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diagnosticPokémon Champions Regulation M-Bv2-research

Takuma Yamazaki — 2026 Pokémon Champions World Champion

Takuma Yamazaki won the 395-player Masters division at the first Pokémon Champions World Championships, defeating Hiroshi Onishi 2–1 in the final. His dual-Mega offense combines Mega Dragonite or Mega Eternal Flower Floette with Choice Scarf Garchomp, three priority attacks, and Sneasler's Fake Out plus Feint pressure.

2026-08-30 · Pokémon Champions

Dual MegaHyper offenseChoice ScarfPriority endgamechampionworldsregulation-mbdual-mega

executive summary

Decision-ready overview

Analysis

Static

Team Auditor Pro v4 analyzes structure; it does not simulate turns or produce a real win percentage.

Static team score

66.5

Base: 66.5 (B). Evaluating Mega Dragonite or Mega Floette separately raises either mode to 66.8 (B).

Static grade

B

Functional structure with broad offensive coverage and clear positioning risks.

Role coverage

78.0

13 static roles; highlights include five cleaners, four priority users, Fake Out and Defiant.

Offensive coverage

100.0

Attacking types present: Dark, Dragon, Fairy, Fighting, Fire, Ghost, Ground, Normal, Poison, Rock, Steel, Water.

Speed control

55.0

No Tailwind, Icy Wind or Trick Room: Choice Scarf Garchomp, natural Speed and four priority users carry the tempo plan.

Weather plan

45.0

There is no weather setter or native weather dependency; opposing sun, rain or snow must be handled positionally.

Protect coverage

3 of 6

Users: Dragonite, Basculegion and Floette-Eternal. Sneasler, Kingambit and Garchomp do not carry Protect.

Risk

Medium

Critical points: Dragonite is the only Ground immunity, Trick Room denial leans on Sneasler, and two members are x4 weak to Ice.

Status
World Champion; B structure in the static model
Pilot difficulty
High
Confidence
High for event, sets and EVs; medium for structural interpretation; low for unsimulated matchups
Best use
Open Team Sheet and BO3, where the choice between Mega Dragonite/Mega Floette, Scarf Garchomp and four layers of priority forces the opponent to reveal their Speed and Protect plan.
Hardest matchup
Hard Trick Room or well-protected Ice pressure: the team cannot reverse Trick Room and Dragonite/Garchomp share an x4 Ice weakness.
Priority change
Do not alter the champion team: first reproduce its 66-point spreads, document the chosen Mega and rehearse lines for the three members without Protect.
Next step
Validate against Tailwind, hard Trick Room, Ice and Psychic Terrain with targeted replays or simulation, separating both Mega modes.
Summary
The result demonstrates execution on the biggest stage; this report explains the architecture without attributing unpublished leads, calculations or decisions to the player.

team

Published set

Curated public content. Internal files and raw reports are not included.

DragonFlying

Set details

Item
Dragoninite
Ability
Multiscale
Nature / EVs
Modest · 2 HP / 32 SpA / 32 Spe
Role
Special mixed Mega and priority pressure

Moves

  • Dragon Pulse
  • Heat Wave
  • Extreme Speed
  • Protect

Secondary roles

Spread Heat Wave · Extreme Speed · Ground immunity

Competitive notes

The published 66 points maximize Special Attack and Speed. Modest plus Dragon Pulse/Heat Wave defines the special axis, while Extreme Speed preserves physical utility. Mega Dragonite remains Dragon/Flying and gains 45 base SpA, 20 Def, 25 SpD and 20 Spe over its base form.

Base stats

Stats
  • Label
    HP
    Value
    91
    Rank
    #69
  • Label
    Atk
    Value
    134
    Rank
    #41
  • Label
    Def
    Value
    95
    Rank
    #98
  • Label
    Sp. Atk
    Value
    100
    Rank
    #115
  • Label
    Sp. Def
    Value
    100
    Rank
    #77
  • Label
    Spe
    Value
    80
    Rank
    #141
  • Label
    BST
    Value
    600
    Rank
    #37

Type profile

Weaknesses
  • Ice x4
  • Dragon x2
  • Fairy x2
  • Rock x2
Resistances
  • Grass x0.25
  • Bug x0.5
  • Fighting x0.5
  • Fire x0.5
  • Water x0.5
Immunities
  • Ground x0
Notes
  • Base type profile calculated by Team Auditor Pro v4. Both Mega forms retain their base typings.
FightingPoison

Set details

Item
Focus Sash
Ability
Poison Touch
Nature / EVs
Jolly · 2 HP / 32 Atk / 32 Spe
Role
Turn-one control and Protect breaking

Moves

  • Close Combat
  • Dire Claw
  • Fake Out
  • Feint

Secondary roles

Fake Out · Feint · Status pressure

Competitive notes

The 2/32/32 spread and Jolly nature prioritize tempo. Focus Sash offsets low physical bulk, while Feint threatens Protect; it lacks Protect itself, so every stay-in is more committal.

Base stats

Stats
  • Label
    HP
    Value
    80
    Rank
    #133
  • Label
    Atk
    Value
    130
    Rank
    #54
  • Label
    Def
    Value
    60
    Rank
    #282
  • Label
    Sp. Atk
    Value
    40
    Rank
    #296
  • Label
    Sp. Def
    Value
    80
    Rank
    #197
  • Label
    Spe
    Value
    120
    Rank
    #25
  • Label
    BST
    Value
    510
    Rank
    #169

Type profile

Weaknesses
  • Psychic x4
  • Flying x2
  • Ground x2
Resistances
  • Bug x0.25
  • Dark x0.5
  • Fighting x0.5
  • Grass x0.5
  • Poison x0.5
  • Rock x0.5
Notes
  • Base type profile calculated by Team Auditor Pro v4. Both Mega forms retain their base typings.
WaterGhost

Set details

Item
Life Orb
Ability
Adaptability
Nature / EVs
Adamant · 4 HP / 18 Atk / 4 Def / 15 SpD / 25 Spe
Role
Adaptability wallbreaker and Aqua Jet cleaner

Moves

  • Wave Crash
  • Last Respects
  • Aqua Jet
  • Protect

Secondary roles

Last Respects · Life Orb · Positional immunities

Competitive notes

The official spread does not maximize Attack: it shifts points into Special Defense and Speed, exactly the adjustment Takuma highlighted afterward. Life Orb plus Adaptability raises damage, while Protect helps preserve it until Last Respects or Aqua Jet becomes decisive.

