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Rental teams and builds shared by players on social media — collected and summarized daily.
This team wants to stabilize the board with Metagross and Corviknight: Corviknight brings plenty of resistances and slows the pace, while Metagross pressures with bulk and heavy contact moves. Garchomp is the front-line attacker and Ceruledge is the back-line hitter that cleans up weakened targets. A good lead is Garchomp plus Metagross to grab tempo, then pivot into Primarina and Arboliva when you need to handle water or grass pressure.
The plan is to let Dragapult set the tempo with speed and flexible damage, while Gardevoir and Primarina stabilize the board. Charizard opens up damage, Garchomp brings physical pressure and bulk through the midgame, and Golisopod adds close-range physical hits. Try leading Dragapult with Gardevoir, then read the opposing positioning before choosing your back line. Be careful against faster or sturdier cores, and don't force trades.
The plan is to let Incineroar blunt physical attackers with Intimidate while Sinistcha stabilizes the board with support, then close out games with Kingambit and Sneasler once pressure builds. Delphox adds special firepower to cover what the physical attackers can't break through. Try leading Incineroar and Sinistcha to slow things down early; the team can struggle against fast teams that ignore Intimidate.
The plan here is to let Dragonite carry the damage while Mawile pressures the opponent with its typing and Slowking slows the game down with bulk and tempo. Audino keeps the team healthy from the back, and Crabominable adds a punchy close-range threat. Lead Slowking with Audino to stabilize, then bring in Dragonite to clean up; fast, high-burst teams will give you the most trouble.
A Tailwind Doubles rental team built around Chandelure's Sunny Day, with Whimsicott providing speed support and Braviary, Sylveon, and Stonjourner covering the type angles.
This team wins by letting Charizard and Alakazam hit hard and fast while Indeedee sets up the field and supports them with utility, buying them safe turns. Mimikyu can absorb a key hit and trade back, while Primarina brings water pressure and Corviknight gives a sturdy steel-type backbone. Lead Indeedee alongside Alakazam or Charizard to take the early tempo; it struggles against faster teams or anything that cuts through your protection, so plan your switches ahead.
This team plays a steady, midrange game: Archaludon brings strong Steel-type pressure with solid bulk, while Dragonite soaks up the first hit with its sturdy build and hits back hard. Kingambit comes in late to clean up weakened targets with priority, and Mimikyu can disrupt the opposing team's main threat. Lead Archaludon with Dragonite for a reliable start, but be careful against very fast teams that can get ahead of you early.
This team wants to set rain with Politoed, then let Archaludon swing hard under that weather while Starmie and Gengar add speed and special pressure around it. Sneasler is your cleaner, jumping in to pick off weakened targets once the board opens up. Leading Politoed with Archaludon is a steady opener, though you'll feel it against teams that can overwrite the weather or out-tempo you.
This team wants to seize tempo with the raw speed of Salamence and Tauros, while Tyranitar stirs up a sandstorm to muddy the board. Rillaboom stabilizes things with terrain and priority pressure, Blastoise fills out the offense, and Goodra is a bulky closer. Try leading Salamence with Tyranitar to take the initiative, but be careful against fast offense or anything that threatens your Dragon types.
A rental team built around an elegance-themed concept called Miyabi-gumi — made half-jokingly, but somehow climbed all the way to Master Ball rank in Season 6.
This is a straightforward rain team: Pelipper sets the weather, and Golisopod, Araquanid and Primarina turn it into free speed and damage. Rotom brings Electric coverage and covers the Water-type weak spots, while Swampert is sturdy enough to take hits and hit back once rain is up. Lead Pelipper with Golisopod to take control early, but be careful against Grass types or anyone who can steal your weather.
This team wants to win by hitting hard on the physical side. Blaziken and Garchomp are your main damage dealers, with Garchomp giving solid speed and coverage, while Scizor cleans up weakened targets with priority moves and Kingambit closes games late. Rotom fills coverage gaps and adds some utility. Lead Blaziken with Garchomp to grab tempo, but watch out for fast special attackers, and lean on Kingambit to grind through bulky teams.
The plan here is to use Rillaboom to set Grassy Terrain and win the tempo game with priority hits, then let Raichu or Staraptor get in fast damage. Gholdengo gives you reliable firepower with Ghost and Steel coverage, while Primarina handles Dragon, Fire and Fighting types with its Water and Fairy moves. A solid opening is Rillaboom plus Raichu to take control early. Be careful against bulky teams or speed control that stalls your tempo.
The plan here is to pressure head-on with Kingambit and Garchomp, while Corviknight soaks hits and sets up the board so your damage dealers can work. Salamence adds fast intimidation and solid coverage, Gengar grabs tempo and opens paths for partners, and Primarina stabilizes the field and checks Dragon-types. Lead Gengar with Kingambit to take tempo first, then bring Salamence or Garchomp to clean up. Watch out for strong Dragon-type answers and early speed-based disruption.
