Guides/Champions
First-Party Format

Champions Format

A singleton format where each player runs two Champion Pokemon with 600 HP. Support deck is a 60-card toolbox of trainers, stadiums, and one-shot ability Pokemon. Three modes: 2v2 team battles, 1v1 duels, and 3-4 player free-for-all.

600 HP ChampionsSingleton (1-of each card)3 Play Modes60-Card Decks

Deck Construction

Singleton

One copy of each card allowed. Basic energy is unlimited. Special energy follows singleton too (1-of each named special energy card).

60-Card Deck

2 Champion Pokemon + 58 support cards. Every deck is exactly 60 cards.

Support Deck Contents

The support deck can include items, supporters, tools, stadiums, and Pokemon with abilities (used as one-turn ability triggers).

Card Pool

Black & White set forward through current. Same card pool as GLC and Expanded.

The Champion

600 HP

Every Champion enters play at 600 HP regardless of the printed HP on the card. Tools, abilities, stadiums, and healing push effective HP higher in practice.

No Evolution Chains

Champions enter play as the specific card chosen at deck-build. No Basic to Stage 1 to Stage 2 chains during the game. A Stage 2 card enters play directly as the Champion at 600 HP.

Any Pokemon Card is Legal

Basic, Stage 1, Stage 2, Tag Team, VMAX, ex, V, GX -- all qualify as Champions. The chosen card enters play directly at 600 HP regardless of its printed evolution stage. The only exceptions are V-UNION and Pokemon BREAK (see Ban List).

No Retreat

Champions stay in play until KO. There is no retreat mechanic.

No Bench

Champions are the only Pokemon on the field, outside of one-turn support Pokemon.

Protect (Champion Ability)

Partner-Protect Only

A Champion can only Protect its partner, never itself. The protecting Champion (B) steps in front of partner Champion (A) and absorbs incoming attacks aimed at A.

  • Team mode: the partner is the teammate's Champion.
  • 1v1 mode: the partner is the player's other Champion.
  • Battle Royale mode: the partner is the player's other Champion (same as 1v1).

Cost to Activate

Discard one energy attached to the protecting Champion AND skip that Champion's next attack. Cost is paid the moment Protect is declared, regardless of outcome.

Damage Stacking

The protector still takes any damage from attacks already aimed directly at it. If both opposing attacks were aimed at Champion A and Champion B protects A, Champion B eats both attacks.

No Partner = No Protect

If a Champion has no living partner, Protect cannot be activated. A solo Champion loses access to Protect for the rest of the game.

Repeat-Protect Coinflip

If the same Champion declares Protect on consecutive opposing turns, a coinflip is required. Heads: Protect resolves normally. Tails: Protect fails, attack hits the original target. The full cost (energy + skip attack) applies on BOTH outcomes.

  • The streak attaches to the protecting Champion, not the protected partner.
  • One non-Protect turn clears the streak.
  • Prevents infinite Protect cycling while keeping the decision tense.

Counter: Gust/Switch Effects

Any card or ability that switches or gusts the opponent's Pokemon bypasses Protect. Boss's Orders, Escape Rope, Pokemon Catcher, Cross Switcher, Counter Catcher, and Pokemon abilities that force a switch all work. The original card conditions still apply (e.g., Pokemon Catcher still requires a coinflip). The Protect cost is still paid even when bypassed.

Support Pokemon

One-Turn Ability Triggers

Support Pokemon enter play for one turn only to use their ability, then go to discard. Think of them like one-shot artifacts in MTG.

Recyclable

Trainer cards can return Support Pokemon to deck or hand from the discard for reuse.

Active Spot Requirements Ignored

If a support Pokemon's ability says "this Pokemon must be in the Active Spot" or "while this Pokemon is Active," that requirement is ignored. There is no active/bench distinction in Champions — the support Pokemon is simply in play.

"This Pokemon" Targeting Still Applies

If an ability says it only affects "this Pokemon" (e.g., heals this Pokemon, boosts this Pokemon's attacks), it still only affects the support Pokemon itself — NOT your Champions. The active spot condition is waived, but the self-targeting is not.

Self-KO Abilities

Pokemon whose abilities knock themselves out to activate can still be used as support Pokemon. They resolve the ability, then go straight to the discard. The self-KO is part of the cost.

Damage Reduction Abilities

If a support Pokemon's ability says "your Active Pokemon takes less damage," the support Pokemon stays on the board and the effect lasts until the start of that player's next turn. It does not go to discard at end of turn like a normal support Pokemon.

Example

Charizard (Pokemon GO set) has an ability that doubles Fire Energy. Bring it in for a turn, and your Champion's "20x number of Fire Energy attached" attack hits double.

Energy Rules

Standard Attach Rate

One energy attach per turn unless an ability says otherwise. No format-wide energy acceleration baked in.

No Power Surge Stacking

No chaining multiple energy-acceleration abilities in the same turn.

