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Pokémon Champions Team Building: How to Build a Team Step by Step

A step by step method to build your own Pokémon Champions team, from the first idea to the last item. We follow Kyle Livinghouse’s Puebla Regional winning team through all nine steps: speed control, defensive backbone, offense, items and stat points.

Luca Iapichino15 min read
Pokémon Champions team building guide for beginners: Gardevoir and Salamence in a stadium, with PokeFeed branding.

Playing a team someone else built is the fastest way to learn Pokémon Champions.
Sooner or later, though, you want a team that is yours: one built around a Pokémon you like, or an idea nobody else is running. That is where most players get stuck, because a list of six strong Pokémon is not a team.

This guide gives you a method, step by step, from the first idea to the last item. It does not tell you which six Pokémon to pick, because that answer changes with every regulation.
Instead, we follow one real team through each step: the list Kyle Livinghouse used to win the 2027 Puebla Regional in Regulation M-C, going 13-2 across the weekend.
We do not know what was in his head while he built it, so treat our reading as one way to look at the list, not as his own explanation. What matters is that every choice on it can be traced back to a step below.

Here is the team, as it appears in the official team list on PokeFeed Tournaments:

Kyle Livinghouse’s team from the 2027 Puebla Regional, the example we follow through every step.

Before you start: what the format asks of a team

Official battles are doubles. You register six Pokémon, see your opponent's six at team preview, and bring four. That last part changes how you should think about the whole team.
You never play with all six at once. So the real question is not whether your six work together, but whether you can always find four that work against what is in front of you.
A team with two or three good combinations of four is much harder to beat than a team with one perfect lineup and nothing else. The team we follow in this guide shows how far this can go: almost any two of its six can lead, and the right four changes from game to game.

The item clause adds a second constraint: every Pokémon must hold a different item. You cannot give the same item to the two Pokémon that both want it, so items are a team decision as much as a Pokémon decision. We come back to this in step 7.
If any of these rules are new to you, check the competitive guide, where we covers them from zero.

The nine steps of this guide, from the first idea to a tested team.

Step 1: start from one idea

Every good team starts from a single idea, and the best test is whether you can write it down in one sentence. The idea can be a Pokémon you want to make work, a strategy like a weather or a speed mode, or a combination of two Pokémon that do something special together.
If you need three sentences to explain it, you probably have two ideas. That is a problem we come back to at the end.

There are three easy places to start. The first is a Pokémon you like, or one that is clearly strong in the current regulation: you can open every community team built around it, and see what people pair it with.
The second is an archetype, such as sun or sand, where the strategy already gives you half the team.
The third is an existing replica team that you change piece by piece until it feels like yours, which you can find on PokeFeed's community teams.

Once you have your idea, ask a hard question right away: what does this Pokémon do when the threat you picked it for is not there?
A Pokémon that only shines in one matchup is a weak foundation, because at team preview you will often face opponents where that matchup never happens. The idea should hold up in most of your games, not only in the ones you planned for.

Kyle's list is a good example of the third route. Whimsicott, Charizard, Kingambit and Garchomp had already been played together since Regulation M-A, first next to Basculegion and Mega Floette. Later versions swapped Floette for Sneasler. Kyle kept Sneasler and brought in Mega Froslass as the second mega.
He did not start from a blank page. He started from a core that already worked and changed two pieces for the regulation in front of him.

Sneasler is the easiest piece to describe in one sentence. It is on roughly 40% of Day 2 teams in Regulation M-C, and its set is built around a single trick: White Herb restores a stat that has been lowered, and Unburden doubles Speed once the held item is used up.
Close Combat lowers Sneasler's own defenses, and an opposing Intimidate lowers its Attack. Either way, White Herb cleans that up, and from then on Sneasler is much faster.

Step 2: decide how you will move first

Before you worry about types or coverage, decide how your team will get to act before the opponent. Moving first wins a lot of games in doubles.
A Pokémon that attacks first can knock out its target before it does anything. It is also exposed to less bad luck, because the opponent never gets the chance to land the hit or the side effect that would have turned the game.

There are several ways to get there. You can pick Pokémon that are naturally fast, raise your speed with a move like Tailwind, flip the turn order with Trick Room so the slowest Pokémon act first, use priority moves that skip the speed check entirely, or hold a Choice Scarf for a flat boost.
Most strong teams pick one main mode and maybe a backup, rather than a little of everything, because each mode wants different Pokémon. Our guide to speed control [link quando esce] covers each of them in detail.

