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Metagame Trademarked - Zacian-Crowned freed, Tera Blast banned, and 50% Recover Moves + Strength Sap limited to 1!

I gotta agree with ljsdnlsdln here, good points.

Echoing their points. At the end of the last time TM was omotm I felt like we were closing in on a stabilized meta where most of the outright, undeniably broken and competitive aspects were dealt with (para & annihilape for example). The first two weeks there were plenty of fires to put out and decision had to be made quickly and decisively, but imo that approach overstayed its welcome. The balacing act between creativity and bans isn't one dimensional. If you ban something centralizing that creates room for creativity, but bans can also be made too early - before an equilibrium can be found.

The second to last banlist was already right on that line imo, but disable and imprison really comes out of the blue. Neither of these felt like big problems when this was omotm. Sure, disable does screw you if you're choice'd, but that's kind of the point yeah? Outside of that scenario, the advantage disable gave never felt that oppressive to me. The situations where it came in handy were often very telegraphed. It required both skills, prediction and creativity to use effectively. It wasn't cheesy, it was creative.

Imprison is even more baffling imo. Let's be honest here, there were only ever three real users of imprison: Decidueye, mew and smeargle. Smeargle was really only used to counter Annihilape because Annihilape was so stupid - but that's irrelevant now. Sure, theoretically Smeargle can shut down anything with imprison but why not just ban Smeargle then - it was already a cheesy mon in this meta. Even if you use imprison smeargle to counter a threat you'd essentially need to match their moveset exactly, as smeargle is so frail that most moderately strong hits will blast it if your opponent has half decent coverage. Decidueye is honestly one of my favourite strats, but even then it was always very matchup reliant. Having a semi-reliable way to make progress versus corviknight, a spinblocker, hazard remover, knock off absorber and u-turn blocker was pretty healthy for this meta tbh. I don't think imprison was the problem here.

The argument "imprison let u target certain mons by carrying moves that they use in order to not allow them to ever click them at all or be used on a scarf smeargle to allow anything lower than scarf smeargle to have to switch." doesn't really hold up to scrutiy. The first part is just an explanation of what imprison does, not why this is unhealthy. Ironically, the same argument could be made for magnet pull - which was freed in the same post. Situationally useful, but deadweight otherwise. Scarf imprison smeargle is a gimmick that maybe does something in one out of a hundred matches. I can't really sugar coat it any other way, imprison smeargle is bad, and if it's so bad then ban smeargle - not imprison.
 
The conduct in this thread has been abysmal and I will be flat out deleting posts with bad tone. Any disrespectful language from this point on will be infracted.

You can continue to discuss Disable/Imprison, but do not belittle the people you're discussing it with while doing so.

Relatedly, I implore everyone reading this to sign up for https://www.smogon.com/forums/threads/omcl-homefield-advantage-training-no-johns-tour-signups.3772125/ to try and explore the meta and help it develop before OMCL starts.
 
Relatedly, I implore everyone reading this to sign up for https://www.smogon.com/forums/threads/omcl-homefield-advantage-training-no-johns-tour-signups.3772125/ to try and explore the meta and help it develop before OMCL starts.
Further expanding on this point, we'll instead be using No Johns as our period to properly test Disable and Imprison.

For clarification, Disable and Imprison are unrestricted. We will, however, be hitting Decidueye and Smeargle as suggested by OM leadership as to reduce uncompetitiveness from the combo of Imprison + Roost + U-turn. This combo is targetted in particular as it shuts down a large portion of the viable defensive pivots, like Corviknight, Zapdos, and Mandibuzz, without good reason. Smeargle also has the added benefit of literally invalidating anything it wants, which is extra dumb.

As a final addendum, Byleth has chosen to step down from the council. This was a decision they decided before the chaos, and we wish them all the best in their future endeavors and thank them for what they've done for us here.
 
