VGC Glossary
Definitions for competitive Pokémon VGC terminology, abbreviations, and jargon.
- STAB
- Same-Type Attack Bonus. A 50% damage boost applied when a Pokémon uses a move that matches one of its own types. For example, a Water-type Pokémon using Surf deals 1.5× damage.
- EV (Effort Value)
- Hidden stat points earned through training. Each Pokémon can have up to 510 total EVs, with a maximum of 252 in any single stat. Every 4 EVs in a stat adds 1 point to that stat at level 50.
- IV (Individual Value)
- An innate stat value (0–31) that each Pokémon is born with for each of its six stats. Higher IVs mean higher stats. IVs are typically maxed (31) except in special cases like minimizing Attack on special attackers to reduce confusion damage.
- KO (Knock Out)
- Reducing a Pokémon's HP to zero so it faints and cannot continue battling. A one-hit KO is called an OHKO; a two-hit KO is a 2HKO.
- OHKO
- One-Hit Knock Out. Dealing enough damage in a single attack to faint the target from full HP.
- 2HKO
- Two-Hit Knock Out. Requiring two attacks (usually across two turns) to faint the target from full HP.
- Spread Move
- A move that hits multiple Pokémon on the field, such as Earthquake, Heat Wave, or Dazzling Gleam. In doubles, spread moves deal 75% of their usual damage to each target.
- Priority
- A property of certain moves that causes them to go before normal moves regardless of Speed. Fake Out, Extreme Speed, Aqua Jet, and Sucker Punch are common priority moves. Priority moves have a numerical bracket (+1 to +5); higher numbers move before lower ones.
- Speed Control
- Any method of manipulating the turn order. Tailwind, Trick Room, Icy Wind, Electroweb, Thunder Wave, and Choice Scarf are all forms of speed control. Most competitive VGC teams carry at least one speed control option.
- Tailwind
- A status move that doubles the Speed of all Pokémon on the user's side of the field for four turns (including the turn it is used). Common Tailwind setters include Tornadus, Whimsicott, and Murkrow.
- Trick Room
- A Psychic-type move that reverses the turn order for five turns so that the slowest Pokémon move first. It has negative priority (−7), meaning it almost always goes last on the turn it is used. Common setters include Porygon2, Hatterene, Cresselia, and Dusclops.
- Fake Out
- A Normal-type priority (+3) move that only works on the first turn a Pokémon is on the field. It always flinches the target, preventing them from acting that turn. Used to buy a free turn for a partner to set up.
- Protect
- A status move that blocks all attacks targeting the user for one turn. Essential in doubles for scouting, stalling field conditions, and keeping a Pokémon safe while its partner acts. Using Protect on consecutive turns halves its success rate each time.
- Intimidate
- An ability that lowers the Attack stat of all opposing Pokémon by one stage when the Pokémon with Intimidate enters the field. Incineroar and Landorus-Therian are the most common Intimidate users in VGC.
- Follow Me / Rage Powder
- Redirection moves that force all single-target attacks to hit the user instead of their intended target. Used to protect a partner from attacks so it can set up or attack freely. Follow Me users are called redirectors.
- Weather Setter
- A Pokémon whose ability automatically sets a weather condition when it enters the field. Drought sets Sun, Drizzle sets Rain, Sand Stream sets Sand, and Snow Warning sets Snow. Weather lasts five turns or eight turns with a weather-extending item.
- Terrain Setter
- A Pokémon whose ability automatically sets a terrain condition when it enters the field. Electric Surge (Electric Terrain), Grassy Surge (Grassy Terrain), Psychic Surge (Psychic Terrain), and Misty Surge (Misty Terrain) are the four terrain-setting abilities.
- Focus Sash
- A held item that allows a Pokémon at full HP to survive a hit that would otherwise KO it, leaving it at 1 HP. It is consumed after activation. Used on frail Pokémon that need to guarantee at least one action.
- Choice Scarf
- A held item that boosts the holder's Speed by 50% but locks it into the first move it selects. Commonly used to surprise faster threats or to revenge KO after a teammate faints.
