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
Draw
The active team draws.
Play Out Hand
Play items, supporters (1 per player per turn), tools, stadiums, support Pokemon. Attach energy.
Announce Attacks
Each Champion declares its attack target. Target assignments lock here.
Defender Declares Protect
Defending team may activate Protect (partner-protect only). Cost paid immediately.
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.
Damage Resolves
Attacks land on final targets. Ability triggers and KO effects resolve.
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
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
Rat-themed disruption deck that uses status conditions and chip damage to wear down opposing Champions over time.
PR-EADADDTry in Simulator →Wiscash Mill
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
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?▾
Can a Champion Protect itself?▾
What happens if my only remaining Champion has no partner?▾
How do gust/switch cards work in Champions?▾
What if a support Pokemon's ability requires it to be in the Active Spot?▾
How does energy acceleration work in Champions?▾
Are there prize cards in Champions?▾
What happens if I run out of cards in my deck?▾
Can I include V-UNION or BREAK cards in my support deck?▾
In Battle Royale, can I Protect another player's Champion?▾
What if two players KO each other at the same time in Battle Royale?▾
Ready to Build Your Champions Deck?
Pick your 2 Champions, build your 58-card toolbox, and bring it to the Battle Arena.