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Project Metagame Workshop

sorry for double post. Hopefully this is new and interesting and hasn't been done before:​

:Kingambit: Reserve Rumble :Basculegion:
Do you prefer the fast pace of 3v3 battles or the strategic depth of 6v6, what if we had a metagame that combined features from both? What if we could have something like a "best of 3" format within one battle?

Premise:
You battle with the first 3 pokemon that you select in team-preview, while the remaining pokemon make up your bench. Whenever a pokemon from your active team of 3 faints, you will be allowed to bring one new pokemon from your reserve team, effectively making this a dynamic 3v3 format within a 6v6 format.

Explanation:
Only 3 of your pokemon can be made active at a given moment in battle, where new pokemon from the reserve team can only be brought in when a pokemon from the active team faints. Not sure how something like this would be implemented on the client side, but switch command would be rejected when you attempt it on a reserve pokemon while having 3 active pokemon. So, it would probably work like Imprison or Shadow Tag but applied to 3 of your pokemon.

In the example below, Tornadus, Golurk, and Mew would appear greyed as they make up the reserve team, whereas Lycanroc, Carbink, and Alomomola make up the active team with Lycanroc being the currently active pokemon.

1766021507280.png


Once any of the active pokemon faints, the seal on the reserve would be lifted until a switch is made into a benched pokemon. After that switch happens, seal on the remaining benched pokemon would be in effect once again.

Strategy:
Would have to build like a mix of both BSS and OU or maybe something entirely different as well. This meta offers a lot of chance for clutch wins and comebacks than traditional formats do along with lots of mind games regarding picking the team within a team.
  • :Kingambit: This guy would be even more menacing than it already is, would be a staple of every reserve team as an excellent late game sweeper.
  • :Volcarona: :Kommo-o::Blaziken::Haxorus: Set-up sweepers are a defining feature of this metagame both in the active slot and in the reserve team as you can strategically bring in a fresh sweeper after a faint to collect KOs.
  • :Pelipper: :Torkoal::Hatterene: This OM allows you to viably run multiple archetypes weather/trick room within the same team as one or the other might become relevant early/late game.
  • Offensive redundancy would also be a thing (i.e spamming powerful hitters of the same type in both active and reserve slots) to wear down counters early on and then go for the kill with the benched pokemon.
  • :Glimmora: :Forretress: Hazards become less relevant than it is in standard singles, but probably more useful than in 3v3.
  • Potentially many more, anything good both in BSS and OU - these guys :Gholdengo: :Iron Hands:
Bans:
OU Banlist + Standard OMs
+ Revival Blessing, Whirlwind, Roar, Circle Throw, Dragon Tail, Red Card (don't know how the bench mechanics would interact with these moves so banning them)

Questions for community:
Do you think the bench mechanics would be hard to implement? How much of a problem would set-up sweepers be? Is Kingambit broken? Fun or nah?
 
DerpySuX would probably love this, and would unironically also know what would and wouldn't work from standard bss here.

Huge fan of the concept though, BSS is a ton of fun (usually) and this seems like an extension of it from a glance without being as punishing. This is a meta that could EASILY start with a BSS-esque banlist and extend outwards from there, since the two formats are significantly different from one another. My only suggestion is considering OTS/Tera Preview, since iirc a lot of BSS tours use that and it also just helps with the volatility that comes from a 3v3-based format that you can more reasonably cover for in a pure 6v6 meta.

Dragonite would probably be #1 though i can't lie.
 
EvoLittle Cup

Premise: Pokemon evolves after being switched out (similar to Palafin's Zero to Hero)

Example: you add a :Dratini: to your team and lead with it. You switch :dratini: out. It evolves into a :dragonair:. You send :dragonair: in and switch it back out. It's now a :dragonite:.

Banlist: I have two ideas. The first is Little Cup-based and the other is NFE-based. They both have their pros and cons. Basically you wouldn't start with any fully evolved mons or mons without any evolutions. I personally would like to balance around LC since it makes the OM mechanic matter more.

