Winning With Your Favourites: A VGC Teambuilding Philosophy
By IB, one of Pokémon Champions’ high-ranking players

Introduction: Strong Pokémon, Weak Pokémon, and Better Teambuilding
“Strong Pokémon. Weak Pokémon. That is only the selfish perception of people. Truly skilled trainers should try to win with their favourites.”
This quote has always stood out to me, especially when thinking about competitive Pokémon and VGC teambuilding.
A lot of players enter VGC with Pokémon they like. They have favourites, preferred playstyles, favourite typings, favourite Megas, or favourite archetypes. That is one of the best parts of competitive Pokémon. Everyone sees the game slightly differently.
However, there is a big difference between using your favourites and simply throwing six Pokémon you like onto a team and hoping it works.
This article is not about ignoring the meta. It is not about pretending every Pokémon is equally viable. It is not about saying team structure, matchups, speed control, or format knowledge do not matter.
Instead, this article is about understanding how to build cohesive VGC teams that allow your favourites, your ideas, or your preferred playstyle to actually function in a competitive environment.
A strong VGC team is more than six powerful Pokémon placed together. The best teams have clear direction, defined roles, role compression, type synergy, speed control, independent value, and multiple ways to win. That is the kind of teambuilding this article is focused on.

My Experience With VGC
My experience with VGC started during the Scarlet and Violet era. I began watching VGC in 2024 and started actively competing in 2025 using Pokémon Showdown, since I never bought Scarlet and Violet.
While I am still fairly new compared to many long-time VGC players, I have gained a lot of experience through practice, laddering, testing, and teambuilding. In the main two regulations where I developed most of my skills, Regulation I and Regulation M-A, I reached averages in the 1500s on the ladder.
This article is built around the lessons I have learned from that experience. It is especially aimed at newer VGC players who want to understand how good teams are actually built, instead of only copying whatever six Pokémon are currently considered strong.

What “Winning With Your Favourites” Actually Means
A lot of newer players hear the phrase “win with your favourites” and take it to mean that they can put any six Pokémon they like on a team and expect it to work. That is not really how VGC works.
Winning with your favourites does not mean ignoring the format. It means understanding the format well enough to make your favourites work inside a real team structure.
A favourite Pokémon can absolutely be the starting point of a team. In fact, that is often one of the most enjoyable ways to build. But once you choose that Pokémon, the rest of the team needs to support it properly. You need to ask:
- What does this Pokémon struggle with?
- What does this Pokémon beat?
- What speed control does it want?
- What partners cover its weaknesses?
- What matchups does it improve?
- What matchups does it make harder?
- Does the final team have a real way to win games?
In other words, favourites can be used competitively, but they need to be built around intelligently. A favourite Pokémon should be the beginning of the teambuilding process, not the excuse to ignore the rest of it.
The Three Main Things I Focus On When Teambuilding
When I build a VGC team, there are three main ideas I try to keep in mind: roles and role compression, typing, and independence. These are not the only things that matter in VGC, but they are three of the most important areas newer players should learn to understand. If you can improve how you think about these three areas, your teambuilding will become much more consistent.
1. Roles and Role Compression
Every Pokémon on a VGC team should have a clear role. A common beginner mistake is building a team where several Pokémon all do similar things — for example, a team with four or five attackers but no real support, no defensive glue, no speed control, and no safe way to position those attackers. That kind of team may look threatening on paper, but in practice it often struggles because the Pokémon are not helping each other enough.
A well-built VGC team usually has a mix of roles. These can include a main damage dealer, secondary damage dealer, Trick Room setter, Tailwind setter, Fake Out user, redirector, pivot, defensive support, weather setter, weather answer, priority user, late-game cleaner, and anti-meta tech. The goal is not just to fill six team slots. The goal is to make sure each Pokémon gives the team something it actually needs.
What Is Role Compression?
Role compression is when one Pokémon fills multiple jobs at once. This is extremely valuable in VGC because you only have six team slots and only bring four Pokémon into each game. A Pokémon that provides Fake Out, defensive utility, pivoting, and damage is valuable because it helps the team in several different ways at once.
That is why strong support Pokémon often stay relevant across formats. They are not always the highest damage dealers, but they make the rest of the team function better. However, role overlap should still have purpose. Having two Trick Room setters can be good, but they should ideally offer different things. One might be an offensive Trick Room setter, while the other is more defensive. This gives the team flexibility instead of simply repeating the same role twice.
