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Metagame Linked (OMotM) (Bans in Post #140) (Electric Terrain Suspect Test)

Ok as a mid-ladder scrub, heres my not as relevant opinion:

Assurance is fine, it feels unwallable at times, but so does a lot of the meta. Generally its either priority to kill the Assurance user or sack and switch in a counter to whatever mon is using it.

Belly Drum is a non-issue. Taking 50% of your HP willingly when the meta is running dual attacks just makes Belly Drum not really that good tbh. Every Belly Drum user I run into dies before they get the chance to deal any meaningful damage.

Dragapult is probably the big threat in the meta. DD+Darts, Darts+Assurance, Will-O/T-Wave+Hex, Draco+U-Turn, or even just a basic Shadow Ball + Dragon Pulse/Darts. All viable options that makes Dragapult one of the hardest mons to read and counter. Still loses to things like Sucker Punch and Fairy types have a good time against it, so I wouldn't really say its "broken", but definitely S or S- tier viability.

Electric Terrain really cant thrive without being linked. It is far too slow to be viable, which is fine. I don't mind it staying restricted as it is far too overpowered when unrestricted.

Endeavor is just dumb. Any non-ghost type just dies on the spot. It's not fun, nor fair. Get it out of here.

Heat Rock really isn't a problem when Sunny Day has the same problem as Electric Terrain. Sun is just too slow to get going now, and doesn't have as much use as it used to. Which is good because Growth + Solar Beam/Blade was insane, and needed to get nerfed in some way.

Hoopa-Unbound is absolutely completely unwallable, when its not dying to a single U-turn from any single mon in the meta. This thing is just far too frail to get things done. Against bulky fat teams it thrives and wipes them out effortlessly, but nobody is really running fat. Everyone is running hyper offense double attacks screens/webs, so Hoopa just drops dead the moment a strong attacker hits the field with U-turn.

Iron Moth I would rope in with Dragapult as just a super good S/S- tier mon. Acid Spray + Fiery Dance is really good, but gets HARD countered by Heatran, and still doesn't appreciate things like Goodra-Hisui. It has similar issues to Hoopa with its physical bulk being sub-optimal so things like Kingambit sucker punch and any Aqua Jet user can just run it over. Even Fake Out+Grassy Glide Rillaboom does solid damage.

Light Clay really isn't a big deal. In a meta this offensive there are times where screens cant even save you. Some Linked combos still kill through screens due to how potent this meta can be. I don't really see it as a problem.

Why is Quick Claw allowed in the first place? Its just RNG fishing. Fought an entire team of slow Quick Claw users it was unbearable. Should've been banned from Day 1.

Zamazenta does steamroll physical attackers true, but when faced with any ghost type, Zamazenta has to choose between attack damage for crunch, or defensive ID+Press damage, and if it chooses one it loses to something else. Plus when this thing goes against webs it faces a MULTITUDE of extra issues like Special Valiant, Iron Moth, Enamorus, and the Latis, while being terrified of Flame Body burn from Moltres. A good mon but not close to banworthy imo.
 
Double-posting but not really, it's been 12 hours, but I wanted to showcase a few attackers I've been loving on ladder.
:ogerpon-cornerstone: Ogerpon-Cornerstone (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Focus Energy
- Ivy Cudgel
- Superpower / Horn Leech
- Knock Off / Horn Leech

Focus Energy + Ivy Cudgel as mentioned by someone else is a 100% crit rate. This is really useful for bypassing screens and Zamazenta ID boosts to just deal heavy damage with no way to stop it. I choose Cornerstone specifically because Ivy Cudgel hits Dragapult for neutral damage while still OHKOing Iron Moth. Superpower hits steel types like Kingambit and Treads, while Knock Off hits Gholdengo and general item removal, but can run Horn Leech for 2nd STAB over one of the 2 coverage moves.
:Conkeldurr: Conkeldurr @ Flame Orb
Ability: Guts
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Knock Off
- Mach Punch
- Drain Punch

Guts Conk in Trick Room is REALLY strong. The big difference between Conk and stuff like Ursaluna is access to priority Mach Punch. 252+ Guts Mach Punch absolutely tears through Kingambit before it can even think about Iron Head Assurance, and is fantastic for revenge killing. Facade + Knock guarantees that one big hit is going off, as any ghost type just melts in the face of Knock Off. Great TR attacker.
:Goodra-Hisui: Goodra-Hisui @ Assault Vest
Ability: Sap Sipper
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Knock Off
- Dragon Tail
- Heavy Slam
- Draco Meteor

The most annoying thing I've ever made. When paired with a good wish passer this thing will make your opponent want to pull their hair out. Just click the funny phasing move and dont stop unless a Fairy comes along, then its Heavy Slam time. Great Tusk swapped in? No he didn't get outta here. Zamazenta swapped in? NOPE, Gholdengo take it or leave it. Hazards aren't even required to make this work. Just swap it into a frail special attacker, take 15% from a special attack, and click the funny move, although hazards make this WAY more effective. Draco Meteor is a cool surprise button since you wont need that Special Attack anyways. I've had people just forfeit the moment this thing starts messing with them.
:Skeledirge: Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 252 HP / 80 Def / 176 Spe
Bold Nature
- Flame Charge
- Torch Song
- Shadow Ball
- Slack Off

Fiery Snowball. If they dont have Heatran this thing can easily just swap into a physical setup sweeper, and start snowballing. 176 Speed allows you to outspeed Dragapult at +2, and Kingambit at +0. If this thing gets to +2, its pretty much over, pack it up.

:Moltres: Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fire
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- U-turn
- Flamethrower
- Scorching Sands

Great physical sponge. come in, take a hit, phish for burn, roost and bye bye. Basically acts as a better Regenerator. I have punished my fair share of physical attackers with Moltres, completely shuts down Weavile, Physical/Mixed Valiant, Tusk, and Rillaboom.
 