Pros: there is a big investment difference between 2 and 3-stage evos. 2-stage evos reach their power spike in half the time compared to 3-stage evos. The evolution mechanic matters a lot more since there will be more evolutions.

Cons: players might not like having to soend so many turns switching to actually get their team "online".
Pros: Investment gap between 2 and 3-stage evos are much smaller because you can start on stage 2 of a 3-stage evos. Pseudo-legendaries in particular gets a massive buff. Every team will only spend 6 turns evolving regardless of mons.

Cons: the OM mechanic is less impactful. There is no turn opportunity cost in using 3-stage evos so 2-stage evos lose some of their uniqueness.

Rules and Mechanics:
  • All mons are level 100
  • Move/Ability restrictions are based on the LC/NFE mon
  • Standard clauses like sleep, evasion, OHKO, species etc
  • When evolving, Abilities are decided like in-game (eg Hidden Ability evolve into Hidden Ability)
  • If a Pokemon requires an evolutionary item (eg :moon stone::water stone::razor claw:), it must be holding it to evolve, and that item will be lost
Predictons:
I think moves and held items (:eject button::eject pack:) that makes the user switch are very good since it accelerates your evolutions.

Honestly, the evolutionary held items are a band aid fix to multiple evolutions. I don't think Knock Off would be good to counter them though because of how good these switch items will be (allegedly).

Going by the LC banlist, the pseudo-legends should be the strongest mons because of their high bst but they all take 2 switches to come online. This is a rare OM idea where the power level would be lower than OU which might turn people off.

Questions:
Do you have a better solution for multiple evolutions?

Would people actually like lower power level?

Would people get annoyed by the importance of switching to make their mons actually good?
 
EvoLittle Cup

Premise: Pokemon evolves after being switched out (similar to Palafin's Zero to Hero)

Example: you add a :Dratini: to your team and lead with it. You switch :dratini: out. It evolves into a :dragonair:. You send :dragonair: in and switch it back out. It's now a :dragonite:.

Banlist: I have two ideas. The first is Little Cup-based and the other is NFE-based. They both have their pros and cons. Basically you wouldn't start with any fully evolved mons or mons without any evolutions. I personally would like to balance around LC since it makes the OM mechanic matter more.

Pros: there is a big investment difference between 2 and 3-stage evos. 2-stage evos reach their power spike in half the time compared to 3-stage evos. The evolution mechanic matters a lot more since there will be more evolutions.

Cons: players might not like having to soend so many turns switching to actually get their team "online".
Pros: Investment gap between 2 and 3-stage evos are much smaller because you can start on stage 2 of a 3-stage evos. Pseudo-legendaries in particular gets a massive buff. Every team will only spend 6 turns evolving regardless of mons.

Cons: the OM mechanic is less impactful. There is no turn opportunity cost in using 3-stage evos so 2-stage evos lose some of their uniqueness.

Rules and Mechanics:
  • All mons are level 100
  • Move/Ability restrictions are based on the LC/NFE mon
  • Standard clauses like sleep, evasion, OHKO, species etc
  • When evolving, Abilities are decided like in-game (eg Hidden Ability evolve into Hidden Ability)
  • If a Pokemon requires an evolutionary item (eg :moon stone::water stone::razor claw:), it must be holding it to evolve, and that item will be lost
Predictons:
I think moves and held items (:eject button::eject pack:) that makes the user switch are very good since it accelerates your evolutions.

Honestly, the evolutionary held items are a band aid fix to multiple evolutions. I don't think Knock Off would be good to counter them though because of how good these switch items will be (allegedly).

Going by the LC banlist, the pseudo-legends should be the strongest mons because of their high bst but they all take 2 switches to come online. This is a rare OM idea where the power level would be lower than OU which might turn people off.

Questions:
Do you have a better solution for multiple evolutions?

Would people actually like lower power level?

Would people get annoyed by the importance of switching to make their mons actually good?
This all seems too restrictive to be interesting to play imo. Not only banning a large category of pokemon, heavily nerfing pokemon due to them not being able to have an item in there final stage (though i do see why it would be required with stuff like eevee and the dawn stoners), and basically being a switch fest with some hazard setting in between until you get to the final stage on all your mons. Not to mention that every mon will have less things they can do naturally due to being forced to their 1st or 2nd stage.
The concept of evolving in battle is very cool and novel, but I don’t think this would be the way to go about it. This could also be a UM idea if you remove the evolving mid battle part and just have the usable mons list be ones that have evolved.
 
