Metagame Trademarked

Even the second turn of the last battle, it's bugged because when abilities are swaped everything is cancel randomly. So knock off of metagross is canceled even tho he didnt move yet
Forcing choiced mons to perform an extra move right before they attack cancels whatever move they were going to use that turn unless it's coincidentally the same move as the extra one they were given. You can see this in standard play by having a mon outspeed a choiced Oricorio and click a dancing move. It'll proc dancer and revoke their rights to whatever move they wanted to fire that turn.

Note: This only causes them to fail on the specific turn this happens. They don't have to struggle or use anything unwanted on the next one, unless they have that move in their moveset already (Something that won't come up in Trademarked).


Skill Swap was mistakenly patched to ignore this if set to the trademark slot because people thought the above interaction was a bug. Despite not being accurate, this is also what got Skill Swap unrestricted since the patch turned it from "switch into choice mons safely" to "actually doesn't do anything". The move still works properly, though.
 
Forcing choiced mons to perform an extra move right before they attack cancels whatever move they were going to use that turn unless it's coincidentally the same move as the extra one they were given. You can see this in standard play by having a mon outspeed a choiced Oricorio and click a dancing move. It'll proc dancer and revoke their rights to whatever move they wanted to fire that turn.

Note: This only causes them to fail on the specific turn this happens. They don't have to struggle or use anything unwanted on the next one, unless they have that move in their moveset already (Something that won't come up in Trademarked).


Skill Swap was mistakenly patched to ignore this if set to the trademark slot because people thought the above interaction was a bug. Despite not being accurate, this is also what got Skill Swap unrestricted since the patch turned it from "switch into choice mons safely" to "actually doesn't do anything". The move still works properly, though.
Yeah but since we are in Trademark this kind of behavior should not be handled like in the normal game, you should be able to use a move even if you have a choice item and someone traded your ability. Maybe its too hard to code...
 
Regarding Manaphy I don't really see the issue. If you know it's coming then it's very easy to prevent. If you remove their webs then it's a complete non starter. They need a Smeargle, Manaphy and a Malamr - so it's easy to spot on team preview. It's a cheesy gimmick. Banning Manaphy, Eject Pack or Smeargle seems unnecessary imo.

Anyways, I think Oricorio is being slept on right now! The fire, electric and ghost types are great. They're very and hit like absolute trucks. With modest they reach over 700+ special attack. I've seen many people, including myself, underestimating how hard these little birds hit.

Oricorio-Sensu @ Choice Specs
Ability: quiverdance
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Revelation Dance
- Hurricane
- U-turn
- Tera Blast
 
Regarding Manaphy I don't really see the issue. If you know it's coming then it's very easy to prevent. If you remove their webs then it's a complete non starter. They need a Smeargle, Manaphy and a Malamr - so it's easy to spot on team preview. It's a cheesy gimmick. Banning Manaphy, Eject Pack or Smeargle seems unnecessary imo.

Anyways, I think Oricorio is being slept on right now! The fire, electric and ghost types are great. They're very and hit like absolute trucks. With modest they reach over 700+ special attack. I've seen many people, including myself, underestimating how hard these little birds hit.

Oricorio-Sensu @ Choice Specs
Ability: quiverdance
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Revelation Dance
- Hurricane
- U-turn
- Tera Blast
Why would you use Tera Blast on Oricorio? If you're not teraed, it's just a weak Normal attack, and if you are, it's worse than Revelation Dance (except in the rare case that your opponent also has an Oricorio on the field and is running Dancer instead of a trademark).
 
Why would you use Tera Blast on Oricorio? If you're not teraed, it's just a weak Normal attack, and if you are, it's worse than Revelation Dance (except in the rare case that your opponent also has an Oricorio on the field and is running Dancer instead of a trademark).
I was running tera fighting, that is what is was supposed to be. I didn’t click it once so changed to tera ghost and forgot to find a forth move.
 
I was running tera fighting, that is what is was supposed to be. I didn’t click it once so changed to tera ghost and forgot to find a forth move.
If you tera into a Fighting-type, then Revelation Dance becomes a Fighting-type move, so there's still no reason to use Tera Blast.

