队伍组建
选择 6 只宝可梦,打造你的冠军赛最强队伍
Build here by assigning jobs first, then checking whether the six Pokemon support one another. The analysis panels turn selections into a decision workflow: review shared weaknesses, missing coverage, speed-control needs, and meta pressure before polishing moves or EVs. A good team should explain how it wins and how it survives common counterplay.
Team building method: six Pokemon as a role loop
A strong team is not six individually strong Pokemon. It is a closed loop of responsibilities: one or two win conditions, support that helps them reach the right turns, defensive pivots that protect them, speed control that decides move order, and answers to the threats you expect to face. When the six slots form that loop, each Pokemon has a reason to be selected and a reason to stay in the battle plan.
Data source and tool logic
The builder uses the local Pokemon, move, item, ability, type, and meta datasets. It checks selected Pokemon, configured moves, EV direction, type coverage, shared weaknesses, and broad matchup pressure against common meta picks. These checks are strategic prompts, not automatic team grades, because lead choices, items, Protect turns, and player sequencing still decide the game.
How to use this page
- Pick a core first: the Pokemon or pair that creates your main win condition.
- Add support that helps the core act, such as speed control, redirection, disruption, weather, terrain, Fake Out pressure, or defensive switching.
- Check resistances and immunities before filling every slot with attackers.
- Configure moves and EV direction so the analysis reflects the actual set, not just the species.
- Review the meta matchup panel and ask what your team does at team preview against each common threat.
Practical framework
Start with the win condition. Is the team trying to win through fast offense, Trick Room, weather pressure, setup, balance, or defensive positioning? Then assign jobs: primary damage, secondary damage, speed control, defensive pivot, disruption, and endgame cleaner. A Pokemon can cover more than one job, but a team becomes fragile when one slot is responsible for everything.
Speed control should be planned early. Tailwind, Trick Room, paralysis, priority, weather speed abilities, and Choice Scarf all ask for different partners. Defensive structure matters just as much: if three Pokemon share a Ground weakness or the team has no safe switch into a popular attacker, the team may lose before its damage plan begins.
Short-board checks
- Can at least one lead pair create pressure without exposing the win condition immediately?
- Can the team play when the opponent denies your first speed-control attempt?
- Do you have a way to damage common defensive cores, not only frail targets?
- Does every Pokemon have a job when it is not dealing damage?
- Can you explain why each of the six slots is better than the next candidate?
Common mistakes
- Copying a popular core without copying the support structure that makes it work.
- Adding coverage moves while leaving the team weak to the same attacking type.
- Building only for damage and forgetting Protect, pivoting, and speed control.
- Using six strong Pokemon that do not create a coherent team-preview plan.
- Ignoring low-usage Pokemon that solve a specific matchup better than a popular pick.
Next step
After the builder highlights a question, validate it in the focused tools: use Type Chart for defensive holes, Speed Tiers for benchmarks, Moves for set choices, Damage Calculator for KO and survival lines, and Meta Stats for current threats.
FAQ
There is no fixed number, but every attacker should either advance the win condition, cover a matchup, or force defensive choices. Four attackers with no support may be weaker than two attackers with reliable positioning.
It means each Pokemon's job supports another slot: speed control enables damage, pivots preserve win conditions, disruption buys turns, and the win condition rewards those support choices.
Not always. First ask whether the weakness is covered by speed control, immunity, item choice, redirection, or offensive pressure. Rebuild only when the team has no realistic line into that threat.