Base stats

Stats
  • Label
    HP
    Value
    120
    Rank
    #5
  • Label
    Atk
    Value
    112
    Rank
    #95
  • Label
    Def
    Value
    65
    Rank
    #248
  • Label
    Sp. Atk
    Value
    80
    Rank
    #178
  • Label
    Sp. Def
    Value
    75
    Rank
    #204
  • Label
    Spe
    Value
    78
    Rank
    #156
  • Label
    BST
    Value
    530
    Rank
    #105

Type profile

Weaknesses
  • Dark x2
  • Electric x2
  • Ghost x2
  • Grass x2
Resistances
  • Bug x0.5
  • Fire x0.5
  • Ice x0.5
  • Poison x0.5
  • Steel x0.5
  • Water x0.5
Immunities
  • Fighting x0
  • Normal x0
Notes
  • Base type profile calculated by Team Auditor Pro v4. Both Mega forms retain their base typings.
DarkSteel

Set details

Item
Chople Berry
Ability
Defiant
Nature / EVs
Adamant · 32 HP / 15 Atk / 19 SpD
Role
Bulky anchor, anti-Intimidate and priority

Moves

  • Sucker Punch
  • Kowtow Cleave
  • Low Kick
  • Iron Head

Secondary roles

Chople Berry · Steel/Fighting coverage · Sucker Punch endgame

Competitive notes

32 HP and 19 SpD support a deliberately bulky version; Chople Berry softens one Fighting interaction, although the typing remains x4 weak. It has no Protect: Kowtow Cleave, Low Kick and Iron Head trade positional safety for complete coverage.

Base stats

Stats
  • Label
    HP
    Value
    100
    Rank
    #34
  • Label
    Atk
    Value
    135
    Rank
    #37
  • Label
    Def
    Value
    120
    Rank
    #40
  • Label
    Sp. Atk
    Value
    60
    Rank
    #244
  • Label
    Sp. Def
    Value
    85
    Rank
    #147
  • Label
    Spe
    Value
    50
    Rank
    #249
  • Label
    BST
    Value
    550
    Rank
    #86

Type profile

Weaknesses
  • Fighting x4
  • Fire x2
  • Ground x2
Resistances
  • Dark x0.5
  • Dragon x0.5
  • Flying x0.5
  • Ghost x0.5
  • Grass x0.5
  • Ice x0.5
  • Normal x0.5
  • Rock x0.5
  • Steel x0.5
Immunities
  • Poison x0
  • Psychic x0
Notes
  • Base type profile calculated by Team Auditor Pro v4. Both Mega forms retain their base typings.
DragonGround

Set details

Item
Choice Scarf
Ability
Rough Skin
Nature / EVs
Adamant · 10 HP / 20 Atk / 9 Def / 27 Spe
Role
Choice Scarf speed control and spread damage

Moves

  • Dragon Claw
  • Stomping Tantrum
  • Earthquake
  • Rock Slide

Secondary roles

Earthquake · Rock Slide · Electric immunity

Competitive notes

Choice Scarf replaces Tailwind as practical speed control. The 10/20/9/27 spread preserves Adamant damage and some bulk, but move lock and the lack of Protect demand accurate move and Earthquake-partner choices.

Base stats

Stats
  • Label
    HP
    Value
    108
    Rank
    #20
  • Label
    Atk
    Value
    130
    Rank
    #49
  • Label
    Def
    Value
    95
    Rank
    #100
  • Label
    Sp. Atk
    Value
    80
    Rank
    #180
  • Label
    Sp. Def
    Value
    85
    Rank
    #146
  • Label
    Spe
    Value
    102
    Rank
    #70
  • Label
    BST
    Value
    600
    Rank
    #38

Type profile

Weaknesses
  • Ice x4
  • Dragon x2
  • Fairy x2
Resistances
  • Fire x0.5
  • Poison x0.5
  • Rock x0.5
Immunities
  • Electric x0
Notes
  • Base type profile calculated by Team Auditor Pro v4. Both Mega forms retain their base typings.
Fairy

Set details

Item
Floettite
Ability
Flower Veil
Nature / EVs
Timid · 4 HP / 8 Def / 32 SpA / 22 Spe
Role
Special Fairy Mega and spread pressure

Moves

  • Moonblast
  • Dazzling Gleam
  • Light of Ruin
  • Protect

Secondary roles

Dazzling Gleam · Light of Ruin · Dragon immunity

Competitive notes

The spread maximizes SpA, invests 22 in Speed and 8 in Defense. Upon Mega Evolution it remains Fairy and changes to Fairy Aura; the auditor records +30 base SpA, +20 SpD and +10 Spe, making it the most direct special-damage mode.

Base stats

Stats
  • Label
    HP
    Value
    74
    Rank
    #178
  • Label
    Atk
    Value
    65
    Rank
    #246
  • Label
    Def
    Value
    67
    Rank
    #242
  • Label
    Sp. Atk
    Value
    125
    Rank
    #50
  • Label
    Sp. Def
    Value
    128
    Rank
    #14
  • Label
    Spe
    Value
    92
    Rank
    #99
  • Label
    BST
    Value
    551
    Rank
    #84

Type profile

Weaknesses
  • Poison x2
  • Steel x2
Resistances
  • Bug x0.5
  • Dark x0.5
  • Fighting x0.5
Immunities
  • Dragon x0
Notes
  • Base type profile calculated by Team Auditor Pro v4. Both Mega forms retain their base typings.

types

Defensive profile by opposing type

An aggregate map of weaknesses, resistances, and immunities. Use it as a risk map, not as a battle simulation.