EvoLittle Cup

Premise: Pokemon evolves after being switched out (similar to Palafin's Zero to Hero)

Example: you add a :Dratini: to your team and lead with it. You switch :dratini: out. It evolves into a :dragonair:. You send :dragonair: in and switch it back out. It's now a :dragonite:.

Banlist: I have two ideas. The first is Little Cup-based and the other is NFE-based. They both have their pros and cons. Basically you wouldn't start with any fully evolved mons or mons without any evolutions. I personally would like to balance around LC since it makes the OM mechanic matter more.

Pros: there is a big investment difference between 2 and 3-stage evos. 2-stage evos reach their power spike in half the time compared to 3-stage evos. The evolution mechanic matters a lot more since there will be more evolutions.

Cons: players might not like having to soend so many turns switching to actually get their team "online".
Pros: Investment gap between 2 and 3-stage evos are much smaller because you can start on stage 2 of a 3-stage evos. Pseudo-legendaries in particular gets a massive buff. Every team will only spend 6 turns evolving regardless of mons.

Cons: the OM mechanic is less impactful. There is no turn opportunity cost in using 3-stage evos so 2-stage evos lose some of their uniqueness.

Rules and Mechanics:
  • All mons are level 100
  • Move/Ability restrictions are based on the LC/NFE mon
  • Standard clauses like sleep, evasion, OHKO, species etc
  • When evolving, Abilities are decided like in-game (eg Hidden Ability evolve into Hidden Ability)
  • If a Pokemon requires an evolutionary item (eg :moon stone::water stone::razor claw:), it must be holding it to evolve, and that item will be lost
Predictons:
I think moves and held items (:eject button::eject pack:) that makes the user switch are very good since it accelerates your evolutions.

Honestly, the evolutionary held items are a band aid fix to multiple evolutions. I don't think Knock Off would be good to counter them though because of how good these switch items will be (allegedly).

Going by the LC banlist, the pseudo-legends should be the strongest mons because of their high bst but they all take 2 switches to come online. This is a rare OM idea where the power level would be lower than OU which might turn people off.

Questions:
Do you have a better solution for multiple evolutions?

Would people actually like lower power level?

Would people get annoyed by the importance of switching to make their mons actually good?
Ok just a small idea for the teambuilder but what if players put the Final Stage in the teambuilder, then when it got sent out it would be its prevo? It would remove the need for stones and evo items coz there would be a preset evoloution in the TB. Also would Evos be locked to their prevos moveset? Theres a big difference between Applin and Hydrapple in terms of their moveset, and it is a big difference in how open the meta is; personally I think it would be better to have the final evoloutions moveset, so that there is in general more flexibility.

I reckon First Imp+ U-turn will be really good into the meta, being able to let mons like Nymble do some damage with TIFI, pivot out, and become Lokix to destroy them AGAIN.

Tbh I like this meta; unlike meta's I have been playing (and having a skill issue with) recently, it isn't too complex so it's actually possible to mentally juggle aspects of it.
 
EvoLittle Cup

Premise: Pokemon evolves after being switched out (similar to Palafin's Zero to Hero)

Example: you add a :Dratini: to your team and lead with it. You switch :dratini: out. It evolves into a :dragonair:. You send :dragonair: in and switch it back out. It's now a :dragonite:.

Banlist: I have two ideas. The first is Little Cup-based and the other is NFE-based. They both have their pros and cons. Basically you wouldn't start with any fully evolved mons or mons without any evolutions. I personally would like to balance around LC since it makes the OM mechanic matter more.

Pros: there is a big investment difference between 2 and 3-stage evos. 2-stage evos reach their power spike in half the time compared to 3-stage evos. The evolution mechanic matters a lot more since there will be more evolutions.