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i was going to make a big teambuilding guide but its all gone :( ill try to get it up after next week, sry guys - main thing i was gonna point out is to not stack choice breakers bc it makes your team autolose to disable - instead you should use progress makers that can take advantage of the pressure that choice users create (such as with this team).

survey will be up after week 7 of omcl
 
Great Tusk @ Heavy-Duty Boots
Ability: Bulk Up
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Headlong Rush
- Knock Off
- Ice Spinner
Boots BU Tusk is kind of weird in Trademarked. You'd generally prefer to run Stealth Rock in ability slot on Boots sets because Sap Sinistcha and Reflect/IDef Corviknight both pose serious challenges to break through and can just sit on Tusk. Bulk Up sets generally have Taunt for Corviknight or a boosting item like Choice Band to deal meaningful damage.

Hawlucha (M) @ Protective Pads / Lum Berry
Ability: honeclaws
Tera Type: Fighting / Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Dual Wingbeat
- Encore / Stone Edge
- Swords Dance[/SPOILER]

Krookodile @ Loaded Dice
Ability: Hone Claws
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Scale Shot
- Gunk Shot
These are unfortunately just bad. Neither Pokemon have the damage to do anything in the tier with boosts alone because the meta is so centralised around boost management.

To give better context, take a look at these four teams:
:dragapult::thundurus-therian::clefable::ting-lu::alomomola::corviknight: Dragapult Status Spam
:ogerpon-wellspring::great-tusk::roaring-moon::revavroom::sinistcha::corviknight: Revavroom Hazstack Balance
:primarina::great-tusk::deoxys-speed::cinderace::pecharunt::dragapult: AV Primarina Offense by Axzel
:chi-yu::corviknight::sandy-shocks::iron-valiant::milotic::zarude: Zarude + Scarf Disable IVal Sun

These three teams feature serious backbones with a mixture of straight stat buffs, screens, and regular abilities as their defensive cores to hold stat increases back, while offensive pieces generally either try to stack modifiers to muscle through, run stallbreaking techs like Brick Break, Taunt, or Focus Energy, or try to stack a bunch of hazards to put them into range. There is also one other thing to note: no team should be fully reliant on choice breakers to make progress, otherwise this will allow Disable users to come in for free and cause havoc.


While unrelated to the above, I'd also like to say in this post that I'd like to take this OMotM a lot more seriously when it comes to community input. Last otM was pretty poor from us and led to a serious divide. As such, I would like to at least push towards doing all of the following:
  • Consider retesting less obviously broken elements, such as Endure, Ingrain, Magearna, and Sneasler, all with serious community input
    • This would be done with a three-part testing stage of initial friendly tests, followed by roomtours, and then potentially a suspect test, all dependent on if the community is interested in potentially reincluding any of these elements into the meta
  • Update resources and provide a sample setlist
  • Conduct a survey within the first week and then again at the end of the month
  • Potentially continue any potential interest from Trademarked past the end of the month if the support is present.
I don't want to make the same mistakes as last time and know how interesting this meta is, and know there's a lot of meta development to come in the future. We didn't involve the community last time, and that only hurt the format, so preventing that is a priority.

We're looking forward to Trademarked's OMotM rerun, and hoping to see some cool stuff starting tomorrow!
 
Teams for ladder
https://pokepast.es/779b66e7e2d29949 ceru sun
https://pokepast.es/57082010133e1540 heatran over ceru sun

252 Atk Landorus-Therian Earthquake vs. +2 252 HP / 200 Def Heatran: 280-336 (72.5 - 87%) -- guaranteed 2HKO after Stealth Rock
https://pokepast.es/9f57df056165181e Arch+Thundy rain
252+ SpA Tera Electric Thundurus-Therian Thunder(charged) vs. 4 HP / 252+ SpD Blissey: 332-392 (50.9 - 60.1%) -- guaranteed 2HKO funny calc
https://pokepast.es/32445b6c93207cff disable stall

ill add a lot more later i got a bunch of unfinished teams and things i gotta test first. underselling it should be about a team a week added minimum
 
would like to share a team that i did decently well with on ladder, i think i won my last 7(?) games with it in a row, very solid although probably unoptimized
:deoxys-speed: :enamorus: :iron valiant: :cinderace: :manaphy: :glimmora:

Deoxys-Speed is so funny as a lead rocker because people will see Stealth Rock and expect Spikes next, but then you click Nasty Plot and rip a hole in their team. IDef CM Enam + Acid Armor Take Heart Manaphy are really cheap mons, running away with the game really easily and can bullshit the meta. Many ladder teams are either 1. using tspike poison type or 2. no poison type which glimmora can bully the shit out of, and ofc meteor beam modest is a nuke. Psych Up Valiant is a nice way to offensively check setup sweepers and just reverse sweep so easily. I am not sure on the set, but I felt like mixed was best so no matter what stat you copy you can benefit from it. Cinderace is our way of threatening Corviknight or at least forcing it Tera, haha +2 Charcoal Tera Fire Pyro in sun go brrr

only issues for this team is probably Heart Swap Manaphy, very annoying mon to deal with LOL, i def love this meta, will look into building in the future hopefully, and yeah this team is not optimized for tour play probably, but its good enough for ladder so

edit: tera dark val prob better
 
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I fully believe Spikes should be restricted and Meowscarada should maybe be banned. I have reached #6 on the ladder with a 22-3 record using the team attached below.
:greninja: :meowscarada: :milotic: :alomomola: :great tusk: :landorus-therian:
1785782387217.png

1785782407513.png


I decided to make this team because I was sick of stall being unable to beat up hazard stack. Meowscarada with Choice Band and Hone Claws is basically unwallable, and the Rocky Helmets on both Landorus-Therian and Alomomola just fully destroy Corviknight's hopes and dreams of removing hazards. Greninja is just there because it is the fastest spiker besides Meowscarada, so it can get the edge on the Ogerpon variants. With double Knock Off pressure on Meowscarada and Great Tusk with Ice Spinner, even Drifblim isn't safe from spinblocking.
+1 240+ Atk Great Tusk Ice Spinner vs. 252 HP / 252+ Def Drifblim: 330-390 (65.4 - 77.3%) -- guaranteed 2HKO

Growth Trailblaze Ogerpon sets and Sinistcha are concerning, but a Tera Steel on Milotic, Alomomola, or Great Tusk should solve those issues. Slither Wing can also be a severe issue with Bulk Up Choice Banded Close Combat, but I don't see a way to improve that matchup unless I want to replace Landorus-Therian or change a Tera type.
 
Trademarked news!
We have two pieces of information this time around!​

The first is we are unbanning Zacian-C and unrestricting Ingrain!

:zacian-crowned:
  • The crowned dogs aren't all that special in Trademarked! While Zacian-C is immensely strong in regular play, Trademarked features a wide range of Pokemon that can boost just like it, just without the one-time limit. This major limiting factor alongside the lack of an item slot makes it significantly less destructive than other formats and, as such, we are unbanning it​
:tr71: Ingrain
  • We actually have no idea why this one is restricted! Ingrain isn't particularly strong on anything, traps the user, and doesn't supply any stat boosts. It also has the exact same gains as Aqua Veil, plus the whole no-phazing deal. It's also not really on anything that wants to use it.​
I do want to clarify one thing, though - we will be looking at these three elements once the survey ends. However, since they aren't on the ladder until next hotpatch, we have elected to not include them on the survey and instead use feedback gathered from both here and the Other Metas Discord to figure out their fates.


The other piece of news, if you haven't already gathered, is we are holding our first survey of our OMotM period! This will run until <t:1786334340:R> (or, more realistically, after I wake up), and you can find that HERE! Do go add your input, lest your pillow be hot tonight...
 
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I can't say I agree with the Ingrain un-restriction - this set, or at least the Ingrain Trademark - Skill Swap move core, is the reason why Ingrain got restricted as a Trademark in the first place:

:SV/Trevenant:
Trevenant @ Leftovers / Colbur Berry / Kasib Berry
Ability: Ingrain
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Skill Swap
- Horn Leech
- Knock Off
- Toxic / Poltergeist

Skill Swap the Ingrain Trademark onto an opposing mon, and it's now trapped - and unlike with most trapping moves, even Trevenant switching out won't let the mon switch out, so it's a sitting duck facing the best of Trevenant's teammates. Ghosts risk getting smacked by super-effective STAB if they anticipate the Skill Swap. The once-a-turn Trademark restriction nerfs this combo, but not completely - Trevenant can still try tanking a move and Skill Swapping anyway next turn, especially if it used a different move on the turn of the anticipated switch. And even trapping a mon likely to win the 1-vs.-1 such as Kingambit means that Trevenant's teammate, say Great Tusk, can set up in the trapped counter's face.

