What This Mode Trains
- Read turn order with multiple effects active at once.
- Understand how priority interacts with raw speed and field effects.
- Spot where Tailwind, Trick Room, or weather changes the whole turn.
Qualifying is pure speed training for VGC doubles. Practice turn order with Tailwind, Trick Room, priority, weather abilities, paralysis, and raw Speed—without the rest of the battle hiding the answer.
Tornadus may have Tailwind up, but a priority Fake Out still moves first. This mode drills that exact speed-training read.
Doubles turn order: who moves first when Speed, Trick Room, Tailwind, weather, status, and priority all apply at once. Each scenario keeps those rules visible instead of burying them in a full battle.
No. You learn how the game orders every action when multiple effects stack. Raw Speed is only one part of that picture.
Yes. Trick Room flips who goes first for five turns, and you still layer priority, Fake Out, and field effects on top. The mode trains those combinations directly.
Natures train stat modifiers. Qualifying trains the battle rule that decides move order after those stats and effects are already in play.