An Eden of Gaming competitive tier list for Pokemon Champions Doubles. We anchor placements to real usage data and tournament results rather than any single opinion list, then explain the sets, the archetypes, and the speed math behind them so you can actually use this. Read the format note first: the mobile launch resets ranked and shifts the regulation, so treat the order as the established meta carrying into the new season.
Read this first: format and reset
Champions Doubles is the VGC format: bring six, pick four, all Pokemon set to level 50, a 20 minute match cap, Species Clause and Item Clause, and exactly one Mega Evolution per team per battle. The legal pool is roughly 186 fully evolved species, 59 of which can Mega Evolve. There are no restricted legendaries in this format at all, and there is no Terastallization in Champions, so the Mega slot is your single biggest team-building decision.
The tier list (usage-anchored)
Data trackers deliberately cap their top at A and call this a balanced meta with no single dominant Pokemon, while editorial sites hand out S tiers for support value. We blend both: the rows below are usage-anchored and cross-checked with tournament results. By raw usage the leaders are Basculegion (52%), Kingambit and Garchomp (41%), Mega Charizard Y (32%), Sneasler (29%) and Incineroar (26%); the A row is the 12 to 24% band of enablers and secondary threats.
Doubles tier list
Incineroar
Garchomp
Kingambit
Basculegion (M)
Sneasler
Mega Charizard Y
Mega Floette
Sinistcha
Sylveon
Whimsicott
Archaludon
Farigiraf
Mega Aerodactyl
Pelipper
Dragapult
Dragonite
Mega Gengar
Mega Blastoise
Mega Froslass
Excadrill
Talonflame
Mega Tyranitar
Hatterene
PrimarinaTop picks in depth (set and reasoning)
These are the cores you build with. Sets are the most-used spreads from usage data; where a real 252-style spread is not published we describe the investment instead rather than invent numbers.
The backbone, eight deep

Adaptability. Last Respects, Aqua Jet, Wave Crash, Protect. Choice Scarf or Focus Sash, max Atk and Speed. Last Respects gains 50 power per fainted ally, and Adaptability doubles STAB, so by the back half it one-shots most of the field. Aqua Jet is priority cleanup; Scarf adds speed control, Sash guarantees two turns of firing.

Defiant. Sucker Punch, Kowtow Cleave, Low Kick, Protect. Chople Berry, Adamant, bulky. Defiant turns the format's ubiquitous Intimidate into a plus two Attack, hard-punishing Incineroar. Chople Berry survives a Fighting hit (notably Sneasler) and replies with priority Sucker Punch.

Rough Skin. Earthquake, Dragon Claw, Rock Slide, Protect (Stomping Tantrum common). Choice Scarf or Sitrus, max Atk and Speed. Elite Speed, Attack, and Ground or Dragon or Rock coverage without using your one Mega slot. That opportunity cost is why it is everywhere. Rough Skin chips and breaks Focus Sash, relevant into Sash Basculegion.

Drought. Heat Wave, Weather Ball, Solar Beam, Protect. Charizardite Y, Modest, bulk-invested. Drought powers spread Heat Wave and Weather Ball and frees Solar Beam from its charge. It invests bulk, not max Speed, to survive Rock Slide and keep sun up. Anchors Sun; checked by other weather setters and Rock or Electric attackers.

Unburden. Close Combat, Dire Claw, Fake Out, Protect. White Herb, max Atk and Speed. Intimidate or its own Close Combat drop consumes White Herb, which cancels the drop and triggers Unburden to double Speed, outrunning the whole format. Fighting and Poison threaten Kingambit, Floette and Sylveon. Weak to Psychic and blunted by Tailwind.

Intimidate. Fake Out, Parting Shot, Flare Blitz, Throat Chop. Sitrus Berry, Careful, bulky. Intimidate swings physical matchups on entry and re-applies on pivot, Fake Out buys tempo, and Parting Shot lowers both foes while bringing in a sweeper safely. Fits every team. Throat Chop is rising tech into Hyper Voice users.

Fairy Aura. Dazzling Gleam, Moonblast, Light of Ruin, Calm Mind. Floettite, Modest. Fairy Aura boosts every Fairy move about a third, turning spread Dazzling Gleam plus Moonblast into an oversized combo, and one Calm Mind snowballs. Crushes the Dragon-heavy meta and Kingambit. Walled by Steel; wants Tailwind for its Speed.