Kyle's list stacks several of these on purpose. Whimsicott carries Tailwind, and with Prankster its status moves get priority, so the Tailwind usually goes up before the opponent can stop it.
Sneasler has its own speed boost through Unburden. It also carries Rock Tomb, which lowers the target's Speed so Charizard or Garchomp can move first the turn after. Kingambit carries Sucker Punch, a priority attack.
None of these is the same tool, but they all answer the same question: when the game gets tight, this team has ways to act first.

Three different tools, one goal: acting before the opponent.

Step 3: build the core around your idea

With the idea and the speed plan in place, look at what the idea needs to work and add those pieces. Some Pokémon need protection while they set up, which is the job of Fake Out users and Pokémon that redirect attacks. Others need the field to look a certain way, which means a weather setter, a terrain setter or a Tailwind user next to them.
These two or three Pokémon are your core, and the rest of the team exists to keep that core alive and winning.

On Kyle's team, Whimsicott does more than set Tailwind. It also carries Encore, which locks an opponent into the move it just used, and Focus Sash, which lets it survive one hit from full HP no matter how strong.
That makes it a reliable partner for whatever it leads with, because it is very likely to get its moves off at least once. Sneasler and Whimsicott together look like the kind of pairing this step is about: one Pokémon that wins games, and one that makes sure it gets the chance.

Step 4: give the team a defensive backbone

A team that only attacks falls apart against anyone who attacks harder. You need a defensive backbone: a group of three or four Pokémon whose weaknesses cover each other, so that whatever the opponent throws, one of your Pokémon can take it.
The classic version is a set of types that resist each other in a loop, like Fire, Water and Grass, or Steel, Dragon and Fairy. Each one takes the hits the other is weak to.

Types are not the only way to defend, though. Abilities and items can hold a matchup by themselves. On Kyle's team, Kingambit holds a Chople Berry, which weakens a super effective Fighting move when one hits it, and its Defiant ability turns stat drops from opponents into an Attack boost.
A pair of Pokémon can also cover each other without matching types at all, simply because each one beats the threat that troubles the other. When you check your backbone, ask what your team does against every common attacking type, not only whether the type chart looks balanced

Types cover each other in a loop, and items and abilities can hold a matchup too.

It also helps to think about switching. Some Pokémon gain something every time they come in or go out, and in doubles that value adds up over a game. Others are much better if they stay on the field from the first turn.
Knowing which of your Pokémon is which tells you how you will play each game, and how much your team can afford to move around.

Step 5: cover different things on offense

On offense, the goal is variety. Your attackers should hit different types, so that a single resistance on the other side does not shut your whole team down.
They should also attack from both sides: a mix of physical and special attackers forces the opponent to defend on two fronts, while a team of only physical attackers can be stopped by one Intimidate or one burn.

Avoid doubling up on the same role. Two Pokémon that do the same job at the same speed are rarely better than one, because the second slot could be doing something the first cannot.
Kyle's list shows the opposite: Sneasler, Kingambit and Garchomp are physical, while Charizard and Froslass attack on the special side, and each attacker brings a different type of damage to the field.
The same thinking goes down to every move slot: each move should let a Pokémon hit something it could not hit before. Kingambit runs Low Kick, a Fighting move, mainly to beat opposing Kingambit, one of the most played Pokémon in the format. Charizard runs Solar Beam instead of Ancient Power, which gives it a strong hit on Water types like Basculegion.

Three physical attackers and two special ones, covering 12 attacking types between them.

The best offense in doubles is about pressure, more than raw damage.
If your two Pokémon on the field threaten both opposing Pokémon at once, your opponent cannot protect everything. At best they guard one side and lose the other.
Building pairs that create this kind of pressure is what turns six good Pokémon into a team that wins turns. It is worth thinking about which two of your Pokémon you would lead with before you even finish the team.
On Kyle's list, Charizard and Garchomp leading together use Heat Wave and Earthquake, two moves that hit both opponents from the first turn. Charizard is a Flying type, so its partner's Earthquake does not touch it.

Step 6: list what beats your team, then fill the last slots

By now you probably have four Pokémon that work well together. Before you add the last two, write down what beats them.
Look at the Pokémon that threaten your centerpiece, the ones that walk through your defensive backbone, and the strategies that would ignore your speed plan. That list tells you exactly what the last two slots need to do.

The last slots are for those matchups, or for giving the team a second game plan when the first one is not enough. To know which threats really matter, look at what people actually play.
PokeFeed Tournaments shows usage from every official Day 2 in the regulation, and the PokeFeed team builder shows ladder usage next to tournament usage while you build.
In Regulation M-C, Rillaboom sits on close to half of Day 2 teams, Incineroar on around 40%, and Garchomp and Kingambit on around 30% each. A team with no plan for those Pokémon will meet them in round one.