  • Ice

    Risk high

    2 weak2 answers

    Weak (2)

    Pokémon that take super-effective damage from this type.

    • Dragonite×4
    • Garchomp×4

    Defensive answers (2)

    Resistances and immunities identified for each Pokémon.

    Resist (2)
    • Basculegion×0.5
    • Kingambit×0.5
    Immune (0)

    No immunities.

  • Psychic

    Risk high

    1 weak1 answer

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Sneasler×4

    Defensive answers (1)

    Resistances and immunities identified for each Pokémon.

    Resist (0)

    No resistances.

    Immune (1)
    • Kingambit×0
  • Fighting

    Risk high

    1 weak4 answers

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Kingambit×4

    Defensive answers (4)

    Resistances and immunities identified for each Pokémon.

    Resist (3)
    • Dragonite×0.5
    • Floette-Eternal×0.5
    • Sneasler×0.5
    Immune (1)
    • Basculegion×0
  • Fairy

    Risk medium

    2 weak0 answers

    Weak (2)

    Pokémon that take super-effective damage from this type.

    • Dragonite×2
    • Garchomp×2

    Defensive answers (0)

    Resistances and immunities identified for each Pokémon.

    No resistances or immunities against this type.

  • Ground

    Risk medium

    2 weak1 answer

    Weak (2)

    Pokémon that take super-effective damage from this type.

    • Kingambit×2
    • Sneasler×2

    Defensive answers (1)

    Resistances and immunities identified for each Pokémon.

    Resist (0)

    No resistances.

    Immune (1)
    • Dragonite×0
  • Dragon

    Risk medium

    2 weak2 answers

    Weak (2)

    Pokémon that take super-effective damage from this type.

    • Dragonite×2
    • Garchomp×2

    Defensive answers (2)

    Resistances and immunities identified for each Pokémon.

    Resist (1)
    • Kingambit×0.5
    Immune (1)
    • Floette-Eternal×0
  • Electric

    Risk medium

    1 weak1 answer

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Basculegion×2

    Defensive answers (1)

    Resistances and immunities identified for each Pokémon.

    Resist (0)

    No resistances.

    Immune (1)
    • Garchomp×0
  • Flying

    Risk medium

    1 weak1 answer

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Sneasler×2

    Defensive answers (1)

    Resistances and immunities identified for each Pokémon.

    Resist (1)
    • Kingambit×0.5
    Immune (0)

    No immunities.

  • Ghost

    Risk medium

    1 weak1 answer

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Basculegion×2

    Defensive answers (1)

    Resistances and immunities identified for each Pokémon.

    Resist (1)
    • Kingambit×0.5
    Immune (0)

    No immunities.

  • Steel

    Risk medium

    1 weak2 answers

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Floette-Eternal×2

    Defensive answers (2)

    Resistances and immunities identified for each Pokémon.

    Resist (2)
    • Basculegion×0.5
    • Kingambit×0.5
    Immune (0)

    No immunities.

  • Dark

    Risk medium

    1 weak3 answers

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Basculegion×2

    Defensive answers (3)

    Resistances and immunities identified for each Pokémon.

    Resist (3)
    • Floette-Eternal×0.5
    • Kingambit×0.5
    • Sneasler×0.5
    Immune (0)

    No immunities.

  • Fire

    Risk medium

    1 weak3 answers

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Kingambit×2

    Defensive answers (3)

    Resistances and immunities identified for each Pokémon.

    Resist (3)
    • Basculegion×0.5
    • Dragonite×0.5
    • Garchomp×0.5
    Immune (0)

    No immunities.

  • Grass

    Risk medium

    1 weak3 answers

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Basculegion×2

    Defensive answers (3)

    Resistances and immunities identified for each Pokémon.

    Resist (3)
    • Dragonite×0.25
    • Kingambit×0.5
    • Sneasler×0.5
    Immune (0)

    No immunities.

  • Rock

    Risk medium

    1 weak3 answers

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Dragonite×2

    Defensive answers (3)

    Resistances and immunities identified for each Pokémon.

    Resist (3)
    • Garchomp×0.5
    • Kingambit×0.5
    • Sneasler×0.5
    Immune (0)

    No immunities.

  • Poison

    Risk medium

    1 weak4 answers

    Weak (1)

    Pokémon that take super-effective damage from this type.

    • Floette-Eternal×2

    Defensive answers (4)

    Resistances and immunities identified for each Pokémon.

    Resist (3)
    • Basculegion×0.5
    • Garchomp×0.5
    • Sneasler×0.5
    Immune (1)
    • Kingambit×0
  • Normal

    Risk low

    0 weak2 answers

    Weak (0)

    Pokémon that take super-effective damage from this type.

    No Pokémon on the team is weak to this type.

    Defensive answers (2)

    Resistances and immunities identified for each Pokémon.

    Resist (1)
    • Kingambit×0.5
    Immune (1)
    • Basculegion×0
  • Water

    Risk low

    0 weak2 answers

    Weak (0)

    Pokémon that take super-effective damage from this type.

    No Pokémon on the team is weak to this type.

    Defensive answers (2)

    Resistances and immunities identified for each Pokémon.

    Resist (2)
    • Basculegion×0.5
    • Dragonite×0.5
    Immune (0)

    No immunities.

  • Bug

    Risk low

    0 weak4 answers

    Weak (0)

    Pokémon that take super-effective damage from this type.

    No Pokémon on the team is weak to this type.

    Defensive answers (4)

    Resistances and immunities identified for each Pokémon.

    Resist (4)
    • Sneasler×0.25
    • Basculegion×0.5
    • Dragonite×0.5
    • Floette-Eternal×0.5
    Immune (0)

    No immunities.

team structure

Competitive reading

Strengths

  • Mega Dragonite and Mega Eternal Flower Floette give Team Preview two genuinely different special attacking modes.
  • Choice Scarf Garchomp, Sneasler, and layered priority preserve tempo without a dedicated Tailwind or Trick Room setter.
  • All six official 66-point training spreads are public, including the specially bulky Kingambit and faster Basculegion that mattered in the final.