The goal is not to avoid overlap completely. The goal is to make sure every Pokémon contributes something meaningful. For a closer look at how real teams use role compression in Regulation M-B, see the breakdown of the Rank 1 Mega Froslass team, where Basculegion serves as both a Ghost-type pivot and a late-game cleaner at the same time.
2. Typing
Typing is one of the most important parts of building a strong VGC team. If too many Pokémon on a team share the same weaknesses, the team becomes much easier to punish. Moves like Earthquake, Heat Wave, Rock Slide, Blizzard, and Hyper Voice can become much harder to manage if your team has too much defensive overlap.
On the other hand, if a team lacks offensive type coverage, it can struggle to deal with common threats. Sometimes a team has strong Pokémon, but it simply cannot hit the right targets effectively.
Typing affects how safely you can switch, how well you can position, what attacks you can absorb, what threats you can pressure, what spread moves punish you, and how many safe options you have each turn. A good team should ask:
- What types do I resist?
- What types am I weak to?
- Do I have safe switches?
- Can I pressure common threats?
- Do I have too many shared weaknesses?
- Do I have enough offensive coverage?
- Can I handle common spread moves?
A team with poor typing can still win games, but it usually becomes much harder to pilot. You have fewer safe switches, fewer defensive options, and more matchups where one opposing Pokémon can create too much pressure.
3. Independence
A Pokémon should not only exist to support one other Pokémon. Support Pokémon are incredibly useful, but they should still provide value even if their ideal partner is removed.
This does not always mean the support Pokémon needs to deal huge damage. Some support Pokémon create value through Fake Out, redirection, speed control, disruption, status, pivoting, screens, Helping Hand, Parting Shot, Encore, or defensive positioning. The important thing is that every Pokémon should be able to create progress in some way.
If a Pokémon only works when one specific partner is alive, the team may become too fragile. Once that partner goes down, the support Pokémon can become a sitting duck. A good support Pokémon should still be useful even when the game does not go exactly according to plan. That is what separates good support from passive support.
The Most Important Part of Teambuilding: Direction
The most important part of VGC teambuilding is direction.
Teams need a direction to be built in. I cannot count how many times people have asked for “a good team” when looking for teambuilding help. The problem is that “a good team” is too vague.
Good teams are built around specific ideas. That idea could be a favourite Pokémon, a specific archetype, a weather mode, a Trick Room mode, a Tailwind mode, a defensive core, a strong offensive core, a specific matchup answer, a tournament call, an anti-meta concept, or a late-game win condition.
The first question should not be “what are six strong Pokémon?” The first question should be “what is this team trying to do?”
Once you know the direction of the team, the rest of the building process becomes much easier. You can start asking what the team needs, what it loses to, what roles are missing, what Pokémon actually fit the idea, what the win condition is, and what happens if the main plan fails.
A team without direction might still win games, but it will usually feel inconsistent. A team with direction gives you a plan before the game even starts.
Important Regulation M-A Teams and What They Taught the Format
In Regulation M-A, there were six main teams that I think were crucial in defining the format. These teams did not become important just because they had strong Pokémon. They became important because they shaped how people built, adapted, and counterbuilt throughout the format.
The six teams were: Sun-Floette, Sun-Aerodactyl, Sun-Glimmora, Rain-Sableye, Defend the Queen Floette/Delphox, and Italian Ice. Each of these teams teaches something important about VGC teambuilding.
Sun-Floette
With the reintroduction of Charizard-Y and the arrival of AZ’s Floette, players quickly began using them together. This combination worked because the two Pokémon answered many of each other’s counters. Pokémon like Scizor, which would normally perform well into Floette, could be threatened or removed by Charizard-Y’s Heat Wave. At the same time, Floette could threaten Pokémon that Charizard-Y did not want to deal with.
This is a strong example of an offensive core where both Pokémon support each other by pressuring the other’s checks.
The lesson from Sun-Floette is simple: a strong core is not just two powerful Pokémon. A strong core is two Pokémon that make the opponent’s normal answers incomplete. It was strong because answering one side of the core often left you exposed to the other.
Sun-Aerodactyl
As the format progressed, Charizard-Y became extremely common. Because of that, Charizard-Y teams started adapting to deal with opposing Charizard-Y teams. One of the ways they did this was by using Mega Aerodactyl to pressure opposing Charizard-Y and perform better in the mirror. These teams also started using Sylveon as a pseudo-Floette option, and Sylveon eventually became more meta as well.
