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Mechanic

Terrain

Field effects that last 5 turns and boost or protect grounded Pokémon — Grassy, Psychic, Electric, and Misty each do something different.

Terrains are field conditions that last 5 turns and affect grounded Pokémon — anything that isn’t a Flying-type, doesn’t have the Levitate ability, and isn’t holding an Air Balloon. Flying-types and Levitators are immune to terrain effects even when standing on the field.

Unlike weather, only one terrain can be active at a time. Using a terrain move while another terrain is active immediately overwrites it.

Grassy Terrain

Set by the move Grassy Terrain — Champions has no ability auto-setter. The most relevant in-roster setters are WhimsicottWhimsicottpokemonPrankster utility lead. Priority Tailwind, Encore, and Sunny Day let it dictate tempo against teams that thought they had it.Click to read more → (PranksterPranksterabilityAn ability that gives all Status moves +1 priority — they go before almost everything, even if the Pokémon is slow.Click to read more → gives the move +1 priority), Meowscarada (fast offensive lead), and Sinistcha (sets it under 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 → support).

Why it matters in doubles: Without an auto-setter, Grassy Terrain costs a move slot — but the passive heal on both your Pokémon plus the 30% Grass-move boost still pays for it on bulky cores trying to outlast spread Earthquakes.

Psychic Terrain

Set by the move Psychic Terrain — Champions has no ability auto-setter. Almost every in-roster Psychic-type learns it.

Why it matters in doubles: Without an auto-setter, Psychic Terrain costs a move slot, so it’s run almost exclusively on Trick Room teams that already want a Psychic-type. HattereneHatterenepokemonMagic Bounce setter and Trick Room anchor. Reflects status, sets terrain, and powers slow attackers under reversed Speed.Click to read more → is the obvious example — it sets the terrain, sets Trick Room, and Magic BounceMagic BounceabilityReflects status moves back at the user — Taunt, sleep moves, weather-changing moves, and hazards all bounce.Click to read more → makes status disruption nearly impossible during setup. The priority block is the half new players notice first: IncineroarIncineroarpokemonThe most-used Pokémon in Reg M-A. Defines doubles tempo with Fake Out, Intimidate on every switch, and Parting Shot pivots.Click to read more →’s Fake Out fails the moment Psychic Terrain is up.

Misty Terrain

Set by the ability Misty Surge (Hatterene) or the move Misty Terrain.

Why it matters in doubles: Hatterene is a premier Trick Room setter, and Misty Terrain protects the entire field from status — including sleep moves like SporeSporemoveA Grass-type move that inflicts sleep with 100% accuracy — the most reliable sleep move in the game.Click to read more → and Hypnosis — while the team is setting up. The Dragon-move reduction is a nice bonus against Dragapult and Dragonite.

Electric Terrain

Set by the move Electric Terrain — Champions has no ability auto-setter. Most in-roster Electric-types learn it, including the Rotom forms, Pikachu, Dedenne, and Bellibolt.

Why it matters in doubles: Less common in Reg M-A than the others, but Electric Terrain hard-counters sleep leads. Venusaur’s Sleep Powder is a common opening threat — the moment Electric Terrain is up, Sleep Powder simply fails on every grounded target.

In Regulation M-A

Terrain in Champions is move-set, not ability-set — Hatterene’s Misty Surge is the one ability auto-setter in the format. Manual terrains cost a move slot each, which is part of why weather-based teams outnumber terrain-based ones in Reg M-A: DroughtDroughtabilityAn ability that instantly sets permanent sun when the Pokémon enters the field.Click to read more →, DrizzleDrizzleabilityAn ability that instantly summons permanent rain when the Pokémon enters the field — no move required.Click to read more →, Sand StreamSand StreamabilityAn ability that summons permanent sandstorm on entry, dealing 1/16 HP chip to non-Rock/Ground/Steel types each turn.Click to read more →, and Snow WarningSnow WarningabilitySets harsh snow the moment this Pokémon enters the field — no move required.Click to read more → all auto-set on switch-in for free.