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Doubles Fundamentals: the Poké Ball guide
Battle GuideGuideBeginnerReg M-B

Doubles Fundamentals: the Poké Ball guide

The absolute basics of Pokémon Champions doubles: 2v2 targeting, bring-6-pick-4 team preview, type matchups, Speed, Protect, and spread moves, with verified in-battle clips.

Last updated · evergreen, updated as the meta evolves

Pokémon Champions is a doubles game: two Pokémon per side, on the field at once. That one fact changes everything about how you play compared to the single battles from the main series. This guide assumes you are brand new and walks every basic rule from the ground up: what a doubles battle is, how targeting works, what a type is, what Speed and PP do, what happens at 0 HP, Protect, and spread moves. Master these and you already beat the Poké Ball bot, which just attacks.

Practise as you read

Every concept below has a short clip from Simulate Mode. The Poké Ball bot only clicks damage, no tricks, so it is the perfect sparring partner for the basics. Jump in whenever you want to try a concept yourself.

ChampTeams Simulate Mode setup screen: pick your team and the bot’s team, choose a difficulty from Poké Ball to Champion, and toggle Open Team Sheets before starting a Pokémon Champions doubles battle
Simulate Mode lets you battle a rule-based bot in a full Showdown-style doubles match. Start on the Poké Ball difficulty (it only clicks damage) and climb the crests (they map to these five guides) as your play sharpens.

What a doubles battle actually is

A double battle puts two of your Pokémon on the field at the same time, facing two of the opponent’s. Every turn, you give an order to *both* of your Pokémon, the opponent does the same in secret, and then all four moves resolve in one go, fastest first. You never see the opponent’s orders before you lock yours in, so doubles is a game of reading intentions, not reacting to them.

  • The field: your two Pokémon sit on the left, the opponent’s two on the right. Positions are called *slots*: your slot 1 and slot 2, their slot 1 and slot 2.
  • Every turn you make two choices, one order per Pokémon. A Pokémon can attack, use a status move, switch out, or (rarely) do nothing.
  • Both sides choose at once, then the turn plays out. There is no "your turn / my turn". It is simultaneous.
  • A Pokémon at 0 HP faints and leaves the field; you send out a replacement from your bench (if you have one).
  • You win when all of the opponent’s chosen Pokémon have fainted (in Champions, that means their four, see below).

Bring six, pick four: Team Preview

In Reg M-B you build a team of six Pokémon but only four battle. At the start of every game you see both full teams (this is Open Team Sheets, so nothing is hidden) and you get 90 seconds of Team Preview to choose which four you bring and which two of those four you lead with. This is the single most important decision in the game: you pick your four for the matchup in front of you. A team that struggles into rain brings its rain answers; a team facing Trick Room brings its Taunt user and leaves its own slow attackers on the bench.

RuleWhat it means
Double battleTwo Pokémon per side on the field at once
Bring 6, pick 4Build six; choose four at Team Preview
Level 50Every Pokémon is set to Level 50, so stats are fixed and comparable
Open Team SheetsYou see the opponent’s full six before the game starts
Species ClauseNo two Pokémon of the same species on a team
Item ClauseNo two Pokémon holding the same item
Mega EvolutionOne Pokémon may Mega Evolve, once per battle, via the Omni Ring
No TerastallizationTera does not exist in Champions
Timer90s Team Preview, 45s per turn, 7 min of your own clock
Reg M-B rules every game runs under. Memorise these.
  • Leads set the tone. Your first two Pokémon should be safe into most of the opposing six; you can bring your riskier picks off the back and switch them in later.
  • You don’t have to bring your "best" four. You bring the four that beat *their* four.
  • Save your hard answers for the back. If you lead them, the opponent plays around them; kept in reserve, they punish.
Team preview at a glance

Read left-to-right: your six, then the four you *bring* (highlighted), then your *lead* pair. The rule of thumb: lead with your safest, most flexible pair; save your hard answers for the back.

Stuck on who to bring?

At Team Preview in Simulate, turn on Hints and the "Who to bring" panel suggests your best four against the bot’s six. Use it as a starting point, then adjust for the specific threats you see, and the picks start to make sense.

Targeting: you choose where every hit lands

Because there are two foes, most attacks ask which target you want. This is the skill that does not exist in single battles: a single-target move can hit either foe (or, for some moves, your own ally), and you decide. Point your super-effective move at the Pokémon it is super-effective against; gang both attackers onto one foe to punch through its bulk (that’s focus-fire, covered in the Great Ball guide). Some moves don’t ask: they hit everything.