I was told by some folks in the discord to make a post about my trick room team, so here it is :3
:pmd/slowking-galar:
:slowking-galar: Slowking-Galar @ Mental Herb :mental herb:
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic Terrain
- Chilly Reception
- Sludge Bomb
- Trick Room
This is your pretty standard slow, bulky setter. Mental herb for taunt :grimmsnarl: immunity, and psychic terrain for priority immunity. This one is usually the lead setter, unless the opponent has a Weavile :weavile: or some other counter lead. (I hate assurance).
:pmd/mimikyu:
:mimikyu:Mimikyu @ Red Card:red card:
Ability: Disguise
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Bulk Up
- Play Rough
- Trick Room
- Shadow Claw
So, the main schtick of linked is that every Pokémon can attack twice in one turn. This makes the standard sash setters obsolete :hatterene:, and overall bulky setters :cresselia: have a significantly harder time staying around. The solution? Red card:red card:. Disguise allows you to tank at least one hit, and red card prevents the second from hitting you by forcefully switching the attacker out. On top of that, Mimikyu can serve as a good attacker itself.
:pmd/carbink:
:carbink: Carbink @ Red Card :red card:
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Endeavor (if endeavor ever gets banned, you can put iron defense here)
- Body Press
- Trick Room
- Misty Explosion
Carbink operates on the same idea as Mimikyu :mimikyu:, using the red card method to be able to set trick room in front of any dual attacking Pokémon. Misty explosion also acts as an emergency momentum option.
:pmd/hoopa-unbound:
:hoopa-unbound: Hoopa-Unbound @ Iron Ball :iron ball:
Ability: Magician
EVs: 120 HP / 252 Atk / 136 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Lash Out
- Brick Break
- Psychic
Lash out is a 75 base power dark-type move that doubles in power if the users stats have been lowered the turn of use. Hyperspace fury is a 100 base power move that happens to lowers the users defense. See the connection? Combined, this is a 250 base power dark type move that breaks sashes/sturdy. Equivalent to an explosion :electrode:. Psychic is there to hit iron defense Zamazenta :zamazenta:.
:pmd/ursaluna:
:ursaluna: Ursaluna @ Flame Orb :flame orb:
Ability: Guts
EVs: 252 Atk / 248 Def / 8 SpD
Brave Nature
IVs: 0 Spe
- Facade
- Headlong Rush
- Crunch
- Fire Punch
Only 5 type combinations can resist / be immune to ground + normal. Facade + Headlong rush add up to a total of 260 base power. Using glowking :slowking-galar: as a pivot, you can also burn yourself on turn 2 before attacking. Since air balloon gholdengo :air balloon:gholdengo: is immune to both normal, and ground, crunch is there to OHKO most sets. Absolute nuclear bomb of a pokemon.
:pmd/azumarill:
:azumarill: Azumarill @ Mystic Water :mystic water:
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Belly Drum
- Liquidation
- Play Rough
- Aqua Jet
The typical downside of belly drum in this OM is that you need to be at above 50% health, which can be difficult due to the slowness of most users :chesnaught:. In trick room, however, azumarill can attack before anything else, and get to +6 on top of that. The base power of liquidation times 4 is 340, so this is the strongest abuser yet.
Some potential downsides of this team are listed below:
1. :Rillaboom: Rillaboom exists and murders the entire team. This is the single largest issue. It clears psychic terrain, and weilds fake out + grassy glide.
2. :Weavile: Weavile is a large issue, as the hone claws + taxel set can muscle through mimikyu, and the assurance set OHKO's glowking :slowking-galar:
3. :Grimmsnarl: Dual Screens make teams twice as bulky, which can present an issue long-term. This is the main reason hoopa-u :hoopa-unbound: has brick break.
4. :Lokix: Links that consist of knock off + another attack have the potential to OHKO most trick room setters. :slowking-galar::mimikyu::carbink: this is because knock off is unaffected by red card :red card:, and also happens to hit psychic types super effectively (all the other setters).
5. :Tornadus-therian: If a team has particularly threatening taunt users, that can present difficulties setting trick room up.
6. :alomomola: Protect can pretty effectively stall out trick room turns. Similar to how standard play works.
7. :Dondozo: Unaware pokemon can freely switch into azumarill :azumarill:, so be careful of that.
https://pokepast.es/04cc7c48a484a99a
:pmd/slowking-galar: :pmd/mimikyu: :pmd/carbink: :pmd/hoopa-unbound: :pmd/ursaluna: :pmd/azumarill:
 
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Total linked domination

The teams that I used for each alt

Main/hgpl duckyalt - Prioritiy spam team, shared in previous post

duckyalt - https://pokepast.es/92973f6c72379474
:Grimmsnarl: :iron-hands: :Kingambit: :Enamorus-therian: :Manaphy: :Primarina:
Basic monoclaw team that follows the standard "5 bulky strong mons with quick claw behind screens" structure, nothing too special.

duckyalt2 - https://pokepast.es/0d130000d2fa195d
:Ribombee: :Gholdengo: :Enamorus: :Zamazenta: :Lokix: :Glimmora:
Decently standard webs team, lokix glimmora and ghold help against hyper offensive structures while enamorus and zamazenta tear through more balanced structures.

duckyalt3 - https://pokepast.es/1600d4b18577c795 and https://pokepast.es/cb62fc741f1104ba
:Corviknight: :Raging-Bolt: :Comfey: :Walking-Wake: :Great-Tusk: :Kingambit:/ :volbeat: :tornadus: :Greninja: :Ogerpon-wellspring: :quaquaval: :braviary-hisui:
The sun was by far the worst team I used, an attempt at Sun after sunny day is restricted, Comfey is entirely to cteam rain while the other mons form a standard sun structure, I don't reccomend using this team. The rain team on the other hand may be the best of the lot, it was made by a friend Delibird Heart and its possibly the most plug and play team in this metagame, you set rain and tailwind, you go to a sweeper, you win.
 
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Out of curiosity, what are thoughts on Screens as Linked moves? While they don't bother me too much as I have two crit machines (Focus Energy, Scope Lens Kingdra and Hone Claws Flower Trick Meowscarada), with how easy it is to set up for such a good effect, does anyone think it's broken or is it just a part of life here?
Ok so following up on this, imo Screens are NOT a problem, especially with Meowscarada.
Against Grimsnarl, the most common screen setter, Meowscarada absoloutely dominates because
a) Flower Trick will always ignore Reflect, and at +1 Attack it does a shit ton of damage to Grim assuming it doesn't just murder it.
b) Because it's a dark type, it has immunity to any annoying shenanigans the grimsnarl tries to use on it
If they have a Lokix, just swap into any mon that can easily tank First Impression and/or kill it easily.