And yes, this Trevenant is legal in SV Trademarked.
 
I can't say I agree with the Ingrain un-restriction - this set, or at least the Ingrain Trademark - Skill Swap move core, is the reason why Ingrain got restricted as a Trademark in the first place:

:SV/Trevenant:
Trevenant @ Leftovers / Colbur Berry / Kasib Berry
Ability: Ingrain
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Skill Swap
- Horn Leech
- Knock Off
- Toxic / Poltergeist

Skill Swap the Ingrain Trademark onto an opposing mon, and it's now trapped - and unlike with most trapping moves, even Trevenant switching out won't let the mon switch out, so it's a sitting duck facing the best of Trevenant's teammates. Ghosts risk getting smacked by super-effective STAB if they anticipate the Skill Swap. The once-a-turn Trademark restriction nerfs this combo, but not completely - Trevenant can still try tanking a move and Skill Swapping anyway next turn, especially if it used a different move on the turn of the anticipated switch. And even trapping a mon likely to win the 1-vs.-1 such as Kingambit means that Trevenant's teammate, say Great Tusk, can set up in the trapped counter's face.

And yes, this Trevenant is legal in SV Trademarked.
If necessary we can just hit Trevenant, the ban itself was never explained anywhere and only Trevenant is able to escape the self-lock. Not really anything else can use this, and it takes a long time to activate the trap.
 
I fully believe Spikes should be restricted and Meowscarada should maybe be banned. I have reached #6 on the ladder with a 22-3 record using the team attached below.
:greninja: :meowscarada: :milotic: :alomomola: :great tusk: :landorus-therian:
View attachment 852871
View attachment 852872

I decided to make this team because I was sick of stall being unable to beat up hazard stack. Meowscarada with Choice Band and Hone Claws is basically unwallable, and the Rocky Helmets on both Landorus-Therian and Alomomola just fully destroy Corviknight's hopes and dreams of removing hazards. Greninja is just there because it is the fastest spiker besides Meowscarada, so it can get the edge on the Ogerpon variants. With double Knock Off pressure on Meowscarada and Great Tusk with Ice Spinner, even Drifblim isn't safe from spinblocking.
+1 240+ Atk Great Tusk Ice Spinner vs. 252 HP / 252+ Def Drifblim: 330-390 (65.4 - 77.3%) -- guaranteed 2HKO

Growth Trailblaze Ogerpon sets and Sinistcha are concerning, but a Tera Steel on Milotic, Alomomola, or Great Tusk should solve those issues. Slither Wing can also be a severe issue with Bulk Up Choice Banded Close Combat, but I don't see a way to improve that matchup unless I want to replace Landorus-Therian or change a Tera type.
Tried using the team and suddenly everyone wants to use Meowscarada or some other grass type like Ogerpon so there's that
 
Played this in gen8 and it was a crazy fast broken checks broken metagame held togheter by grapploct, loved it so much. I think I will have an hard time liking this with everything and their mom being banned. Expecially the most interesting speed control options of tailwind and trick room. But I will give it a try
 
im trying to make a rabsca speed swap gimmick team and i got the idea to use psychic terrain and expanding force as support. problem is i suck ass at team building. here's what i'm cooking so far:
Rabsca @ Heavy-Duty Boots
Ability: Speed Swap
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Calm Mind
- Bug Buzz
- Expanding Force

Hatterene (F) @ Leftovers
Ability: Reflect
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Future Sight
- Expanding Force
- Thunder Wave
- Shadow Ball

Deoxys-Speed @ Terrain Extender
Ability: Psychic Terrain
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Stealth Rock
- Thunder Wave
- Spikes

Slowking-Galar @ Leftovers
Ability: Light Screen
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Expanding Force
- Future Sight
- Slack Off
- Protect

Dragapult @ Choice Band
Ability: Infiltrator
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Darts
- Phantom Force
- U-turn
- Psychic Fangs

Iron Valiant @ Life Orb
Ability: calmmind
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Aura Sphere
- Moonblast
- Thunderbolt

Thoughts?
 
