BASIC — The decision you're stuck on
Game opens, six-vs-six in Preview. You pick two leads, they hit the field, and it's your turn — turn 1, the turn with the least information of any in the game. A new player's finger reflexively jabs the biggest button. This lesson trains exactly that moment: should one of my leads click Protect, and which one? Get it right and you steal a turn of free information. Get it wrong and you waste a Pokémon's action — or let the opponent punch a hole through your formation. You make this call a dozen times a game in Doubles. Drill it until it's clean.
BASIC — The minimum correct model
Burn one line in: Protect buys a turn — it doesn't escape one. It does three real jobs:
- Scouting — the central unknown in Doubles is "which of my two are they targeting this turn?" Shield one, watch what hits the other, and next turn you know more. Cheapest information on the field.
- Stalling a threat — the opponent has something about to go off; shield the likely target, give your partner the same turn to remove it. You live, the threat dies.
- Buying your partner a clean turn — your Pokémon has no good move right now, so instead of firing something mediocre you Protect and let your partner work.
New players only remember "shield when you're about to faint." That's the fourth use — and the weakest one.
INTERMEDIATE — Worked → Faded
Fully worked. You lead Amoonguss + Garchomp into Incineroar + Landorus. Incineroar brings Intimidate, so both your attackers drop a stage of Attack on entry. Their Landorus is slightly slower than your Garchomp (both Lv 50, Landorus uninvested in Speed) — and it holds Earthquake, which in Doubles is a spread move: ×0.75 damage but it hits both of your Pokémon and its own ally.
How do you read the turn? If Landorus clicks Earthquake, even after the ×0.75 spread reduction it lands on both your mons simultaneously — and Garchomp is your key damage dealer, the one you least want taking chip before it gets to attack. So: Garchomp clicks Protect, Amoonguss acts normally — say Spore to put Landorus to sleep. Result: the Earthquake is eaten by Garchomp's shield, Amoonguss's sleep takes over next turn (remember: in Champions sleep lasts at most 3 turns), you took zero damage and erased an opposing action. That's the textbook combo: shield the key target, let the partner make the proactive play.
Mind the speed order: this read only works if Garchomp gets the shield up before Earthquake resolves. A slow Pokémon can still Protect fine (Protect ignores Speed — it always resolves first that turn), but you use the speed line to decide whether the other mon can win the race to attack.
Now faded — your turn. Flip it. You lead Gholdengo + Flutter Mane into a slow bulky engine that's clearly setting up Trick Room (it inverts Speed order). On turn 1, who clicks Protect and who disrupts the Trick Room? Decide, then check the Predict-then-Reveal section below.
INTERMEDIATE — When to use it: if-X-then-Y
Compress it into reads you can apply mid-game:
- If the opponent has a spread move that hits both of yours (Earthquake/Heat Wave), then shield your frailest or most important mon and trade with the other.
- If your Pokémon has no game-changing move this turn, then Protect to give your partner a clean turn instead of firing something pointless.
- If there's a threat your partner can KO next turn but it'll kill your mon first, then Protect to stall until your partner swings.
- If you genuinely can't read what they're doing (especially turn 1), then Protect one mon as an info turn and do something safe with the other.
Lead selection serves these reads. From your six, pick two to answer one question: "What can these two do together on turn 1?" An attacker + a support is the most reliable beginner skeleton — and putting Protect on the support gives you the most room to react.
INTERMEDIATE/ADVANCED — Where the simple rule breaks
- Consecutive Protect fails. Use Protect on back-to-back turns and the success rate craters (roughly 1/3, then 1/9…). Opponents count your shields. Don't habitually shield every turn — they'll time the turn you can't protect and land the hit exactly where it hurts.
- Protect doesn't block field or indirect damage. Shield up, but weather/poison/burn chip still ticks, and entry damage like Spikes still applies. It only stops the direct moves aimed at you this turn.
- It can't save a targeted partner. You shield, and they can pile both attackers onto your partner and remove it instead. Before you shield, ask: am I protecting the right mon? Sometimes the one that needs the shield is the partner, not the mon you're currently clicking.
- Anti-shield tech exists. Feint breaks the shield outright, and users with Unseen Fist hit through it. Read anti-shield tools on their team and recompute the "I'll just Protect and be safe" assumption.
INTERMEDIATE/ADVANCED — Mistake autopsy
The crash: Garchomp is in the red, so the new player reflexively clicks Protect to survive a turn. It survives. Then what? Next turn it's still in the red, they pick a different move and KO it anyway. You only delayed the faint by one turn — and handed the opponent a free turn of action. That's using Protect as an escape pod.
The fix: Before shielding, ask one question — "I'm buying this turn; what do I spend it on?" If the answer is "my partner KOs the threat this turn," "their guaranteed spread move whiffs," or "my partner completes a setup," shield. If the answer is just "I die one turn later," don't — spend that action on something that changes the game (switch, attack, heal yourself). Buying a turn is only correct if you have a plan to spend it.
INTERMEDIATE — Predict, then reveal
Back to the faded case: Gholdengo + Flutter Mane into a slow Trick Room engine. How do you set turn 1?
Answer it yourself first, then read on.
<details>Reveal: Flutter Mane — your fast core, the one most punished the instant Trick Room flips it from fastest to slowest — clicks Protect as insurance and an info turn, while Gholdengo goes all-in disrupting the engine: attack it directly, pressure it off the field, or use a move to derail its setup. The core idea: the moment Trick Room lands, your fast attacker is the one that gets gutted by the speed flip, so it's the one that wants the safety turn — and your other mon should proactively choke the engine rather than both sitting back to eat hits. If your answer was "shield both and ride it out" — reread "Consecutive Protect fails," because they'll get Trick Room up cleanly next turn.
</details>ADVANCED — Now do this
Open the Coach tool, bring your own team, and run a deliberate-practice set — not a random ladder game:
- No lead without a plan. Before locking leads, say a full sentence to yourself: "Turn 1, ___ clicks Protect while ___ does ___.". Can't finish the sentence? Re-pick your leads.
- Narrate the spend before every shield. "This shield is so my partner KOs that Incineroar" passes; "just stalling" fails — don't click it.
- Drill holding the shield. Find a spot where your instinct screams Protect but the right play is to attack or switch, and force yourself not to. Make "consecutive Protect fails" muscle memory.
- After the game, count three numbers: How many times did I Protect? Of those, how many actually delivered the plan I named at the time? Was there a turn I should have shielded but didn't, and ate a spread move on both mons? Those three numbers tell you more about your Protect usage than the win/loss does.