Set:
Meowscarada @ Heavy-Duty Boots
Ability: Overgrow
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Flower Trick
- Knock Off
- Triple Axel
With Hone Claws boosting everything and Triple Axel commiting war crimes against any Flying or Dragon type that tries to tank Flower Trick, this set can absoloutely destroy screen teams, bulky water types etc.
 
:sv/thundurus:
Thundurus (M) @ Mirror Herb / (no item)
Ability: Prankster/Defiant
Tera Type: Electric
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Swagger/Bulk Up
- Agility/Thunder Wave/Acrobatics/Foul Play
- Acrobatics/Brick Break
- Supercell Slam/Knock Off
I feel like Thundurus Incarnate has somw potential with Swagger abuse.
While Thundurus doesn’t get Sword Dance, and couldn’t use it as a Link Combo anyways, it can use Swagger. And with Swagger, you can use Mirror Herb to give yourself a 1 time Sword Dance while also confusing the opponent. As a Linked move, you can combo this move really well into different moves.
Swagger + Acrobatics will gives you +2 Atk and removes your item so Acrobatics hits for 110 BP and at +2. This will KO a lot of Pokemon with Thundurus’s high Atk. The confusion can also keep you safe if your opponent manages to survive, potentially knocking out your target.
If you want to be extra evil, you can use Swagger + Thunder Wave. With Confusion’s 33% and Paralysis’s 25% chance, you get both a +2 Atk and 50.25% to dodge an attack. While also halving all non-electric type’s speeds. You can also use Agility over Thunder Wave for immediate Speed. The 68 Spe puts Thundurus at 275 Spe, allowing it to outspeed Regieleki after a boost.
You also have classic Swagger + Foul Play. You double your opponent’s Atk then immediately hit them with a hard hitting Foul Play.
You can also go the lawful good route and use Bulk Up + Agility, but not having an item.

If you’re running Swagger + (Attack), I’d recommend using Max Speed and Defiant. Otherwise you’d rather use Prankster and 68 Speed.
 
Linked Survey Results!

Hello everyone!

Our tiering survey has come to an end. Thank you to everyone who responded. I’m pleased to announce that we had an incredible 35 responses in all. Quite the turn out!

The Linked council will be taking your responses into account as we prepare our next voting slate for Tiering Action shortly.



Forms response chart. Question title: How much are you enjoying Linked right now?. Number of responses: 35 responses.


Forms response chart. Question title: How competitive do you find Linked right now?. Number of responses: 35 responses.


Forms response chart. Question title: How do you feel about Assurance, with 1 being fine and 5 being restriction worthy?. Number of responses: 35 responses.

Forms response chart. Question title: How do you feel about Belly Drum, with 1 being fine and 5 being restriction worthy?. Number of responses: 35 responses.

Forms response chart. Question title: How do you feel about Dragapult with 1 being fine and 5 being banworthy?. Number of responses: 35 responses.

Forms response chart. Question title: How do you feel about Electric Terrain being restricted from being linked? . Number of responses: 34 responses.

Forms response chart. Question title: How do you feel about Endeavor with 1 being fine and 5 being restriction worthy?. Number of responses: 35 responses.


Forms response chart. Question title: How do you feel about Sun as a team archetype / Heat Rock, with 1 being fine and 5 being banworthy?. Number of responses: 35 responses.


Forms response chart. Question title: How do you feel about Hoopa-Unbound with 1 being fine and 5 being banworthy?. Number of responses: 35 responses.

Forms response chart. Question title: How do you feel about Iron Moth with 1 being fine and 5 being banworthy?. Number of responses: 35 responses.

Forms response chart. Question title: How do you feel about screens/Light Clay with 1 being fine and 5 being banworthy?. Number of responses: 35 responses.

Forms response chart. Question title: How do you feel about Quick Claw with 1 being fine and 5 being banworthy?. Number of responses: 34 responses.

Forms response chart. Question title: How do you feel about Zamazenta with 1 being fine and 5 being banworthy?. Number of responses: 35 responses.

Here’s a quick run down of the results!

Enjoyment stands at an average of
7.91 / 10. Some responders indicated that they enjoyed the fast paced nature of Linked, that it was a format ripe for innovation, and that it was an easy to build teams and pick up and play.

Competitiveness stands noticeably lower at an average of 5.91 / 10. Respondents cited certain cheesy strategies and the matchup dependent nature of the hyper offensive meta.

Ranked highest concern (closest to ban/restrict/test = 5) to lowest (1).
  1. Quick Claw – 3.47
  2. Endeavor – 3.29
  3. Electric Terrain (test restriction) – 3.21
  4. Assurance – 3.14
  5. Screens / Light Clay – 3.09
  6. Dragapult – 3.06
  7. Iron Moth – 2.63
  8. Zamazenta – 2.57
  9. Hoopa-Unbound – 2.11



“Any other elements you would like to see addressed? Are there any Pokemon you would like to see unbanned? Any other comments or thoughts?“

1 mention of paralysis Linkage (well thought out response here)
Paralysis. Now hear me out. A lot of the time you have twice the opportunity to get screwed over by it, and getting rid of it (or at least t-wave, glare, and static), would make both the enjoyment and the competitiveness of the metagame better. If it just dropped speed, it would be amazing and healthy for this metagame in particular, but the 1/4, which then becomes a 7/16, or 43% chance of getting screwed over is incredibly frustrating, especially on disrupting/fast mons like Gholdengo and Dragapult respectively (both of which would be good for the meta again... if some of their top sets weren't twave+hex). Without twave, Dragapult moves down from 4 to 3 for me, draco uturn and willo+hex are still both really good, but not as ban worthy. TLDR: Getting fully paralyzed sucks even more than it does in base game due to the double chance to get para'd, and it already super sucks and is the main reason I put the competitive (and fun factor) of the metagame lower than it otherwise would be. Also Quick claw is just more of this but reverse (and only for cheese, not for speed control), so ban Quick Claw for sure.
1 mention of Chlorophyll (ban now installed)
2 mentions of set up moves (Dragon Dance, Bulk Up, Calm Mind)
2 mentions of Red Card
1 mention of Archaludon
1 mention of Ursaluna-Bloodmoon
1 mention of Regieleki
1 mention of Keldeo
2 mentions of Fake Out
1 mention of Endure (rather than Endeavor)
1 mention of Destiny Bond
1 mention of Iron Bundle
1 mention of premise change (lowering power on Linked moves)
2 mentions of speed boosting moves (Rapid Spin, Trailblaze, etc.)
1 mention of recovery moves
1 mention of Substitute

”What's your favorite cheese Vann?”