Cons: players might not like having to soend so many turns switching to actually get their team "online".
Pros: Investment gap between 2 and 3-stage evos are much smaller because you can start on stage 2 of a 3-stage evos. Pseudo-legendaries in particular gets a massive buff. Every team will only spend 6 turns evolving regardless of mons.

Cons: the OM mechanic is less impactful. There is no turn opportunity cost in using 3-stage evos so 2-stage evos lose some of their uniqueness.

Rules and Mechanics:
  • All mons are level 100
  • Move/Ability restrictions are based on the LC/NFE mon
  • Standard clauses like sleep, evasion, OHKO, species etc
  • When evolving, Abilities are decided like in-game (eg Hidden Ability evolve into Hidden Ability)
  • If a Pokemon requires an evolutionary item (eg :moon stone::water stone::razor claw:), it must be holding it to evolve, and that item will be lost
Predictons:
I think moves and held items (:eject button::eject pack:) that makes the user switch are very good since it accelerates your evolutions.

Honestly, the evolutionary held items are a band aid fix to multiple evolutions. I don't think Knock Off would be good to counter them though because of how good these switch items will be (allegedly).

Going by the LC banlist, the pseudo-legends should be the strongest mons because of their high bst but they all take 2 switches to come online. This is a rare OM idea where the power level would be lower than OU which might turn people off.

Questions:
Do you have a better solution for multiple evolutions?

Would people actually like lower power level?

Would people get annoyed by the importance of switching to make their mons actually good?
I feel like this metagame is, well, kind of pointless.
Like Palafin was banned largely because its form change mechanic ended up being barely noticable. You’d switch in, and then immediately out because the form change is permanent and there is no point in being base form Palafin.
All this does is ban single stage Pokemon from OU and waste multiple turns getting your LC Pokemon to fully evolved Pokemon.
 
Abilityless
No pokemon are allowed abilities. All pokemon are given the option of no ability.
Banlist: OU
Potential threats: Great Tusk, Raging Bolt, Darkrai, Deoxys-Speed, Corviknight, Kyurem, etc...
Pokemon that could drop one or more tiers: Rillaboom, Kingambit, Gholdengo, Glimmora, Palafin, Baxcalibur, Gliscor
 
Abilityless
No pokemon are allowed abilities. All pokemon are given the option of no ability.
Banlist: OU
Potential threats: Great Tusk, Raging Bolt, Darkrai, Deoxys-Speed, Corviknight, Kyurem, etc...
Pokemon that could drop one or more tiers: Rillaboom, Kingambit, Gholdengo, Glimmora, Palafin, Baxcalibur, Gliscor
This metagame would be boring because there are many Pokemon that don't care about their ability or benefit from having their ability removed, such as the 6 listed examples already. Removing abilities entirely also reduces the uniqueness and identity of each individual Pokemon.
 
A trend I’ve noticed is that folks repeatedly suggest the revival of Linked, the old OM where mons can use their first two moves in one turn, but as far as I know, no one has taken initiative to re-submit it for Gen 9. I’m at the two OM host limit myself, but would anyone with 20+ posts like to take point on a new version?

Most of the leg work is done. I’ve written some drafts of the submission and a new OP. Write me if you’re interesting in being the tier leader and I’ll send you the submission draft.

Here’s the OP draft so you can see what a new version might look like:
IMG_5667.png

Credit to Hack_Guy for original Linked metagame,
and Ivy and urkerab for contributing text.

What are the rules of Linked?
Selecting a Pokémon's first or second move will cause it to use both of those moves in a row on that same turn.

Introduction
Fans of the Pokémon Mystery Dungeon spin-off series will likely appreciate this OM based on a special mechanic from those games. An Electivire NPC was able to conjoin up to four of your Pokémon‘s moves in a sequence, which caused them to all be used in succession but impossible to use individually. The other caveat was that the link became broken upon PP depletion, which was a common occurrence in those games. While four moves in a row would be pure insanity, this metagame does give you the option of linking moveslots one and two.

