Sword & Shield — Competitive Reference
Generation 8 introduced Dynamax and Gigantamax, the Galar region, and the franchise's first heavily-restricted regional dex. Heavy-Duty Boots reshaped hazard control for the rest of the franchise — and continues to shape every metagame that followed.
Released
Nov 2019
Region
Galar
Mechanic
Dynamax / G-Max
DLC
Isle of Armor + Crown Tundra
Three turns of doubled HP and Max moves with built-in stat boosts. One activation per match, every Pokémon eligible.
At a glance
Gen 8 is defined by Dynamax — the only mainline mechanic where every Pokémon could transform once per battle for a fixed three-turn window.
The generation also broke a long-standing franchise pattern by shipping with a restricted regional dex. Just under 400 Pokémon were available at launch; the rest returned gradually through the Isle of Armor and Crown Tundra DLC.
- ReleasedNovember 2019 (Sword & Shield)
- DLCThe Isle of Armor (June 2020), The Crown Tundra (Oct 2020)
- RegionGalar
- Signature mechanicDynamax + Gigantamax
- Returning gimmickNone — Z-Moves and Mega Evolutions removed
- RosterRestricted launch dex (~400), partially restored by DLC
- Singles tiersUbers, OU, UU, RU, NU, PU, LC
- Doubles formatsDoubles OU (Smogon), VGC Series 1–12
Dynamax & Gigantamax
Once per match, on any Pokémon, for three turns. That window — and the choice of when to enter it — defines the rhythm of every Gen 8 battle.
Dynamax activates a temporary form change. The Pokémon's maximum and current HP both double immediately, every move transforms into a typed Max move, and status moves become Max Guard (a Protect variant). The transformation lasts three turns, after which the Pokémon reverts to its standard form and HP scales back proportionally.
How activation works
- Cost — instantaneous, takes no turn. Cannot be interrupted.
- Duration — three turns of battle action, including the activation turn.
- HP scaling — current and maximum HP both double; on revert, current HP is divided by two relative to its post-Dynamax value.
- Limit — one Pokémon per team, once per match.
- Status immunity — Dynamaxed Pokémon ignore most status moves directed at them, cannot be flinched, and cannot be forced out.
What changes during Dynamax
Every move transforms. The Max version of a move keeps its base type but trades its secondary effect for a guaranteed stat boost, weather, or terrain.
2×
HP buffer
Current and maximum HP doubled
3
Turn limit
Activation turn included
1×
Per battle
One Pokémon, no exception
100%
Max move boost
Stat / field effect on hit
The Max move table follows a strict mapping. Max Airstream (Flying) gives the team +1 Speed. Max Knuckle (Fighting) gives the team +1 Attack. Max Geyser (Water) summons Rain. Max Mindstorm (Psychic) summons Psychic Terrain. Each of the eighteen types has its own Max move with its own guaranteed effect — there are no probability rolls.
Standard Max vs Gigantamax
A curated subset of Pokémon — Charizard, Snorlax, Lapras, Coalossal, Drednaw, and roughly thirty others — has access to a Gigantamax form, with a unique signature G-Max move replacing one of its Max moves.
Available to every Pokémon
Form
Pokémon grows in size; sprite stays the same model.
Max moves
Standard table — eighteen Max moves, one per type, with predetermined secondary effects.
Restrictions
None — any non-Restricted Pokémon can Dynamax.
Designed for
On-demand HP buffer + guaranteed setup or weather control.
Form change for select Pokémon
Form
Visual transformation — distinct G-Max model with thematic appearance.
Signature move
Replaces one of the standard Max moves with a unique G-Max move and effect.
Examples
G-Max Stonesurge sets Stealth Rock, G-Max Steelsurge sets a typed hazard, G-Max Wildfire deals chip every turn.
Restrictions
Pokémon must be a G-Max-form variant; only available on a curated list.
The three strategic uses of Dynamax
Defensive
Soak a hit you can't afford to take
Doubled HP plus Max Guard turns a one-shot situation into a survivable trade. A 200 HP Pokémon at 50% becomes a 200/400 wall for three turns; under Max Guard, it can no-sell an Earthquake outright.
Offensive
Stack stats every turn
Max Airstream + Max Knuckle on the same Pokémon stacks +1 Speed and +1 Attack on hit. Three turns of Max moves can produce +3 boosts on top of damage — frequently the difference between a sweep and a stall.
