How to Build a Tailwind Team in Pokemon Champions
Tailwind is the most flexible speed control in the game. Here's how to build around it.
Why Tailwind is Strong
Tailwind doubles your entire team's speed for 4 turns. Unlike weather-based speed (Swift Swim, Chlorophyll), Tailwind works on every Pokemon — your whole team benefits, not just one ability user. It also doesn't require specific typing or weather, making it the most splashable speed control option.
Because Tailwind is a status move, Prankster Pokemon can set it with +1 priority — meaning it goes up before anything else. Your team immediately doubles in speed with no risk of being outsped on the setup turn.
Tailwind Setters
The best Tailwind setters are fast (or have Prankster), bulky enough to survive a hit, and contribute more than just Tailwind.
Prankster setters: Whimsicott (guaranteed T1 Tailwind + Encore), Tornadus (Prankster + strong attacks), Murkrow (Prankster + Haze/Quash utility).
Bulky setters: Suicune (Tailwind + bulk + Snarl support), Pelipper (Tailwind + Drizzle for rain hybrid).
Offensive setters: Talonflame (Gale Wings priority Tailwind at full HP + strong Brave Bird).
Best Attackers Under Tailwind
With Tailwind, naturally fast Pokemon become nearly impossible to outspeed. Pair moderate-speed heavy hitters with Tailwind for maximum pressure.
How to Play Tailwind
Set it turn 1: Prankster setters guarantee this. Lead with your setter + your strongest attacker. Tailwind goes up first, attacker outspeeds and KOs something immediately.
Maximize the 4 turns: Don't waste Tailwind turns on setup moves. Every turn should be an attack or a decisive Protect read.
Have a plan for when it expires: After 4 turns, your speed advantage disappears. Either set it up again (if your setter is alive) or have finished the game by then.
Tailwind vs Trick Room: If the opponent sets Trick Room, your doubled speed becomes a disadvantage. Carry a TR counter (your own TR user, Taunt, or stall it out).
How to Beat Tailwind
Trick Room: Reverses the speed order entirely. Under TR, their doubled speed makes them move last instead of first.
Your own Tailwind: Mirror Tailwind cancels the advantage — both teams are doubled, so base speed matters again.
Priority moves: Extreme Speed, Sucker Punch, Aqua Jet, Ice Shard — these ignore speed order entirely. Priority users don't care about Tailwind.
Icy Wind / Electroweb: Speed-dropping spread moves cut opponent speed. If you land them before Tailwind goes up, even doubled speed may not be enough.
Bulk + Protect: Stall out the 4 turns. Protect burns a turn, then you fight at normal speed.