Oricorio's movepool is very small; Alluring Voice is probably the only move worth using in the last slot on a Specs set.
 
If you tera into a Fighting-type, then Revelation Dance becomes a Fighting-type move, so there's still no reason to use Tera Blast.

Oricorio's movepool is very small; Alluring Voice is probably the only move worth using in the last slot on a Specs set.
Ah I didn't know that, fair enough then yeah.
 
A pretty neat dual weather Sun/Rain team I’ve come up with. It’s cool to see trademarked actually enable dual weather. The point of the team is to remove Corviknight, Haze and Topsy Turvy/Heart swap mons and sweep with Ogerpon. With growth under sun + choice band you effectively have a +4 atk boost. Then you can Tera to get a +1 speed boost and sweep through everything with Solar Blade or Ivy Cudgel. This monster can only be set up once though since after you Tera, you lose Growth as a TM. So you have U-turn to be able to option select whether to sweep or switch out.

Ogerpon (F) @ Choice Band
Ability: growth
Tera Type: Grass
EVs: 252 Atk / 252 Spe
Jolly Nature
- Ivy Cudgel
- U-turn
- Knock Off
- Solar Blade

Zapdos @ Choice Scarf
Ability: raindance
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Weather Ball
- Thunderbolt
- U-turn
- Hurricane

Walking Wake @ Choice Specs
Ability: scaryface
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Steam
- Weather Ball
- Flip Turn
- Draco Meteor

Mandibuzz @ Heavy-Duty Boots
Ability: defog
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- U-turn
- Knock Off
- Sunny Day

Slither Wing @ Heat Rock
Ability: sunnyday
Tera Type: Fire
EVs: 252 HP / 108 Atk / 116 SpD / 32 Spe
Adamant Nature
- First Impression
- U-turn
- Flare Blitz
- Close Combat

Volcanion @ Assault Vest
Ability: haze
Tera Type: Ground
EVs: 252 HP / 160 SpA / 96 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Sludge Bomb
- Earth Power
- Weather Ball

Ogerpon’s not the only win condition though. Walking wake can blow through teams in either weather. Volcanion is surprisingly tanky and essential to check mons like Weavile with haze. Also works great under either weather. Scarf Zappos catches a lot of people off guard and is in general a really solid TM mon that synergizes well with the team. Defog is absolutely essential because screens can ruin you, and Mandibuzz has been very consistent with knock off support.

You can play around with your sun setter of choice, but I’ve had the best luck with Slither Wing and Roaring Moon.
 
Hi folks, me and Duckycrater made some fun discoveries about this tier! The main one being, Kings Rock isn't banned (I don't know if this was common knowlegde). This can be made very funny with the fact that gravity is very easy to set.
That led to this team: https://pokepast.es/73d4bcef2afbfb3c With King's Rock Maushold.
This team also features recycle eject button Klefki, which is a wonderful pivot.
Painsplit is also a move, which led to this team: https://pokepast.es/4daa58e845471563 Because I forgot how Painsplit worked.
Later on I would reuse it in this team:https://pokepast.es/c4f7b9976b245a5d Its not good by any means, but it is very funny, especially with Heart Swap Manaphy.
 
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Oh yeah, I also made this team: https://pokepast.es/49f3deff214d9723 With the intent to stack the opponent with boosts and counter sweep. This fails for a multitude of reasons, but I did win a game with it https://replay.pokemonshowdown.com/gen9trademarked-2374914242?p2 and it was pretty epic.
contrary swapping + memento is a bit of an overkill when this guy
alcremie.png.m.1716648629
and its signature move exist.
 
With Trademarked coming to a close, here are 3 teams that I used over the course of this month. Each of these teams will probably be illegal or outdated in the new meta whenever this OM comes back, but they should at least serve as billboards of what was happening during each "patch."



:sv/dudunsparce: :sv/ribombee: :sv/sandaconda:

1.) The Para Spam Meta:

:dragapult:-:meowscarada:-:toxapex:-:alomomola:-:annihilape:-:quaquaval:

Dysfunctional Disable team with a Tera Electric :Dragapult: & Misty Terrain :Quaquaval: to curb paras (Misty Terrain :Quaquaval: & Safeguard :Altaria: are the only 2 Pokémon with both hazard clearing and status prevention... and I did not like :Altaria:'s inability to threaten out Gholdengo and still do its job).


