What it does
Round is a Normal-type Special move. Its mechanics are simple in singles and unique in doubles: if another Pokémon already used Round this turn, the power doubles. On top of that, any Pokémon scheduled to use Round later in the same turn acts immediately after the first user — Speed order is bypassed for the chain.
In doubles, that means your second user doesn't wait for their place in the turn order. They act right after the first Round lands, with doubled power. The result is a two-hit sequence that the opponent has no window to interrupt between. Normal-type has no type weaknesses to exploit, but it also has no immunities beyond Ghost — so both hits land reliably against most targets.
In singles, Round is nearly worthless. With no partner to chain, you never get the power doubling and the base damage is too low to matter.
Who runs it
Aurorus uses it at the highest rate in the group. Aurorus is a Special attacker and its own typing (Rock/Ice) doesn't carry Normal STAB, but Round fills a move slot as a universal damage option that pairs with another Round user on the team. Aurorus is slow, which actually works in its favor under Trick Room — it can fire first in a slow-team chain and the faster partner follows immediately at double power.
Espeon uses it for the same reason — high Special Attack means the doubled hit lands hard. Jolteon's extreme Speed makes it a natural lead: it fires first, and the slower partner's Round chains directly off that.
Drampa sees lower usage but fits the same role as a Special attacker in a Round combo build.
How to use it
The core play is to have both partners choose Round simultaneously. Whoever moves first sets off the chain; the second fires immediately after at double power. The opponent gets no action between the two hits.
Round targets a single Pokémon — not a spread. Both hits go to the same target, so you need to call which opposing Pokémon to aim at before committing. Splitting the two hits between different targets wastes the combo's damage potential.
Slower partners benefit from the chain mechanic: they get pulled forward in the turn order automatically when the first Round fires. You don't need to worry about getting the slow user's turn in — Round handles the timing.
Tips & strategy
The opponent can disrupt the combo by switching the target out. If they read the chain coming and swap, the doubled hit still fires, but at the switched-in Pokémon or split across both positions — single-target damage drops off fast. Reading whether your opponent will switch is more than half the game when using Round.
Ghost-type Pokémon are fully immune to Normal — if the opponent leads a Ghost type, both hits miss. Scout for Ghosts and redirect to the other position, or don't commit to the chain if both targets are Ghost types.
The team-building requirement is flexible: any two Pokémon that both carry Round form the combo. You're not locked into specific pairings, which gives you room to slot Round into otherwise-unconventional builds.