The lesson from Sun-Aerodactyl is that when an archetype becomes common, successful versions of that archetype need to prepare for the mirror. Sometimes a team slot is not just about general strength. Sometimes it is about beating the teams you expect to face most often. You are not just building against the entire format in theory. You are building against what people are actually using.
Sun-Glimmora
As Sun-Aerodactyl became more common, new Sun teams began adapting again. Some teams started using Glimmora and Whimsicott to deal more effectively with opposing Charizard-Y teams. This lead turned out to be extremely strong, and it took the format a while to properly adjust and begin countering it.
This is another example of metagame adaptation. First, Sun-Floette became strong. Then Sun-Aerodactyl adapted to beat other Sun teams. Then Sun-Glimmora appeared as another answer to the evolving Sun mirror. The lesson is that formats do not stay still. Good teams force responses, and those responses eventually force new responses.
Rain-Sableye
Rain is one of the most obvious ways to counter Sun, but for a while, Rain teams were not fully consolidated in Regulation M-A. Then Cybertron Zhang, a very influential player in Champions, showcased a Sableye Rain team. This quickly became one of the most popular teams on the ladder for a week.
Sableye turned out to be incredibly difficult to deal with at the time. It provided the disruption and support Rain needed, while Archaludon could become a raid boss if the opponent was not prepared. Unprepared teams could end up watching Archaludon get stronger and stronger until even major threats like Xerneas had to fear it.
The lesson from Rain-Sableye is that one support Pokémon can completely change how an archetype functions. Rain already had the weather advantage into Sun, but Sableye gave the team the extra disruption and positioning tools it needed to become much harder to handle.
Defend the Queen: Floette/Delphox
Cybertron also showcased a team from a former World Champion during Regulation M-A, and it once again became very popular for a time. This team was built around a “defend the queen” concept with Floette and Delphox. It had three redirectors, Incineroar, and both Floette and Delphox.
The idea was simple but effective: protect the main win condition and make it extremely difficult for the opponent to remove it. This kind of ladder structure can be very hard to beat if your team does not have a clear way to break through redirection and actually KO the threat being protected.
The lesson is that a strategy does not need to be complicated to be effective. If a team can consistently protect its win condition and force the opponent to play through layers of support, it can be incredibly difficult to beat. The question it asks is: “Can you actually reach and remove the queen?” If the answer is no, the game can quickly become unwinnable.
Italian Ice
At Turin, a team featuring Froslass, Lycanroc, and Scovillain placed extremely well, with around four players using the structure in the top 16. This team became known as Italian Ice. It was incredibly well balanced and had answers into most major archetypes — not just a one-dimensional ladder team, but a structure with several tools, several modes, and several ways to win.
The team had strong role distribution, good pressure, speed control options, defensive utility, and enough flexibility to avoid being easily countered. You can see how the same core of Mega Froslass, Lycanroc-Dusk, and Mega Scovillain was later adapted for Regulation M-B in the Rank 1 Mega Froslass Veil Offense team breakdown.
The lesson from Italian Ice is that balanced teams with multiple strong matchups tend to last longer than teams that rely on one trick. A ladder cheese team can be terrifying for a week. A well-balanced team can stay relevant even after people know what it does.
Which Regulation M-A Teams Mattered Most?
In my opinion, the three most important teams from that group were Italian Ice, Sun-Aerodactyl, and Sun-Floette. The other three teams were still very important in influencing the metagame, but they did not survive as long. Rain-Sableye, Sun-Glimmora, and Defend the Queen all had major effects on the ladder and forced people to adapt. However, Italian Ice, Sun-Aerodactyl, and Sun-Floette lasted longer because they were more balanced and harder to auto-win against.
What did those three teams have in common? They all had clear roles and role compression, strong typing and type coverage, and independent value from their Pokémon. They also had direction. That is why they were so hard to beat consistently. It was difficult to build a good team that also had a basically guaranteed win into them.
Short-term teams can dominate when people are unprepared. Long-lasting teams remain strong even when people know what they are trying to do. That is the difference between a trend and a truly strong team.

Archetypes in VGC Teambuilding
When it comes to VGC teambuilding, we often talk about archetypes. Archetypes are different classifications of teams that help us understand what a team is trying to do and how it wants to win. For a full breakdown of the most common Regulation M-B structures, the Pokémon Champions team archetypes guide covers each major category in detail.
In Regulation M-B, I think the two most important ways to classify teams are weather type and speed control.
Weather Types
The main weather classifications are Sun, Rain, Snow, Sand, and no weather. Weather teams are built around controlling the field condition and using that field condition better than the opponent.