Played this in gen8 and it was a crazy fast broken checks broken metagame held togheter by grapploct, loved it so much. I think I will have an hard time liking this with everything and their mom being banned. Expecially the most interesting speed control options of tailwind and trick room. But I will give it a try
You can fill the survey, a bunch of stuff may get tested according to the results
 
I think Empoleon is a very underrated pick in Trademarked, with a solid defensive typing and good special bulk, it can act as a good pivot with Roost as its ability and an AV. It deals with top offensive threats like :dragapult: :darkrai: :iron valiant: (special variants), and can deal with electric types such as :zapdos: :thunderous-therian: with Tera Bug/Ground.

https://pokepast.es/2ab7d0f5286db911
This is a sort of hazard stack and Hex spam team I found decent success with on the ladder. :great tusk: and :ogerpon-wellspring: set up rocks and spikes, double ghost to spinblock and double regen for pivoting.

empoleon.gif


Empoleon @ Assault Vest
Ability: roost
Tera Type: Bug
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Surf
- Ice Beam
- Knock Off
- Flip Turn

Max HP and SpD + AV for special bulk, min speed for slow pivots against :corviknight: , which it can also wall out if its a Brave Bird set. It deals with strong special attackers, and takes super-effective non-STAB hits well, such as Earth Power from :kyurem: and Aura Sphere from :iron valiant: . It also acts as a good Knock Off user for the team to remove boots. Tera Bug helps resist ground and fighting STABs from :sandy shocks: and physical :iron valiant: , allowing for either more chip or a safe Flip Turn into Pult to deal with them. Its natural steel typing makes it immune to poison, something that other bulky waters like :milotic: :primarina: lack.

pecharunt.gif


applesauce (Pecharunt) @ Heavy-Duty Boots
Ability: recover
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Malignant Chain
- Hex
- Parting Shot

Primary physical wall, max HP and Def walls out pretty much all :iron valiant: , as well as all forms of :ogerpon: and :cinderace: :meowscarada: . Toxic for the Hex spam and to wear down bulky threats like :miltoic: :roaring moon: :alomomola: that often are regen abilities, and itself can't get poisoned because of its typing. :great tusk: may be a threat for the team, so Tera Fairy helps it live +1 Headlong so it can throw off a Toxic, relying on the regens to stall out turns until Pult finishes it off.

greattusk.gif


big man (Great Tusk) @ Heavy-Duty Boots
Ability: stealthrock
Tera Type: Steel
EVs: 248 HP / 4 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Headlong Rush
- Close Combat
- Ice Spinner

Rocks setter with ability, and the only hazard removal of the team. Pretty reliable lead most of the time, leads well into :landorus-therian: and :revavroom: , and can fire off 4x effective Ice Spinner and Headlong Rush into them. Acts as a sort of secondary physical wall to threats like :ceruledge: and other :great tusk: that pech cant handle.

ogerponwellspring.png


legos (Ogerpon-Wellspring) (F) @ Wellspring Mask
Ability: spikes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ivy Cudgel
- Knock Off
- Encore
- Synthesis

Typical spikes-pon, with the helpful water-typing dealing with :cinderace: :iron treads: and non-boosted :great tusk:. Encore helps deal with set-up threats like :manaphy: , and Tera for +1 SpD allows it to act as a secondary special wall. It carries Knock Off also to get rid of boots, leftovers and AV so dragapult can break in late-game.

slitherwing.png


batman (Slither Wing) @ Assault Vest
Ability: bulkup
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Leech Life
- Brick Break
- U-turn

Last wall and secondary damage dealer, with priority First Impression to deal with fast threats like :darkrai: . :great tusk: is a big threat so a ground resist is helpful,a long with +1 Def from Bulk Up. Brick Break deals with screens, which is quite annoying as it cuts damage of Hex. U-turn is just great for pivoting into the actual threats and to heal up the regen mons.

dragapult.gif


nyoom (Dragapult) @ Heavy-Duty Boots
Ability: disable
Tera Type: Ghost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Will-O-Wisp
- Dragon Darts
- Hex
- U-turn

