Two Pokémon face off on a single base stat and you pick the higher one. Get it right and the next pair comes up; get it wrong and the run is over.
The score is your streak, so it rewards knowing the awkward comparisons rather than the famous ones. Mid-tier Pokémon with lopsided spreads are where runs die.
VGC uses the same ordering mechanic as Rank — ten Pokémon, one base stat, drag until the order is right — but draws from competitively relevant Pokémon rather than the whole Pokédex.
That single change makes it substantially harder. A pool of ordinary Pokémon has obvious outliers at both ends; a pool of tournament staples is compressed, because most of them are strong for a reason and the gaps between them are narrow.
In the standard mode you can anchor on extremes. Here the extremes are much closer together, so the ordering has to come from knowing actual values rather than from a rough sense of strong and weak.
It also rewards a different kind of knowledge. Competitive Pokémon are often defined by one outstanding stat and one deliberate weak point, so knowing what a Pokémon is used for tells you a lot about where it sits on a given stat.
It helps, but it is not required — the puzzle is still just base stats, and the pool is simply narrower.
No, unlimited, with correct positions marked after each submission exactly as in the standard mode.
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