Field control
Set weather or terrain on hit
Max Geyser + Max Flare turn an attack into a weather setter. Useful when the Pokémon's ability does not naturally summon weather but the team needs it for a Swift Swim or Sand Rush partner.
The cost of activation
- Spending early — the buffer is wasted if the matchup turns sour after turn three; the Dynamaxed Pokémon reverts to its base HP and form.
- Spending late — preserves the option but risks losing the chosen Dynamax slot before the timer is consumed.
- Forced timing — Dynamax often happens on the turn after the opponent reveals theirs, so the matchup is read with full information about the buff window.
Interactions with abilities and moves
| Ability / Move | Behaviour against a Dynamax target |
|---|---|
| Whirlwind / Roar / Dragon Tail | Cannot force a Dynamax Pokémon out — phasing is blocked for the entire 3-turn window. |
| Encore / Disable / Taunt | Fail. Dynamax is immune to most status moves directed at it. |
| Fake Out | Does not flinch a Dynamax Pokémon (flinch immunity). |
| Behemoth Blade / Behemoth Bash | Doubles its base power against a Dynamax target. Zacian/Zamazenta signature counter-design. |
| Dynamax Cannon | Deals double damage to Dynamax targets. The franchise's built-in answer to the mechanic. |
| Sheer Cold / Fissure | Always fail against a Dynamax Pokémon. |
Type chart and Galar
The 18-type chart is unchanged from Gen 6. Galar adds no new types and no new effectiveness rules — Gen 8's structural innovation is the dex restriction, not the chart.
- Galarian forms — regional variants for a curated list (Weezing, Slowking, Articuno, Zapdos, Moltres, Rapidash, Ponyta, Corsola, Mr. Mime, Yamask, Linoone, Stunfisk, Meowth, Zigzagoon). Several reshape competitive expectations — Galarian Slowking's Future Sight pivot pattern is one of the era's defining innovations.
- Cut roster — only Pokémon present in the regional dex are usable in tournament-legal formats. Smogon formats follow the same restriction at launch and gradually expand as DLC adds returning Pokémon.
- Returning Pokémon via DLC — Isle of Armor and Crown Tundra restored several hundred returning Pokémon, including Garchomp, Tyranitar, Volcarona, and the Galarian legendary trio.
Battle mechanics baseline
Gen 8 inherits its core combat mechanics from Gen 7. The values below apply identically across Smogon and VGC formats and are not modified by Dynamax (which adds rules rather than changing baselines).
1/24
Crit rate
≈4.17% base, 1.5× damage
50%
Paralysis Speed
25% chance to fail acting
1/16
Burn DoT
Halves physical Attack
5 / 8
Weather turns
Default / with rock item
Status conditions
| Status | Effect | Notes |
|---|---|---|
| Paralysis | Speed × 0.5 + 25% chance to fail acting | Halved Speed since Gen 7. |
| Burn | Physical Attack × 0.5 + 1/16 max HP per turn | DoT halved from 1/8 since Gen 7. |
| Freeze | Cannot act until thawed | Ice moves no longer freeze on secondary effect; only Tri Attack, Sheer Cold and a few specifics. 20% thaw per turn. |
| Sleep | Cannot act for 1–3 turns | Counter resets on switch-out (since Gen 5). Sleep Clause enforced in standard formats. |
| Poison | 1/8 max HP per turn | Toxic doubles each turn (1/16 → 2/16 → 3/16 …) up to 15/16. |
Field effects
| Effect | Default duration | With rock / extender | Notes |
|---|---|---|---|
| Sun / Rain / Sand | 5 turns | 8 turns | Drought, Drizzle, Sand Stream activate for 5 turns. |
| Hail | 5 turns | 8 turns | Damages every non-Ice Pokémon for 1/16 HP per turn — replaced by Snow in Gen 9. |
| Electric / Grassy / Misty / Psychic Terrain | 5 turns | 8 turns (Terrain Extender) | Carried over from Gen 7. |
| Trick Room | 5 turns | — | Reverses action order; not item-extended. |
| Tailwind | 4 turns | — | Doubles team Speed in Doubles formats. |
Abilities introduced
Gen 8 introduced fewer new abilities than Gen 9, but several reshaped competitive expectations — none more so than Libero, which spent most of the generation banned in OU.