The main breaker, with wisp as the status for Hex spam, burning steels like :corviknight: :cobalion: , and its ghost type helps it be immune to their +2 Body Press. Nothing on the team can really hit :corviknight: for super-effective damage, so the main way to deal with it is wisp into Hex. Its really helpful that it outspeeds basically everything barring scarf mons, and most :iron valiant: :darkrai: don't run scarf anyway so its an easy U-turn into the walls, and for scarf variants Disable shuts them down.

replays:
https://replay.pokemonshowdown.com/gen9trademarked-2661782553
https://replay.pokemonshowdown.com/gen9trademarked-2661655903?p2
 
Best metagame is finally back!!! It definitely is way different than it was in Gen 8 (miss triple waters), but still super fun to play.

Just posting to share some pretty sucessful teams i've made recently. Enjoy!

Team number 1 -> Hyper offense no hazards (updated) - https://pokepast.es/eca217ada8be25b0.

Team number 2 -> Hazard trick spam (updated until spikes restriction) - https://pokepast.es/0ac08cf69227dfa0 || https://pokepast.es/4c837157e546a8f3 || https://pokepast.es/2a63881487ec58e1 || https://pokepast.es/b8bffd9bd065804f

Team number 3 -> Balance (updated until spikes ban) - https://pokepast.es/17cb1972793393f5

1786298700210.png
 
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I wanted to wait until the last day to answer the survey, but I just missed it rip. Shame Zacian & Trevenant aren't legal yet, hard to review until they are legal.

I managed to peak third on the ladder with a BO hazard stacking team. I think the metagame is in a good place as it is, with no obvious problematic threats.

With that said, I would like to air some thoughts on :revavroom:. It's arguably the best revenge killer and wallbreaker in the meta right now with this set:

:Revavroom: @ Choice Band
Ability: Shift Gear
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head/Spin out
- Gunk Shot
- Temper Flare
- High Horsepower

Due to +1 attack & choice band being a multiplicative adamant Revavroom reaches ~833 attack and 558 speed, which is just a smidge faster than choice scarfed Cinderace. It outspeeds everything below 120+ base speed +1 speed).

833 attack with Revarooms perfect coverage is enough to 2HKO or OHKO almost every thing given the right prediction. Max defence corviknight at +2/Reflect barely manages to avoid the 2HKO after rocks if its completely healthy, but even a little chip is enough to 2HKO it. If anyone else has found a defensive answer to this I'm eager to hear it. Of course Revavroom isn't the only pokemon that is difficult to switch into (Iron Valiant, Darkrai, Meowscarada etc.) - but none of those threats posess the same power + speed combination that Revavroom has.

However, with all of the said, I'm not sure if it's ban worthy for a couple of reasons. First of all, it requires correct prediction to function properly. All of its attacking moves are quite easy to handle by common metagames staples if you manage to predict it correctly. Corviknight alone walls 3/4 of its attacks comfortably, while a non-stab 75 base fire attack is not hard to switch into for a lot of things. So if you can manage to predict correctly then it's certainly not impossible to handle.

Another issue is that it's not very difficult to chip with hazards and rocky helmet. In practice, you're likely to get Revavroom in safely perhaps 3-4 times during a match. It can do tremendous damage when it gets in, but getting it in in the first place is not very easy. With spikes up, rocky helmet corviknight + phy. def recover milotic makes it less threatening than it usually would. However, all of this relies on effective management of hazards and pressure, which is difficult to sustain against good players.

Finally, Revavroom might actually be quite healthy for the meta. Without Revavroom and spikes the danger is that this meta will become far too offensively inclined. The threat is how strong recovery moves are as trademarks. Spikes and wallbreakers are helpful in breaking through strong defensive cores. Without them I fear that the meta will shift decisively towards defensive archetypes - which would be boring imo. For that reason I'd also like to keep spikes in the meta. Spikes lets you make progress against defensive teams and by forcing offensive threats to run HDBs it also makes defensive counter play easier. Removing spikes would destabilize the meta significantly.

To end on a "call to action" as they say, I'd like to hear what people's thoughts are on Revavroom rather than jumping to a suspect test. Discussion is good and if more people agree then perhaps it could be a contender for the first TM suspect test? I don't know, but I'd love to hear what others think.

