Champions Stats & Counters

Battle Glossary (24 terms)

Terms that show up constantly in guides and in-battle talk, grouped into damage calculation, battle basics, team building, and in-battle strategy. Come back here whenever a term trips you up.

Damage Calculation

Guaranteed KO count

How many hits are needed to KO no matter what — regardless of the damage roll. A "guaranteed 2HKO" means two hits will always finish the job. See how damage calculation works.

Damage roll

The 85%–100%, 16-step random range applied to every hit. The same move against the same target still deals slightly different damage each time because of this roll.

Possible 1HKO / 2HKO

A KO that only happens on a lucky roll — for example, "1HKO on 37.5% of rolls" means it's possible, but not guaranteed, to finish in fewer hits than the guaranteed KO count.

STAB (Same-Type Attack Bonus)

A ×1.5 power boost when a Pokémon uses a move that matches one of its own types. See type basics.

Super effective / not very effective

A ×2 or ×0.5 damage multiplier from type matchups. Some combinations are ×0 (no effect) entirely.

Critical hit

A special hit that deals extra damage. See how critical hits work for rate and counterplay.

Battle Basics

Matchup

The 1-on-1 situation (or general compatibility) between two Pokémon currently on the field.

Speed control

The overall approach to deciding who acts first. See the speed tier list to check where you stand.

Priority move

A move that acts before the normal speed check, regardless of actual Speed stat. See priority moves and Speed.

Stat-boosting move

A move that raises one of your own stat stages. See using stat-boosting moves.

Status condition

An ongoing negative effect like poison, paralysis, burn, sleep, or freeze. Pairs with switching strategy for counterplay.

Weather / Terrain

A field-wide effect. Weather covers sun/rain/sand/snow; Terrain covers Electric/Grassy/Psychic/Misty.

Team Building & Selection

Team selection

Choosing which Pokémon from your roster to actually bring into a given battle. See how to pick a selection and the team select tool.

Shared weakness (ikkan)

When the same type weakness runs through your whole team, so a single move threatens multiple Pokémon at once.

Wall / Check

A Pokémon that reliably survives a specific threat or type. See the defensive pivot cycle.

Ace

The main damage-dealer a team is built around.

Setter

A Pokémon whose job is to set up weather, terrain, or hazards first.

Set (build)

A specific combination of moves, held item, and stat points that defines how a Pokémon is used. See building a moveset.

In-Battle Strategy

Damage race

Comparing both sides' remaining HP and damage output to predict who wins a straight trade. See how to think about damage races.

Dead position (tsumi)

A situation where no action available actually helps — the game is effectively already lost from this point. Avoiding this starts at team selection.

Creating an opening

Forcing a bad trade, an unfavorable switch, or removing a check so a teammate can act freely afterward.

Switch prediction

Anticipating that the opponent will switch out, and picking a move that punishes the incoming Pokémon instead.

Reactive switching

Switching into a favorable matchup after seeing what the opponent does, rather than committing first.

Cycle game

A style built on repeated switching, gradually stacking hazard damage and chip damage to grind out an advantage.

See also the full guide list.