Setup

Game Start

Both players put their Champion(s) into play at the start of the game. Draw 7 cards. No mulligan.

No Prize Cards

Champions has no prize cards. Win by KO'ing the opposing Champion(s).

Deck-Out Loss (Mill Rule)

If you cannot draw a card at the start of your turn because your support deck is empty, you lose the game. Standard TCG deck-out rules still apply. Mill is a valid strategy.

Tools

1 Tool Per Champion

Only 1 tool can be attached to each Champion at a time. Tool replacement and tool-removal effects work normally.

Per-Game & Deckbuilding Limits

Standard Limits Still Apply

All standard TCG per-game and deckbuilding restrictions carry over to Champions. These apply to both your Champions and support Pokemon.

  • 1 Radiant Pokemon per deck.
  • 1 ACE SPEC per deck.
  • 1 GX attack per game (if your Champion or a support Pokemon has a GX attack).
  • 1 VSTAR Power per game (if your Champion has a VSTAR Power).

Attack Order

Player Chooses Attack Order

When both Champions attack in the same turn, the player chooses which Champion attacks first. There is no fixed order — the attacking player decides the sequence each turn.

Status Conditions

Standard Rules Apply

Poison and burn still tick. At 600 HP, 10 damage/turn from a status is supplemental, not a primary strategy.

Coinflip Stacking

Resolution Order

When multiple coinflip effects trigger on the same incoming damage, they resolve in this order:

  • 1. Repeat-Protect coinflip (if applicable). If tails, Protect fails immediately.
  • 2. Ability-based block flips (e.g., 'flip a coin, if heads prevent all damage').
  • 3. Damage-reduction flips (e.g., 'flip a coin, if heads halve damage').

Play Modes

2v2 Team Mode

Bring your friend, bring your decks.

Players

4 players (2v2)

Champions

1 per player

Win Condition

KO both opposing Champions

Energy

1 energy attach per player per turn (2 total per team per round)

Turn Structure

1

Draw

The active team draws.

2

Play Out Hand

Play items, supporters (1 per player per turn), tools, stadiums, support Pokemon. Attach energy.

3

Announce Attacks

Each Champion declares its attack target. Target assignments lock here.

4

Defender Declares Protect

Defending team may activate Protect (partner-protect only). Cost paid immediately.

5

Gust/Switch Reaction

Attacking team may play any gust or switch card (Boss's Orders, Escape Rope, Pokemon Catcher, etc.) or use a Pokemon ability to bypass Protect. Original card conditions still apply.

6

Damage Resolves

Attacks land on final targets. Ability triggers and KO effects resolve.

7

End of Turn

Status ticks, end-of-turn abilities. Turn passes.

Team Rules

Two Players Per Side

Each player brings their own 60-card Champions deck. Each player chooses 1 of their 2 Champions to field.

Shared Turn Structure

Partners share a turn. The team takes ONE turn together, then the opposing team goes. Same flow as VGC doubles.

Both Champions Attack

Each Champion gets one attack action per team turn (2 attacks per turn total). Exception: a Champion that Protect'd skips its next attack.

No Lanes

Open battlefield. Attacker freely picks which opposing Champion to target each attack.

Cross-Partner Support

A player can use cards to help their partner's Champion (heal it, attach a tool, buff it). Stadiums affect the full field.

Cross-Partner Energy Attaches

A player may attach their per-turn energy to their partner's Champion instead of their own.

Cross-Partner Ability Triggers

When Player A plays a one-turn support Pokemon, Player B's Champion benefits from the ability that turn.

KO = Eliminated

When a Champion is KO'd, that player is out. The surviving partner plays on solo (2v1).

KO'd Player's Cards Persist

Stadiums, tools, and in-play cards from the KO'd player stay on the battlefield until removed by other means. Hand, deck, and discard go out of game.

Protect in Team

The partner is the teammate's Champion. Each player's Champion has its own Protect ability.

Gust/Switch in Team

Any gust/switch card or ability bypasses Protect. Both teammates may play gust effects on the same Protect event. Original card conditions still apply (coinflips, discard costs, etc.).

Modified Card Rulings

Gust/Switch Effects (Protect Counter)

Any card or Pokemon ability that switches or gusts the opponent's Pokemon bypasses Protect. This is not limited to Boss's Orders — Escape Rope, Pokemon Catcher, Cross Switcher, Counter Catcher, and Pokemon abilities that force a switch all work as Protect counters.

  • Fires reactively after the opponent declares Protect. Bypasses the Protect redirect and forces the attack onto its originally announced target.
  • All original card conditions still apply: Pokemon Catcher still requires a coinflip, Cross Switcher still needs 2 cards played together, Boss's Orders still uses your supporter slot, etc.
  • The Protect cost (energy + skip attack) is still paid by the defender even when bypassed.
  • In team mode, both partners may play gust effects on the same Protect event.
  • Cannot be played if the repeat-Protect coinflip already failed (Protect already failed naturally).
  • Pokemon abilities that gust/switch (e.g., Ninetales, Lysandre's Trump Card effects on abilities) also bypass Protect with the same reactive timing.