Weaknesses

  • Only three members carry Protect. Sneasler, Kingambit and Garchomp must attack, switch or accept risk; Choice Scarf makes that commitment stricter.
  • There is no Tailwind, Trick Room, Icy Wind or other active Speed control. If Scarf and priority are denied, the team can be outpaced.
  • Dragonite and Garchomp share an x4 Ice weakness; Basculegion and Kingambit resist it but can be overloaded.
  • There is no pivot move, Intimidate, redirection, hard anti-setup or stable recovery: the structure wins by trading better, not by extending for free.
  • The unchosen Mega keeps a stone with no extra effect, so bringing both candidates among the four carries a real item cost.

Game plan

  • At Team Preview, decide what damage profile the game needs: Mega Dragonite for bulk, Heat Wave and mixed coverage; Mega Floette for maximum special Fairy pressure.
  • Sneasler opens windows with Fake Out and forces Protect rethinks through Feint; Focus Sash lets it absorb one trade, not several.
  • Garchomp uses Choice Scarf as a tempo tool and threatens spread damage while respecting partners that are not immune to Earthquake.
  • Kingambit and Basculegion form a priority back line: Sucker Punch punishes attacks and Aqua Jet cleans; Last Respects improves after earlier trades.
  • The three Protects are reserved to reorder the board around Scarf, priority and the Mega, not to play a long recovery game.

Roles

  • Dragonite: special/mixed Mega option, Heat Wave, Extreme Speed and Ground immunity.
  • Sneasler: Fake Out, Focus Sash, Close Combat/Dire Claw and Protect breaking through Feint.
  • Basculegion: Adaptability + Life Orb, Wave Crash, Aqua Jet and Last Respects endgame.
  • Kingambit: bulky anchor, Defiant, Sucker Punch and Dark/Steel/Fighting coverage.
  • Garchomp: Choice Scarf, Electric immunity and Ground/Rock spread damage.
  • Floette-Eternal: special Mega option, Fairy Aura after Mega Evolution, Light of Ruin and Dazzling Gleam.

Defensive profile

  • The team covers Fighting well: three resists plus Basculegion immunity cushion Kingambit’s x4 weakness, while Chople adds a one-use safeguard.
  • Dragonite is the only Ground immunity protecting Sneasler and Kingambit. Preserving it can matter more than Mega Evolving early.
  • Ice is the sharpest hole: two x4 weaknesses. Basculegion and Kingambit are the two published resists.
  • Mega Dragonite and Mega Floette do not change type, so the Mega choice changes stats, ability and function rather than the defensive type map.

Offensive profile

  • The auditor finds 12 attacking types and full static-catalog coverage, with direct gaps in Grass, Electric and Ice.
  • Five members use at least one physical move; Dragonite and Floette provide the special damage that prevents total dependence on Defiant into Intimidate.
  • Heat Wave, Earthquake, Rock Slide and Dazzling Gleam force spread damage even into redirection.
  • Feint is not an automatic button: it breaks Protect, but its low power can be punished when either target or partner chooses a different line.

Recommendations

  • Keep the champion’s exact six sets and spreads before experimenting with changes.
  • Prepare one sheet for Mega Dragonite and another for Mega Floette-Eternal.
  • In testing, log the chosen four, lead, activated Mega and Sneasler’s first target.
  • Rehearse the difference between Feint and Dire Claw when Encore or double targets are possible.
  • Test hard Trick Room with both denial and turn-stalling policies.
  • Validate Psychic Terrain and priority-blocking abilities.
  • Preserve Dragonite as the only Ground immunity when Sneasler/Kingambit are required.
  • Test Ice pressure while keeping Basculegion or Kingambit healthy.
  • Calculate Wave Crash/Aqua Jet under sun before planning the Charizard Y matchup.
  • Do not turn aggregate field usage or the title into future win rate.

Limitations

  • Team Auditor Pro v4 is static: it does not simulate battles or the final.
  • The analysis does not claim a real win rate or predict future results.
  • EVs are official; IVs are not public and 31 IV is only a technical proxy.
  • Champions M-B legal data and Mega Evolutions retain confirmation warnings in the engine.
  • Only one of the two Mega Stones can activate per battle.
  • The Megas retain their types, but their stats and ability change during the turn; the base profile does not model all timing.
  • The chosen four, leads and Mega are not published for every round.
  • Preview and lead scenarios are editorial proposals, not history attributed to Takuma.
  • No damage ranges are published without a reproducible target, IV and conditions.
  • Game 3 context is limited to the VOD, recap and player self-review; no turns are invented.
  • VGC History usage is aggregated field data, not Takuma’s individual frequency.
  • The 66.5/66.8 (B) score measures structural model fit, not the merit of the World title.

speed

Speed plan

Classification
Mixed: Scarf + natural Speed + priority
Speed control
  • Choice Scarf Garchomp is the only published permanent Speed multiplier.
  • Jolly 32 Spe Sneasler is the fastest natural piece; Timid Floette and the Megas add distinct tiers.
  • Extreme Speed, Feint, Aqua Jet and Sucker Punch create four priority layers with different conditions.
Trick Room
  • There is no native Trick Room or reversal.
  • Fake Out can buy one turn into vulnerable setters; Feint helps only when Protect is part of the opposing line.
  • Kingambit is the slow member best suited to operate under Trick Room, but it does not solve the matchup alone.
Notes
  • Do not equate priority with Tailwind: Psychic Terrain, priority blockers and non-attacking targets change useful move order.
  • The report is static; ties and benchmarks must be checked against final stats and the specific opponent.

