Restricted (or Themed) Format
The subset of Pokémon among those eligible that you should be prepared to regularly face and strongly consider including on your team. This subset of Pokémon can become more rigidly defined and potentially reach an equilibrium over time. Notably, a Pokémon might be considered Meta for a number of reasons, e.g. strong matchup performance across the field or having a highly anti-Meta role.
The complement of The Meta, meaning the subset of all eligible Pokémon not included within The Meta. While these two sets generally can be considered mutually exclusive and exhaustive, some Pokémon naturally will be difficult to place until the Meta reaches an equilibrium.
Pokémon that, while often performing worse against the field, leverage positive matchups against a large fraction of Meta-centric Pokémon to carve out a niché. Importantly, fundamentally anti-Meta Pokémon can themselves become Meta over time.
These values are derived from a Pokémon’s Base Stats, IVs, and level and represent your Pokémon’s Attack, Defense and Stamina values in battle. They can range anywhere from 1 to over 400.
Individual Values (IVs)
Stat Product (SP)
The product of all three Stats. Especially under the CP cap restrictions present in Great League and Ultra League, high SP is generally considered to be optimal for PvP when comparing Pokémon of the same species. However, Attack-weighted Pokémon can potentially win charge move priority (CMP) ties in more situations, and breakpoint and bulkpoint considerations can provide a pivotal edge against your competition in specific matchups.
The Stat that contributes to how much damage a Pokémon deals in battle.
The Stat that contributes to how much damage a Pokémon receives in battle.
Health Points (HP) or Stamina
When a Pokémon’s HP reaches zero, it has fainted and can no longer battle.
An Attack value threshold at which your fast (or charge) move now does more damage per move in a specific matchup. These are not generalizable as they are dependent on multiple factors: base move damage, your Attack Stat, and your opponent’s Defense Stat.
A Defense value threshold at which you prevent a specific opposing Pokémon from reaching a BrP. Similar to BrPs, BuPs are not generalizable as they are dependent on multiple factors: base move damage, your Defense Stat, and your opponent’s Attack Stat.
Best Buddy Boost
Best Buddy Pokémon are boosted by 1 Level
Certain moves can modify Attack and/or Defense during battle. These are done in Stages and reset upon switching out.
An attribute of Pokémon and moves that define their strengths and weaknesses. There are 18 types in Pokémon games that form a complex network of rock-paper-scissor (RPS)-esque interactions.
A Pokémon that defeats another Pokémon in most even-shield scenarios across IV combinations and modest energy deficits (e.g. Umbreon vs Defense Deoxys).
Check (or Soft Counter)
A Pokémon that defeats another Pokémon in most even-shield scenarios but doesn’t win emphatically and may lose depending on IVs or modest energy deficits. These are often neutral matchups (e.g. Azumarill vs Skarmory).
Wall (or Hard Counter)
A Pokémon that defeats another Pokémon not only in all even-shield scenarios across IV combinations, but even at a significant energy or shield deficit. Typing is paramount here, as the opposing Pokémon often lacks an adequate coverage move (e.g. Bastiodon vs Altaria; Skarmory vs Venusaur).
The subset of eligible Pokémon that a given Pokémon is able to effectively counter or check.
A group of 2 or 3 Pokémon (i.e. Duo or Trio Cores) that have complementary matchup coverages.
For unbalanced Battle Teams, the Anchor is the pivotal member of a Line (i.e. Battle Team) that has complementary coverage with the other two members. For example, Skarmory is the Anchor of the Skarmory-Shiftry-Meganium Line.
A move that deals damage and generates energy by tapping. Three parameters define a Fast Move: Damage, Energy Gained, and Duration (i.e. Turns).
A move represented by a Type Icon at the bottom of the screen that expends energy to deal damage following a move type-specific minigame. Sometimes, Charge Moves also can modify the user’s or opposing Pokémon’s stats. Two parameters define a Charge Move: Damage and Energy Cost.
Damage Per Turn (DPT)
For Fast Moves, normalizing the Damage to Turn Duration allows for direct comparison of Fast Move damage efficiency.