Hospitality. Rage Powder, Matcha Gotcha, Trick Room, Life Dew. Kasib or Sitrus, bulky. Rage Powder pulls single-target attacks off your fragile Megas, Hospitality plus draining Matcha Gotcha and Life Dew keep the team healthy, and it is a strong slow Trick Room setter. About two thirds of its teams run Incineroar. Shut off by Taunt.
The archetypes (and how they beat each other)
Most teams sit in one of these buckets. Knowing which one you face at team preview is most of the battle, because each archetype has a clean answer to another.
Archetype cheat sheet
Trick Room
- Core
- Sinistcha and Farigiraf set TR, Kingambit and Mega Blastoise attack, Incineroar supports.
- Plan
- Invert turn order so slow bulky hitters move first, then sweep.
- Matchups
- Beats fast Tailwind and Hyper Offense. Loses to Taunt on the setter and its own 5 turn clock.
Hyper Offense
- Core
- Mega Charizard Y or Mega Floette, Garchomp, Sneasler, Basculegion, plus a Tailwind setter.
- Plan
- Out-tempo under Tailwind and overwhelm before the opponent stabilizes.
- Matchups
- Beats slow Balance. Loses to Trick Room and bulky Intimidate cores.
Sun
- Core
- Mega Charizard Y (the only Drought Mega), backed by Torkoal or Ninetales.
- Plan
- Sun-boosted Heat Wave spread and Fire sweepers. Must win the weather war.
- Matchups
- Beats neutral offense. Loses to rain or sand overwriting sun.
Rain
- Core
- Pelipper (Drizzle) with Archaludon and Basculegion.
- Plan
- Never-miss Hurricane, instant Electro Shot, and Swift Swim pressure.
- Matchups
- Beats sun and balance. Loses to sand or its own weather being flipped.
Sand
- Core
- Mega Tyranitar (Sand Stream) plus Excadrill (Sand Rush).
- Plan
- Excadrill sweeps under sand while Tyranitar wins the weather war.
- Matchups
- Beats other weather if it sets last. Loses to bulky Water and Fighting pressure.
Balance / Goodstuffs
- Core
- Mega Garchomp, Incineroar, Dragapult, Kingambit, Whimsicott, a redirector.
- Plan
- Individually strong picks with no single gameplan, win on positioning.
- Matchups
- Beats greedy one-dimensional teams. Loses to focused archetypes that out-execute it.
Speed control and key tiers
- Speed control decides who moves first, and in doubles that decides games. The three levers are Tailwind (team Speed doubled for four turns), Trick Room (slowest moves first for five turns), and spread slows like Icy Wind and Electroweb, plus priority moves.
- Tailwind setters: Whimsicott (Prankster, goes up regardless of Speed), Talonflame (Gale Wings priority), and Mega Aerodactyl (fastest non-priority setter at base 150).
- Trick Room setters: Sinistcha and Farigiraf, with Farigiraf's Armor Tail blocking Fake Out so the room actually goes up.
- Key speed tiers at level 50: Mega Aerodactyl 222, Dragapult and Mega Greninja 213 (Scarf 319 clears every Mega), Sneasler 189 before Unburden then effectively double, Garchomp 169. The slow TR abusers (Torkoal, Mega Camerupt) sit near 79.
- Common Choice Scarf users are Basculegion and Garchomp, the two most-used Pokemon, so respect a possible Scarf when you read their Speed.
Mega Evolution: your one big choice
You may Mega Evolve once per battle, and the limit is per team, not per Pokemon, so if your Mega faints you cannot Mega another. Build around one designated Mega as your win condition, though many teams pack two Mega Stones for matchup flexibility and only transform one in game. Timing matters: Mega Evolving changes your stats and sometimes your Speed tier, so the turn you commit often decides the game.
Top Mega picks for doubles

Drought plus heavy special spread damage. The most-used Mega and the anchor of sun offense.

Fairy Aura turns spread Dazzling Gleam and Moonblast into a nuke, and one Calm Mind snowballs.

Shadow Tag locks a target in while fast, high Special Attack removes it. Strongest in Singles.

Base 150 Speed Tailwind setter with Tough Claws Rock Slide pressure off the lead.
Sample cores to start from
- Most common pairing (about a fifth of all teams): Mega Charizard Y plus Garchomp. Sun-boosted Fire spread next to Ground, Dragon and Rock coverage, with Garchomp not eating the Mega slot.
- Mega Floette Hyper Offense: Floette, Talonflame, Basculegion, Sneasler, Maushold, Garchomp. Relentless pressure, Talonflame sets Tailwind, the rest add Fake Out, priority and coverage.
- A tournament-proven list (Indianapolis Regional winner): Mega Charizard Y, Mega Floette, Incineroar, Garchomp, Venusaur, Sinistcha. Sun-leaning bulky offense that carries two Mega Stones.
Common mistakes that cost games
- Treating all four slots as attackers and skipping redirection, Intimidate and speed control.
- Targeting the scariest Pokemon instead of the correct one, or attacking into an unspent Follow Me or Rage Powder.
- Forgetting spread moves like Earthquake and Discharge hit your own grounded partner for reduced damage.
- Blowing your one Mega early or on the wrong Pokemon. It is a single high-value swing, not a free upgrade.
- Stacking the same weakness across the team, then losing to one threat that hits all of it.
- Copying a team list without learning each pick's job, then dropping it after two losses instead of learning the lines.