Changes the user's type to match the move it's about to use. Effectively grants STAB on every move. Banned from OU mid-generation; Game Freak nerfed it in Gen 9 to trigger only once per switch-in.
Raises the user's Attack by one stage on switch-in. The activation pattern that made Zacian-Crowned an Ubers staple — passive +1 Attack with no opportunity cost.
Raises the user's Defense by one stage on switch-in. Zamazenta-Crowned's defensive analogue to Intrepid Sword.
Reflects stat reductions back to the user attempting them. Intimidate users hitting a Mirror Armor Corviknight have their own Attack lowered instead. Reshaped how Intimidate stacking is played.
Sound-based moves used by the holder gain a 1.3× boost; sound moves received deal half damage. The signature engine for offensive Toxtricity sets paired with Boomburst or Overdrive.
Boosts the Steel-type moves of every Pokémon on the field — including the user — by 1.5×. A pure team-supporting ability with niche but defining doubles applications.
On contact, swaps abilities with the attacker. A defensive trap — opponents hitting Cofagrigus suddenly have Wandering Spirit themselves and lose their original ability for the rest of the match.
On taking a hit, lowers the Speed of every Pokémon on the field except the user. A reactive speed-control engine that does not require a turn investment.
Contact moves used by the holder bypass Protect and Detect. The mechanic that made Urshifu Single Strike's Wicked Blow uncounterable in Singles.
30% chance per turn to move first regardless of Speed tier. A passive priority engine — competitively niche but uniquely-flavoured.
Items introduced
One Gen 8 item — Heavy-Duty Boots — restructured how every team approaches hazard control, in this generation and every generation since. The rest are useful; that one is generation-defining.
Renders the holder fully immune to entry hazards — Stealth Rock, Spikes, Toxic Spikes, and Sticky Web. The single most consequential item introduced in the franchise's history. Reshaped offense, defence, and switch-in maths from launch onward and stayed legal in Gen 9.
Boosts the holder's Special Attack by one stage when they use a sound-based move. Single-use. Defining item for Toxtricity Boomburst and Heliolisk Hyper Voice sets.
Forces the holder to switch out when their stats are lowered. Lets a Pokémon abuse Overheat or Draco Meteor without paying the SpA-drop tax — fire the move, eject into a teammate, swap pressure.
Single-use. Lowers the holder's Speed by one stage if Trick Room is active when held. Niche but indispensable on offensive Trick Room sweepers that need to be the slowest possible in their bracket.
Negates the effects of Sun and Rain on the holder. Lets a Charizard ignore the Sun's damage modifiers, or a Pelipperhold an item without committing to the rain it's setting.
Single-use. Doubles the holder's Speed when an attack misses. A risk-reward item for OHKO move users (Sheer Cold + Articuno) and high-power inaccurate threats.
Triggers the Crowned form of Zacian (Sword) or Zamazenta (Shield). Once held, the box legend permanently transforms with its signature ability and access to Behemoth Blade or Behemoth Bash.
Signature moves introduced
Several Gen 8 moves became defining elements of the metagame either through raw power or a unique mechanic.
Steel100-BP physical attacks that deal double damage against Dynamax targets. The franchise's explicit counter-design to its own gimmick — a built-in answer to opposing Dynamax.
Dark 75-BP physical attack that always lands a critical hit. Combined with Unseen Fist (ignores Protect), it bypassed Reflect, Light Screen, and Aurora Veil — banning conditions in OU.
Water 25-BP physical attack that hits three times and always crits. Equivalent base power of 112.5 with crit damage; multi-hit nature breaks Substitute and Sturdy.
Ice 130-BP physical attack that hits both opponents in Doubles. The defining VGC threat of the Series 12 era.
Ghost 120-BP special attack that hits both opponents in Doubles. Special analogue to Glacial Lance.
Dragon 160-BP special attack with two-turn recharge. The most powerful single-target Dragon attack in the franchise.
Water and Electric 85-BP physical attacks that double in power if the user moves first. Effective 170 BP against slower targets — the mechanic that earned both Dracovish and Dracozolt Ubers bans.
Dragon 50-BP physical attack that hits twice. Splits hits between two Doubles targets, breaks Substitute.
Steel140-BP special attack that costs 50% of the user's max HP. Distributed broadly — became a niche-but-flavour wallbreaker option on bulky Steels.
