Starter Guide — Regulation F

VGC
Beginners Guide

VGC (Video Game Championship) is the official Pokémon doubles competitive format. This guide starts from the very basics — rules, EV training, speed tiers, Tera types — and builds up to your first competitive team framework.

What is VGC?

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Doubles Format: 2v2 Each Turn

Each player selects 4 from 6 Pokémon; both sides send out 2 at once. Doubles is about synergy — your two Pokémon must support each other every single turn.

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Level 50 Standard

All Pokémon are brought to Level 50 automatically. This eliminates leveling advantages — pure EV allocation, move selection, and strategy decide outcomes.

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Regulation F: Bring 2 Restricted Legendaries

Current Regulation F allows 1 or 2 Restricted Legendaries per team (Kyogre, Koraidon, Zacian, etc.) — but no duplicate restricted Pokémon.

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Tera Type: Once Per Battle

Each Pokémon can Terastallize once per battle, replacing its type with the pre-selected Tera type. Timing this correctly is one of the most important skill expressions in VGC.

EV Training Basics

EVs (Effort Values) are hidden stats earned by defeating Pokémon, directly affecting Level 50 stats. Each Pokémon can hold 510 total EVs, max 252 per stat — every 4 EVs adds 1 stat point.

Standard Attacker
252 Atk/SpAtk 4 Def 252 Speed
Maximizes output and speed — fits most offensive cores
Standard Bulky
252 HP 252 Def or SpDef 4 Atk
Maximizes bulk — fits support Pokémon and Trick Room setters
Benchmark Spread
Minimum EVs to survive a key hit Remainder in Speed/Atk
Advanced: survive exactly one benchmark hit, invest remaining EVs elsewhere

Speed Tiers: Why Speed Matters

Speed determines who moves first. In doubles, a 1-point speed advantage can decide an entire game — moving first means KOing the threat before it can act. Key Regulation F speed benchmarks:

222
Zacian (Jolly 252 EVs)
Fastest non-priority attacker
205
Flutter Mane / Koraidon / Miraidon / Chien-Pao (Jolly/Timid 252 EVs)
Base 135 Speed cap
179
Tornadus (Timid 252 EVs)
Tailwind setter benchmark
156
Kyogre / Groudon (Timid/Jolly 252 EVs)
Base 90 Speed cap
80
Incineroar (0 EVs)
Support pivot baseline
63
Iron Hands / Calyrex-Ice (Brave 0 EVs)
Common Trick Room attacker speed

Essential Doubles Mechanics

ProtectUniversal Must-Have

Almost every competitive Pokémon runs Protect. It lets your partner safely KO a threat, avoids spread move damage, and reveals opponent intentions. Not running Protect is effectively wasting a move slot.

Fake OutSpeed Control

Fake Out has the highest priority and always flinches — the target cannot act that turn. This gives your main attacker a free action. Incineroar is the most common Fake Out user in VGC.

TailwindSpeed Control

Tailwind lasts 4 turns and doubles the Speed of your entire team. The most common solution to speed disadvantage. Tornadus’s Prankster ability grants Tailwind +1 priority.

Trick RoomSpeed Reversal

Trick Room lasts 5 turns and makes the slowest Pokémon move first. Iron Hands (Speed 63), Calyrex-Ice (Speed 63), and other slow powerhouses become overwhelming under TR.

Spread MovesDoubles-Specific

Spread moves (Earthquake, Rock Slide, Origin Pulse) hit both opponents simultaneously at ×0.75 power. The combined damage output makes spread moves among the most efficient moves in doubles.

Starter Team Framework

When building your first VGC team, assign clear roles to each Pokémon — avoid role overlap across all 6 slots. Once you’ve planned your roles, use the Team Builder to instantly analyze type weaknesses and speed distribution.

Restricted 1
Kyogre / Koraidon
Primary damage or weather
Restricted 2
Calyrex-Ice / Iron Hands
Complements Restricted 1 weaknesses
Intimidate Support
Incineroar
Fake Out + Attack drop pivot
Speed Control
Tornadus / Cresselia
Tailwind or Trick Room setter
Redirection
Amoonguss / Follow Me
Draw attacks to protect main threats
Coverage Attacker
Gholdengo / Urshifu
Fill type coverage gaps

Next Steps: Deep Dive Guides