Move typeWhat it hitsExamples
Single-targetOne foe you chooseFlare Blitz, Moonblast, Sucker Punch
Spread (both foes)Both opponents at once, 75% powerHeat Wave, Rock Slide, Earthquake, Make It Rain
Ally-targetingYour own partner (to help it)Helping Hand, Follow Me (draws to self)
Field / selfThe whole field or the userTrick Room, Tailwind, Protect, Swords Dance
The four ways a move can be aimed in doubles.

Types & the type chart: check before you click

Every Pokémon has one or two types (its typing), and every attack has one type. The relationship between the attack’s type and the target’s typing decides the damage multiplier. Super-effective hits deal ( if the target is weak to that type on *both* of its types); resisted hits deal ½ (¼ if it resists on both); and some matchups deal nothing at all, an immunity. The classic beginner trap: clicking an Electric move into a Ground type. It does *zero*. Always glance at the matchup before you lock a move.

Manectric’s Thunderbolt does nothing to Ground-type Garchomp. Then Dragapult’s Draco Meteor (2× super-effective) lands and KOs.
Let Hints do the type math

Turn on Hints in Simulate and it shows a live damage range for each of your moves against each foe, so you can see which hit lands super-effective and which does nothing before you click. Greens mean the move can KO. It is your damage calc without any of the math.

MatchupMultiplierMeaning
Doubly super-effectiveWeak on both types, often an instant KO
Super-effectiveWeak: pick this move
NeutralNormal damage
Resisted½×Chip only, usually avoid
Doubly resisted¼×Almost nothing
ImmuneDoes literally nothing, never click it
The damage multipliers: how much a hit does.
Attack typeDoes nothing toWhy
GroundFlying(and Levitate)They’re not on the ground
ElectricGroundGrounded, so Electric can’t path to them
NormalFightingGhostGhosts phase through
GhostNormalThe reverse also holds
PoisonSteelSteel can’t be poisoned or hit by Poison
PsychicDarkDark is immune to Psychic
DragonFairyFairy is flat immune to Dragon
The type immunities you’ll meet most. Clicking these does nothing.

Here is the full type chart for reference: every attacking type (rows) against every defending type (columns). There is also a standalone Champions Type Chart → you can bookmark.

ATK ↓ / DEF →NORFIRWATELEGRAICEFIGPOIGROFLYPSYBUGROCGHODRADARSTEFAI
NOR½0½
FIR½½222½½2
WAT2½½22½
ELE2½½02½
GRA½2½½2½½2½½
ICE½½2½222½
FIG22½½½½2022½
POI2½½½½02
GRO22½20½22
FLY½222½½
PSY22½0½
BUG½2½½½2½2½½
ROC22½½22½
GHO022½
DRA2½0
DAR½22½½
STE½½½22½2
FAI½2½22½
Read across a row: how that attacking type fares against each defending type. 2 = super-effective · ½ = resisted · 0 = immune · blank = neutral (1×).
  • Doubly-weak = 4×. Weavile (Dark/Ice) takes 4× from Fighting; a Bug/Steel like Scizor takes 4× from Fire.
  • Some abilities create immunities too: Levitate (immune to Ground), Lightning Rod (immune to Electric, and it even redirects it), Flash Fire (immune to Fire).
  • STAB ("Same-Type Attack Bonus"): a move that matches the user’s type deals 1.5×. That’s why a Fire-type’s Fire move hits harder than the same move on a non-Fire user.
  • Pick the move that lands, not the one with the biggest base number.

HP, fainting, PP & switching: the turn-to-turn basics

A few mechanical rules govern every turn. HP (Hit Points) is a Pokémon’s health; when it reaches 0 HP the Pokémon faints, leaves the field, and you send in a replacement from your bench. PP (Power Points) is how many times a move can be used. Most attacks have 5 to 15 uses, so you can’t spam the same move forever (this is why Protect stalling eventually forces a switch). Switching swaps an active Pokémon for a benched one; switches happen *before* attacks, so a switch dodges a slower hit but eats a faster one.

  • 0 HP means a faint. The Pokémon is out of the game; bring in a replacement. Lose all four you brought and you lose the match.
  • PP limits your moves. Run out of PP on every move and the Pokémon is forced to use Struggle (a self-damaging flail). You’ll rarely see it, but it’s why stall works.
  • Switching resets some things: stat drops and boosts, Intimidate, Fake Out availability, and confusion all reset on a switch. Weather and Trick Room do not.
  • Switches go first. If you switch, it happens before any attack that turn. That’s useful to dodge a predicted hit, and risky if the incoming Pokémon is slower than the foe.
  • Status conditions (burn, poison, paralysis, sleep, freeze) persist and chip or hinder: burn halves physical damage, paralysis quarters Speed, sleep skips turns.

