Mega Staraptor + Mega RaichuY - VR Final
Regulation M-B · Doubles · theiappi95 · 9 August 2026
This Raichu-Mega-Y and Staraptor-Mega has three ways to control speed: Zap Cannon paralysis, Tailwind and Trick Room. You pick one for the matchup and stick with it. Trying to use two in the same game is usually how you waste a turn. Everything else is there to buy Kingambit time. Kowtow Cleave cannot miss. So once Swords Dance is up, evasion and accuracy drops stop mattering, and stall teams have no answer. Armor Tail is the piece nobody talks about. It switches off their priority, so Fake Out and Sucker Punch cannot interrupt the setup. The other half of the team is Arcanine and Sylveon. Fire and Fairy at the same time is what breaks bulky Water and Steel cores. Leads Slow or stall teams: Raichu and Kingambit. Fake Out something, Swords Dance, go. Bulky Water or Steel: Arcanine and Sylveon. Support teams with redirection: Raichu and Sylveon. Farigiraf only when you actually want Trick Room. It has no Fake Out and no priority of its own, so otherwise it does very little.
Sylveon
fairyMoves
Stats
Damage taken
How each attacking type damages your team. Numbers show the damage multiplier each member would take.
| Type | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| normal | 1× | 0.5× | 0.5× | 1× | 1× | 1× | 0 | 2 | +2 |
| fire | 1× | 0.25× | 2× | 1× | 1× | 1× | 1 | 1 | 0 |
| water | 1× | 4× | 1× | 1× | 1× | 1× | 1 | 0 | -1 |
| electric | 0.5× | 1× | 1× | 2× | 1× | 1× | 1 | 1 | 0 |
| grass | 1× | 1× | 0.5× | 0.5× | 1× | 1× | 0 | 2 | +2 |
| ice | 1× | 0.5× | 0.5× | 2× | 1× | 1× | 1 | 2 | +1 |
| fighting | 1× | 2× | 4× | 0.5× | 0.5× | 1× | 2 | 2 | 0 |
| poison | 1× | 0.5× | 0 | 1× | 2× | 1× | 1 | 2 | +1 |
| ground | 2× | 4× | 2× | 0 | 1× | 1× | 3 | 1 | -2 |
| flying | 0.5× | 0.5× | 0.5× | 2× | 1× | 1× | 1 | 3 | +2 |
| psychic | 1× | 1× | 0 | 2× | 1× | 0.5× | 1 | 2 | +1 |
| bug | 1× | 0.5× | 1× | 0.25× | 0.5× | 2× | 1 | 3 | +2 |
| rock | 1× | 2× | 0.5× | 1× | 1× | 1× | 1 | 1 | 0 |
| ghost | 1× | 1× | 0.5× | 1× | 1× | 0 | 0 | 2 | +2 |
| dragon | 1× | 1× | 0.5× | 1× | 0 | 1× | 0 | 2 | +2 |
| dark | 1× | 1× | 0.5× | 0.5× | 0.5× | 2× | 1 | 3 | +2 |
| steel | 0.5× | 1× | 0.5× | 1× | 2× | 1× | 1 | 2 | +1 |
| fairy | 1× | 0.5× | 1× | 2× | 1× | 1× | 1 | 1 | 0 |
Damage dealt
How many team members can hit each type super-effectively with a damaging move. Faded cells show types no member threatens.
Speed tiers
Where each member sits in the speed order. Switch the tab to see how speed control swings it.