-Wash outspeeds all Mega Evolutions without a boost.
- SP Allocation: 32 Sp. Atk, 30 Spe, 4 HP
- Nature: Timid
- Ability: Levitate
- Held Item: Choice Scarf
- Moves: Thunderbolt, Hydro Pump, Trick, Volt Switch
- Strategy: If your opponent has no Lightning Rod Pokémon, Volt Switch is a great pivot move, especially when going into an Intimidate user. Trick cripples a defensive Pokémon by locking it on a single move.
2.9. Sinistcha
Sinistcha is the sole user of Hospitality in Champions. It instantly heals its partner’s HP by 25% of its maximum upon switching in, so all Sinistcha builds must use it without exception. It’s also immune to Fake Out, which is always a plus.
- Stats: 71 HP / 60 Atk / 106 Def / 121 Sp. Atk / 80 Sp. Def / 70 Spe
- Abilities: Hospitality / Heatproof
- Types: Grass / Ghost
| Build | Main Strength |
|---|---|
| Bulky Attacker | Attacks and heals effectively |
| Trick Room Support | Sets up Trick Room |
Bulky Attacker
Sinistcha has an impressive Special Attack stat for a non-Mega Evolution, which this build makes use of.
- SP Allocation: 32 HP, 32 Sp. Atk, 2 Def
- Nature: Modest
- Ability: Hospitality
- Held Item: Sitrus Berry
- Moves: Matcha Gotcha, Shadow Ball, Rage Powder, Protect
- Strategy: Matcha Gotcha hits both opponents, restores Sinistcha’s HP, and has a 20% chance to burn, all at once. Shadow Ball is its other STAB. Rage Powder redirects attacks aimed at its partner, and is one way to thwart incoming Fake Outs.
Trick Room Support
Sinistcha is an exceptional user of Trick Room, ensuring slower Pokémon move first.
- SP Allocation: 32 Def, 32 Sp. Def, 2 HP
- Nature: Calm
- Ability: Hospitality
- Held Item: Leftovers
- Moves: Matcha Gotcha, Rage Powder, Trick Room, Protect
- Strategy: Set up Trick Room as soon as possible, then heal or redirect as needed. A low HP investment means Matcha Gotcha’s healing will be proportionately higher.
2.10. Sneasler
Sneasler is an outstanding Pokémon in Double Battles due to its Types, hyper-offensive stats, and access to Fake Out. Any Sneasler build is guaranteed to be very fast and hit very hard. Due to its frailty, Focus Sash is very popular with it.
- Stats: 80 HP / 130 Atk / 60 Def / 40 Sp. Atk / 80 Sp. Def / 120 Spe
- Abilities: Pressure / Unburden / Poison Touch
- Types: Fighting / Poison
| Build | Main Strength |
|---|---|
| Unburden Attacker | Turns Intimidate into a Speed boost |
| Fast Pivot | Fast U-turns |
Unburden Attacker
As a prime example of a lead Pokémon, Sneasler is an Intimidate target. This build restores that lost Attack and doubles its Speed simultaneously.
- SP Allocation: 32 Atk, 32 Spe, 2 HP
- Nature: Adamant
- Ability: Unburden
- Held Item: White Herb
- Moves: Fake Out, Dire Claw, Close Combat, Protect
- Strategy: Sneasler’s STABs are immensely strong, but struggle against Ghost-types. Its partner should have a Ghost or Dark-type move to compensate. If the opponent isn’t using Intimidate, Close Combat will still proc the White Herb / Unburden combo.
Fast Pivot
Despite not being a STAB move, U-turn is great for pivoting with Sneasler’s 189 Speed.
- SP Allocation: 32 Atk, 32 Spe, 2 HP
- Nature: Adamant
- Ability: Poison Touch
- Held Item: Focus Sash
- Moves: Fake Out, Dire Claw, U-turn, Protect
- Strategy: This build replaces Close Combat with U-turn, which takes Psychic-type switch-ins by surprise. Poison Touch is used because U-turn gains a 30% chance to poison its target.




















