Pokémon Champions Team Builder (VGC 2026)

Pokémon Champions is the official competitive platform for the VGC 2026 doubles format. A winning team starts with a plan for the threats you’ll actually run into — this page curates the Pokémon that turn up constantly in the format and points you at what beats each one, so you can build a squad that doesn’t fold to the common picks.

Honest framing: this is a hand-curated list of widely-cited threats, not live ladder usage statistics. Use it as a starting checklist, then adapt to whatever your local metagame and the latest regulation are actually running.

Open the team builder →Paste a Pokémon Showdown export to instantly check your team’s shared weaknesses.

Common threats to prepare for

Tap any threat to see its full weakness breakdown, then build a team that answers it. If two or more of these share a weakness with your picks, the builder will flag it.

Flutter Mane

Flutter Mane

GhostFairy
see its weaknesses →
Iron Hands

Iron Hands

FightingElectric
see its weaknesses →
Incineroar

Incineroar

FireDark
see its weaknesses →
Amoonguss

Amoonguss

GrassPoison
see its weaknesses →
Garchomp

Garchomp

DragonGround
see its weaknesses →
Dragonite

Dragonite

DragonFlying
see its weaknesses →
Gholdengo

Gholdengo

SteelGhost
see its weaknesses →
Iron Valiant

Iron Valiant

FairyFighting
see its weaknesses →
Raging Bolt

Raging Bolt

ElectricDragon
see its weaknesses →
Iron Bundle

Iron Bundle

IceWater
see its weaknesses →
Annihilape

Annihilape

FightingGhost
see its weaknesses →
Urshifu

Urshifu

FightingDark
see its weaknesses →
Landorus

Landorus

GroundFlying
see its weaknesses →
Calyrex

Calyrex

PsychicGrass
see its weaknesses →

VGC doubles team-building tips

VGC is played 2-vs-2 (doubles), which changes what makes a team good. These are the levers competitive players actually pull:

Control the speed: Tailwind & Trick Room

Doubles is won by who moves first. Tailwind doubles your side’s Speed for a few turns so your attackers outpace the field, while Trick Room flips turn order so slow, bulky hitters strike first. Most strong teams commit to one plan and build the rest of the squad to abuse it.

Bring Intimidate

Switching in an Intimidate Pokémon (Incineroar, Landorus, Arcanine) drops the Attack of both opposing Pokémon at once, blunting physical offense for free. It is one of the most reliable ways to survive an early-game alpha strike, which is why Incineroar is a fixture in the format.

Redirect with Follow Me / Rage Powder

Follow Me (Amoonguss-style support uses Rage Powder) pulls the opponent’s single-target attacks onto the user, protecting your fragile setup sweeper or letting your partner act freely. It also baits Protects and buys you tempo on the turn that matters.

Apply Fake Out pressure

Fake Out flinches a target on the turn it is used, denying one attack with no risk. Pivots like Incineroar and Rillaboom use it to disrupt setup, chip a Focus Sash, or stall a turn while you reposition — but remember it only works on the first turn a Pokémon is out.

Spread moves vs. single-target

Spread moves (Earthquake, Make It Rain, Heat Wave, Dazzling Gleam) hit both opponents but deal 0.75× damage in doubles. Single-target moves hit harder but only one Pokémon. Balance your damage so you can both snowball with spread and finish a key threat with focused fire.

Protect & positioning

Protect is a core doubles tool: it scouts the opponent’s play, dodges a double-target, and stalls out Trick Room or Tailwind turns. Combined with smart switching and target selection, good positioning often does more work than raw power — you win the turns, then you win the game.

Build your team, then pressure-test it

Drop your six picks into the builder to see the type chart for your whole squad at once — every weakness shared by two or more members gets flagged, so you can patch holes before the games count. Already testing on Pokémon Showdown? Paste your team export and check its weaknesses in seconds.