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Top ranked-ladder builds published at season end — most include full sets and the original build article.
The team is built around pushing Mega Floette through Tailwind with only one Mega slot, relying on non-Mega fillers to patch up bad matchups. This season's main goal was finding a non-Mega Fire-type to replace Mega Charizard Y, landing on Chandelure: Shadow Ball lets it shave Mega Venusaur into Mega Floette's KO range in rain, Heat Wave handles everything else, and the Focus Sash lets it survive a hit to threaten Will-O-Wisp or another attack — and unlike a Mega, missing Heat Wave doesn't hurt as badly. The standard lead is Garchomp or Chandelure alongside Whimsicott, with Mega Floette and Maushold or Kingambit in the back; Whimsicott runs Mental Herb to outmaneuver opposing Tailwind leads. Wide Lens Maushold was added specifically to blitz the Grimmsnarl rain + Mega Venusaur core on turn one. The author's takeaway: Chandelure proved a valid Mega Charizard Y replacement, but after this sBuild article →
Source: バトルデータベース チャンピオンズ · GameWith
This doubles team is built around Rising Voltage under Electric Terrain. Mega Raichu X is the only Pokemon in the format that sets terrain with its ability, so nothing overwrites it — the author calls terrain a wide open market while weather is crowded. Ampharos with a Magnet is the actual Rising Voltage user because its Special Attack is far higher, and it one-shots fully invested Kingambit, out-damaging even Maushold's multi-hit move. The core line is Raichu plus a Trick Room setter leading, with Raichu using Volt Tackle to knock itself out and bring Ampharos in; the setter is Aromatisse, chosen because it survives Life Orb Garchomp's Earthquake plus Kingambit's Sucker Punch and still OHKOs Garchomp, and because Aroma Veil blocks Whimsicott's Encore. Focus Sash Basculegion sweeps under Trick Room, while Farigiraf and Kommo-o fill the last two slots for screens-and-Parting-Shot GrimmsnaBuild article →
This is the author's Doubles M-A Season 2 team, reusing the same six Pokémon as Season 1 with retuned spreads and moves. The core plan is Torkoal setting Trick Room while Mega Golurk is the TR sweeper; the Farigiraf + Sneasler lead handles the opening turns. Farigiraf gets Psyshock to punish Calm Mind Floette/Sylveon, Grimmsnarl and Scale-Noise Kommo-o, plus Thunderbolt to quickly remove Mega Charizard Y, Pelipper and Basculegion. Sneasler swaps to Focus Sash + Adamant AS for more one-shot reliability and picks up Feint to act under Trick Room. Incineroar drops to 1 Speed EV for clarity and is bulked to survive Wave Crash from a 0.67 mod male Basculegion. Sylveon adds Calm Mind + Moonblast for flexibility into Kommo-o and Wide Guard users; Golurk's Def drops from 143 to 138 with the leftover dumped into 220 Atk. The author rates the team good vs Camerupt TR and weak vs Aerodactyl/Kingambit/Sylveon comps.Build article →
After a disappointing Season M-2 with Mega Delphox, the author identified the core problem as insufficient overall team power and over-reliance on a single ace, then rebuilt around Mega Delphox + Kingambit as a dual-ace standard team for Season M-3. The primary gameplan is to lead Mega Delphox alongside Scarfed Garchomp, winning games by spamming Heat Wave + Earthquake; Kingambit with Black Glasses serves as the hidden second ace, capable of ending games solo after a Swords Dance. Mega Delphox's Encore is highlighted as a key disruption tool that punishes opponents who use Protect or setup moves like Calm Mind. The team's acknowledged weaknesses are Fairy- and Fighting-type coverage running through the squad, and the Mega Aerodactyl + Kingambit + Sylveon + Farigiraf core gave the author significant trouble late in the season.Build article →
A doubles team built around tailwind offense that can operate from above rather than being buried by Rock Slide flinches. The author initially ran Mega Aerodactyl, but mirror matches and counters like Sneasler fake-out, Scarf Garchomp's Rock Tomb, and Whimsicott Encore forced a change to Whimsicott as the primary tailwind setter. The final core of Whimsicott, Glimmora, Mega Charizard Y, Garchomp, Kingambit, and Mega Florges reached 394th place at Rating 2414. Whimsicott survives and resets tailwind turns with Protect; Glimmora runs Focus Sash max Speed to threaten Fire/Fairy types; Garchomp uses White Herb to power up Scale Shot without lasting stat loss. The author's main self-criticism is that Scale Shot's poor accuracy made Garchomp unreliable — Dragon Claw would be the cleaner fix.Build article →
The team started from a desire to use Charizard as the centerpiece of something fresh. Incineroar was added for its strong special bulk, Intimidate support to give Charizard room to move, and natural synergy under sun with boosted Flare Blitz. To add surprise, Pelipper and Archaludon were brought in as a sun-and-rain duo: Charizard fires high-powered Weather Ball under sun, while Archaludon uses Stamina to tank incoming Rock Slides under Intimidate and rain, then closes out games; Archaludon also splits coverage with Charizard along physical vs. special lines, handling Floette, Sylveon, and opposing Charizard while Charizard handles the rest. Venusaur with Life Orb adds Poison-type pressure and checks Swampert, and Choice Scarf Hydreigon speed-controls Blastoise and Delphox matchups while Snarl deters opposing special attackers from coming in freely. The author notes the team has wide coBuild article →
A doubles team built around an Sneasler + Mega Dragonite lead executing Fake Out + Tailwind to deny Aerodactyl's Rock Slide leads. Sneasler runs max Speed with Focus Sash (not White Herb), with Feint added to prevent opponent Protect from wasting Tailwind turns. Mega Dragonite is specially invested with Modest nature — it changes type on Mega Evolution — and uses ExtremeSpeed to finish off chip-damaged opponents after Feint. Hisuian Samurott with Lum Berry uses its signature hazard-spreading move freely since priority cuts can't negate it. Kingambit runs min Speed for Trick Room opposition. Scarf Garchomp covers Mega Florges. Mega Charizard Y provides a second Mega presence in team preview. Final result was 416th at Rating 2408; the author acknowledges building what amounts to 'doubles-flavored singles' and wants to study actual doubles fundamentals.Build article →
Public ladder roster; no detailed set is available for this team.