Pepper Jack. Obviously. :P
 
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Grimsnarl and potentially its prior evolutions may cause issues.
Its the only pokemon that has access to: prankster + fake out + status switching move (parting shot).

So with just Grimsnarl and Morgrem you can (near) infinitely switch back and forth with a guarranteed KO against any team that doesn't have a dark type or pokemon with a priority move.
And even if your opponent switches out the pokemon you're targeting, you'll still get a free parting shot to help you set up.
 
Grimsnarl and potentially its prior evolutions may cause issues.
Its the only pokemon that has access to: prankster + fake out + status switching move (parting shot).

So with just Grimsnarl and Morgrem you can (near) infinitely switch back and forth with a guarranteed KO against any team that doesn't have a dark type or pokemon with a priority move.
And even if your opponent switches out the pokemon you're targeting, you'll still get a free parting shot to help you set up.
I agree, although, the problem is also with rillaboom, since because of fake out, it can basically get a 150 Base power STAB Priority move (when taking into account Fake Out chip), so it often shuts down sweepers on the spot.
 
I agree, although, the problem is also with rillaboom, since because of fake out, it can basically get a 150 Base power STAB Priority move (when taking into account Fake Out chip), so it often shuts down sweepers on the spot.
I mean, given the overall power of this metagame, a powerful anti sweeper option isn’t exactly a bad thing. Setup is so strong already and there are so many mons that deal with :Rillaboom: easily(:corviknight: :heatran: :dragapult: :Zamazenta: :moltres: :skeledirge: etc) that makes :Rillaboom: a good tool to keep setup in check without actually being broken

Grimsnarl and potentially its prior evolutions may cause issues.
It’s the only pokemon that has access
So with just Grimsnarl and Morgrem you can (near) infinitely switch back and forth with a guarranteed KO against any team that doesn't have a dark type or pokemon with a priority move.
Or a ghost type, or a covert cloak mon, or a contact punisher, or any form of chip(hazards burn sand etc). There’s a lot more counterplay than just dark types or priority, and frankly every single team in this metagame should have priority nmw
 
light clay should be banned imo i see grimm screens, pult screens, deo screens, etc. all of these paired with set up guys or even more frail pokemon like an iron moth is just so pussy and braindead if you ask me
 
Happy mid-March everyone.

Following our format survey and the feedback we’ve received from you all, the Linked council has voted on a new slate, including approving a suspect test.

Let’s shake things up a bit, shall we?

Council Vote #4

Pokemon / Move / Ability
:parasect:
Ivy
:equilibra:Final Verdict​
:Kingambit:
Assurance
Restrict​
Restrict​
Restrict​
Do Not Restrict​
Do No Restrict​
3-0-2​
:dragapult:Dragapult
Do Not Ban​
Do Not Ban​
Do Not Ban​
Do Not Ban​
Do Not Ban​
0-0-5​
:Zapdos:
Electric Terrain
Restrict​
Unrestrict / Suspect​
Restrict​
Unrestrict / Suspect​
Unrestrict / Suspect​
3-0-2​
:Tsareena:
Endeavor
Restrict​
Restrict​
Restrict​
Restrict​
Restrict​
5-0-0​
:Grimmsnarl:
Fake Out
Do Not Restrict​
Do Not Restrict​
Do Not Restrict​
Do Not Restrict​
Do Not Restrict​
0-0-5​
:light clay:
Light Clay
Do Not Ban​
Do Not Ban​
Do Not Ban​
Abstain​
Do Not Ban​
0-1-4​
:quick claw:
Quick Claw
Ban​
Ban​
Ban​
Ban​
Ban​
5-0-0​

:quick claw::quick claw::quick claw:
:sv/Kingambit::sv/tsareena:

Quick Claw is banned and Assurance and Endeavor have been restricted from Linked!

Futhermore…

:sv/iron valiant::sv/zapdos::sv/iron moth:
Electric Terrain will be Suspect Tested in Linked!

The details of the suspect test can be found here.

Do your thing dhelmise!
 
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An extremely stupid set that gets hardcountered the moment there is a fairy:
Hydrapple @ Custap Berry
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Fickle Beam
- Recycle
- Nasty Plot
- Endure
uses fickle beam (also fishes for 160 bp) and then recycles the custap berry to get infinite priority, funny but not very useful
Scrafty @ Sitrus Berry
Ability: Intimidate
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Lash Out
- Dragon Dance
- Poison Jab
Somewhat strong set that capitalizes off lash out power being doubled once cc is clicked, decent sweeper if it weren't the fact that scrafty is so insanely slow. Having dual stabs that hit 120 and 150 power each is... very strong to say the least. Moxie could also work but since it already hits so dang hard you don't really need it.
 
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Announcement

The Sample Teams and the Viability Rankings have been created!!! Check them out:

Sample Teams
Viability Rankings


Huge thanks to everyone who contributed their teams, sets, and VR suggestions, and to everyone who has been actively playing the tier. Your participation really helped make this possible.

We are looking forward to receiving even more teams to expand the Sample Teams section, especially ones that showcase diverse playstyles. The same goes for the Viability Rankings. Feel free to use this thread or the OM Discord (don't forget to ping me or else I might miss your post) to share your teams, sets, and VR nominations, particularly after the latest tiering actions and with the new archetypes and Pokemon that are starting to emerge.

Please keep the content coming and keep the discussion active. The council and the players are really enjoying the enthusiasm and the strong engagement with the metagame. It is great to see how invested everyone is.

