Pokémon Champions Guide: The Definitive Doubles Meta Tier List
Bringing a team built for singles combat into a doubles match guarantees a swift trip back to the main menu.
The competitive doubles environment in Pokémon Champions values team coordination far more than slapping raw stats onto the field. A monster that dominates a single-target bracket often falls flat when forced to handle two opponents simultaneously. Regulation M-B changed how field control functions, and my time grinding through the high-tier brackets clarified which strategies actually work.
The Complete Doubles Rankings
S Tier: The Meta Anchors
These choices dictate the flow of the current format. Running a team without incorporating them requires a hyper-specific plan to survive their presence.
Incineroar
Incineroar carries suffocating pressure directly into the matches. Its Intimidate ability drops the Attack stat of both opposing monsters simultaneously upon entry.
A Fire and Dark typing grants six resistances and a total immunity to Psychic moves, which keeps it on the field for a long time. I use Snarl to systematically lower the effectiveness of special attackers, then select Parting Shot to tank their stats further before swapping to an offensive threat. It fails to deal meaningful damage on its own, but it doesn't need to. Watch out for opponents leading with Defiant threats, as Intimidate grants them a free attack boost that turns the match around.
Kingambit
Kingambit serves two vital roles. It counters enemy Intimidate strategies using its Defiant ability, and it functions as a late-game insurance policy via Supreme Overlord. Its signature Dark-type move, Kowtow Cleave, never misses, removing the accuracy variance that ruins close matches.
The Steel and Dark typing offers nine distinct resistances, turning it into a wall against neutral hits. Sucker Punch provides priority to bypass its slow base 50 Speed. The main flaw is a four-times weakness to Fighting moves, which means it requires a partner capable of redirecting those attacks.
Garchomp
Garchomp applies constant pressure to both opposing slots at the same time through its area-of-effect moves. Its Rough Skin ability punishes physical contact by chipping away at enemy health pools for free. Success relies on navigating its four-times vulnerability to Ice moves, meaning it needs to stay far away from active blizzards.
Eternal Flower Floette
The total absence of Assault Vest in the current item pool gives Eternal Flower Floette free rein to tear holes through defensive lines. Its Fairy Aura powers up Fairy-type attacks for both itself and its partner, transforming basic STAB moves into powerful tools that scare off physical threats like Garchomp. The catch is that it consumes your Mega slot, and its physical Defense is low enough that any competent Steel-type attacker will clear it quickly.
A Tier: Meta Staples
These selections form the core of most high-tier teams. They provide great strength but come with predictable counters.
Sneasler
Sneasler sits among the fastest non-Mega choices available. Its strength lies in Dire Claw, a move that applies random status effects like paralysis, sleep, or poison to disrupt an opponent's strategy on the opening turn. It can trigger its Unburden ability through various held items to reach a higher Speed tier. Keep it clear of Psychic moves, as a four-times weakness causes it to evaporate from any decent special hit.
Glimmora
Glimmora acts as a reliable hybrid for entry hazards and special offense. Its Toxic Debris ability drops Toxic Spikes onto the enemy side when hit by a physical move. Mega Evolving it grants Adaptability, transforming Meteor Beam into an excellent offensive tool. It suffers from a four-times Ground weakness, and smart opponents will use Taunt to stop your setup before you can lay down hazards.
Tyranitar
Tyranitar remains the primary choice for sandstorm control. Its Sand Stream ability alters the field on entry to chip away at opponents while boosting its own Special Defense. It moves slowly, and a four-times weakness to Fighting-type attacks forces defensive play if a fast physical threat is across the board.
Charizard
Charizard offers flexibility because both of its Mega forms are completely viable. You can run it as a physical threat or a special sun-sweeper. It features a diverse movepool that aligns cleanly with standard solar teams. Its base form remains underwhelming without Mega Evolution, and Stealth Rock removes half its health upon entry.
Sinistcha
Sinistcha provides excellent team support through its Hospitality ability, which heals its partner upon switching in to alter the damage math for your main attacker. Matcha Gotcha keeps its own health topped off while fishing for burns, and access to Rage Powder offers strong board control.
B and C Tier: Niche Specialists
Monsters in the lower brackets aren't inherently useless, but they require you to construct an entire strategy around their specific tools to find value.
Weather Setters
Pelipper and Torkoal occupy the B tier because of their field-altering abilities. Pelipper deploys rain via Drizzle, which serves as the foundation needed to make Archaludon function. Archaludon thrives under rain because its Electro Shot skips the usual charging turn. On the opposite side, Torkoal sets the sun with Drought to maximize the power of its Eruptions. Both choices are entirely predictable and fall apart if an opponent overwrites the weather with a Tyranitar switch-in.
Speed Control and Redirection
Fragile attackers require active board control to survive. Whimsicott provides priority Tailwind and Encore setups using Prankster, but it falls to a single dedicated physical hit. Farigiraf works as an excellent Trick Room setter, and its Armor Tail ability blocks enemy priority moves like Fake Out entirely.
For pure redirection, Maushold uses Friend Guard to reduce the damage its partner takes while spamming Follow Me to draw incoming attacks. A single well-placed Taunt from a faster opponent shuts down these support strategies completely, leaving you with dead weight on the field.