Fighting 80-BP physical attack that uses the user's Defense stat for damage instead of Attack. Pairs with Iron Defense to convert defensive bulk into offensive output — Stakataka, Corviknight, Ferrothorn.
Competitive formats
Gen 8 hosts the standard Smogon tier hierarchy and an unusually fragmented VGC rotation — twelve numbered Series across the generation, each with its own dex and item legality.
Smogon Singles & Doubles
Tier 1
OU — OverUsed
6v6 Singles with Dynamax legal but eventually banned mid-generation. The most-played Smogon format of the era; banlist evolved through several controversial suspect cycles.
Restricted
Ubers
Hosts Pokémon banned from OU plus Restricted legendaries — Eternatus, Calyrex-Shadow / Ice, Zacian-Crowned, Zamazenta-Crowned.
Tier ladder
UU / RU / NU / PU
Lower Singles tiers populated by Pokémon falling below OU's usage thresholds. Each operates as its own meta with its own banlist, often exploring strategies impossible higher up.
Specialty
LC — Little Cup
6v6 Singles restricted to unevolved Pokémon at level 5. Distinct power curve dominated by Eviolite carriers.
Doubles
Doubles OU
Smogon's 4v4 Doubles. Distinct from VGC: full 6v6 brought to battle, no Series-restricted dex, separate banlist. Banned Dynamax mid-generation due to design imbalance.
Specialty
Monotype, AAA, BH
Long-running unofficial metagames — single-type teams, all abilities legal, balanced hackmons. Each has a distinctive flavour and small but engaged community.
VGC — Series rotation
2019–2020
Series 1–5
Galar dex only; Dynamax legal. Pre-DLC and DLC1 metas. Defined by Tornadus, Rillaboom, Incineroar, and Indeedee setup teams.
2020
Series 6
Galar dex with most Pokémon allowed but Restricted legendaries banned. A "limited" format that surfaced unexpected threats.
2020–2021
Series 7–11
Crown Tundra dex. Various combinations of Restricted ban / unban. Series 9 introduced limited Restricted use; Series 11 returned to no-Restricted.
2021
Series 12
The final Gen 8 VGC format. Two Restricted Legendaries permitted per team, every Pokémon legal. Closed the generation with the most powerful tournament rule of the era.
Defining bans
Gen 8 produced one of the most contested OU banlists in Smogon's history. Several Pokémon were banned, returned with mechanical nerfs, and re-evaluated multiple times.
The table below covers the most consequential OU bans. Several entries returned to the tier in Gen 9 with reduced power profiles or modified abilities.
Notable Gen 8 OU bans
| Pokémon | Why it was banned |
|---|---|
| Dynamax (mechanic) | Banned from OU and Doubles OU mid-generation. Free three-turn HP buffer + guaranteed setup judged uncompetitive. |
| Cinderace | Libero turned every move into STAB; combined with Pyro Ball and Court Change, no defensive answer was reliable. Returned in Gen 9 with Libero nerfed. |
| Dracovish | Strong Jaw + Fishious Rend + Choice Scarf produced a 170-BP Water move that outsped most checks. Banned to Ubers. |
| Dracozolt | Bolt Beak + Choice Scarf parallel to Dracovish. Banned alongside it. |
| Spectrier | Crown Tundra release. 145 SpA + 130 Spe + Grim Neigh ability scaling. Calm Mind sets broke through every reliable answer. |
| Urshifu | Single Strike form. Wicked Blow + Unseen Fist bypassed screens, Substitute, and Protect with guaranteed crits. |
| Magearna | Calm Mind + Stored Power + Soul-Heart engine. Ban-on-paper because Stored Power scales with stage count. |
| Naganadel | Returned via Crown Tundra. Specs Draco Meteor + 121 Spe outsped most of the format. |
| Genesect | Download SpA boost on switch-in + U-turn pivot + perfect coverage. Recurring banned-and-returned profile. |
| Cresselia | Banned briefly for Calm Mind / Lunar Dance support patterns; eventually unbanned. |
| Calyrex-Shadow / Calyrex-Ice | Restricted legendary status — lives in Ubers throughout the generation. |
| Zacian-Crowned | Intrepid Sword + Behemoth Blade + 148 Speed at 170 Attack. Permanent Ubers resident. |
| Eternatus | Dynamax-Cannon + Eternabeam + 130/95/130/95/110 stat line. Box legend — Ubers throughout. |
Heavy-Duty Boots permanently changed the cost-benefit equation of running hazards — you set them, but the opponent's answer is one item slot away.