See you all around, and thanks again for the support! Bye o/
 
Fake Out + pivot moves should be restricted in some way since it can result in a blender effect of rotating Fake out and Pivot mons

=================

In the case of the Impadimp line the Fake Out + Parting shot gives both flinch and a stat debuff

Counterplay is Dark types, Covert Cloak, Shield Dust/Inner Focus, and a few Priority negating abilities
Grimmsnarl can run strong fighting moves like Drain Punch or Hammer Arm to deal with the dark type checks, Covert Cloak can be removed via Knock Off, Shield Dust and Inner Focus aren't common on meta relevant Pokémon
(Grimmsnarl is also meta relevant with many viable sets such as screens, status, or bulk up sweeper)

================

Fake out + Pivot on other mons

In this OM moves take on the lowest priority of the linked moves, but many users with Fake out and Pivot still have naturally high speed which can shut down all movement from slower enemies

Ambipom (and Persians) is the fastest at base 115 and feature a Technician boost along with Taunt and Knock off to prevent recovery, setup, hazards, and remove items

Raichu forms have 110 speed with the Alolan form being doubled in Electric terrain, both also feature Grass and Water moves for dealing with opposing Ground types

Munkidori has 104 base speed but with it's Toxic Chain ability it can deal a deadly status that racks up damage fast on opponents prevented from healing, it can even run Focus blast, Psychic noise, or Venoshock to deal with counters, prevent healing, or capitalize on an earlier Toxic Chain

Other potential users have their own upsides, Mienshao with Sucker punch resistance, Infernape and Pawmot with Bullet punch resist, Pawmot with it's own ability to revive allies, and just because he's the best representative for his combo of Fake out Flip Turn you have Blastoise with Rapid spin and bulk that can tank most priority attacks

==============

This playstyle has counterplay and isn't particularly effective at high ladder, but the fact that it places a huge restriction on which pokemon new players can use means that battles can last 20 to 30 turns or more often with the opponent only being able to act during a handful of turns...

This lack of agency on the defenders part coupled with it's drawn out playstyle (due to low damage) is uncompetitive and frankly demoralizing for new players

https://replay.pokemonshowdown.com/gen9linked-2560665364-uhlqb40d8i51w126cb3pe75w0xaqutppw?p2

https://replay.pokemonshowdown.com/gen9linked-2560644371-hlb3kab0xapd18mxupg8s49etu2u982pw

These particular teams lean heavily into the concept, but it could be reduced to just two members with the rest of the team capable of capitalizing on weakened enemies or defeating opponents who counter the strategy leading to the final mons being subjected to the aforementioned "Blender" treatment
 
Fake Out + pivot moves should be restricted in some way since it can result in a blender effect of rotating Fake out and Pivot mons

=================

In the case of the Impadimp line the Fake Out + Parting shot gives both flinch and a stat debuff

Counterplay is Dark types, Covert Cloak, Shield Dust/Inner Focus, and a few Priority negating abilities
Grimmsnarl can run strong fighting moves like Drain Punch or Hammer Arm to deal with the dark type checks, Covert Cloak can be removed via Knock Off, Shield Dust and Inner Focus aren't common on meta relevant Pokémon
(Grimmsnarl is also meta relevant with many viable sets such as screens, status, or bulk up sweeper)

================

Fake out + Pivot on other mons

In this OM moves take on the lowest priority of the linked moves, but many users with Fake out and Pivot still have naturally high speed which can shut down all movement from slower enemies

Ambipom (and Persians) is the fastest at base 115 and feature a Technician boost along with Taunt and Knock off to prevent recovery, setup, hazards, and remove items

Raichu forms have 110 speed with the Alolan form being doubled in Electric terrain, both also feature Grass and Water moves for dealing with opposing Ground types

Munkidori has 104 base speed but with it's Toxic Chain ability it can deal a deadly status that racks up damage fast on opponents prevented from healing, it can even run Focus blast, Psychic noise, or Venoshock to deal with counters, prevent healing, or capitalize on an earlier Toxic Chain

Other potential users have their own upsides, Mienshao with Sucker punch resistance, Infernape and Pawmot with Bullet punch resist, Pawmot with it's own ability to revive allies, and just because he's the best representative for his combo of Fake out Flip Turn you have Blastoise with Rapid spin and bulk that can tank most priority attacks

==============

This playstyle has counterplay and isn't particularly effective at high ladder, but the fact that it places a huge restriction on which pokemon new players can use means that battles can last 20 to 30 turns or more often with the opponent only being able to act during a handful of turns...

This lack of agency on the defenders part coupled with it's drawn out playstyle (due to low damage) is uncompetitive and frankly demoralizing for new players

https://replay.pokemonshowdown.com/gen9linked-2560665364-uhlqb40d8i51w126cb3pe75w0xaqutppw?p2

https://replay.pokemonshowdown.com/gen9linked-2560644371-hlb3kab0xapd18mxupg8s49etu2u982pw

These particular teams lean heavily into the concept, but it could be reduced to just two members with the rest of the team capable of capitalizing on weakened enemies or defeating opponents who counter the strategy leading to the final mons being subjected to the aforementioned "Blender" treatment
One more for the road https://replay.pokemonshowdown.com/gen9linked-2560771607-yww567irxs30uqf9ypbqfvy38ooqurdpw

18 turn match, and my opponent got to attack 6 times... 4 because I let them just to set a spike and sac Samurott, and to show that I have speed control on Grimmsnarl before pivoting
 
Fake Out + pivot moves should be restricted in some way since it can result in a blender effect of rotating Fake out and Pivot mons

=================

In the case of the Impadimp line the Fake Out + Parting shot gives both flinch and a stat debuff

Counterplay is Dark types, Covert Cloak, Shield Dust/Inner Focus, and a few Priority negating abilities
Grimmsnarl can run strong fighting moves like Drain Punch or Hammer Arm to deal with the dark type checks, Covert Cloak can be removed via Knock Off, Shield Dust and Inner Focus aren't common on meta relevant Pokémon
(Grimmsnarl is also meta relevant with many viable sets such as screens, status, or bulk up sweeper)

================

Fake out + Pivot on other mons

In this OM moves take on the lowest priority of the linked moves, but many users with Fake out and Pivot still have naturally high speed which can shut down all movement from slower enemies