How do I create and use linked moves?
In the teambuilder, the first and second moveslots (the top one and the one under it) are automatically linked; in the battle screen, this displays as the leftmost move and its neighbor.
To use the linked pair, click one of these moves. Note that whether you click the first or second move does not matter—it will still execute both moves in the link in descending order. You cannot use either move individually. Make sure the order of your moves is correct in the teambuilder if that's important to your combo, because you can't change the order in battle.

Council Members
(Insert Council Members here.)

Clauses
Standard OMs, Terastal Clause, Evasion Clause, Sleep Moves Clause, Min Source Gen=9

Pokémon
  • :annihilape: Annihilape
  • :arceus: Arceus
  • :Archaludon: Archaludon
  • :baxcalibur: Baxcalibur
  • :calyrex-ice: Calyrex-Ice
  • :calyrex-shadow: Calyrex-Shadow
  • :chien-pao: Chien-Pao
  • :chi-yu: Chi-Yu
  • :deoxys: Deoxys
  • :deoxys-attack: Deoxys-Attack
  • :dialga: Dialga
  • :dialga-origin: Dialga-Origin
  • :Enamorus: Enamorus
  • :eternatus: Eternatus
  • :flutter-mane: Flutter Mane
  • :Giratina: Giratina
  • :Giratina-origin: Giratina-Origin
  • :gouging fire: Gouging Fire
  • :groudon: Groudon
  • :Ho-Oh: Ho-Oh
  • :iron bundle: Iron Bundle
  • :koraidon: Koraidon
  • :kyogre: Kyogre
  • :kyurem-black: Kyurem-Black
  • :kyurem-white: Kyurem-White
  • :Landorus: Landorus
  • :lugia: Lugia
  • :lunala: Lunala
  • :magearna: Magearna
  • :mewtwo: Mewtwo
  • :miraidon: Miraidon
  • :necrozma-dawn-wings: Necrozma-Dawn-Wings
  • :necrozma-dusk-mane: Necrozma-Dusk-Mane
  • :ogerpon-hearthflame: Ogerpon-Hearthflame
  • :Palafin: Palafin
  • :palkia: Palkia
  • :Palkia-origin: Palkia-Origin
  • :rayquaza: Rayquaza
  • :reshiram: Reshiram
  • :roaring moon: Roaring Moon
  • :Shaymin-Sky: Shaymin-Sky
  • :sneasler: Sneasler
  • :Solgaleo: Solgaleo
  • :Spectrier: Spectrier
  • :Ursaluna-Bloodmoon: Ursaluna-Bloodmoon
  • :Urshifu: Urshifu
  • :Urshifu-Rapid-Strike: Urshifu-Rapid-Strike
  • :zacian: Zacian
  • :zacian-crowned: Zacian-Crowned
  • :zamazenta-crowned: Zamazenta-Crowned
  • :zekrom: Zekrom
Abilities
  • :dugtrio: Arena Trap
  • :glalie: Moody
  • :gothitelle: Shadow Tag
  • :blaziken: Speed Boost
  • :hawlucha: Unburden
Items
  • :kings rock: King's Rock
  • :razor fang: Razor Fang
Banned Moves
  • :eevee: Baton Pass
  • :houndstone: Last Respects
  • :Cyclizar: Shed Tail
The following moves are not allowed in slots 1 or 2:
  • :Toxapex: Baneful Bunker
  • :hawlucha: Bounce
  • :gouging fire: Burning Bulwark
  • :Zapdos: Detect
  • :dugtrio: Dig
  • :Dondozo: Dive
  • :Dragonite: Fly
  • :pecharunt: Night Shade
  • :dragapult: Phantom Force
  • :Gliscor: Protect
  • :ting-Lu: Ruination
  • :blissey: Seismic Toss
  • :Giratina: Shadow Force
  • :glimmora: Spiky Shield
  • :chesnaught: Super Fang
  • :hatterene: Trick Room
Restriction reasonings:
Protecting while attacking or setting up is uncompetitive, even with priority being reduced.
A combination of preset damage moves 2HKOes essentially the entire metagame and is spammable. Even if paired with normal BP-based moves, they are overpowered in a link.
Semi-invulnerable two-turn moves such as Dig allows you to use a move while semi-invulnerable every other turn and is impractical to code.
The extra turn of Trick Room when paired with a pivoting or self-KO move allows the already powerful playstyle to snowball extremely powerfully.
None yet.
Momentum:
  • Stat-lowering attack + U-turn/Volt Switch. Gets rid of your stat drops.
  • Fake Out + switching move. Particularly annoying when using two of them, but they need to outspeed and not get worn down.
  • Phazing + switching move. Force your opponent to switch and get a free switch in to your counter.
  • Regenerator + switching move. Can be paired with a STAB move now.
  • Rapid Spin + switching move. Get that safe switch-in. (May be preferable to use as a Speed boosting move now.)
  • Recharge move + filler. Can be used to spam moves like Hyper Beam every turn.
Priority (needs both moves to have priority):
  • Prankster + two status/priority moves, e.g. SubSeed or SwaggerWave
  • Double priority attacks, ex. Bullet Punch + Quick Attack Scizor.
Two status moves:
  • Substitute + recovery (or draining move).
  • Boosting move + recovery, for stall types.
  • Boosting move + boosting move, e.g. Swords Dance + Rock Polish. Double Dance in one slot.
  • Defog + Stealth Rock. Have the last laugh when it comes to hazards!
  • Hazards + Hazards, e.g. Spikes + Toxic Spikes. Get those hazards up more quickly.
  • Hazards + phazing. Make immediate use of those hazards.
  • Recovery + recovery. Like Rest but without the sleep.
  • Encore (or Choice Scarf + Trick) + Disable. (Best Prankster version is Encore + Torment.) As a bonus, removing your own Scarf will instead cripple the enemy's link thereafter.
  • Phazing + recovery
  • Dual Screens (Grimmsnarl can do this with Prankster too).
  • Belly Drum + recovery. Can be used if you're down to under 50%, as the Belly Drum will fail, but the recovery will still work.
  • RestTalk. Could be annoying if you have a phazing move. Also works with Prankster and Guts.
Status move + attack:
  • Setup move + attack. Scale Shot is a good finisher here.
  • Lock On/Mind Reader + Dynamic Punch/Inferno/Zap Cannon
  • Charge + Electric attack
  • Laser Focus + strong attack
  • Focus Energy + Snipe Shot
  • Sunny Day + Solar Beam, Rain Dance + Thunder/Hurricane, Hail + Blizzard
  • Terrain + Expanding Force, Rising Voltage, etc.
Attack + status move:
  • Recoil move + recovery (like Brave Bird + Roost above)
  • Life Orb attack + recovery
Two attacks (pseudo Parental Bond; break Substitute and Focus Sash/Sturdy):
  • Stat-raising attack (Rapid Spin) + attack
  • Stat-lowering attack (Close Combat, Scale Shot)+ Lash Out
  • Attack + Assurance. Doubles the power of Assurance.
  • Smack Down + Ground-type move
  • Attack + Last Resort
Q: “How do I play Gen 9 Linked?”
A: “Gen 9 Linked has yet to be coded. Please stay tuned!”