analysis

Win conditions

Pokémon
Mega Dragonite
Plan
Use improved bulk, Dragon Pulse/Heat Wave and Extreme Speed to open or close without relying on one offensive side.
Needs
Preserve Multiscale, control Ice and decide when the Ground immunity matters.
Risks
x4 Ice weakness and the cost of leaving Floettite inactive if both are brought.
Partners
Sneasler, Kingambit and Basculegion
Pokémon
Mega Floette-Eternal
Plan
Concentrate special Fairy pressure through Fairy Aura, Light of Ruin and Dazzling Gleam.
Needs
Control Steel/Poison and buy the Mega turn through Fake Out or pressure.
Risks
Limited base physical bulk and the cost of leaving Dragoninite inactive.
Partners
Sneasler, Garchomp and Kingambit
Pokémon
Basculegion + Kingambit
Plan
Close with Aqua Jet and Sucker Punch after spread moves and the Mega create ranges.
Needs
Preserve HP, avoid priority blockers and read when Sucker Punch is valid.
Risks
Psychic Terrain, Armor Tail, Encore or defensive targets invalidate part of the plan.
Partners
Sneasler and Dragonite
Pokémon
Choice Scarf Garchomp
Plan
Win the first exchange with Dragon Claw/Stomping Tantrum or spread damage, then leave before the lock is punished.
Needs
Know the opposing tier and pair Earthquake with Dragonite or a safe board.
Risks
Choice lock, two shared weaknesses with Dragonite and no Protect.
Partners
Dragonite and Basculegion
Pokémon
Sneasler
Plan
Turn Fake Out and the threat of Feint into one decisive damage turn for the Mega or cleaner.
Needs
Preserve Focus Sash and select the move against the whole tree, not Protect alone.
Risks
No Protect, x4 Psychic weakness and the possibility of Encore after Feint.
Partners
Dragonite, Floette-Eternal and Basculegion

analysis

Lead plans

Title
Safe pressure with Mega Dragonite
Lead
Sneasler + Dragonite
Back line
Basculegion + Kingambit
Plan
Fake Out buys damage or Mega Evolution; the back preserves dual priority for the endgame.
Risks
Ghost, Armor Tail, Psychic Terrain, redirection or double targets reduce Fake Out.
When to use
Into balance or offense where Dragonite is not exposed to immediate Ice pressure.
Title
Immediate Scarf control
Lead
Sneasler + Garchomp
Back line
Floette-Eternal + Basculegion
Plan
Fake Out lets Garchomp define the first exchange; Mega Floette supplies the special endgame.
Risks
Earthquake damages Sneasler and the lock can be exploited after turn one.
When to use
Into Tailwind that can be denied or teams vulnerable to Ground/Rock.
Title
Fairy pressure and priority
Lead
Sneasler + Floette-Eternal
Back line
Kingambit + Basculegion
Plan
Fake Out enables Mega Floette; Dazzling Gleam creates ranges for Sucker Punch and Aqua Jet.
Risks
Immediate Steel/Poison pressure and losing Focus Sash to spread damage.
When to use
When special Fairy damage breaks better than Mega Dragonite and the opponent does not block priority.

analysis

Expected matchups

Archetype
Rain offense
Result
playable
Confidence
medium
Notes
There is no definitive weather answer; Dragonite and Basculegion resist Water, but Electric/Grass punish the latter.
Archetype
Sun offense
Result
playable
Confidence
medium
Notes
Three Fire resists and Basculegion apply pressure, but sun weakens Wave Crash/Aqua Jet and the team cannot reset weather.
Archetype
Sand balance
Result
playable
Confidence
medium
Notes
Preserve Dragonite as the Ground immunity and do not give away free Rock Slides.
Archetype
Snow + Aurora Veil
Result
playable
Confidence
low
Notes
Dragonite and Garchomp take x4 from Ice; Heat Wave, Iron Head and pressure before Veil are key.
Archetype
Trick Room
Result
playable
Confidence
medium
Notes
Fake Out can delay the setter and Kingambit operates at low Speed, but there is no reversal.
Archetype
Hard Trick Room
Result
unfavorable
Confidence
medium
Notes
Denial depends on Sneasler and one Fake Out turn is not enough into redirection or dual setters.
Archetype
Tailwind offense
Result
playable
Confidence
medium
Notes
Scarf, Fake Out, Feint and priority compete without native Tailwind; a free opposing Tailwind lowers the margin.
Archetype
Hyper offense
Result
playable
Confidence
medium
Notes
Focus Sash + Fake Out and the priority endgame trade well, but defensive pivots are scarce.
Archetype
Bulky balance
Result
playable
Confidence
low
Notes
Both Megas offer special breaking; the static audit cannot measure recovery or sustained damage.
Archetype
Stall/control
Result
unknown
Confidence
low
Notes
There is no Taunt, Encore, Haze or native recovery; simulation or replays are required.
Archetype
Status spam
Result
unknown
Confidence
low
Notes
There is no published status healing; Dire Claw adds variance, not a defensive answer.
Archetype
Intimidate cycling
Result
playable
Confidence
medium
Notes
Defiant and two special attackers retain pressure even though five members use physical damage.
Archetype
Priority spam
Result
playable
Confidence
low
Notes
There are four priority users but no native blocker; priority relations need rehearsal.
Archetype
Terrain control
Result
unknown
Confidence
low
Notes
Psychic Terrain can disable much of the plan and there is no native setter.
Archetype
Weather war
Result
unfavorable
Confidence
medium
Notes
There is no setter; opposing weather changes damage or Speed without a symmetric answer.
Archetype
Redirection balance
Result
playable
Confidence
low
Notes
Four spread moves punish redirection, but Feint and the main STAB moves are single-target.
Archetype
Fake Out pressure
Result
playable
Confidence
low
Notes
Three Protect users and Fake Out help; Sneasler, Kingambit and Garchomp cannot protect themselves.
Archetype
Setup offense
Result
unfavorable
Confidence
medium
Notes
There is no hard anti-setup: disrupt or remove the threat before boosts accumulate.
Archetype
Anti-meta balance
Result
unknown
Confidence
low
Notes
Custom techs require specific opponents; the static report cannot infer them.