:sv/Alomomola::sv/jirachi::sv/vaporeon:

2.) The Wish Spam Meta:

:alomomola:-:hoopa-unbound:-:toxapex:-:annihilape:-:blissey:-:corviknight:

A strange experimental team that relied on :Hoopa-Unbound:'s ability to shut down Wish Passing super hard by either killing the :Alomomola: with Thunderbolt to prevent it from pivoting, breaking through its protection with Hyperspace Fury to stop it from healing itself, or inflicting Heal Block with Psychic Noise to prevent raw switches into things that aimed to catch a Wish from the fish (The team's own :Alomomola: sometimes ran Alluring Voice to lessen the team's bad matchup against certain set up mons like Substitute :roaring_moon:).

:sv/Pecharunt: :sv/muk-alola: :sv/ariados:

3.) The Poison Spam Meta:

:Smeargle:-:Corviknight:-:Greninja:-:Decidueye:-:Great_tusk:-:Iron_moth:
I neglected to mention this, but :Mew: was banned during this month for being too good at using the Imprison Trademark in conjunction with its decent stats and gigantic movepool in order to neutralize different types of Pokémon. Most notably, it could use :ditto:Transform:ditto: alongside imprison to immediately force any Pokémon slower than it into a momentum-draining forced switch. Taking inspiration from this, I started using Imprison :smeargle: since it had an even bigger movepool, but way worse stats. Unfortunately, this was pretty limited during the poison meta, and :Blissey: didn't fit the team well. Because of this, I put Heal Bell on :smeargle: and hoped for the best (It rarely ever clicked it).

:sv/Weavile: :sv/Annihilape: :sv/Weavile:

4.) The Current Meta

:Smeargle:-:Corviknight:-:Greninja:-:Decidueye:-:quaquaval:-:Iron_moth:
I'd like to call this the "Weavile Meta" in hopes of that creature being gone by the time this tier comes back, but that might just be wishful thinking. In any case, after my obligatory "this Pokémon is broken" epiphany, I brought back :quaquaval: to help out against it. This time it's running Feather Dance instead of Misty Terrain in order to be a better :Weavile: switch-in. Even with resistance to both STABs, it isn't bulky enough to do its job without :Weavile:'s attack being -1 (Even with full defense investment). Despite this, Feather Dance + Roost + Pivoting allows it to neuter most neutral physical attackers for the rest of the team. In other news, :Annihilape: is STILL scary enough to warrant Tera Ghost + Rage Fist on my Imprison :Smeargle:. Perhaps when this tier returns, the funny "Don't ever hit me" ape will be gone as well.​
 
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Alright, let’s quit beating the dead horse. Something constructive needs to be said.

I hate to speak poorly about any OM, but I am sorry to say that I personally did not find Trademarked very enjoyable to play. Unfortunately, it seems like that frustration was shared by many. I find this disheartening because TM is, at its core, a very intriguing premise and one I want to see succeed.

Credit where it’s due; council made good balancing calls in restricting the status moves, offensive boosting, Trick/Switcheroo, Wish and Mew. I also empathize that amidst all the complaining, that this seemed like a particularly hard OM to balance. It appeared that something would get restricted/banned and then something else would take its place as the next most uncompetitive or unfun element (permanent screens vs the absurd power of offense, Imprison, Protect + Disable, Heart Swap/Psych Up Omni-boosting). I personally found it curious Heal Bell was allowed to remain a TM despite all status moves becoming restricted, leaving manual status in a very weak position to make any progress.

Anyway, I think the best suggestion I could offer is that despite the ladder being gone, I believe Clas and the council should still hold a final vote on the lingering controversial elements so that in the event TM gets another OMotM ladder, it can hit the ground running and be a more balanced meta from its outset in the future.
 
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I've had a lot of fun with trademarked this month! While it's centered around some very annoying, unhealthy and broken strats it's been a joy to both build and play. I can't recall an OMOTM having such a consistent playerbase throughout the month, I don't think I've seen anything less than 5 concurrent battles on the ladder. It's eras, which Iknowup sums up pretty well, have gotten better and better.