Iconic Pokémon of the era
The Pokémon below shaped competitive Gen 8 across formats. Curated by competitive impact rather than usage percentage; several entries spent parts of the generation on the banlist.
Singles — Gen 8 OU
Dragapult
Versatile pivotInfiltrator — Specs / Band / Dragon Dance
The era's most-built Pokémon. Choice Specs Shadow Ball, Choice Band Dragon Darts, Dragon Dance setup, Defog utility, and Will-O-Wisp pressure — every set comparable to a tier-defining role.
Heatran
Specs trapperFlash Fire — Magma Storm — Taunt
Magma Storm + Taunt traps and KOs defensive Pokémon. Choice Specs Heatran also functioned as a hyper-offensive wallbreaker — Magma Storm + Earth Power + Stealth Rock support set.
Toxapex
Best wall in OURegenerator — Scald — Recover
Widely considered the most reliable defensive Pokémon of Gen 8. Regenerator + Recover + Scald + Toxic — checks broad swathes of physical and special offence with minimal opportunity cost.
Ferrothorn
Defensive backboneIron Barbs — Spikes — Knock Off
Hazard support + Knock Off + Body Press from Iron Defense sets. The first answer to Steel weaknesses on most balance and stall builds.
Clefable
Magic Guard clericMagic Guard — Moonblast — Wish
Magic Guard ignores hazards, Toxic, and Life Orb recoil. Multiple sets — Calm Mind sweeper, Wish passer, defensive anchor with Soft-Boiled.
Rillaboom
Priority pivotGrassy Surge — Grassy Glide — Knock Off
Grassy Surge automatically sets Grassy Terrain, boosting Grassy Glide's priority chip damage. The era's most reliable revenge killer in OU and a core member of every Doubles team.
Slowking-Galar
Future Sight pivotRegenerator — Future Sight — Chilly Reception
Crown Tundra introduction. Future Sight + Chilly Reception turned the slow Slowking into the centrepiece of Gen 8's defining "Future Port" pivot pattern.
Garchomp
Wallbreaker · SpinnerRough Skin — Stealth Rock — Swords Dance
Returned via Crown Tundra. Stealth Rock setter on offense, Swords Dance + Earthquake + Outrage wallbreaker, or Rapid Spin support — the format's versatile Ground-type backbone.
Hippowdon
Hazard anchorSand Stream — Stealth Rock — Whirlwind
The era's premier physical wall and Stealth Rock setter. Sand Stream support for Tyranitar / Excadrill cores; Whirlwind phazes setup attempts.
Tornadus-Therian
Pivot · Knock OffRegenerator — Knock Off — Hurricane
Crown Tundra arrival. Regenerator + Knock Off + Hurricane spam — the format's most reliable Knock Off distributor and an answer to Grass-types and Fighting-type wallbreakers.
VGC — by Series
- Series 1–5 — Galar-dex era. Defined by Rillaboom, Tornadus, Incineroar, Dragapult, and Indeedee setup cores with Trick Room teams.
- Series 7–8 — Crown Tundra dex. Returned Tapu Lele, Tapu Fini, Whimsicott, and Heatran as central format threats.
- Series 9–11 — limited Restricted experimentation followed by full no-Restricted. Regieleki Speed control, Glastrier Trick Room.
- Series 12 — final two-Restricted format. Defined by Calyrex-Shadow, Calyrex-Ice, Zacian-Crowned, and Spectrier. Live archetype data lives on the Timeline.
Where to go from here
The above is the static reference for Gen 8. The current state of any of its formats lives in the rest of Pokékipe.
- Live meta data — Pokémon stats for usage and matchups, Team Builder for assembling a team in any Gen 8 format, Timeline for tier shifts and tournament results.
- Terminology — every term used above is defined in the Competitive Glossary.
- Workflow — the VGC Teambuilding guide walks through the actual build process; the Core Mechanics guide covers the underlying systems (EVs, IVs, natures, speed tiers).
- Adjacent eras — Gen 9 — Scarlet & Violet covers Terastallization, the Stellar type, and the metagame that followed Gen 8.