Even a winning list keeps a known weak spot. Kyle's team is built to be fast, so Trick Room is its hardest matchup, especially when the opponent keeps a fast Pokémon like Mega Garchomp Z for the end of the game. One of his two losses at Puebla came against a team like that.
The list still has an answer: Kingambit can lead next to Charizard and try to knock out the Trick Room setter before the room goes up.

Kyle's two Mega Stones are a good example of a second plan. Charizard holds Charizardite Y, and Mega Charizard Y has Drought, which sets sun as soon as it comes in. Froslass holds Froslassite, and Mega Froslass has Snow Warning, which sets snow.
Only one Pokémon can Mega Evolve per battle, so in most games the team brings just one of the two, and the choice happens at team preview.
Mega Froslass is the pick against flying megas like Mega Salamence and Mega Staraptor, while Mega Charizard Y is the steadier choice when the team simply needs damage.

That gives the team a sun mode, where Weather Ball turns into a Fire move with double power and Solar Beam fires without its charging turn. It also gives it a snow mode, where Froslass can set up Aurora Veil, which cuts the damage its side takes for five turns.
Each mode is built out properly on its own set, which is the difference between a second plan and a half finished one.

Two Mega Stones give the team a sun plan and a snow plan to choose from at team preview.

Step 7: hand out items across the team

Items come late in the process because they depend on everything else. With the item clause, you cannot give the best item to every Pokémon that wants it, so you hand them out by asking where each item does the most for the team.
Two Pokémon that both want the same item will push you to decide which one needs it more, and the other gets its second choice.

The right item also depends on what threatens your team, not just on the Pokémon holding it.
Kyle's list shows the range: a Mega Stone each for Charizard and Froslass, a berry on Kingambit aimed at one specific weakness, Focus Sash on Whimsicott so it can always act at least once, Life Orb on Garchomp for raw damage, and White Herb on Sneasler because its whole set depends on it.

With the item clause, every Pokémon holds something different, picked for its job on the team.

Step 8: spread stat points by role

Each Pokémon has 66 stat points to spend, with up to 32 in a single stat.
The easy option is to put 32 in the Pokémon's best attacking stat and 32 in Speed, and for many attackers that is a fine start. It is not always the best use of the points, though, because what a Pokémon needs depends on its role on your team.

A Pokémon that has to survive one particular attack may need its points in HP and defenses. A Pokémon that only has to be faster than one specific threat may need fewer points in Speed than you think, and those spare points can go into bulk.
The way to find out is to pick a few benchmarks, like a common attack you want to survive or a Pokémon you want to outspeed, and run them through a damage calculator. Spend the points to hit those benchmarks first, and put the rest where they help most.

Official team lists show items, abilities, natures and moves, but not stat points. The spreads for Kyle's team came out later with a replica code of the list, and they read like a set of benchmarks.
Garchomp puts a few points in HP, so that Dragon Claw from a Choice Scarf Garchomp cannot knock it out without a critical hit. Sneasler has just enough Speed to beat a Jolly Garchomp with maximum Speed, and puts the rest into HP. Charizard stops at the Speed it needs to outpace base 80 Pokémon like Basculegion, then spends everything else on HP and Defense.
Only Whimsicott and Froslass run the simple version, with maximum Speed and the rest in one stat.

Step 9: test it, then adjust

Your first version of a team is never the final one. Play it, ideally a few dozen games, and pay attention to the games you lose.
Are you losing to the same Pokémon over and over? Are you losing the first turn, or getting outplayed late? Each pattern points to a different fix, and it is much easier to see once you have played enough games for it to repeat.

Many fixes are small. Swapping one standard move for a tech move, one that only matters in a specific matchup, can turn a bad matchup into a winnable one without changing the rest of the team. Changing an item or moving a few stat points can do the same.
Bigger changes, like swapping a Pokémon, should come only after the small ones have not worked.

The most common mistake at this stage is trying to fix every weakness by adding a second idea. A team that half commits to two strategies usually does neither well. If you keep losing, ask first whether your main idea is good enough before you bolt something new onto it.
It also helps to compare with teams that are winning, so you can see how other players solved the same problems.

Common team building mistakes

Most teams that do not work fail for one of a few reasons, and all of them come back to the steps above:

  • Picking the six strongest Pokémon with no idea connecting them.
  • Having no plan for moving first, so every fast opponent gets to act before you.
  • Giving two Pokémon the same role at the same speed.
  • Mixing two half built ideas instead of one complete one.
  • Ignoring the Pokémon everyone plays, so the most common matchups are the worst ones.

If your team does any of these, start from the step that fixes it.

Once your team holds up after a few dozen games, upload it to PokeFeed with its replica code, so that other players can try it and vote for it!

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Written by

Luca Iapichino

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Co-founder of PokeFeed, Pokémon player since 2000 and former video game journalist.

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