Q: “Held items!?”
A: “That's not really a question but it poses an interesting one nonetheless. Some items are better, and others become nearly useless.
  • Choice items: Due to a programming glitch, one cannot use another move while Choice locked into the first. For example, a Choice Band user locked into Metronome calls a two-turn move like Dig: trying to actually use Dig on the next turn results in a failure, because the game expects only another Metronome. So, for simplicity's sake, Choice items disable the linking mechanic.
  • Rocky Helmet: Each contact-based attack against the holder inflicts the 1/6th HP recoil.
  • Assault Vest: Don't try to be cheeky and link a status move with an attacking move; it won't work! Only attacking moves can be used.
  • Life Orb: Both moves give the usual 10% recoil. Somewhat less useful due to this.
  • Focus Sash: Because every Pokemon has access to multi-hit moves, this item becomes almost useless.
  • Leftovers: Because of the offensive nature of this metagame, Leftovers is somewhat less prevalent in favor of things like the Rocky Helmet.
  • Metronome: Only works on non-linked moves.”
Q: “How does priority work?”
A: “Priority of a linked pair is equal to that of the lowest-priority move in the link. So if for example Roar and Crunch are in a link, you will use both Roar and Crunch at the -6 priority bracket. On the other hand, Fake Out and Mach Punch would possess a +1 priority. Note that if there are speed ties the turn order will be completely random for both parties!”