I've built, perhaps, around 70 different teams throughout the month - most of which are now outdated. Unfortunately I couldn't really find any consistent strategies which worked for me. Nevertheless, this meta was a blast and I can't wait for its return. Here are two teams, the former being the only one I managed to peak 1600s with!

Screens HO
:Corviknight: :Fezandipiti: :Annihilape: :oricorio-sensu: :iron crown: :hoopa-unbound:

Balance Hazard stacking
:Gholdengo: :Roaring Moon: :Clefable: :skarmory: :Decidueye: :Gliscor:

Anyways, I think the last week - post the wish ban - was the healthiest the meta has been. I don't think there's anything left that's as pressing as status, wish and imprison was. Most of the worst offenders were cleaned up efficiently by the council. Also, credit to the council for doing a good job despite being constituted during the month and having to make rulings in a very fluid meta.

Annihilape, Weavile and Regieleki are probably the unhealthiest aspects currently legal, although the meta seemed to be countering atleast Regieleki quite well. Weavile is terrifying any time it switches in, but with reflect it's manangable. Annihilape is pretty silly. I faced off with InkyDarkBird with stall, and only won after 256 turns of switching constantly, fearing Rage Fist. The wish mechanic on turn 256 actually became relevant here, which makes it a fun match to watch. I I ran a set with TM bulk up with dual stabs & rest-talk. You really don't need anything else. Your opponents only need to make a mistake once or twice for Rage Fist to become too strong. Another fun match I had, with a clutch tailwind to win.

Trademarked saw 109k+ matches played, which is astonishing. Can't wait to play it again!
 
I've had a lot of fun with trademarked this month! While it's centered around some very annoying, unhealthy and broken strats it's been a joy to both build and play. I can't recall an OMOTM having such a consistent playerbase throughout the month, I don't think I've seen anything less than 5 concurrent battles on the ladder. It's eras, which Iknowup sums up pretty well, have gotten better and better.

I've built, perhaps, around 70 different teams throughout the month - most of which are now outdated. Unfortunately I couldn't really find any consistent strategies which worked for me. Nevertheless, this meta was a blast and I can't wait for its return. Here are two teams, the former being the only one I managed to peak 1600s with!

Screens HO
:Corviknight: :Fezandipiti: :Annihilape: :oricorio-sensu: :iron crown: :hoopa-unbound:

Balance Hazard stacking
:Gholdengo: :Roaring Moon: :Clefable: :skarmory: :Decidueye: :Gliscor:

Anyways, I think the last week - post the wish ban - was the healthiest the meta has been. I don't think there's anything left that's as pressing as status, wish and imprison was. Most of the worst offenders were cleaned up efficiently by the council. Also, credit to the council for doing a good job despite being constituted during the month and having to make rulings in a very fluid meta.

Annihilape, Weavile and Regieleki are probably the unhealthiest aspects currently legal, although the meta seemed to be countering atleast Regieleki quite well. Weavile is terrifying any time it switches in, but with reflect it's manangable. Annihilape is pretty silly. I faced off with InkyDarkBird with stall, and only won after 256 turns of switching constantly, fearing Rage Fist. The wish mechanic on turn 256 actually became relevant here, which makes it a fun match to watch. I I ran a set with TM bulk up with dual stabs & rest-talk. You really don't need anything else. Your opponents only need to make a mistake once or twice for Rage Fist to become too strong. Another fun match I had, with a clutch tailwind to win.

Trademarked saw 109k+ matches played, which is astonishing. Can't wait to play it again!
One of the best meta to build team, so many things were possible, and new !
 
Can you explain what you're saying here? Corviknight is VERY good and splashable, yes, but it was also by far the most used mon in SV AAA's pre-HOME meta for nearly the exact same reasons here - its consistent and has little competition in its role compressing value.

Credit where it’s due; council made good balancing calls in restricting the status moves, offensive boosting, Trick/Switcheroo, Wish and Mew. I also empathize that amidst all the complaining, that this seemed like a particularly hard OM to balance. It appeared that something would get restricted/banned and then something else would take its place as the next most uncompetitive or unfun element (permanent screens vs the absurd power of offense, Imprison, Protect + Disable, Heart Swap/Psych Up Omni-boosting). I personally found it curious Heal Bell was allowed to remain a TM despite all status moves becoming restricted, leaving manual status in a very weak position to make any progress.

