All guides
Support and Control: the Ultra Ball guide
Battle GuideGuideAdvancedReg M-B

Support and Control: the Ultra Ball guide

The support and control layer of Pokémon Champions doubles: redirection (Rage Powder / Follow Me), Wide Guard, Prankster priority status, weather, Taunt, pivoting, and Perish Trap, with legal Reg M-B users and verified clips.

Last updated · evergreen, updated as the meta evolves

The Ultra Ball bot plays the fundamentals cleanly but doesn’t look ahead, so this is where control tools start to shine. Redirection, Wide Guard, priority status, weather, and Taunt let you dictate what happens on a turn rather than just react. These are the pieces that hold a game plan together.

Redirection: drag their attacks where you want

Follow Me and Rage Powder are priority moves that force the opponent’s single-target attacks onto the user. That means your win condition can set up, or your fragile attacker can fire, completely untouched, because everything gets pulled onto the redirector. The one caveat: spread moves ignore redirection, so a Heat Wave or Rock Slide still hits everyone.

Legal M-B users: Sinistcha (Rage Powder), Clefable / Maushold (Follow Me).

SinistchaA-TIER REDIRECTOR

Sinistcha

Hospitality
GrassGhost

The premier Reg M-B redirector. Rage Powder pulls single-target attacks off your win condition, while Hospitality heals its partner on entry. Matcha Gotcha is a reliable draining STAB, and it can even carry Trick Room. A Kasib Berry (Ghost-resist) helps it survive the Shadow Balls aimed at it.

Sinistcha’s Rage Powder drags Garchomp’s Stone Edge onto itself, so Volcarona sets up Quiver Dance completely untouched.
What beats redirection

Redirection is strong but not absolute. Spread moves ignore it (Heat Wave still hits both), Stalwart / Propeller Tail attackers ignore it, and a Taunt shuts the redirector off before it can act. If you rely on Rage Powder, keep it safe from those.

Wide Guard: block a spread move for your whole side

Wide Guard is a priority move that blocks *all* spread damage aimed at your side for the turn: Heat Wave, Rock Slide, Make It Rain, Eruption, Earthquake. Against spread-heavy teams it’s a hard wall: they invest a big turn into two Pokémon and you take zero. Pair it with a partner that pressures back while the spread attacker whiffs.

Legal M-B users: Gallade, Machamp, Conkeldurr, Pelipper, Swampert.

Gallade’s Wide Guard blocks the whole spread move, so Gholdengo’s Make It Rain does nothing to either Pokémon.

Prankster: your status moves land first

Prankster gives +1 priority to status moves. Suddenly your Taunt, Tailwind, screens, or redirection go *before* a faster foe can act. That’s how a slow Grimmsnarl shuts off a fast opponent’s setup, or guarantees Tailwind goes up even as it’s being attacked. Two important limits in Champions: Prankster status fails against Dark-types, and it does not beat the Armor Tail / Dazzling / Queenly Majesty abilities that block priority.

Legal M-B users: Grimmsnarl, Whimsicott. (Note: Grimmsnarl does not learn Thunder Wave in Champions.)

Grimmsnarl is slower than Gardevoir, but Prankster Taunt lands first, denying the Trick Room entirely.

Weather: the field-wide multiplier

A weather setter changes the whole field for five turns (or while the setter is out, for ability weather). It boosts a type, powers specific abilities, and can chip the foe. In Champions the two you’ll build around most are rain (Pelipper) and sun (Torkoal). Terrain, by contrast, is barely present: Champions has no Grassy/Psychic/Misty Surge setters, so weather is *the* field tool.