A doubles rental team built around Indeedee and Gardevoir, paired with Talonflame, Sneasler, Gholdengo, and Basculegion — carried a doubles beginner all the way to Master Ball rank in Season 6.
This team wants to grab tempo early with Lopunny and Toucannon, then let Excadrill and Ceruledge clean up once the board opens. Excadrill clears the way, Ceruledge adds heavy damage to finish fights, and Baxcalibur sits in the back as a strong late-game cleaner. Try leading Lopunny with Toucannon to pressure first, but watch out for teams that can double up on Basculegion. If that happens, don't force switches; slow it down and wait for an opening.
The plan here is to let Empoleon and Gholdengo hold the front line, then bring in Greninja and Scolipede to take over the tempo and close. Empoleon is sturdy and keeps the board stable, Gholdengo applies steady pressure, and Greninja brings flexible coverage to finish targets off. Scolipede adds physical pressure once the opponent is worn down. Lead Empoleon and Gholdengo for a solid start, but watch out for very fast teams that get the jump on you.
This team wants to set rain with Pelipper, then let Golisopod and Raichu take advantage of the faster tempo to pressure the opponent early. Archaludon brings sturdy Steel-type bulk and coverage, while Sneasler is a fast, hard-hitting cleaner for the late game. Try leading Pelipper with Golisopod to lock down the weather and board, then pivot based on what the opponent brings. It can struggle against teams that overwrite the weather or simply outspeed it.
The plan is simple: Incineroar cuts down physical damage with Intimidate and Fake Out, while Rillaboom sets Grassy Terrain and hits with priority to take over the tempo. Starmie gives you fast offense to clean up, and Corviknight is the sturdy back-line wall that soaks physical hits. Lead Incineroar and Rillaboom to grab momentum early, but be careful against strong special attackers that can get around Corviknight.
The plan here is to pressure the opponent with Charizard's firepower and Garchomp's speed, while Basculegion adds physical damage and Pawmot gives you flexible early action and electric coverage. Clefable is the glue that buys your partners room and keeps the tempo steady, and Kingambit waits in the back to clean up once the opponent is worn down. Try leading Garchomp and Charizard, and lean on Clefable and Pawmot to pivot when the opponent has a clean answer to Kingambit.
The plan here is to grab tempo with Greninja's speed, then let Gholdengo's firepower and Empoleon's bulk stabilize the board. Scolipede fits that slower grind and helps chip away at the opposing side over time. Lead Greninja with Gholdengo: Greninja pressures and disrupts while Gholdengo looks for damage. Be careful against faster teams that can take out Gholdengo in one hit, since that matchup gets uncomfortable.
The plan is to set up weather with Pelipper, then let Archaludon hit hard while Charizard and Venusaur fill in extra damage depending on the matchup. Grimmsnarl uses priority-style disruption to slow the opponent down, and Garchomp cleans up with fast, heavy attacks. Lead Pelipper with Grimmsnarl to stabilize the board first; the team can struggle against opponents who ignore weather or simply outspeed you.
This team wants to grind the game down: Bellibolt and Scovillain soak up pressure while Mimikyu picks its moment to hit back. Toxapex wears opponents down over time, and Corviknight walls off a lot of physical damage while pivoting to protect teammates. Lead Bellibolt with Mimikyu and read the matchup from there. It's comfortable against slower teams but can struggle against fast, aggressive offense.
This team wins through raw physical pressure. Baxcalibur and Archaludon anchor the plan: Baxcalibur brings heavy Ice and Dragon damage while Archaludon stabilizes the board with its Steel typing, and Garchomp adds fast, aggressive follow-up. Lucario cleans up late, while Samurott and Golisopod pry open the midgame and force switches. Try leading Garchomp with Baxcalibur to set the tempo, but be careful when the game slows down and your rhythm gets disrupted.
The plan here is to set the pace first and close out with strong on-field damage. Hatterene slows the game down and disrupts the opposing side, Mawile and Mimikyu supply heavy single-target pressure, and Charizard and Garchomp come in as the late-game cleaners. A solid lead is Hatterene alongside Mawile to stabilize, then bring in Charizard or Garchomp once the opponent's key pieces are worn down. Watch out for anything that can break through Hatterene, and for plays that shut Mimikyu down early.
This team wins by grabbing tempo early and cleaning up late. Whimsicott disrupts and helps its partners move first, Sneasler pressures with speed, and Charizard and Garchomp supply the main damage. Kingambit sits in the back and sweeps once the opposition is worn down. Try Whimsicott with Sneasler as a lead, and bring Froslass when you need to steady the board. Fast teams with strong priority pressure are the toughest matchup.
The plan here is to chip early with Talonflame, let Slowking slow the game down and pivot, then open the lane for Baxcalibur to clean up. Slowking buys Baxcalibur safe turns to hit hard, while Sylveon adds special damage so the team isn't one-dimensional. Lead Talonflame with Slowking, but watch out for sturdy Steel types and opposing priority pressure.