Physical vs Special: which defense a hit checks

Attacks are either Physical (checked by the target’s Defense) or Special (checked by its Special Defense). A Pokémon can be very hard to hit on one side and easy on the other. Snorlax has enormous Special Defense but middling Defense, so you break it with a strong *physical* hit, not a special one. Knowing which side a wall is soft on tells you which of your attackers to point at it. As a rule of thumb, contact/melee moves (punches, tackles, blades) are physical and elemental beams/blasts (Flamethrower, Thunderbolt, Moonblast) are special, but always check the move’s category, not its flavour.

TargetDef / Sp.DefWalls…Breaks with…
SnorlaxSnorlaxLow Def / High Sp.DefSpecial attacksA hard physical hit (Close Combat, Flare Blitz)
CorviknightCorviknightHigh Def / Mid Sp.DefPhysical attacksA strong special hit (Fire / Electric special)
ArchaludonArchaludonVery high Def / Low Sp.DefPhysical attacksSpecial coverage (special Fighting / Ground)
ToxapexToxapexHigh both, slightly softer specialMost single hitsStack chip, or a strong special STAB
GardevoirGardevoirLow bothNothing, it’s frailAny super-effective hit OHKOs
Same target, two sides. Pick the one it’s soft against.
Same Snorlax, two hits at once: Gardevoir’s special Psychic barely scratches its huge Sp.Def, while Machamp’s physical Close Combat smashes its weak Defense and OHKOs.

How Speed works: faster acts first

Within a turn, once switches and Mega Evolution are done, moves resolve fastest Pokémon first. At Level 50 every stat is a fixed number, so Speed is something you can plan around exactly. Out-speeding a threat means you can KO it *before it ever acts*, the cleanest tempo you can get. If two Pokémon have the *exact* same Speed, the game flips a coin (a Speed tie) to decide who goes first, which is why players invest a single extra Speed point to win a mirror outright. Much of competitive play is a fight over who moves first, which is why speed control (next guide) is so powerful.

Dragapult (142 Speed) moves before Gardevoir (80) and OHKOs it with Shadow Ball before Moonblast can fire.
See your turn order live

In Simulate, turn on Hints to see the exact turn order for your matchup, the same Speed picture this section describes. The Speed bars rank every Pokémon on the field fastest to slowest, so you can tell at a glance who moves first before you lock a move.

Priority beats Speed

Some moves have priority: they go before normal moves no matter the Speed. Fake Out (+3) and Protect (+4) go first; Sucker Punch, Aqua Jet, Bullet Punch, Ice Shard (+1) let a slow Pokémon still strike first. A priority move is how a slow Pokémon closes a game against a faster one, and you’ll use this constantly at higher tiers.

Protect: why nearly every Pokémon runs it

Nearly every Pokémon in VGC runs Protect, and for good reason. In doubles you are often out-numbered on a single Pokémon for a turn, and Protect makes that Pokémon untouchable for the turn while its partner removes the danger. It also scouts (does the foe waste a big move into it?), stalls weather / Trick Room / Tailwind timers down, blocks Fake Out, and buys chip from status to tick. It is not a passive move. It is a tempo tool that shows up in nearly every turn of a real game.

Garchomp out-speeds Incineroar and would KO it, so Incineroar Protects while Gardevoir removes Garchomp. Nothing lost.
  • Protect one, attack with the other. The core doubles pattern: the threatened Pokémon Protects while its partner deals with the threat.
  • Scout with it. A Protect on a Pokémon the opponent wants to KO wastes their big move, and you learn their plan for free.
  • Stall timers. Weather lasts 5 turns, Tailwind 4, Trick Room 5. Protect burns those turns while you take no risk.
Don’t double-Protect predictably

Protect gets less reliable each time you use it in a row (roughly 100%, then 33%, then 11%). Use it to answer a specific threat, not as a reflex every turn. A good opponent reads a habitual Protecter and clicks past it.

Spread moves: hit both foes (at 75%)

Moves that hit both opponents (Heat Wave, Rock Slide, Earthquake, Make It Rain, Eruption, Dazzling Gleam, Icy Wind) deal 75% damage in doubles instead of their full single-target power. That trade is almost always worth it: you are getting damage on *two* Pokémon at once. Spread moves win games by clearing two weakened threats in a single click, by pressuring a whole side while your partner sets up, or by picking off Focus Sash / low-HP Pokémon on both slots.