Anyway, I think the best suggestion I could offer is that despite the ladder being gone, I believe Clas and the council should still hold a final vote on the lingering controversial elements so that in the event TM gets another OMotM ladder, it can hit the ground running and be a more balanced meta from its outset in the future.
I will say that the main reason I haven't really posted any bans (past just being busy IRL) is that many of these near-brokens need a proper playground to be tested to see if they stay broken. The only three that are truly on the chopping block are Weavile, Keldeo, and Annihilape, and I'm still not even a true believer on Ape being truly broken yet as offense deals with it just fine and fatter teams should prep for mons like it in the first place (especially Taunt stallbreakers, Ape is just the best one by a significant margin). I actually do think Heal Bell is probably a bit too good since it denies the few Toxic/TWave/Will-O users their well-deserved progress-making for no cost, and its removal wouldnt kill Blissey but persuade the use of other special walls like GKing, Fezan, and RMoon. Please do expect a final big banwave before Thursday, we're discussing what should go currently and I have highlighted Heal Bell and Light Clay myself.

Trademarked saw 109k+ matches played, which is astonishing. Can't wait to play it again!
I know right, actually what the fuck. The immense interest was astounding and to say we're thankful for so much interest this month is an understatement. We definitely could have done more in the short time we had, but the amount of interest despite it makes me want to try to push Trademarked further and further as an OM. I took the role of TL just before the start of the month to look at just potentially passing off the torch after getting it going again and, while I still would like to do so, feel myself wanting to at least develop this OM properly first.
 
Whenever I mention a move, it will almost always be a Trademark.

My pessimism of this tier has already been stated, but I will go into more detail. I believe Corvknight simply masks the unhealthy elements within the tier rather than really solving them.

Infinite hazards and infinite Defog are both extremely frustrating to face since there is no other way to actually counter either of them (excluding Gholdengo). I don’t consider Boots spam to be viable, unless you can ensure that you win quickly, when multiple viable Knock Off users exist and Knock absorbers (only Gliscor? Maybe Decidueye) can be easily threatened by Weavile, Meowscarada, and Ogerpon-Wellspring. The reason why I assert that hazards are extremely difficult to counter is because of the set stats.

https://www.smogon.com/stats/2025-05/chaos/gen9trademarked-0.json
https://www.smogon.com/stats/2025-05/chaos/gen9trademarked-1760.json

In the unweighted usage stats, Defog is the most used ability, and in the 1760 weighted usage stats, Defog is the 2nd most used ability. I perceive this as showing hazards to be unhealthy as it demonstrates that most Corvknights are used simply for Defog, which many people have called bad or unviable as a Trademark. I believe that at least for Defog Corviknight, people are using it more for the ability rather than the actual Pokemon. People do not have many other means of removing hazards.

Defog itself is unhealthy because it denies progress a team can possibly make against bulkier structures and merely stretches games into long episodes of repeatedly switching to set and remove hazards. You can use Gholdengo to attempt to block this, but it just becomes an extremely frustrating game of just sending in hazards and attempting to remove them. I actually drew against an earlier version of Anpawo ’s hazard stack team after 300 turns and was the main reason he decid
https://replay.pokemonshowdown.com/gen9trademarked-2367599303-anxii59h3lorrrcvdirwa6pfbw5fsqvpw

Looking at the other abilities, we mainly see Reflect, Light Screen, and Iron Defense on Corviknight. Reflect and Light Screen are extremely controversial and Corviknight both contributes to and goes against restricting the Screens by being the only user of Defog and one of the best users of Screens and Iron Defense. The fact that people are turning to Brick Break Great Tusk (2nd most used move in 1760 weighted chaos), a normally unviable move, to defeat Screens demonstrates how few viable options there really are to actually stop/counter screens effectively. Furthermore, the existence of Screens themselves allows broken Pokemon such as Weavile and Annihilape to feast on the tier, which many of us have supporting banning.