analysis

Tool runs

Tool
Team Auditor Pro v4
Scope
Exact team with all six official spreads
Output
66.5 B base; 66.8 B for either Mega mode; 78.0 role coverage, 100.0 offensive coverage and 3/6 Protect.
Confidence
Medium
Publishable
Yes, as a static audit with visible limitations.
Tool
Source verification
Scope
Official results, standings, replica, team and player posts
Output
First place, 13-2, 2-1 final, 395 Masters players, sets and 66-point spreads cross-checked.
Confidence
High
Publishable
Yes.
Tool
Finals tactical review
Scope
Official VOD, recap and Takuma’s post-event comment
Output
The final Feint is framed as a line that worked, but one the player himself considered inferior to Dire Claw + Aqua Jet.
Confidence
High for the self-review; medium for additional inference
Publishable
Yes, without reconstructing undocumented turns.

analysis

Damage benchmarks

Attacker
Mega Floette-Eternal
Move
Light of Ruin
Target
Neutral target
Damage range
Not calculated
Scenario
Published 32 SpA; target and conditions still need definition.
Competitive implication
It is the single-target Fairy damage reference, but no OHKO is claimed without a reproducible calculation.
Caveat
Mega mechanics, target, rolls and IVs must be fixed before giving a percentage.
Attacker
Basculegion
Move
Wave Crash
Target
Charizard
Damage range
Not calculated
Scenario
Life Orb + Adaptability; sun can reduce Water damage.
Competitive implication
The finals matchup requires separating raw damage from weather and priority control.
Caveat
No range is attributed to the player or final without a validated calculation.
Attacker
Sneasler
Move
Dire Claw
Target
Whimsicott
Damage range
Not calculated
Scenario
32 Atk Jolly; positional alternative to Feint in the endgame Takuma discussed.
Competitive implication
Its value lies in covering a wider opposing line, not in claiming a specific KO.
Caveat
The player comment describes a decision, not a published damage range.

analysis

Counterplay matrix

Threat
Whimsicott Tailwind
Pressure
It can outpace everything outside Choice Scarf/priority and turn Encore into a threat against Protect or Feint.
Primary answers
  • Sneasler · Fake Out / Feint
  • Garchomp · Choice Scarf
  • Dragonite / Basculegion / Kingambit · priority
Failure mode
Giving away free Tailwind and then relying on blockable or conditional priority.
Test plan
Rehearse leads with and without Fake Out, including Protect, Encore and double-target lines.
Evidence
Published Hiroshi roster, official VOD and Takuma set structure.
Threat
Ice pressure into both dragons
Pressure
Dragonite and Garchomp take x4 and are important to the Speed and damage plans.
Primary answers
  • Kingambit
  • Basculegion
  • Sneasler · Close Combat / Dire Claw
Failure mode
Overloading both Ice resists or losing them before the endgame.
Test plan
Test snow, spread Blizzard and isolated Ice coverage with both Mega modes separated.
Evidence
Auditor type profile: two x4 weaknesses and two resistances.
Threat
Hard Trick Room
Pressure
The team cannot reverse it and Sneasler concentrates the initial denial.
Primary answers
  • Sneasler · Fake Out
  • Kingambit · low-Speed endgame
  • Immediate double-target pressure
Failure mode
Redirection or dual setters absorb turn one and leave four turns of adverse move order.
Test plan
Separate a setter-denial policy from a switching and turn-stalling policy.
Evidence
Auditor: hard Trick Room unfavorable, with no native Trick Room or hard anti-setup.

analysis

Team Preview laboratory

Opponent
Hiroshi Onishi — Charizard Y / Whimsicott / Floette-Eternal / Garchomp / Kingambit / Basculegion
Recommended four
  • Sneasler
  • Basculegion
  • Dragonite
  • Kingambit
Lead
  • Sneasler
  • Dragonite
Back line
  • Basculegion
  • Kingambit
Mode
Editorial Mega Dragonite and priority hypothesis; it is not presented as the historical selection for all three games.
Turn-one questions
  • Can Whimsicott set Tailwind or Encore without exposure to Fake Out/Feint?
  • Will Charizard Mega Evolve to set sun and weaken Water?
  • Should Dragonite preserve Multiscale and its Ground immunity?
Policy agreement
Choose the Mega and four before locking turn-one policy; do not assume Feint is correct merely because Protect is visible.
Confidence
Medium-low: confirmed rosters, proposed selection.
Opponent
Generic Tailwind offense
Recommended four
  • Sneasler
  • Garchomp
  • Basculegion
  • Floette-Eternal
Lead
  • Sneasler
  • Garchomp
Back line
  • Basculegion
  • Floette-Eternal
Mode
Immediate Scarf pressure with Mega Floette as the special endgame.
Turn-one questions
  • Can Fake Out reach the setter?
  • Is there priority blocking or Psychic Terrain?
  • Is Earthquake safe beside the current partner?
Policy agreement
If Tailwind cannot be denied, preserve two priority users and one Protect for its highest-pressure turn.
Confidence
Low: laboratory scenario, not a tournament opponent.

analysis

Scenario laboratory

Title
The Hiroshi final: partial mirror with sun + Tailwind
Opponent
Charizard Y, Whimsicott, Floette-Eternal, Garchomp, Kingambit and Basculegion
Assessment
playable
Favorable if
  • Sneasler turns Fake Out/Feint into real tempo without being trapped by Encore.
  • Scarf Garchomp or priority compensates for Tailwind.
  • Basculegion is preserved to pressure Charizard when weather and range are favorable.
Collapses if
  • Whimsicott gets free Tailwind and then controls with Encore.
  • Sun weakens Water while Charizard applies spread pressure.
  • The Mega or priority resources are spent before the opposing endgame is revealed.
Key interactions
  • Feint into Protect/Encore.
  • Aqua Jet into sun and opposing priority.
  • Dragonite/Floette as a Mega decision, not the sum of two Megas.
Conclusion
Takuma won 2-1; the roster explains the available tools, but no numerical matchup edge is extrapolated.
Title
Game 3: why the final Feint should not be glorified
Opponent
Publicly discussed end position versus Whimsicott + Charizard
Assessment
playable
Favorable if
  • Feint catches a relevant Protect and Aqua Jet completes the target.
  • The opponent neither punishes Basculegion nor locks Sneasler with Encore.
Collapses if
  • Moonblast removes Basculegion and Encore locks Sneasler into Feint, the sequence Takuma identified afterward.
  • The read is treated as safe even though it depends on a specific opposing action.
Key interactions
  • Feint + Aqua Jet was the shown line, not the most robust coverage.
  • Takuma explained that Dire Claw + Aqua Jet covered Moonblast + Encore better.
Conclusion
The play worked, but the champion himself reviewed it as a mistake. The technical lesson is to value line coverage rather than use the outcome as retroactive proof of a decision.

