Tailwind is a Flying-type status move that doubles the Speed of all Pokémon on your side for 4 turns. It’s the most common form of speed control in VGC.
Why it’s everywhere
In doubles, speed often decides who gets to act first — which usually decides the game. Tailwind lets a slower team suddenly outpace the field. Common Reg M-A Tailwind setters:
- WhimsicottWhimsicottpokemonPrankster utility lead. Priority Tailwind, Encore, and Sunny Day let it dictate tempo against teams that thought they had it.Click to read more → — has PranksterPranksterabilityAn ability that gives all Status moves +1 priority — they go before almost everything, even if the Pokémon is slow.Click to read more →, which gives Tailwind +1 priority. Whimsicott sets Tailwind on turn 1 before the opponent can stop it.
- AerodactylAerodactylpokemonThe format's fastest Tailwind setter. 130 base Speed and Rock/Flying STAB make it a turn-1 disruptor with or without Mega Evolution.Click to read more → — at 130 base Speed, the format’s fastest Tailwind setter. Outspeeds nearly every non-Scarf threat without priority.
- Talonflame — at 126 base Speed, sets Tailwind before most of the field without needing Prankster.
- PelipperPelipperpokemonThe format's only practical Drizzle setter. Sets rain on switch-in, then enables Hurricane spam and 1.5× boosted Water moves across the team.Click to read more → — sets Tailwind alongside its rain.
The 4-turn window
Because Tailwind only lasts 4 turns, teams that rely on it have to deal damage fast. After turn 4, you’re back to normal speed and need a follow-up plan — either re-set Tailwind, switch to slower attackers, or finish the game.
Vs. Trick Room
Tailwind and Trick RoomTrick RoomstrategyFor 5 turns, slower Pokémon move first. Reverses the entire speed game — a strategy that builds teams around very slow attackers.Click to read more → are opposite strategies that solve the same problem (controlling who moves first). A team can have only one — you don’t usually mix them, because they cancel each other out.