The plan here is to grab tempo early with Gengar and Garchomp, then close the game with Kingambit. Garchomp brings speed and wide coverage to chip the opposing side down, while Kingambit punishes whatever hits it and sweeps late. Azumarill gives you steady physical damage, and Gyarados blunts physical attackers with its intimidating presence. Lead Garchomp with Gengar to get damage in first, but watch out for faster teams that threaten Kingambit.
The plan is to stabilize the board with Primarina and Rillaboom, then let Salamence close out games with raw power. Hippowdon soaks up hits and anchors the defense, while Gholdengo and Lucario add wide offensive coverage from the back. Try opening with Hippowdon and Salamence to scout, then bring in Gholdengo when you need a quick answer. Watch out for opponents who take the tempo early, since you don't want the core picked off one by one.
The plan here is to use Rillaboom to take the terrain and tempo, then let Gholdengo and Annihilape do the heavy damage. Staraptor cleans up with priority hits, while Raichu pressures with fast Electric attacks. A solid lead is Rillaboom with Annihilape to grab the pace early. Watch out for Ghost-type moves aimed at Annihilape; if that happens, bring Gholdengo in to cover.
This team is built around Ditto and Gengar as a flexible core: Ditto copies the strongest threat on the other side, while Gengar uses speed and varied attacks to grab tempo. Clefable soaks up hits and keeps the game steady, and Scovillain and Blaziken supply the main damage to force the opponent onto the back foot. Lead Gengar with Ditto to probe first, but expect trouble if the opponent has few strong targets to copy or reads your positioning early.
The plan here is to grab tempo with Charizard's firepower and Garchomp's speed, while Corviknight soaks up physical pressure and keeps the board stable for its partner. Metagross rounds out your coverage and hits back hard after taking a hit, and Primarina and Rotom help control the field and add damage from the back. Lead Charizard with Garchomp to pressure early, and lean on Corviknight to slow the game down against bulky teams instead of forcing trades.
The plan is to seize tempo with Salamence and Lucario while Hippowdon wears opponents down with sand and soaks up hits, and Gholdengo and Primarina round out your coverage. Rillaboom sets Grassy Terrain and uses priority to cover speed gaps. Lead Rillaboom with Salamence to take early control, then bring Lucario in to clean up. Very bulky cores can be a struggle to break.
The plan is simple: let Volcarona set up with Quiver Dance while Rillaboom holds the tempo with Grassy Terrain and priority, then clean up with Salamence and Garchomp. Glimmora lays hazards and hits hard to break the opposing board, and Primarina adds Water and Fairy pressure so you aren't walled. Lead Rillaboom with Volcarona for a safe setup turn, but be careful against bulky defensive cores or if your terrain gets overwritten.
This team wants to win by taking the board early: Rillaboom sets terrain and hits first, while Sylveon fires off strong Fairy-type attacks from the back. Golisopod and Goodra are the sturdy pieces that soak up damage and grind opponents down. Lead Rillaboom with Sylveon to grab tempo, but be careful against Steel-types and fast attackers that can break through.
The plan here is to lean on the Simisear, Simipour, Simisage trio so you have fire, water and grass coverage and the opponent can't answer everything at once. Emolga adds electric pressure and annoying disruption, while Watchog and Scrafty hold the board and soak up hits so your monkeys get time to deal damage. Try leading Emolga with one of the trio for early pressure, but expect trouble against strong teams that can handle several of those types at once.
This team wants to pressure fast with Salamence and Lucario, while Hippowdon sets up sand and soaks up physical hits so Gholdengo and Rillaboom can control the board and deal damage. Primarina gives you a solid answer to Dragon and Fighting types, which keeps Salamence attacking freely. Try leading Hippowdon with Salamence to stabilize first, then look for openings; it may struggle against teams that out-speed you or take over the terrain.
The plan is simple: Incineroar cuts down the opponent's physical damage with Intimidate, Rillaboom stabilizes the board with terrain and priority, and then Kingambit and the fast Sneasler clean up. Delphox covers the special side so you aren't walled by one damage type. Lead Incineroar and Rillaboom to get control, then bring in Sneasler or Kingambit to close; fast teams with heavy special hitters can be tough for this squad.
The plan here is to let Hippowdon set sandstorm so Baxcalibur can hit hard without chip damage, then pressure with raw power. Dragonite gives you a sturdy, consistent attacker thanks to Multiscale, while Primarina and Gholdengo round out coverage with Water and Ghost/Steel moves. Lead Hippowdon with Baxcalibur to establish weather and damage right away. Be careful against faster teams that take the initiative, or strong Grass and Ground attacks.
This team plays a pressure-first doubles game: Blastoise and Primarina bring strong Water-type presence, while Golisopod hits hard on the physical side and Garchomp rounds out coverage with Ground-type power. Indeedee supports the field so Golisopod and Sneasler get safe turns to attack, with Sneasler acting as the fast, aggressive breaker. Lead Blastoise with Golisopod to take tempo early, but be careful against faster teams that can move first and punish you.
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