- Choice Band / Choice Specs
- Held items that boost Attack (Band) or Special Attack (Specs) by 50% but lock the holder into one move. Used on Pokémon that want maximum immediate damage output.
- Assault Vest
- A held item that boosts the holder's Special Defense by 50% but prevents it from using status moves (including Protect). Used on bulky attackers that do not need Protect.
- Role Compression
- Choosing Pokémon that fulfill multiple roles simultaneously, freeing up team slots for other coverage. For example, Rillaboom compresses terrain setting, Fake Out support, priority attacking, and Grass coverage into a single slot.
- Win Condition
- The Pokémon or strategy that actually closes out the game. A win condition might be a setup sweeper after boosts, a weather-boosted attacker, or a Trick Room threat. Identifying and enabling your win condition is a core VGC skill.
- Lead
- The two Pokémon that start on the field at the beginning of a battle. Lead selection is one of the most impactful decisions in VGC, as it sets the tempo for the entire game.
- Bench
- The two Pokémon that are not initially on the field but can be switched in during the battle. Bench Pokémon are your backup plan and can be pivoted in to handle threats your leads cannot.
- Pivot
- A Pokémon that uses switching moves (U-turn, Volt Switch, Parting Shot, Flip Turn) to swap out while dealing damage or applying utility. Pivoting generates momentum by forcing favorable position changes.
- Core
- A group of two or three Pokémon that synergize well together and form the foundation of a team. An offensive core covers each other's weaknesses with complementary attacks. A defensive core covers each other's weaknesses with complementary resistances.
- Speed Tier
- The effective Speed stat of a Pokémon after accounting for nature, EVs, IVs, items, and field conditions. Knowing speed tiers helps you predict who moves first in any given situation.
- Calc / Damage Calculation
- Using a damage calculator to determine the exact percentage of HP a move will deal. Calcs are essential for EV optimization — knowing that your Pokémon survives a specific hit or achieves a specific KO threshold.
- Best of Three (Bo3)
- The standard tournament format for VGC matches. Players play up to three games, with the first to win two games advancing. Bo3 adds depth because players can adjust their strategy between games.
- Goodstuffs
- A team archetype with no dedicated gimmick — instead using the strongest individual Pokémon in the format with solid overall matchups. Goodstuffs teams rely on flexibility and strong fundamentals rather than a specific setup strategy.
- Hyper Offense
- A team archetype that sacrifices defensive tools for maximum aggression, aiming to overwhelm the opponent with raw damage before they can establish their own gameplan.
- Hard Trick Room
- A team archetype dedicated entirely to Trick Room. All six Pokémon are either Trick Room setters or slow attackers that thrive under reversed speed. The team's entire gameplan revolves around getting Trick Room up and sweeping.
- Bulky Offense
- A team archetype that uses EV investment in bulk (HP, Defense, Special Defense) alongside offensive power. Bulky offense teams are harder to KO than hyper offense teams while still threatening significant damage.
- Mega Evolution
- A temporary transformation that some Pokémon can undergo during battle when holding their specific Mega Stone. Mega Evolution boosts stats and may change the Pokémon's type or ability. Only one Pokémon per team can Mega Evolve per battle. Available in Champions mode.
- Double Targeting
- Having both of your Pokémon attack the same opposing target in a single turn. Used to guarantee a KO on a threat that neither Pokémon could take down alone.
- Positioning
- Managing which Pokémon are on the field and in which slots to maximize your strategic advantage. Good positioning means having the right Pokémon active against the opponent's current threats.
- Tech
- A non-standard move or item chosen specifically to counter a common threat. For example, running Wide Guard to block opposing spread moves, or carrying a surprise coverage move to handle a specific matchup.
- Mirror Match
- A game where both players are using the same or very similar teams. Mirror matches test player skill and micro-level decision-making rather than team composition advantage.
- Switch-in
- Bringing a bench Pokémon onto the field to replace an active one. In doubles, switching costs a turn of action, so it is done less frequently than in singles — making lead selection even more important.