A Helping-Hand-boosted Heat Wave hits both foes at 75%, and 4× super-effective clears the Steel pair (Scizor + Forretress) in one move.
MoveTypeNoteLegal M-B user
Heat WaveFireSpecial, hits both foesCharizard-Mega-YCharizard-Mega-YTorkoalTorkoal
Rock SlideRockPhysical, 30% flinch chance on eachGarchompGarchompAerodactyl-MegaAerodactyl-MegaTyranitarTyranitar
EarthquakeGroundHits both foes AND your own allyGarchompGarchompExcadrillExcadrillMamoswineMamoswine
Make It RainSteelSpecial, drops the user’s Sp.Atk afterGholdengoGholdengo
EruptionFireWeaker as the user loses HP; huge at fullTorkoalTorkoal
Dazzling GleamFairySpecial, safe (no ally hit)GardevoirGardevoirSylveonSylveonWhimsicottWhimsicott
Common spread moves you’ll see in Reg M-B, and who clicks them.
Watch out: Earthquake hits your ally too

A few spread moves (Earthquake, Surf, Discharge) hit *everything on the field*, including your own partner. Pair them with a Flying-type, a Levitate holder, or a partner that Protects the turn you click it.

Stats and stat points: what each stat does

Every Pokémon has six stats (HP, Attack, Defense, Sp.Atk, Sp.Def, Speed) and you customise them with stat points (66 to spend, max 32 in any one stat) and a Nature (which raises one stat 10% and lowers another). Champions has no IVs, so every Pokémon starts from the same base and the points are all you tune. Where you invest decides the Pokémon’s role. You don’t need to master spreads yet. Just know that an "attacker spread" and a "support spread" are built from the same points but do completely different jobs.

RoleTypical investmentWhat it achieves
Attacker32 Atk (or Sp.Atk) / 32 Spe + boosting natureOut-speeds and KOs: pure offense
Bulky support32 HP / 32 in one defenseSurvives to Fake Out, redirect, or set speed control
Trick Room attacker32 HP / 32 Atk, 0 Speed + a Speed-lowering nature (Brave / Quiet)Slow on purpose, so it moves first under Trick Room
Fast glass cannon32 Sp.Atk / 32 Spe, frailHighest damage, dies to anything back
Same 66 stat points, two very different jobs.

Status conditions: chip and shut-down

A status condition sticks to a Pokémon and hinders it every turn until it switches out (or is cured). Only one non-volatile status can be on a Pokémon at a time. Knowing what each does, and which of your Pokémon *want* to spread one, is a big part of doubles. Burn and paralysis are the two you’ll inflict and fear most: burn guts a physical attacker, paralysis wrecks a fast one.

StatusEffectInflicted by (legal M-B)
BurnHalves physical damage + chips ~1/16 HP each turnWill-O-Wisp, Flare Blitz, Scald / Sacred Fire users
ParalysisCuts Speed to 50% + 25% chance to be fully stoppedBody Slam, Nuzzle, Glare users
PoisonChips ~1/8 HP each turn (Toxic ramps up)Poison Jab, Sludge Bomb, Toxic users
SleepCan’t act for 1 to 3 turns (Spore is the worst)Yawn, Hypnosis, Spore (few legal setters)
FreezeCan’t act until it thaws (rare, luck-based)Ice moves with a small freeze chance
The five status conditions: what they do and how they’re inflicted.
Burn and paralysis flip whole matchups

A burn turns a physical monster like Kingambit or Garchomp into a half-power version of itself, which is why bulky Fire-types and Will-O-Wisp are so valued. Paralysis from a Body Slam can drop a fast sweeper below your team’s Speed *and* randomly stop it for a turn. Spreading status is one of the cheapest ways to win a game.

Stat stages: boosts and drops are multipliers

On top of a Pokémon’s base stats, moves and abilities apply stat stages: temporary steps up or down, from −6 to +6, that reset when the Pokémon switches out. Each stage is a fixed multiplier: +1 is ×1.5, +2 is ×2, and on the way down −1 is ×0.66, −2 is ×0.5. This is why a Swords Dance (+2 Attack, ×2) or an Intimidate (−1 Attack, ×0.66) swings a KO so hard. They’re not small nudges, they’re large multipliers.