Energy Per Turn (EPT)
For Fast Moves, normalizing the Energy Gained to Turn Duration allows for direct comparison of Fast Move energy generation efficiency.
Damage Per Energy (DPE)
For Charge Moves, normalizing the Damage Energy Cost allows for direct comparison of Charge Move damage efficiency.
Same-Type Attack Bonus (STAB)
If the typing of a move matches that of the Pokémon, then a 1.2x damage multiplier is applied.
Super Effective (SE)
If the opposing Pokémon’s type is weak to a move’s type, then said move receives a 1.6x damage multiplier (2.56x if double super effective).
Not Very Effective (NVE) or Resisted
A move that is able to deal damage that is complementary to the primary (often STAB) move and threaten common counters.
A move which is no longer available to a Pokémon through evolution or TMs. This can refer to moves that were only available for a period of time or during special events or Community Day events.
The first Pokémon chosen to start the battle by each trainer. Winning or Losing the lead typically refers to even-shield scenarios, i.e. can your lead Pokémon beat the opposing Pokémon if both use a shield. Ideally, you win lead without incurring a shield deficit.
The Pokémon you or your opponent switches if facing a hard counter in the lead. This Pokémon is then switch-locked for 60 seconds.
A switch in response to your opponent’s switch after they are switch-locked.
Counter Switching immediately without waiting to identify the opposing Switch.
The ability to respond to the opponent’s switches. For example, winning the lead preserves switch advantage as you get to see your opponent’s 2nd Pokémon and choose which of your two remaining Pokémon to send in after your lead Pokémon faints.
Sacrifice Lead (Sac Lead)
Allowing your lead Pokémon to lose the lead matchup rather than switch to avoid being switch-locked. This can be the optimal play if the lead matchup is close loss or if you only have one counter or check to the opposing lead Pokémon.
Sacrifice Swap (Sac Swap or Sac Switch)
A Pokémon used as a switch in that potentially could die quickly to a specific opposing Counter Switch. This would leave the opposing Counter Switch switch-locked and at risk of being counter-farmed. For example, in the Tempest Cup Whiscash was used as a Sac Swap, drawing out the opposing Grass Pokémon which could then be counter-farmed by Skarmory.
Safe Switch (or Safe Swap)
A Pokémon used as a switch in that uniquely has few or no poor matchups against your opponent’s team. Often, Safe Switches can even flip losing matchups when given an energy lead of 1-2 Fast Moves as your opponent attempts to Counter Switch.
Waiting out the Selection Clock
Following a switch in and opposing Counter Switch, often your Pokémon faints prior to the switch clock expiring. Waiting nearly the full 10 seconds on the Selection Clock before selecting your next Pokémon can be advantageous. For example, if your next Pokémon will quickly defeat the opposing counter switch, then the initial switch timer may keep you locked into yet another poor matchup for ~5-20 seconds.
The maximum energy you can store is 100.
Fainting the opposing Pokémon with only Fast Moves.
Using a lower energy Charge Move to draw a shield from your opponent prior to landing the higher DPE move.
Tanking a Move
Not shielding and electing to take Charge Move damage which will not faint your Pokémon.
Catching a Charge Move
Switching a Pokémon in anticipation of a Charge Move from your opponent. The “3rd Shield” is a specific example of this situation where switching in a low HP Pokémon is perfectly timed such that it faints to the Charge Move to preserve the other Pokémon.
Charge Move Priority (CMP)
When Charge Moves from both sides are registered on exactly the same Turn, the Pokémon with the higher Attack Stat will fire their Charge Move first.
Interrupted Fast Move
Poor Charge Move timing can result in your opponent getting the damage and energy associated with a single Fast Move without having to incur the entire Turn Duration. Ideally, you want to register your Charge Move on the final turn of their Fast Move.
Accidentally tapping an extra Fast Move instead of firing the Charge Move when desired.
Ramberto777 is a prominent player who likes to win with utilizing no shields, so when you defeat an opponent Two Shields up, you've successfully completed a Ramberto. Also, losing with both shields is often considered a Reverse Ramberto