Doubles Overview, Benchmarks, and Q&A Thread—Read before asking!

How viable is Detect really, though? It only has 8 pp as opposed to the 16 pp that Protect offers. Doubles games are often under 8 turns, but does it really matter? I've never seen imprison run on any team, especially at high level play, but I have seen games that go for like 20 turns. 8 Protects from one pokemon is still unlikely, but it could happen. Is it worth the PP loss to counter one move? Looking at what has access to Imprison (I probably missed something), the only viable pokemon with access to it are all offensive mons who would probably rather run an extra attack than imprison.
 

talkingtree

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I've seen Imprison Garde and Lando-T (both block Protect, Garde also blocks Hyper Voice and Lando-T also blocks Rock Slide / EQ), and exactly once it came in handy that I had Detect > Protect. I've never run out of Detect PP, so for now I always run Detect when possible. The only real exception is Sylveon, which when running a SubCM set, really appreciates the extra PP for potential Leftovers healing
 

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