- Sun teams often use boosted Fire damage and Pokémon that benefit from Sun.
- Rain teams often use boosted Water damage and Pokémon that benefit from Rain.
- Snow teams can use Aurora Veil or Ice-type defensive boosts.
- Sand teams can use chip damage, special defence boosts for Rock-types, and Sand-based abilities.
- No-weather teams do not rely on winning weather wars, but still need answers into weather teams.
Speed Control Types
The main speed control classifications are Trick Room, Tailwind, Tailroom, and no dedicated speed control. For a detailed explanation of how Trick Room works, including setter roles, helpers, and attackers, the Pokémon Champions Trick Room guide covers the full structure.
- Trick Room teams want slower Pokémon to move first.
- Tailwind teams want to double their team’s speed and overwhelm the opponent.
- Tailroom teams have both Trick Room and Tailwind modes, allowing them to adapt depending on the matchup.
- Teams with no dedicated speed control need another way to manage speed — priority moves, Fake Out, Icy Wind, Thunder Wave, naturally fast Pokémon, or strong defensive positioning.
Other Team Classifications
There are other archetypes and labels as well, such as balance, perish trap, meta goodstuff, and anti-meta. Weather describes the field condition. Speed control describes how the team manages turn order. Balance describes the structure of the team. Perish trap describes a win condition. Anti-meta describes how the team is positioned against the current format. The most common teams usually fall under weather and speed control first, then become more specific from there.
My Personal Preference: No-Weather Balance
I personally prefer playing balance without weather. That is because I do not enjoy playing weather wars. I would rather use a team that has solid positioning, flexible options, and multiple ways to play into different matchups. Balance is my favourite archetype because it usually gives me room to adapt.
That said, this is only my personal preference. Every archetype has advantages and disadvantages. Sun, Rain, Snow, Sand, Trick Room, Tailwind, Tailroom, perish trap, balance, anti-meta, and goodstuff teams can all be strong when they are built properly. The important thing is not choosing the “best” archetype in theory. The important thing is choosing an archetype you understand and building it with purpose.
What Newer Players Should Take From This
The biggest lesson I want newer VGC players to understand is that teambuilding is about cohesion.
A Pokémon can be strong and still be bad on the wrong team. A Pokémon can be considered weak and still be useful if it solves the right problem. A team does not become good just because it uses six meta Pokémon. A team becomes good because the Pokémon work together, cover each other’s weaknesses, create progress, and support the same overall direction.
When building a team, ask yourself:
- What is this team trying to do?
- What is my win condition?
- How do I control speed?
- What roles do I have?
- What roles am I missing?
- Do my Pokémon cover each other defensively?
- Do I have too many shared weaknesses?
- Can each Pokémon create value on its own?
- What common archetypes do I beat?
- What common archetypes do I struggle against?
- What do I lead into Sun, Rain, Trick Room, and Tailwind?
- What happens if my main plan fails?
These questions matter more than simply asking whether a Pokémon is strong or weak. If you want to bring team-building questions like these to a community of active players, join the Pokémon Champions Discord where players at all levels discuss team structure, matchup help, replay review, and ladder preparation for Regulation M-B and beyond.
What I want newer builders to remember
“Strong Pokémon” and “weak Pokémon” are not always fixed labels. Sometimes a Pokémon is strong because the format supports it. Sometimes a Pokémon is weak because the team around it does not help it. Sometimes a favourite Pokémon can become genuinely useful when it is placed in the right structure.
That is what good teambuilding is about. It is not about blindly following the meta, and it is not about ignoring the meta either. It is about understanding why the meta works, learning what makes teams successful, and then using that knowledge to build teams with direction, purpose, and personality.
Truly skilled trainers should try to win with their favourites.
But they should also learn how to build those favourites into teams that actually make sense.
Join Pokémon Champions For VGC Team Building Discussion
Pokémon Champions | VGC Battles and Tournaments is a competitive Pokémon community focused on VGC team building, Regulation M-B discussion, Pokémon Showdown testing, ranked practice, BO3 practice, replay review, tournament preparation, draft league discussion, and mobile support. If you want help applying these team-building ideas to your own teams — choosing a direction, identifying missing roles, fixing typing issues, or finding the right win condition — you can also connect via the Pokémon Champions Discord and post your team for feedback.
For further reading on how to structure competitive teams, the Pokémon Champions Discord FAQ covers the most common team-building questions the community asks, from EV spreads and lead planning to Master Ball climbs and BO3 preparation.