--

That's it, good meta and I like playing it!
 
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What I’m gonna say might sound idiotic but I think Hisuian Liligant should be feared and considered more while teambuilding.

Now don’t get me wrong, that’s a Pokémon with obvious flaws. Mediocre Bulk, and not j the best typing. BUT!

It has one tool no other mons have. And that is Victory Dance as the trademark. Now don’t get me wrong, Liligant is weaker than Revavroom. But it doesn’t make it weak by itself. If anything it allows you to double down and have twice what makes revavroom so strong. Despite it’s poor defensive capabilities, grass/fighting with ice coverage hits most of the metagame for neutral or super effective damage. Pair it with tera blast Ghost (or Fire if you need to 2HKO Idef Corv), and a life orb and you now have an offensive monster that is really hard to switch into. For reference, it can 2HKO Defog Corv with Close Combat, and OHKO Milotic with either Petal Blizzard or Leaf Blade, making that defensive core less of an issue for the rest of the team.

Before anyone tells me I’m wrong, I hit approximately top 11 on the Trademarked ladder with an Hisuian Liligant team.
 
What I’m gonna say might sound idiotic but I think Hisuian Liligant should be feared and considered more while teambuilding.

Now don’t get me wrong, that’s a Pokémon with obvious flaws. Mediocre Bulk, and not j the best typing. BUT!

It has one tool no other mons have. And that is Victory Dance as the trademark. Now don’t get me wrong, Liligant is weaker than Revavroom. But it doesn’t make it weak by itself. If anything it allows you to double down and have twice what makes revavroom so strong. Despite it’s poor defensive capabilities, grass/fighting with ice coverage hits most of the metagame for neutral or super effective damage. Pair it with tera blast Ghost (or Fire if you need to 2HKO Idef Corv), and a life orb and you now have an offensive monster that is really hard to switch into. For reference, it can 2HKO Defog Corv with Close Combat, and OHKO Milotic with either Petal Blizzard or Leaf Blade, making that defensive core less of an issue for the rest of the team.

Before anyone tells me I’m wrong, I hit approximately top 11 on the Trademarked ladder with an Hisuian Liligant team.
Watch Lilligant dance on the enemy’s corpses
 
What I’m gonna say might sound idiotic but I think Hisuian Liligant should be feared and considered more while teambuilding.

Now don’t get me wrong, that’s a Pokémon with obvious flaws. Mediocre Bulk, and not j the best typing. BUT!

It has one tool no other mons have. And that is Victory Dance as the trademark. Now don’t get me wrong, Liligant is weaker than Revavroom. But it doesn’t make it weak by itself. If anything it allows you to double down and have twice what makes revavroom so strong. Despite it’s poor defensive capabilities, grass/fighting with ice coverage hits most of the metagame for neutral or super effective damage. Pair it with tera blast Ghost (or Fire if you need to 2HKO Idef Corv), and a life orb and you now have an offensive monster that is really hard to switch into. For reference, it can 2HKO Defog Corv with Close Combat, and OHKO Milotic with either Petal Blizzard or Leaf Blade, making that defensive core less of an issue for the rest of the team.

Before anyone tells me I’m wrong, I hit approximately top 11 on the Trademarked ladder with an Hisuian Liligant team.
the biggest issue this runs into is reflect + any physical wall. i don't think corv is that good with max defense reflect and its really quite easy to exploit too but the ability to set reflect with a strong defensive typing and good mixed bulk while also having uturn + defog is really potent. my current go-to partners are sap sinistcha, withdraw pecharunt, idef hands (when with a wishpasser like scream tail or vaporeon), and ive even started experimenting with defensive bloodmoon sets, and all but that guy do well into lilli-h.

the main issue im trying to highlight is longevity. how many times are you getting it in versus a well-built team and how much are you really doing? even revavroom can only in 3-4 times, so something like lilli-h that has gholdengoh-no syndrome until it teras probably has that but even worse. pecharunt also completely walls it which hurts it even further, and that guy is genuinely splashable.

not discounting the mon but its probably best running cb just like revavroom
 
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