This is a doubles battle report with a peak rating of 2470. The author started with Mega Scovillain as the cornerstone, prizing its immense selection-screen pressure in a field dominated by physical attackers like Garchomp, Kingambit and male Basculegion. The intended core was Scovillain to inflict burns, then female Basculegion and Glimmora to stack poison so that Basculegion's Hex hits harder. In practice, Scovillain was often dealt with cleanly by Talonflame and Mega Charizard-Y before it could spread burns. Sylveon with Hyper Voice is a non-Mega special powerhouse the author recommends adding any time the Speed situation allows it; they note they would always include a Sylveon-tier special attacker going forward. Kingambit with Yache Berry drops Protect in favour of Low Kick, which proved decisive against Gengar-plus-Incineroar leads. The main structural weaknesses were an over-reliance on special attackers, Corviknight threatening the whole team, and Sneasler's surprise Acrobatics. Garchomp's Scale Shot is non-contact and avoids Rough Skin in the mirror, giving it an edge there. The author rates the team at roughly 75 points of completion.Build article →
Public ladder roster; no detailed set is available for this team.
The author usually plays Triples but built this Doubles team around Belly Drum plus Imprison. Azumarill sets up Belly Drum while Mimikyu carries Imprison; the plan is to wreck the field with Azumarill's boosted Aqua Jet or spread moves, then sweep with the action-guaranteed Mimikyu's Shadow Sneak and Basculegion's Aqua Jet. When Imprison-only teams stalled out, Mega Gardevoir came in to nearly OHKO with Hyper Voice, and the Focus Sash Basculegion got jammed in as a reliable all-purpose piece. The last slot is self-destructing Snorlax, led alongside Gardevoir: protect Gardevoir, explode, and the game is usually over. The author notes five of six carry priority, which makes early tempo strong, but the team is type-skewed with almost no speed control and struggles against dual-screen Archaludon, Farigiraf, Kingambit, and Sinistcha users, plus rain teams.Build article →
The author finished 493rd (2150) wanting a Floette plus Whimsicott Tailwind core that runs only one Mega and drops Mega Charizard Y. They stalled in the four-digit ranks all month, then on the last day just ran cona's PJCS-winning team verbatim and gained 250 rating overnight. The article argues why Floette can replace Charizard Y: Y fears Rock moves, fears rain (even a manual Rain Dance Mega Froslass shuts it down) and shaky-accuracy Heat Wave, and can't coexist with Floette for the Mega slot, while Floette's reliable Dazzling Gleam and Moonblast plus 90-accuracy Light of Ruin handle bad matchups. The base is Floette, Whimsicott, and two priority-move sub-attackers, the snag being that generic Fire types lose to Basculegion, so they tested Hisuian Arcanine, Chandelure, and Volcarona for the Fire slot. The conclusion: if a generic Fire type can inherit Charizard Y's job against BasculegiBuild article →
Public ladder roster; no detailed set is available for this team.
This is a dedicated doubles Trick Room team that finished Season M-1 doubles at rank 523 (R2474). The author has specialized in Trick Room teams and continued that approach in Champions. The lead combination is Farigiraf and Incineroar: Farigiraf runs Focus Sash and its ability allows allies to act even when an opponent uses Fake Out, then sets Trick Room; Incineroar with Charcoal supports via Intimidate and Fake Out while using Vital Throw and Flare Blitz to punch through Garchomp and other resists. The main attackers are Kingambit (Black Glasses plus Supreme Overlord, using Sucker Punch for priority pressure), Mega Heracross (Bullet Seed and Pin Missile to guarantee Farigiraf KOs), Mega Camerupt (Eruption as the 150-power spread nuke, Earth Power to threaten Tyranitar), and Mega Crabominable (Ice Hammer and Close Combat for raw power, Wide Guard to protect teammates from spread moves). Basic lead is Farigiraf + Incineroar, then Kingambit plus one Mega attacker. The author acknowledges an extreme type skew with water moves running through the team, and Mega Heracross as the hardest Pokemon to deploy due to awkward speed tiers.Build article →