WeatherBoostsPowers abilityLegal setter
RainWater ×1.5, weakens FireSwift Swim (2× Speed)PelipperPelipper (Drizzle)
SunFire ×1.5, weakens WaterChlorophyll (2× Speed)TorkoalTorkoal (Drought)
SandRock Sp.Def ×1.5, chips non-Rock/Ground/SteelSand Rush (2× Speed)TyranitarTyranitar (Sand Stream)
SnowIce Defense ×1.5Slush Rush (2× Speed)Ninetales-AlolaNinetales-Alola (Snow Warning)
Weather at a glance: what each boosts and a legal setter.
Pelipper’s Drizzle sets rain: Swift Swim doubles Basculegion’s Speed and rain boosts Wave Crash, so it out-speeds and KOs Tyranitar.
The other side of weather: Torkoal’s Drought sets sun, and its sun-boosted (×1.5) spread Heat Wave OHKOs the Steel pair at once.
Sun & rain are the two big weathers in M-B

Charizard-Mega-Y brings permanent-feeling sun with Drought, powering its own Heat Wave and a fast Solar Beam (no charge in sun). Pelipper brings rain for Swift-Swim sweepers and instant-charge Electro Shot on Archaludon. Both are top-tier, so expect to face them, and pack a way to flip or ignore the weather.

Weather wars: whoever sets last, wins

When two weather teams meet, it becomes a weather war: ability weather (Drizzle, Drought, Sand Stream, Snow Warning) re-sets every time that Pokémon switches in, so the side that gets its setter onto the field *most recently* owns the field. The reads that decide it:

  • Lead the weather you want up first, but keep your setter alive: if it faints, your sweepers lose their Speed and power.
  • Bring a second setter so you can re-set after a KO. A rain team with only one Pelipper folds the moment it dies.
  • Pivot your setter back in to overwrite their weather right before your sweep turn: timing beats raw power.
  • Or ignore weather entirely: a Trick Room or Tailwind team doesn’t care whose sun is up, only who moves first.
WeatherAbility poweredEffectLegal M-B user
RainSwift SwimDoubles SpeedBasculegionBasculegionSwampert-MegaSwampert-Mega
SunChlorophyllDoubles SpeedVenusaurVenusaurLeafeonLeafeon
SandSand RushDoubles SpeedExcadrillExcadrillLycanrocLycanroc
SnowSlush RushDoubles SpeedBearticBeartic (Ninetales-Alola enables the snow)
Weather-powered abilities: the Speed doublers you race in a weather war.

Status in Champions: no easy cures

Because Champions has no Covert Cloak, no Safety Goggles, and a very thin cast of Misty-Terrain-style status blockers, status conditions stick harder here than in past formats. A Will-O-Wisp on your physical attacker, a Yawn-induced sleep, or a spread Nuzzle paralysis can define a game, and you often can’t simply cure it. Plan for it: run Lum Berry on a key sweeper if you fear status, lean on special attackers (immune to burn’s downside), or pack your own status to fight fire with fire.

You fear…AnswerLegal M-B tool
Will-O-Wisp on your physical attackerRun a special attacker, or a Lum Berry, or Fire-immune Flash FireGholdengoGholdengoArcanine-HisuiArcanine-Hisui
Yawn / sleep on your win-conProtect the turn Yawn would land, or switchany Protect user
Spread paralysis (Nuzzle / Body Slam)Bring Electric-immune Ground types or Prankster to move firstGarchompGarchompGrimmsnarlGrimmsnarl
Toxic / poison stallRace it with offense; you don’t have longfast attackers
How to answer status when you can’t just cloak it.

Screens & Aurora Veil: cut incoming damage in half

Reflect halves physical damage and Light Screen halves special damage to your side for five turns (eight with Light Clay). Aurora Veil does *both at once*, but can only be set while it’s snowing. Screens don’t win a game on their own. They buy your win condition the turns it needs to set up and take over. Grimmsnarl is the format’s screen king thanks to Prankster (see below); in snow, Froslass-Mega and Ninetales-Alola put up Aurora Veil.

ScreenHalvesLegal setter
ReflectPhysical damageGrimmsnarlGrimmsnarlSableyeSableyeCorviknightCorviknight
Light ScreenSpecial damageGrimmsnarlGrimmsnarlSableyeSableyeWhimsicottWhimsicott
Aurora VeilBoth (needs snow up)Froslass-MegaFroslass-MegaNinetales-AlolaNinetales-Alola
The screens and who sets them in Reg M-B.