analysis

Single points of failure

Failure point
Ground switch-in
Pokémon
Dragonite
Impact
Sneasler and Kingambit are weak, and Dragonite is the team’s only immunity.
Recommendation
Do not spend Multiscale or Dragonite’s HP before knowing how much Ground pressure it must absorb.
Failure point
Trick Room denial
Pokémon
Sneasler
Impact
Fake Out is the only clear initial disruption; there is no Taunt, Encore, Haze or reversal.
Recommendation
Prepare both a double-target line and a turn-stalling line when the setter cannot be denied.
Failure point
Fake Out / Feint
Pokémon
Sneasler
Impact
One piece concentrates tempo, Focus Sash and Protect breaking; losing it removes several layers at once.
Recommendation
Do not select Feint automatically: compare it with Close Combat or Dire Claw and the Encore response.
Failure point
Ice resistances
Pokémon
Basculegion and Kingambit
Impact
They are the only resists protecting two x4-weak dragons.
Recommendation
Keep at least one healthy when the opponent has Blizzard, Ice Beam or Ice coverage.

analysis

Internal conflicts

Title
Multi-Mega strategy
Pokémon
Dragonite and Floette-Eternal
Severity
Info
Impact
Only one Mega can activate; the unchosen candidate’s stone provides no other effect.
Solution
Build the four and lead around one Mega mode, with a rule for switching modes in BO3.
Title
Three members without Protect
Pokémon
Sneasler, Kingambit and Garchomp
Severity
High
Impact
Double targets, Encore and Choice Scarf lock punish incorrect reads.
Solution
Use Focus Sash, Chople, switches and immunities as finite resources; do not treat Feint as a Protect substitute.
Title
Speed without a setter
Pokémon
Garchomp and priority users
Severity
Medium
Impact
Psychic Terrain, priority blocking or opposing Tailwind can invalidate move order.
Solution
Identify at Preview whether Scarf wins the tier and preserve a priority move that remains valid in the endgame.

analysis

Detailed recommendations

Title
Separate both Mega modes
Priority
P1
Reason
Both raise the static score to 66.8, but they change role, stats and ability.
Improves
Four selection, item cost and win-condition clarity.
Trade-off
Each mode gives up the ceiling of the other Mega.
Title
Map the three no-Protect slots
Priority
P1
Reason
Protect coverage is 3/6 and Garchomp is Choice-locked.
Improves
Survival into double targets, Encore and tempo shifts.
Trade-off
More conservative play can concede immediate damage.
Title
Validate hard Trick Room
Priority
P1
Reason
The auditor labels it unfavorable and Sneasler carries the only clear denial.
Improves
Decision quality between Fake Out, double targeting and stalling turns.
Title
Reproduce the Game 3 review
Priority
P1
Reason
Takuma identified that Feint + Aqua Jet did not cover Moonblast + Encore as well as Dire Claw + Aqua Jet.
Improves
Line-coverage discipline and Feint usage.
Trade-off
Dire Claw does not break Protect; the choice still depends on the opposing tree.
Title
Preserve the Ground answer
Priority
P1
Reason
Dragonite is the only immunity and covers two team weaknesses.
Improves
Sneasler and Kingambit positioning.
Title
Measure Scarf into Tailwind
Priority
P2
Reason
Speed control is indirect and depends on the opposing tier.
Improves
Lead choice and priority preservation.
Title
Calculate the Water mode under sun
Priority
P2
Reason
Charizard Y changes Basculegion’s damage and was part of the finalist roster.
Improves
Aqua Jet/Wave Crash plan and Mega timing.
Title
Capture first-party telemetry
Priority
P2
Reason
The event does not publish every selection, Mega and turn.
Improves
A future version can separate hypotheses from repeated patterns.

analysis

Validation focus

Title
Hard Trick Room
Reason
No reversal and denial centered on Sneasler.
Target
Compare Fake Out, double targets and turn-stalling with Kingambit.
Title
Tailwind + Encore
Reason
Three slots lack Protect and Feint can be locked.
Target
Validate lines where Whimsicott attacks, protects or uses Encore.
Title
Psychic Terrain and priority blocking
Reason
Four pieces of the plan depend on priority.
Target
Check which four remain functional when offensive priority is disabled.
Title
Ice coverage
Reason
Two x4 weaknesses and only two resists.
Target
Keep one resist healthy and decide whether the Mega mode should avoid Dragonite.
Title
Mega selection
Reason
Both modes score 66.8 but serve different roles.
Target
Define Preview rules around special damage, priority, Ground and Ice.
Title
Scarf Garchomp
Reason
It is the main Tailwind substitute and has no Protect.
Target
Log the locked move, target and turns where the lock forces a switch.
Title
Bulky/faster Basculegion
Reason
The official spread trades Attack for SpD and Spe.
Target
Identify which survivals and tiers justify 15 SpD and 25 Spe.
Title
Game 3: line coverage
Reason
The player himself reviewed Feint + Aqua Jet as a mistake.
Target
Replay the Protect, Moonblast and Encore tree comparing Feint with Dire Claw.

