Pokémon UNITE · team building

Team comps + lane theory.

Five Pokémon, three lanes, ten minutes. The lane you queue into matters more than the Pokémon you bring. This page covers how to assign players, how to build a coherent 5-pick comp, and three reference lineups you can copy directly.

The three lanes

2-1-2: top, jungle, bottom.

Every UNITE map is built around the same lane structure. Top has 2 players, jungle has 1, bottom has 2. The objectives that decide the game (Drednaw at 7 minutes, Rayquaza at 2 minutes) live on the top and bottom halves respectively.

Top lane

2 players · dunk-focused

The "scoring lane." Two players, usually a damage pick + a Defender or Supporter who can soak hits while their partner deposits energy. Drednaw spawns on the top side at the 7-minute mark, so this lane needs to be winning by then to contest it. Common picks: a Supporter (Eldegoss, Alcremie, Blissey, Wigglytuff) paired with an Attacker or All-Rounder.

eldegossalcremieblisseywigglytuff

Jungle

1 player · solo XP

One Speedster (usually) farms wild Pokémon in the central jungle for accelerated XP. Hits level 5 by ~3:30 and rotates to gank lanes. The most impactful role at low ranks: a good jungler decides 80% of matches. Common picks: Speedsters with mobility (Absol, Zeraora, Leafeon, Meowscarada, Talonflame) plus a few All-Rounders that flex (Mewtwo X, Garchomp).

absolzeraoraleafeonmeowscarada

Bottom lane

2 players · fight-focused

The "carry lane." Bottom is closer to Rayquaza, which spawns at the 2-minute mark and decides the late game. Bottom typically runs a scaling Attacker + a Defender or Supporter. The Attacker farms safely while the partner zones. Common picks: late-game scaling Attacker (Cinderace, Decidueye, Glaceon) + Defender (Snorlax, Mamoswine, Goodra).

cinderacedecidueyesnorlaxmamoswine
Three sample comps

Pre-built 5-pick lineups.

Copy any of these directly. Each is built for a specific game plan, so pick the one that matches the playstyle your team agrees on in lobby.

Standard Open Queue

The 70%-of-matches default. Balanced, forgiving, works at every rank.

Top
Wigglytuff + Charizard
Wigglytuff Sing locks down enemies, Charizard cleans up.
Jungle
Absol
A simple all-purpose jungler. Burst kills, mobile, snowballs early game.
Bottom
Snorlax + Cinderace
Snorlax tanks for late-game Cinderace carry. Wins Rayquaza fights.

Hyper-Carry

Two scaling Attackers, all-in on the late game. Wins if you survive to 4 minutes.

Top
Eldegoss + Decidueye
Eldegoss heals through poke, Decidueye safely farms.
Jungle
Mewtwo X
Flex All-Rounder jungle that scales harder than typical speedsters.
Bottom
Goodra + Cinderace
Goodra eats damage. Cinderace one-shots the carry once Pyro Ball comes online.

Dive Comp

Two Speedsters, end games before they start. High ceiling, low floor.

Top
Blissey + Lucario
Blissey enables Lucario's sustain. Bullies the lane from minute 1.
Jungle
Zeraora
A very fast ganker. Demands a strong early game.
Bottom
Greninja + Slowbro
Greninja's burst plus Slowbro's Telekinesis locks down high-value targets.
Composition rules

Five rules for not griefing your team.

The Pokémon UNITE community has converged on these via thousands of high-rank matches. Break them at your own risk.

  1. 1
    Always have 1 Defender or tanky Supporter
    Without a frontline, your carries die in 2 seconds. Snorlax / Mamoswine / Wigglytuff / Blissey count.
  2. 2
    Never run more than 2 Speedsters
    Speedsters are squishy. A team of all assassins has nothing to throw at Rayquaza.
  3. 3
    Always have at least 1 scaling carry
    Late-game wins via Rayquaza require burst damage. Cinderace, Decidueye, Mewtwo X, or Garchomp.
  4. 4
    Pair Supporter with a damage pick in lane
    Supporter alone scores nothing. Wigglytuff + Charizard, Alcremie + Cinderace. The Supporter's job is to enable the damage pick.
  5. 5
    Mirror what the enemy team picks
    No Defender on enemy team? Pick burst damage. They have 2 Speedsters? Pick a heavy frontline. Counter-pick is a real lever.
The two objectives that matter

Drednaw and Rayquaza decide most matches.

Top side · 7-minute mark

Drednaw

Spawns once at the 7:00 mark on the top side. Killing it gives the team a shield, +25 attack briefly, and ~20 Aeos Energy each. The top-lane team should be at the spawn pit by 6:30. Losing Drednaw usually means the enemy snowballs into the late game with an XP lead.

Bottom side · 2-minute mark

Rayquaza

Spawns once at the 2:00 mark on the bottom side. Killing it gives the entire team a goal-zone shield buff that makes their next dunks uncontested for 30 seconds. Final 2 minutes already have double scoring. Rayquaza + double-scoring + uncontested dunks = ~300 points in 60 seconds. Win Rayquaza, win the match.

← Beginner guide Back to UNITE hub →