Q: “How do paralysis and confusion work?”
A: “If you get paralyzed, each move is checked individually. Same goes for confusion and infatuation. Even freeze will do this, so it's quite nerfed, as the effective chance to unfreeze is raised to 36%. (Also, Truant will use a turn-based counter.)”

Q: “What if my U-turn or phaze move goes first?”
A: “A general rule of thumb to keep in mind is that all effects of move 1 will follow through before the next move activates. It ought to be pretty intuitive this way. If you U-turn first, you leave before finishing the link (not really useful). If your phaze move is first, the foe gets switched out and then your next move is used on the new Pokemon.”

Q: “Moves that do things across multiple turns: Hyper Beam cooldown, Charge boost, etc.?”
A: “If Hyper Beam, etc. is at the end of a link, your cooldown extends to the next turn. If it's at the front, it will cancel only your next Linked move, allowing you to spam a Hyper Beam every turn at the expense of your linkage. Semi-invulnerable moves like Dig are banned.
Moves like Charge and Laser Focus that affect the immediate following move do just that: they will work on your second linked move, or if at the back of the link, simply transfer to the next turn as usual.
Moves like Thrash, if linked, lock you into the pair. A link such as Outrage and Iron Head will only allow the use of these moves when trapped.
However, the Thrash trapping and Hyper Beam cooldowns are a bit inconsistent with how Choice items behave and original Mystery Dungeon design choices, so these are liable to change.”

Q: “What if a move is disabled or runs out of PP?”
A: “A move being disabled through Disable or Taunt simply halts the link with the move for that duration; you may still use the non-disabled move on its own. And, as in Pokemon Mystery Dungeon, losing PP in any of the linked moves will also sever the link. All this means in these scenarios is that you can now use the remaining move as normal; you will not prematurely Struggle in addition to it.”

Tiering History
Date​
Action​
03/01/2026​
Meta created with initial banlist.

Resources
> Sample Teams
> Viability Rankings
> OM Discord

Default banlist is OU + Volcorona, Regieleki and Terapagos (who are all fine without Tera), the standard bans and clauses, and then taking notes from past versions of Linked.

A benefit of reviving an old OM vs an entirely new one is that we can defer to tiering actions of the past as precedent and pre-emptively resolve a number of uncompetitive strategies (Protect moves, semi-invulnerable moves, Trick Room + pivot move, etc.). With this in mind, we could potentially avoid that awkward initial phase of everything being broken.

There’s also a few questions that should be resolved for a Gen 9 Linked:

1. Should Terastalization be allowed? I’m personally inclined to say no Tera. This was already an HO meta in the past. Imagine 2 Tera Super STAB moves in rapid succession, and the breaking power that permits. This leaves very little room for balance or stall. Ultimately that would be up to whoever submits it, but I’d like to hear other opinions on Tera if anyone has any.

2. How should speed abilities be addressed?
Linked previously banned all speed abilities, including all weather abilities, Unburden and Speed Boost for being uncompetitive. However in Gen 9, we also have Protosynthesis and Quark Drive can provide speed boosts, which potentially bring the same problem. Unburden and Speed Boost are still simple bans, but there’s a lot of avenues to the weather ones: Do we really blanket ban all weather abilities and all paradox mons, or Booster Energy, or just play whack-a-mole with the worst abusers, or weather summoning abilities and/or Electric Surge?

3. Fake Out? How was Fake Out not restricted from linking? A free flinch plus a follow up move seems uncompetitive, but maybe I’m missing something. Ah Fake Out doesn’t get priority when linked with a non-priority move. Thanks Hizo.
 
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1) Fake Out and tera would probably need to go. (given how gen 9 offensively compares to gen 8)

2) I'd probably watchlist the speed abilities for now.