Ambipom (and Persians) is the fastest at base 115 and feature a Technician boost along with Taunt and Knock off to prevent recovery, setup, hazards, and remove items

Raichu forms have 110 speed with the Alolan form being doubled in Electric terrain, both also feature Grass and Water moves for dealing with opposing Ground types

Munkidori has 104 base speed but with it's Toxic Chain ability it can deal a deadly status that racks up damage fast on opponents prevented from healing, it can even run Focus blast, Psychic noise, or Venoshock to deal with counters, prevent healing, or capitalize on an earlier Toxic Chain

Other potential users have their own upsides, Mienshao with Sucker punch resistance, Infernape and Pawmot with Bullet punch resist, Pawmot with it's own ability to revive allies, and just because he's the best representative for his combo of Fake out Flip Turn you have Blastoise with Rapid spin and bulk that can tank most priority attacks

==============

This playstyle has counterplay and isn't particularly effective at high ladder, but the fact that it places a huge restriction on which pokemon new players can use means that battles can last 20 to 30 turns or more often with the opponent only being able to act during a handful of turns...

This lack of agency on the defenders part coupled with it's drawn out playstyle (due to low damage) is uncompetitive and frankly demoralizing for new players

https://replay.pokemonshowdown.com/gen9linked-2560665364-uhlqb40d8i51w126cb3pe75w0xaqutppw?p2

https://replay.pokemonshowdown.com/gen9linked-2560644371-hlb3kab0xapd18mxupg8s49etu2u982pw

These particular teams lean heavily into the concept, but it could be reduced to just two members with the rest of the team capable of capitalizing on weakened enemies or defeating opponents who counter the strategy leading to the final mons being subjected to the aforementioned "Blender" treatment
One more for the road https://replay.pokemonshowdown.com/gen9linked-2560771607-yww567irxs30uqf9ypbqfvy38ooqurdpw

18 turn match, and my opponent got to attack 6 times... 4 because I let them just to set a spike and sac Samurott, and to show that I have speed control on Grimmsnarl before pivoting
Saying that this strategy only works well against new players really should tell you all you need to know.
Grimmsnarl on its own looks pretty good though. Put Grim with fast frail Pokemon like Weavile and it’ll definitely be decent option.
 
Viability Rankings
Last Updated: March 16th, 2026
These wonderful people played a significant role in helping us create this extensive viability ranking!

:pmd/porygon-z: Blip_Exists
:pmd/sylveon: Deerifius
:pmd/sinistcha: DragonPhoenix333
:pmd/dondozo: duckycrater
:pmd/armarouge: Fedswevre
:pmd/dunsparce: Sandwiches42
:pmd/toxicroak: ShotgunSlayer
:pmd/slaking: VannAccessible

S-Tier:

S- Rank:

:kingambit: Kingambit
:rillaboom: Rillaboom


A-Tier:

A+ Rank:
:dragapult: Dragapult
:garchomp: Garchomp
:great-tusk: Great Tusk
:grimmsnarl: Grimmsnarl
:iron-moth: Iron Moth
:raging-bolt: Raging Bolt
:weavile: Weavile
:zamazenta: Zamazenta

A Rank:
:cinderace: Cinderace
:clefable: Clefable
:glimmora: Glimmora
:heatran: Heatran
:hoopa-unbound: Hoopa-Unbound
:ogerpon-wellspring: Ogerpon-Wellspring
:ribombee: Ribombee
:skeledirge: Skeledirge

A- Rank:
:alomomola: Alomomola
:azumarill: Azumarill
:bellibolt: Bellibolt
:comfey: Comfey
:corviknight: Corviknight
:garganacl: Garganacl
:iron-valiant: Iron Valiant
:kyurem: Kyurem
:lycanroc-dusk: Lycanroc-Dusk
:meowscarada: Meowscarada
:mimikyu: Mimikyu
:ogerpon-cornerstone: Ogerpon-Cornerstone
:pecharunt: Pecharunt
:slowking-galar: Slowking-Galar
:talonflame: Talonflame
:terapagos: Terapagos
:ting-lu: Ting-Lu
:zapdos: Zapdos
:zapdos-galar: Zapdos-Galar


B-Tier:

B+ Rank:
:araquanid: Araquanid
:ceruledge: Ceruledge
:clodsire: Clodsire
:conkeldurr: Conkeldurr
:darkrai: Darkrai
:deoxys-speed: Deoxys-Speed
:dipplin: Dipplin
:dragonite: Dragonite
:excadrill: Excadrill
:gholdengo: Gholdengo
:hatterene: Hatterene
:iron-crown: Iron Crown
:iron-hands: Iron Hands
:keldeo: Keldeo
:kommo-o: Kommo-O
:lokix: Lokix
:lucario: Lucario
:mamoswine: Mamoswine
:manaphy: Manaphy
:mandibuzz: Mandibuzz
:mew: Mew
:moltres: Moltres
:porygon-z: Porygon-Z
:primarina: Primarina
:quaquaval: Quaquaval
:regieleki: Regieleki
:samurott-hisui: Samurott-Hisui
:sinistcha: Sinistcha
:tinkaton: Tinkaton
:tornadus: Tornadus
:ursaluna: Ursaluna
:volcanion: Volcanion
:walking-wake: Walking Wake

B Rank:
:chesnaught: Chesnaught
:cramorant: Cramorant
:dondozo: Dondozo
:enamorus: Enamorus
:entei: Entei
:fezandipiti: Fezandipiti
:goodra-hisui: Goodra-Hisui
:hydrapple: Hydrapple
:indeedee: Indeedee
:iron-treads: Iron Treads
:klefki: Klefki
:landorus-therian: Landorus-Therian
:latios: Latios
:lilligant-hisui: Lilligant-Hisui
:magnezone: Magnezone
:persian-alola: Persian-Alola
:serperior: Serperior
:skarmory: Skarmory
:toxapex: Toxapex
:typhlosion-hisui: Typhlosion-Hisui
:volbeat: Volbeat