StageMultiplierExample
+2×2.0Swords Dance / Nasty Plot: double your attacking stat
+1×1.5Dragon Dance Attack, a single Calm Mind step
0×1.0The default, un-boosted stat
−1×0.66Intimidate on entry: a big defensive swing
−2×0.5Charm / two Intimidates: halves the foe’s Attack
−6×0.25The floor: rarely reached, but total shutdown
What each stat stage multiplies a stat by (Attack / Defense / Sp.Atk / Sp.Def / Speed).

Critical hits: the 1-in-24 spike

A critical hit deals 1.5× damage and, importantly, ignores the target’s defensive boosts and your own offensive drops, so a crit punches through a Calm Mind wall or an Intimidated attacker. The base rate is 1 in 24 (about 4%), so you can’t rely on it, but you should be aware of it: a "guaranteed survive" can still fall to a crit, and some moves raise the odds. Play for the average roll, but know the spike exists.

Weather: the field-wide multiplier (a first look)

Weather changes the whole field for five turns and is one of the biggest damage multipliers in the game. You’ll build entire teams around it later (see the Ultra Ball guide), but the basics belong here: rain boosts Water and weakens Fire; sun boosts Fire and weakens Water; sand and snow boost their own types’ defenses and can power specific abilities. A single weather setter can make your whole team hit much harder.

WeatherBoostsLegal M-B setter
RainWater ×1.5, weakens FirePelipperPelipper (Drizzle)
SunFire ×1.5, weakens WaterTorkoalTorkoal (Drought)Charizard-Mega-YCharizard-Mega-Y
SandRock Sp.Def ×1.5 + chipTyranitarTyranitar (Sand Stream)
SnowIce Defense ×1.5Ninetales-AlolaNinetales-Alola (Snow Warning)
The four weathers at a glance, a first look (deep dive in Ultra Ball).

Abilities 101: the passive that’s always on

Every Pokémon has one ability, a passive effect that’s always active. Abilities decide more matchups than any single move. Some create immunities (Levitate dodges Ground, Flash Fire dodges Fire), some set weather on entry (Drizzle, Drought), some punish attackers (Rough Skin), and some, like Intimidate, hand you free value just by switching in. Always read the opponent’s abilities on the open team sheet before you commit to a plan.

AbilityEffectLegal M-B holder
IntimidateDrops both foes’ Attack −1 on entryIncineroarIncineroarArcanine-HisuiArcanine-Hisui
Drizzle / DroughtSets rain / sun on entryPelipperPelipperTorkoalTorkoal
Good as GoldImmune to the opponent’s status movesGholdengoGholdengo
LevitateImmune to Ground movesHydreigonHydreigon
Armor TailBlocks priority moves aimed at your sideFarigirafFarigiraf
Swift SwimDoubles Speed in rainBasculegionBasculegion
MultiscaleHalves damage taken at full HPDragoniteDragonite
Common Reg M-B abilities you must respect, and what they do.

Held items: a free effect all game

Each Pokémon can hold one item, and because of the Item Clause no two on your team can share one. Items are how you tune a Pokémon: a berry to survive a hit, a Life Orb to hit harder, a Focus Sash to guarantee one action. Champions has a *curated* item pool (see the callout), so learn the ones you’ll actually use.

ItemEffectBest on
Life Orb+30% damage, but self-chips ~10% each hitAll-out attackers
Sitrus BerryHeals ~25% HP once, when below halfBulky pivots and setup mons
Focus SashSurvives one KO hit at 1 HP (from full)Frail leads / Tailwind setters
Choice Scarf×1.5 Speed, but locks into one moveA single fast revenge-killer
Type-resist berries (Occa, Chople, Kasib)Halves one super-effective hit, onceMons that fear a specific type
Weather rocks / Charcoal / Mystic WaterExtend weather / boost one attack typeWeather setters and STAB attackers
The everyday items you’ll use most in Reg M-B.
Champions has a restricted item pool

Only Choice Scarf exists (no Choice Band or Specs), and there is no Assault Vest, Booster Energy, Loaded Dice, Covert Cloak, Rocky Helmet, Safety Goggles, or the terrain Seeds. Build around Life Orb, berries, Focus Sash, Leftovers, weather rocks, and the type-boost items.

You’ve got the basics: now spar

That is the whole foundation: what a doubles battle is, team preview, targeting, types and immunities, HP / PP / fainting / switching, physical vs special, Speed, Protect, spread moves, status, stat stages, crits, weather, abilities, items, and where stats come from. The Poké Ball bot won’t punish a mistake, so it’s the ideal place to build muscle memory. When these feel natural, move up to the Great Ball guide for the real doubles toolkit: Fake Out, speed control, and stat manipulation.