I believe Corviknight is used more for its abilities rather than its actual moveset, and if it ever does use a non-Trademarked move, it is almost always going to be U-Turn or Defog.

Now I will go mostly off-topic/ad hominem and whine about the council. You can ignore this section if you want.

I don’t understand why you, Clas, believe that we haven’t had a “proper playground” to test Annihilape, Keldeo, and Weavile, despite relatively many (to posts in this forum topic) top players supporting action on them and how we had an entire month to gauge their brokenness. The fact that you say this after the council also does not hold a survey in spite of VannAccessible ‘s post just makes me disappointed.
 
Can you explain what you're saying here? Corviknight is VERY good and splashable, yes, but it was also by far the most used mon in SV AAA's pre-HOME meta for nearly the exact same reasons here - its consistent and has little competition in its role compressing value.


I will say that the main reason I haven't really posted any bans (past just being busy IRL) is that many of these near-brokens need a proper playground to be tested to see if they stay broken. The only three that are truly on the chopping block are Weavile, Keldeo, and Annihilape, and I'm still not even a true believer on Ape being truly broken yet as offense deals with it just fine and fatter teams should prep for mons like it in the first place (especially Taunt stallbreakers, Ape is just the best one by a significant margin). I actually do think Heal Bell is probably a bit too good since it denies the few Toxic/TWave/Will-O users their well-deserved progress-making for no cost, and its removal wouldnt kill Blissey but persuade the use of other special walls like GKing, Fezan, and RMoon. Please do expect a final big banwave before Thursday, we're discussing what should go currently and I have highlighted Heal Bell and Light Clay myself.


I know right, actually what the fuck. The immense interest was astounding and to say we're thankful for so much interest this month is an understatement. We definitely could have done more in the short time we had, but the amount of interest despite it makes me want to try to push Trademarked further and further as an OM. I took the role of TL just before the start of the month to look at just potentially passing off the torch after getting it going again and, while I still would like to do so, feel myself wanting to at least develop this OM properly first.
Well said TL ! Couldn't agree more with everything you just said !
 
Defog itself is unhealthy because it denies progress a team can possibly make against bulkier structures and merely stretches games into long episodes of repeatedly switching to set and remove hazards. You can use Gholdengo to attempt to block this, but it just becomes an extremely frustrating game of just sending in hazards and attempting to remove them. I actually drew against an earlier version of Anpawo ’s hazard stack team after 300 turns and was the main reason he decid
https://replay.pokemonshowdown.com/gen9trademarked-2367599303-anxii59h3lorrrcvdirwa6pfbw5fsqvpw
Idk if this was cut off but as you can see, we both had passiv pokemon, that's why it went 300 turns.
Look at the rematch with a fix from me that made the game real fast. (10x times faster, 300 turns => 30 turns)
https://replay.pokemonshowdown.com/gen9trademarked-2368327431-2f5lfr0q5u62wbu3uh7uxu7pfl7tdhqpw?p2

We all know how much you hate Annihilape and the reason for that is that you play Stall.
I'm sure that Annihilappe doesn't shine against any other archetype.
I play Stall too, I know how hard it is to face Annihilape but I don't think it makes him broken.
Slowing down your opponent's speed (with Scary Face) makes you able to do one thing, not to sweep like Revavroom or Weavile which are fast for as long as they want.

In my opinion, a broken pokemon is one that shines against most archetypes.
On this point I think that Weavile fits well, it's good against Stall because of Knock Off and it's good against HO because it's so fast, this makes it broken when played well.
 
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In my opinion, a broken pokemon is one that shines against most archetypes.
Using this definition, does Annihilape not threaten both stall and the majority of fat/balance teams, leaving only HO to deal with it? Whenever you play Annihilape, unless you are confident you can kill it quickly, it creates a horrible chilling effect of you not clicking any weak pivoting or resisted moves on Annihilape in fear of triggering Rage Fist. This applies to walls such as Corviknight and Milotic as well as pivoting Pokemon such as Meowscarada and Ogerpon-Wellspring. In fact, we have the example of @Iknowup’s team having to use an extremely MU fishy Smeargle whose only purpose is to counter Annihilape in order to get to high ladder.
 
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