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VGC · Regulation H · 4 active

VGC team builder

Build a 6-Pokémon VGC team (4 active at any time). The tool surfaces common archetype patterns — Tailwind, Trick Room, Sun, Rain — and warns about weakness overlap.

VGC team building principles

Doubles is a different game from singles. Five things matter most:

  1. Speed control — Tailwind, Trick Room, Icy Wind, or Paralysis. Every team has one.
  2. Redirection — Follow Me / Rage Powder users (Indeedee-F, Amoonguss) let your wincon set up safely.
  3. Spread move presence — Earthquake, Heat Wave, Make It Rain. Hitting both opponents = 0.75× × 2 = 1.5× total damage.
  4. Quick Tera — VGC games are 4-6 turns. Tera early to flip a key matchup.
  5. Protect on everything — Protect / Detect on at least 5 of your 6 lets you stall for partner KOs and burn opponent's PP.

Common VGC archetypes (Regulation H)

Tailwind

Tornadus / Whimsicott / Pelipper sets Tailwind (doubles team's Speed for 4 turns). Pair with offense like Iron Hands, Roaring Moon, or Iron Bundle that benefit from temporary outspeed.

Trick Room

Hatterene / Indeedee-F sets Trick Room (slower goes first for 5 turns). Pair with Iron Hands, Glastrier, or Slowking-Galar who have horrible Speed but huge power.

Sun

Torkoal (Drought) + Charizard / Walking Wake / Roaring Moon. Sun-boosted Fire moves are nuclear in doubles spread damage.

Rain

Pelipper (Drizzle) + Iron Bundle / Barraskewda / Archaludon. Rain-boosted Hydro Pump 2HKOs nearly everything in Regulation H.

Use the team builder above

For an interactive team composer that surfaces type coverage, weakness counts, and Showdown-paste export, use our main team builder tool — it works for VGC, OU, and any other format.