Taunt: shut off support

Taunt locks a Pokémon out of every status move for a few turns: no Trick Room, no redirection, no Protect, no setup, no screens. Against a support-heavy team it neutralises their whole plan. On Prankster it goes first (see above), so you can deny a status move before it happens.

Legal M-B users: Grimmsnarl, Whimsicott (both Prankster), plus many attackers as a tech option.

Prankster Taunt lands first, so Sinistcha can’t Rage Powder and can’t support. The redirector is shut off.

Encore & Disable: lock the foe into the wrong move

Taunt shuts off *status* moves; Encore and Disable go further by locking a specific move. Encore forces the target to repeat its last move for three turns, which is devastating when it just used Protect or a setup move, because now it can’t attack while you set up or KO it. Disable blocks the target’s last move outright. On Prankster (Whimsicott), Encore lands first, so you can lock a foe *before* it acts. These are the disruption tools that turn one bad opponent choice into three wasted turns.

MoveEffectLegal user
EncoreFoe repeats its last move for 3 turnsWhimsicottWhimsicott (Prankster)
DisableFoe can’t use its last move for 4 turnsGengarGengarDragapultDragapult
TauntFoe can’t use any status moveGrimmsnarlGrimmsnarlWhimsicottWhimsicott (Prankster)
Move-locking disruption and a legal M-B user.
Encore a Protect, then walk in

The classic Whimsicott line: the foe Protects a threatened Pokémon, so you Encore it into Protect. It now can’t attack for the next turns while your win condition sets up unopposed. Prankster makes the Encore land first, so the lock is guaranteed. (Note: Good as Gold on Gholdengo blocks Encore, so it can’t be locked this way.)

Dragonite sets up with Dragon Dance, then Whimsicott’s Prankster Encore locks it into Dragon Dance, so it just keeps dancing while Kingambit removes it.

Pivoting: chip and swap in one move

U-turn, Volt Switch, Flip Turn, and Parting Shot deal damage (or a debuff) and switch you out, letting you bring a better matchup while keeping momentum, so the foe doesn’t get a free turn to reposition. Parting Shot is especially strong: it drops the target’s Attack and Sp.Atk *and* pivots, so you leave a weakened board behind. Use pivots to escape a bad matchup, to bring your Intimidate user in on a physical attacker, or to keep a Choice-locked mon flexible.

MoveDoesTypeLegal user
U-turnDamage + switchBugScizorScizorKleavorKleavor
Volt SwitchDamage + switchElectricManectricManectric
Flip TurnDamage + switchWaterBasculegionBasculegionSamurott-HisuiSamurott-Hisui
Parting Shot−1 Atk / −1 Sp.Atk + switchDarkIncineroarIncineroar
Pivot moves and a legal M-B user each.
Why pivoting is a table here, not a clip

A pivot move triggers a mid-turn switch that our scripted clip harness can’t drive cleanly, so we teach it with the table above rather than a mis-recorded video. In an actual game it’s one click: attack, then choose who comes in.

Perish Trap + Protect-to-stall

Perish Song makes *every* Pokémon on the field faint in three turns. Pair it with trapping (so the foe can’t switch out to reset the count) and Protect / your own switching (so *you* survive the timer), and you simply outlast the opponent. It’s a slow, control-oriented win condition that beats bulky setup teams which can’t race a clock.

TurnPerish countYour play
0Song hits; all get "Perish 3"Trap the foe so it can’t escape the count
1Perish 2Protect or switch a fresh Pokémon in (resets *your* count)
2Perish 1Keep stalling: Protect / switch again
3Perish 0 → faintThe trapped foe faints; you’ve switched out of yours
The Perish countdown: Protect / switch through it while the foe faints.

Dictate the turn

Support and control are what let you decide what happens instead of reacting. Redirect, block, deny, and pivot until the board is on your terms. When you’re ready for the top of the ladder, the Master Ball guide covers the advanced skills: win conditions, prediction, item reads, speed tiers, and closing.