Poke Champions Builder

Introduction to speed control in doubles

In VGC doubles, who moves first decides a huge part of the battle: an OHKO that lands before the opponent attacks is worth more than double the damage landing late. That's why almost every competitive team carries some speed control tool.

The two philosophies: fast or Trick Room

A "fast" team aims to naturally outspeed the opponent, or does so with Tailwind (which doubles your side's speed for a few turns). Works best when your attackers are already naturally fast.

A Trick Room team flips speed order for a few turns, letting slow but very strong Pokémon hit first. Works best with high-attack, low-speed Pokémon that would otherwise always be too slow.

Ways to slow the opponent down

Paralysis: lowers effective speed and adds a chance the opponent doesn't move that turn at all.

Moves like Icy Wind or Electroweb drop the target's speed a stage and deal damage to both opposing Pokémon in doubles — "free" speed control bundled with an offensive play.

Why a team needs a speed plan

A team with no speed control or redirection tool (Follow Me, Rage Powder) tends to rely on the opponent making mistakes. Having at least one speed-control angle is one of the first things worth checking when building a team — this tool's Team Check role-balance section flags it when it's missing.

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