B- Rank:
:ambipom: Ambipom
:armarouge: Armarouge
:barraskewda: Barraskewda
:basculegion: Basculegion
:blissey: Blissey
:crawdaunt: Crawdaunt
:deoxys-defense: Deoxys-Defense
:ditto: Ditto
:gliscor: Gliscor
:greninja: Greninja
:haxorus: Haxorus
:kingdra: Kingdra
:metagross: Metagross
:ninetales-alola: Ninetales-Alola
:sandy shocks: Sandy Shocks
:scizor: Scizor
:slither-wing: Slither Wing
:toxtricity: Toxtricity
:vileplume: Vileplume
:weezing-galar: Weezing-Galar
:zoroark-hisui: Zoroark-Hisui


C-Tier:

C+ Rank:
:bastiodon: Bastiodon
:braviary-hisui: Braviary-Hisui
:carbink: Carbink
:cinccino: Cinccino
:golem-alola: Golem-Alola
:grafaiai: Grafaiai
:inteleon: Inteleon
:iron-boulder: Iron Boulder
:iron-leaves: Iron Leaves
:jolteon: Jolteon
:kilowattrel: Kilowattrel
:maushold: Maushold
:pelipper: Pelipper
:raichu-alola: Raichu-Alola
:shiftry: Shiftry
:smeargle: Smeargle
:tauros-paldea-blaze: Tauros-Paldea-Blaze
:thundurus: Thundurus
:toxicroak: Toxicroak
:tyranitar: Tyranitar
:umbreon: Umbreon
:venomoth: Venomoth
:vikavolt: Vikavolt
:whimsicott: Whimsicott
who cooked up this tier list, it's not even april fools yet..
Firstly get Zama up to S tier (it is like a combined mega rayquaza, gen 1 mewtwo and gen 8 zacian-Z). Dragapult A --> S or S- (It does everything very well, pivot, status, or setup). Gholdengo --> A+ or S- (best zama counter and very solid mon). Rillaboom down to A+ or A, it's not a terrain war anymore. Greninja B- --> A+ (priority, dual stab combo, protect or upper hand for anti priority). Enamorus B --> A or A+ (easy snowball on either attacking side). Kyurem A- --> A+ (easy setup with its bulk or double freeze spam with ice beam + freeze dry). Latios B --> A. Serperior B --> B+. Quaquavel B+ --> A (Stat maniac, easily spirals out of control). Deoxys B+ --> A or A+ (Hazards lead, screens lead or mixed attacker, surprise element can give you a huge advantage). What is even a dipplin or persian alola doing in B+, played maybe 500 games and never seen those guys even once. There are a million more things to say about these mons, but they have been said or are self explanatory.

Iron valiant, ceruledge, hatterene and regileki can also be placed half a grade higher, but it is w/e.
 
Last edited:
Just for fun... I wanna show the combinations of moves that are viable as linked moves (similar to showing what abilities are good in AAA) on the viability ranking just for fun, and to hopefully make the tier that much more accessible. (Only doing S to A- for now, might do B tier at a later time) If something is bolded, I think that it is better than the alternatives, but everything I write down here at least can get competitive use (I think). Feel free to let me know if you've had success with linked moves not listed here, and I may edit the post to add it if it's convincing, but ultimately this is just my opinion as of right now. (Shoutout to VannAccessible for giving the list a once over)

S-Tier:

S- Rank:

:kingambit: Kingambit (Any 2 attacks from this list: Kowtow Cleave, Iron Head, Low Kick, and Lash Out/Night Slash)
:rillaboom: Rillaboom (Fake Out + Grassy Glide, Bulk Up + Knock Off/Wood Hammer)


A-Tier:

A+ Rank:

:dragapult: Dragapult (Thunder Wave + Hex, Willo-Wisp + Hex, DD+Dragon Darts, Choice Specs)
:garchomp: Garchomp (Spike + Stealth Rocks, Spikes + Dragon Tail, Earthquake + 2nd attack)
:great-tusk: Great Tusk (Bulk Up + Rapid Spin, Rapid Spin + Knock Off, Knock Off + CC, etc.)
:grimmsnarl: Grimmsnarl (Fake Out + Parting Shot, Light Screen + Reflect)
:iron-moth: Iron Moth (Meteor Beam + Agility, Acid Spray + Fiery Dance)
:raging-bolt: Raging Bolt (Draco Meteor + Volt Switch, Calm Mind + Thunderbolt, Electric Terrain + Rising Voltage/Volt Switch)
:weavile: Weavile (Hone Claws + Triple Axel, Knock Off + Attacking Move)
:zamazenta: Zamazenta (Iron Defense + Body Press, Howl + Crunch/Close Combat)

A Rank:
:cinderace: Cinderace (Pyro Ball/Flare Blitz + U-Turn, Bulk Up + Attack, Court Change + U-Turn)
:clefable: Clefable (Cosmic Power + Calm Mind, Calm Mind + Moonblast, Cosmic Power + Moonlight)
:glimmora: Glimmora (Meteor Beam + Rock Polish, Mortal Spin + Venoshock, Stealth Rocks + Mortal Spin)
:heatran: Heatran (Magma Storm + Substitute, Magma Storm + Earth Power)
:hoopa-unbound: Hoopa-Unbound (Hyperspace Fury + Lash Out/Knock Off, Really any 2 attacks, it hits hard)
:ogerpon-wellspring: Ogerpon-Wellspring (Focus Energy + Ivy Cudgel, Ivy Cudgel + Attack/U-Turn)
:ribombee: Ribombee (Skill Swap + Sticky Web, Sticky Web + U-Turn, Quiver Dance + Moonblast)
:skeledirge: Skeledirge (Torch Song + Any of these: Shadow Ball, Flame Charge, Slack Off)

A- Rank:

:alomomola: Alomomola (Wish + Flip Turn, Mirror Coat/Scald + Flip Turn)
:azumarill: Azumarill (Liquidation + Waterfall, Belly Drum + Liquidation)
:bellibolt: Bellibolt (Soak + Electric Attack)
:comfey: Comfey (Giga Drain + Draining Kiss)
:corviknight: Corviknight (Tailwind + U-Turn, Roost + U-Turn, Agility + Bulk Up)
:garganacl: Garganacl (Salt Cure + Recover/Iron Defense/Sandstorm/Substitute)
:iron-valiant: Iron Valiant (Close Combat+ Knock Off/Moonblast/Spirit Break, Choice Scarf w/Trick, Calm Mind + Moonblast)
:kyurem: Kyurem (Dragon Dance + Icicle Spear/Scale Shot, Blizzard/Ice Beam + Freeze Dry/Earth Power, Icicle Spear + Scale Shot)
:lycanroc-dusk: Lycanroc-Dusk (Accelrock + Quick Attack, Bulk Up/Crunch/Psychic Fangs + Close Combat)
:meowscarada: Meowscarada (Flower Trick/Knock Off + U-Turn, Flower Trick + Knock Off, Spikes + T-Spikes)
:mimikyu: Mimikyu (Will-o-Wisp/T-Wave/Taunt + Destiny Bond, Hone Claws+ Play rough)
:ogerpon-cornerstone: Ogerpon-Cornerstone (Focus + Ivy Cudgel, Ivy Cudgel + Attack/U-Turn, if on sun: Growth + Trailblaze/Ivy Cudgel)
:pecharunt: Pecharunt (Toxic/Wisp/Malignant Chain + Hex, Malignant Chain + Parting Shot)
:slowking-galar: Slowking-Galar (Future Sight/T-Wave/Toxic + Chilly Reception)
:talonflame: Talonflame (Acrobatics + Dual Wingbeat, Hurricane + Air Slash, Brave Bird + Roost)
:terapagos: Terapagos (Calm Mind + Rapid Spin/Tera Starstorm)
:ting-lu: Ting-Lu (Spikes + Whirlwind, Earthquake + Payback)
:zapdos: Zapdos (Tailwind/Roost + U-Turn/Volt Switch, if on rain: Hurricane + Thunder/Weather Ball)
:zapdos-galar: Zapdos-Galar (Thunderous Kick + Brave Bird/Throat Chop/Close Combat, Bulk Up + Trailblaze/Agility)
 
Easy to use and very good team!
(you dont have to use the nicknames i just think theyre funny)

Ice Shard (Weavile) @ Life Orb
Ability: Pressure
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Triple Axel
- Low Kick
- Knock Off
Very good speed tier for this meta and it can very easily sweep weakened teams, especially once stuff like Rocky Helmet walls are gone.

Im using Electric (Regieleki) @ Magnet
Ability: Transistor
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Rapid Spin
- Extreme Speed
Great for revenge-killing; just does so much damage to any non-resists.

Infiltrator (Dragapult) @ Power Herb
Ability: Clear Body
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Acrobatics
- Phantom Force
Like Weavile but boosts its speed. Ghost type + Dragon Darts lets it outlast defensive mons like Corviknight. You pretty much don't need coverage, so Phantom Force is just for Fairy types like Hatterene with Acrobatics as the next strongest option.

Support (Indeedee) (M) @ Red Card
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Hyper Voice
- Endure
- Encore
Psychic Terrain stops hazards. That's pretty much the purpose of this mon. It can help against Rillaboom and Prankster and let the other fast mons sweep. Endure + Red Card is a good option as a one-time way to stop sweeping. Red Card also lets it usually live the first linked move, switch the opponent out, then do big damage with Expanding Force + Hyper Voice.

Free Hazards (Glimmora) @ Power Herb
Ability: Toxic Debris
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Meteor Beam
- Rock Polish
- Earth Power
- Sludge Wave
I almost always lead this to make it seem like it's for hazards. First time you use Meteor Beam, the Power Herb makes it one turn so you also boost speed with Rock Polish. After that, Meteor Beam just becomes a one turn move and you can't use Rock Polish.

Liquidation (Dondozo) @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Curse
- Body Press
- Liquidation
- Rest
Most of the setup mons that are good against this team are physical attacks. Body Press is there since Ogerpon Water is very common, it was linked Rest + Sleep Talk with just Liquidation before.
 
For an OM that has a broken idea in theory its pretty well balanced at the moment.
Here is my team that I've been running, gotten me to mid to high ladder.

https://pokepast.es/dfd87354f4a781da
:Weavile: :Darkrai: :Primarina: :Talonflame: :Clodsire: :Empoleon:

Sash weavile can outpace other leads that run setup + attack. Weavile can sweep weaker teams and adamant is run over jolly to pick off weakened dragapult more consistently.

Darkrai does the same job as weavile but on the special side with charge beam + dark pulse being used over cm + dark pulse to break through opposing sash mons. Sucker punch provides extra priority against anything that has + speed or slower pokemon with priority such as kingambit and raging bolt.

Primarina has kee berry which boosts def +1 after getting hit by a physical move allowing you to better setup and check mons like smack down + headlong rush tusk, shutting down ceruledge’s poltergeist and bitter blade thru psychic noise, as well as quaquavel.

Talonflame provides the team with a main source of priority and defog, which I’ve never clicked lol.

Clodsire is your main physdef wall, counter + recover takes a large majority of hits, removing physical threats and getting back to half HP. Unaware is run to better check majority of setup as primarina and empoleon check the main two rain abusers in quaquavel and greninja respectively.

Empoleon was the latest addition as I needed something that could reliably check battle bond greninja in rain without giving up unaware on clodsire. Metal sound + flip turn provides slow pivot potential and allows darkrai and talonflame better matchups on pokemon like heatran and talonflame. Empoleon’s natural bulk and typing allows it to deal with heatran, special talonflame, iron moth and greninja.
 
Feel free to let me know if you've had success with linked moves not listed here, and I may edit the post to add it if it's convincing, but ultimately this is just my opinion as of right now. (Shoutout to VannAccessible for giving the list a once over)
As I've mentioned before, Focus Energy + Draco Meteor Sniper Kingdra w Scope Lens goes nuts.
A 130 BP, STAB, Guaranteed Crit, Sniper Boosted move that can be set up in one turn nukes most mons, with Scalds and Ice beams for any fairy type that tries to wall it (which are also guaranteed to crit). Besides a damage increase, guaranteed crits means no amount of Sp.Def boosts or Screens can save you from the explosive fury of the seahorse, and lowering the Sp.Atk of it does literally nothing lol
 
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