Search-to-Bench Cards

Cards that search the deck for a Pokemon (Nest Ball, Buddy-Buddy Poffin, etc.) auto-play the target instead of sending to hand/bench.

  • Since there's no bench, the Pokemon goes directly into play as a one-turn support Pokemon.
  • The ability triggers immediately on play.
  • Search costs still apply (Quick Ball discards 1, Ultra Ball discards 2, etc.).
  • Auto-play replaces the hand-to-bench step, not the card's stated cost.

Bench-Damage Cards

Spread attacks and bench-damage effects route to the partner Champion.

  • In all modes, the partner Champion is treated as the bench.
  • An attack that says "X damage to each Benched Pokemon" routes onto the partner Champion.
  • Manaphy-style "prevent damage to Bench" cards protect the partner.
  • Single-target attacks are unaffected (attacker picks the target normally).

Champion Ban List

These are the only cards banned from the Champion slot. Every other printed Pokemon card is legal. These cards are still legal in the support deck (but functionally dead).

V-UNION

V-UNION cards are assembled from 4 separate quarter-cards via discard pile mechanics. No clean way to enter play directly as a Champion at 600 HP without breaking the card's intended cost.

Pokemon BREAK

BREAK cards are stacked overlays on a prior evolution and inherit attacks/HP from the card beneath. They cannot enter play standalone as a Champion.

Sample Decklists

Real Champions decks you can import and play. Click the share code to open in the deck builder.

Apple Boom

Hydrapple + Rillaboom

Rillaboom accelerates Grass energy with Voltage Beat while Hydrapple hits hard with stacked energy. Cross-Champion energy synergy lets both Champions threaten big attacks.

PR-A56F6DTry in Simulator →

Oh Rats

Alolan Raticate (Pokemon GO) + Spinda (Silver Tempest)

Rat-themed disruption deck that uses status conditions and chip damage to wear down opposing Champions over time.

PR-EADADDTry in Simulator →

Wiscash Mill

Whiscash (Obsidian Flames) + Barbaracle (Perfect Order)

Mill strategy — burn through the opponent's support deck with discard effects. Win by deck-out when they can't draw. Champions buy time with bulk while the mill engine runs.

PR-3FC8DDTry in Simulator →

Ambipom GO

Ambipom (Pokemon GO) + Blastoise (Pokemon GO)

Built around Ambipom's coinflip-protect ability from the Pokemon GO set. Spam Protect with built-in defensive flips while chipping away with energy-efficient attacks.

PR-DCCF59Try in Simulator →

FAQ

Can I use a Stage 2 Pokemon as my Champion?
Yes. Any printed Pokemon card is legal as a Champion (except V-UNION and BREAK). Stage 2 cards enter play directly at 600 HP, skipping the evolution chain entirely.
Can a Champion Protect itself?
No. Protect is exclusively a partner-defense ability. A Champion can only Protect its partner (teammate's Champion in team mode, your other Champion in 1v1/Battle Royale).
What happens if my only remaining Champion has no partner?
Protect cannot be activated. A solo Champion has no legal Protect target and loses access to the ability for the rest of the game.
How do gust/switch cards work in Champions?
Any card or ability that switches the opponent's Pokemon (Boss's Orders, Escape Rope, Pokemon Catcher, Cross Switcher, Counter Catcher, Pokemon abilities) bypasses Protect. They fire reactively after Protect is declared. All original card conditions still apply — Pokemon Catcher still needs a coinflip, Boss's Orders still uses your supporter slot, etc.
What if a support Pokemon's ability requires it to be in the Active Spot?
The Active Spot requirement is ignored — there's no active/bench in Champions. But if the ability says it only affects "this Pokemon" (e.g., heals itself, boosts its own attacks), it still only affects the support Pokemon, not your Champions.
How does energy acceleration work in Champions?
There's no format-wide energy acceleration. You can use card abilities that accelerate energy (like Welder, Blacksmith, etc.) but you cannot chain multiple energy-acceleration abilities in the same turn.
Are there prize cards in Champions?
No. Champions has no prize cards. Win by KO'ing all opposing Champions.
What happens if I run out of cards in my deck?
You lose. Standard TCG deck-out rules apply — if you can't draw at the start of your turn, it's game over. Mill is a valid win condition in Champions.
Can I include V-UNION or BREAK cards in my support deck?
They're legal to include but functionally dead. The ban only applies to the Champion slot. Including them in the support deck just wastes a slot.
In Battle Royale, can I Protect another player's Champion?
No. Protect only works on your own partner Champion. No cross-player Protect in Battle Royale.
What if two players KO each other at the same time in Battle Royale?
All damage resolves simultaneously, then all KOs resolve. Mutual KOs are possible -- both Champions die.

Ready to Build Your Champions Deck?

Pick your 2 Champions, build your 58-card toolbox, and bring it to the Battle Arena.