Champions Stats & Counters

Strategy guides (32)

Articles on team building, in-battle play, and Pokémon Champions' unique rules. Use them alongside the calculator and simulators.

Playing Around Abilities — Intimidate, Levitate, Huge Power in Practice
Abilities are power that doesn't show up in base stats. How the major offense- and defense-changing abilities work, and how to play around the opponent's.
How Accuracy & Evasion Work — Stages & Playing Around Misses
How accuracy and evasion stages work, which moves ignore them entirely, and how to play around the risk of missing.
Common Beginner Mistakes — 10 Fixes to Lose Less Often
Pushing through bad matchups, never switching, misjudging Speed — 10 common ways players lose, and exactly how to fix each one.
Choice Scarf — This Game's Only Choice Item
Pokémon Champions has no Choice Specs or Choice Band — Choice Scarf is the only lock-in item implemented. Here's how the Speed boost and move-lock actually work, and how to play around it.
How Critical Hits Work — Rate & Countering Them
What actually happens on a critical hit, what raises the crit rate, and how to play around the risk of getting critted.
How to Read Damage Calculations — Rolls, Hit Counts, and Crits Explained
What does 'guaranteed 2HKO' or '1HKO at X%' actually mean? A beginner-friendly explanation of damage rolls, hit counts, and critical hits.
Thinking in Damage Races — Who Wins the Trade?
How to combine KO counts and Speed to judge who actually comes out ahead if a matchup turns into a straight slugging match.
Running a Defensive Cycle — Winning by Wearing the Opponent Down
The basics of cycling bulky Pokémon through switches to grind opponents down. Switch timing, residual damage, and what breaks a cycle apart.
How Entry Hazards Work — Stealth Rock, Spikes & Removing Them
How Stealth Rock, Spikes and other hazards chip a Pokémon on switch-in, and how to clear them with Defog and Rapid Spin.
How Flinching Works — King's Rock & Fake Out
How flinch effects from moves, items and abilities work, the key moves and tools that cause it, and how to play around it.
How to Choose Your Team Selection — Picking 3 From 6, Step by Step
What to think about after seeing the opponent's team: set your anchor, patch the gaps, then decide your lead. A 3-step process for team selection.
Reading Your Opponent's Held Item From Their Play
How a surviving hit, an unexpected Speed, or sudden healing can reveal what item your opponent is holding.
How to Choose Held Items — Standard Picks by Build, With Reasons
Choice Scarf, Focus Sash, Leftovers — which one should your Pokémon hold? Standard item choices by build type, and why they work.
When to Mega Evolve — Picking Your Slot and Timing It Right
Only one Pokémon per team can hold a Mega Stone. Here's how to decide who gets the slot, and when to Mega Evolve during a match.
The Basics of Mind Games — Reading Switches vs. Attacks
Predicting whether your opponent will switch or stay in, and how to make choices that hold up even when your read is wrong.
Building a Moveset — Choosing the Right 4 Moves
How to pick 4 moves out of a full learnset: STAB priority, coverage for your weaknesses, and when to run status moves instead.
Priority Moves & Speed Control — Another Way to Move First
Even if you lose the speed race, you can still act first. How to use priority moves, and when to use paralysis, Scarf, or Tailwind to control speed.
Playing Around Protect & Substitute — Winning a Turn for Yourself
When to use Protect and Substitute, how to play the mind games against Choice-item users, and how to combine them with residual damage.
Revenge Killing — How to Pick a Comeback Switch-In
After losing a Pokémon, which one do you bring in to regain control? The basic criteria for a good revenge-kill switch.
Pokémon Champions Battle Rules — Fixed 32 IVs & 66 Stat Points Explained
How Champions battles differ from the mainline games: fixed IVs, stat points instead of EVs, Level 50 battles, and how nature bonuses are applied.
How Screens Work — Reflect, Light Screen & Aurora Veil
How Reflect, Light Screen and Aurora Veil reduce damage, how they interact with critical hits, the moves that remove them, and how to build around them.
Understanding Speed Tiers — Neutral, Max, and Scarf Range
The speed benchmarks worth memorizing to move first, and when to use nature, stat points, and Choice Scarf to get there.
How to Use Stat-Boosting Moves — Sweeping With Swords Dance & Dragon Dance
The main stat-boosting moves, when to set them up, how to create a safe setup opportunity, and how to play against a boosted sweeper.
How to Split Your 66 Stat Points
Basic point-allocation patterns for physical attackers, special attackers, and bulky walls under the 32-per-stat, 66-total rule.
Using & Playing Around Status Conditions — Paralysis, Burn, Poison, Sleep
Status conditions punch above their weight in stats. How to use each one, when to use them, and how to protect against them with berries and typing.
Switching Fundamentals — When to Pull Back and How to Read the Mind Games
Switching is a tactic, not running away. When to pull back, how the switch mind game works, and how to punish an opponent's switch.
Team Building Basics — Building Your Six and Balancing Types
How to divide roles between your ace, cushion, and sweeper, how to remove shared weaknesses across your team, and a step-by-step building process for beginners.
How Terrains Work — Electric, Grassy, Psychic & Misty
How Electric Terrain, Grassy Terrain and the other 5-turn field effects work, plus the moves built to take advantage of each one.
Building and Beating Trick Room Teams
How Trick Room's speed-order reversal works, the best setters and attackers to pair with it, and how to play against a Trick Room team.
Charge Moves & Semi-Invulnerable Moves (Fly, Dig & More)
How charge moves like Solar Beam differ from semi-invulnerable moves like Fly, Dig and Dive, and exactly which moves punish each one.
Learning Type Matchups — An Efficient Way to Memorize All 18 Types
You don't need to memorize all 324 combinations. Learn which of your attacks hit super effectively, how dual typing multiplies, and common mistakes to avoid.
Weather Teams 101 — Building & Playing Sun, Rain, Sand, and Snow
The basics of building a team around weather. What each weather effect does, how to pair a setter with your ace, and how to fight back against one.
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