3) For restrictions, I'd probably add the signature moves of :Spidops: and :Tinkaton:, linked makes Gigaton Hammer spammable, something similar is already causing problems in camove from what I've heard.
 
3. Fake Out? How was Fake Out not restricted from linking? A free flinch plus a follow up move seems uncompetitive, but maybe I’m missing something.
In linked, if the two linked moves had different priorities, it would always choose the lower (strats like Fake out + uturn would be 0 prio). Also, it'd probably only work once since it would call each move manually. Seems as balanced as putting Rock Slide before Icicle Crash except maybe less viable the second turn on the field.
 
3) For restrictions, I'd probably add the signature moves of :Spidops: and :Tinkaton:, linked makes Gigaton Hammer spammable, something similar is already causing problems in camove from what I've heard.
As Camove TL, I'm quickly making it clear that Gigaton Hammer + Copycat is a near-unviable gimmick. Gigaton Hammer the move is really quite something but Copycat is only barely viable on only Mega Banette and even then its really bad in most situations. I'd imagine here it's a bit more real but Tinkaton is still not exactly the strongest Pokemon ever and as such a restriction would be probably unnecessary (plus by tiering standards it'd just be a tinkaton ban iirc).

Silk Trap is also just not banworthy because it's tied to Spidops and Smeargle (plus priority thing), but Burning Bulwark is banworthy! Definitely hit that if Gouging Fire is legal (which it shouldn't be).
 
:sv/great tusk: Golden Ration Mons :sv/iron treads:
Metagame Premise: Each Pokemon adds the previous Fully Evolved Pokemon’s Base Stats to its own (Bulbasaur line using last Pokemon in that case)

Example:
:sv/charmander: :sv/charmeleon: :sv/charizard:
The Charizard line are the 4th, 5th, and 6th Pokemon in the Pokedex respectfully. For Charmander, it’ll get Venusaur’s stats added to its own stats. Ending up with 119/134/126/160/150/145
That’s simple enough.
In Charmeleon’s case, since Charmander is not a fully evolved Pokemon, it too will use Venusaur’s stats and get 138/146/141/180/165/160.
Lastly, as Charmeleon is not a Fully Evolved Pokemon too, it too will use Venusaur’s stats and get 158/166/161/209/185/180.

Any stats when combined exceed 255, it will be capped at 255.

Potential Bans:
:Mewtwo: +
The vast majority of Ubers will be banned, and many Pokemon that proceed them in the Dex.
Mew as an example would have Mewtwo’s stats added to its 100 across stats and have 206/210/190/254/190/230 stats.
So yeah, any Pokemon that proceeds a Restricted Pokemon such as Mew, Celebi, Jirachi, etc. is getting banned instantly.
And luckily the Nincada line isn’t available so we won’t see Ninjask with Slaking stats.


:Heracross: :Blissey: :Raikou:
Other than your typical 680 BST legendary, you also have ridiculously high stat Pokemon such as Blissey and Shuckle providing max HP and Max defenses to the Pokemon that proceed them. In those cases, Heracross gets Shuckle’s stats, and Raikou gets Blissey’s stats. Heracross getting 100/255/255 bulk and Raikou getting 255/85/235 bulk is a bit absurd.
If Shuckle was in SV, it’d also get Scizor’s HP added to its own, which would give Shuckle an actual HP stat.

:Azumarill: :Medicham:
And don’t forget about Huge/Pure Power.
In a Metagame like this, such abilities are naturally going to be broken. Even with Azumarill only getting Bellossom’s stats, it ends up with 130 Huge Power Atk. Oh and Medicham get’s Aggron’s stats.

Their pre-evos might be alright, though Meditite still gets Aggron’s stats and thus a 150 Atk.

Questions:
How do you feel about the current system of adding the previous FE Pokemon’s stats? Should it be nerfed a bit with how high some stats can get? Maybe include NFE Pokemon? Are there any other changes you’d make to fit the Golden Ratio theme?
 
I feel like the majority of good Pokemon will just end up as fat stat sticks in the 200 range, That doesn’t sound that fun since the Pokemon lose their unique stats and it will likely be extremely stally if HP is added on.
 
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