method

Evidence and provenance

Event
Name
2026 Pokémon World Championships — VGC Masters
Organizer
Play! Pokémon
Player
Takuma Yamazaki
Placement
1st
Field size
395 Masters players
Record
13-2
Dates
August 28–30, 2026
Format
In person · San Francisco · Pokémon Champions · Regulation M-B
Sources
  • Label
    Pokémon — official 2026 Worlds results
    Evidence supplied
    Takuma Yamazaki first and Hiroshi Onishi second in VGC Masters; dates and location.
  • Label
    Limitless VGC — Masters standings
    Evidence supplied
    395-player Masters field and Takuma’s 13-2 record.
  • Label
    SuckerPunch — Masters event
    Evidence supplied
    Entrants, standings, records and published teams.
  • Label
    SuckerPunch — Takuma team
    Evidence supplied
    All six Pokémon, items, abilities, natures and moves.
  • Label
    PokePaste — Takuma Yamazaki
    Evidence supplied
    Winning team sheet and male Basculegion form.
  • Label
    Takuma Yamazaki — official replica
    Evidence supplied
    Replica code A4RBRNN9YE published by the champion.
  • Label
    OP.GG — replica A4RBRNN9YE
    Evidence supplied
    Importable team associated with the player’s replica code.
  • Label
    Takuma Yamazaki — official spreads
    Evidence supplied
    All six 66-point spreads and the later explanation of Kingambit/Garchomp bulk and Basculegion’s SpD/Speed adjustment.
  • Label
    Takuma Yamazaki — Game 3 self-review
    Evidence supplied
    The player identifies Feint + Aqua Jet as a mistake and explains why Dire Claw + Aqua Jet better covered Moonblast + Encore.
  • Label
    Technical note — embedded self-review quote
    Evidence supplied
    Secondary source preserving and embedding the champion’s post-event comment.
  • Label
    Pokémon Japan — official final
    Evidence supplied
    Official VOD of the Takuma Yamazaki versus Hiroshi Onishi final.
  • Label
    Pokémon Champions Discord — finals recap
    Evidence supplied
    2-1 score, rosters and competitive context for the final.
  • Label
    VGC History — Worlds 2026 field
    Evidence supplied
    Aggregated Masters usage and diversity; metagame context, not the champion’s individual bring rate.
Confirmed fields
  • Takuma Yamazaki first, Hiroshi Onishi second and a 2-1 final.
  • 395 Masters players, a 13-2 record and Regulation M-B.
  • All six Pokémon, items, abilities, natures and moves.
  • Six exact 0–32 spreads; each totals 66 points.
  • Replica code A4RBRNN9YE published by Takuma.
  • Dragonite and Floette-Eternal as alternative Mega options; only one can activate per battle.
  • Takuma’s post-event self-review of the Game 3 Feint + Aqua Jet line.
Unavailable fields
  • Player-published IVs.
  • Four selection, lead and chosen Mega in every tournament round.
  • Complete move logs and board states for every game.
  • Reproducible damage ranges for each benchmark.
  • Takuma’s individual bring or move-use frequencies.

method

Validation method

Mode
diagnostic-proxy
Method
Cross-check of results, standings, sheet, replica, EV publication and VOD; static Team Auditor Pro v4 audit on the native Champions scale.
Input status
Exact published sets and EVs. IVs are not public; M-B legal data and Mega mappings retain confirmation warnings in the auditor.
Proxy policy
31 IV is used only as a technical model for derived stats. It is not attributed to Takuma and does not support damage ranges; proposed leads and selections are editorial hypotheses.
Confirmed
  • Result, field and final come from cross-checked public sources.
  • Sets and 66-point spreads come from the sheet, replica and player publication.
  • The dual Mega setup is evaluated as two alternative modes.
Reconstructed
  • Final stats using 31 IV as a technical model.
  • Recommended leads, four and Team Preview policies.
  • Matchup labels and checkpoints derived from the static auditor.
Excluded
  • Win rate as a competitive prediction.
  • Claiming the editorial selections were used by Takuma.
  • Inventing turns, damage, speed ties or undocumented intent.
  • Treating the final Feint as perfect because it won.

method

EV research

Status
confirmed
Headline
All six 66-point spreads were published by Takuma Yamazaki.
Source gap
IVs are absent from the public sheet; any final stat shown by the auditor uses 31 IV as a technical model, not as a player-attributed fact.
Working model
Level 50, native Pokémon Champions scale, maximum 32 points per stat and 66 total.
Conversion
Native Pokémon Champions 0–32 scale; it is not converted to the traditional 510 EV system. Every published spread totals exactly 66.
Usage rule
Publish the player’s exact points and keep IV, matchup and damage derivations separate.
Alternatives
  • Dragonite and Sneasler use 2/32/32 to maximize their two key stats.
  • Basculegion trims Attack and spreads points across HP, Def, SpD and Spe; Takuma explicitly highlighted this adjustment.
  • Kingambit prioritizes HP/SpD, while Garchomp combines bulk, Attack and Speed under Choice Scarf.
  • Floette maximizes SpA, with 22 Spe and 8 Def.

method

Multi-Mega strategy

Summary
Dragonite and Floette-Eternal are alternative Mega modes: Dragonite adds bulk, coverage and mixed priority; Floette maximizes special Fairy damage.
Warning
Only one Mega can activate per battle. The unchosen member’s stone has no other effect, and stats or abilities from both forms are never combined.
Modes
  • Label
    Mega Dragonite mode
    Active Mega
    Dragonite
    Style
    Bulky mixed offense
    When to choose
    • When Ground immunity, bulk and Heat Wave are priorities.
    • When Extreme Speed offers a more reliable endgame than pure Fairy pressure.
    Risks
    • x4 Ice weakness.
    • Floette-Eternal keeps an inactive Floettite if both are brought.
    Item opportunity cost
    • The auditor rises from 66.5 to 66.8 in this mode; the gain is structural, not a win prediction.
  • Label
    Mega Floette-Eternal mode
    Active Mega
    Floette-Eternal
    Style
    Special Fairy offense
    When to choose
    • When Intimidate or physical defense makes special pressure more valuable.
    • When Dazzling Gleam/Light of Ruin pressures the opposing roster more effectively.
    Risks
    • Steel and Poison weaknesses, with more limited physical bulk.
    • Dragonite keeps an inactive Dragoninite if both are brought.
    Item opportunity cost
    • The auditor also gives 66.8: the choice should depend on matchup, not a tiny score difference.