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Metagame Linked (New Bans/Unbans at Post #41)

My favourite metagame is back! Along with my favourite strat:

:mew:
Mew @ Choice Scarf
Ability: Synchronize
Tera Type: Psychic
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Imprison
- Transform
- Trick
- Encore

Unfortunately this strat kinda got nerfed due to the fact that Mew no longer learns any recovery move, and that it also doesn't learn a trapping move (i.e. Block) for some reason, but it still learns Trick, so I'm still happy either way.
 
Decided to finally give my input on some of those earlier questions regarding clauses/tiering action.

Tera is often seen as divisive in OMs given how volatile it can be. You could argue Tera can be used defensively, but it would seemingly benefit offense more here.

Smart defensive Tera can only reward good play with a single type’s set of resistances/immunities, but given Linked’s mechanic of stacked attacks, allowing Tera super-STABs or STAB on coverage options (including Tera Blast) in tandem with Linked moves may skew the meta harder into offense, making using balance and stall archetypes difficult to justify.

Would you like to see Tera banned for the sake of better exploring the defensive possibilities of Linked?

I am incredibly biased (most of the OMs im interested in end up banning tera, like AAA and MnM), but i dont think tera can stay. Its defensive capabilities are a decent bit lower now, since you could always just link a strong stab with something that covers its resistances (EQ + Ice Spinner, EQ + Stone Edge, BoltBeam, etc). Offensively i think it affects much less, as well as affecting it positively regardless. I’m not sure how much of my opinion is skewed by metas like AAA/MnM, but I personally advocate to suspect tera at the very least

I have no particular opinions on the second set of questions. I can see why a speed boost like protosynthesis could be a problem, but on the other hand gutting 14 mons in a metagame all at once seems pretty rough.

Restrict Imprison from being Linked: This is basically for Imprison + Transform Mew, which lets it shut down anything slower than it, or any switch in. Given it got restricted last gen for being uncompetitive, the precident exists to just hit it already.

Restrict Night Shade / Seismic Toss from being Linked: More Gen 8 ban precedent. Preset damage moves enable savage breaking with other attacking moves, as in the cases of Ruination and Super Fang, which are already banned. However, Night Shade and Seismic Toss have only been watched, as of now.

Dragapult or Gengar w/ Shadow Ball + Night Shade is a potentially example of this being silly. Seismic Toss doesn’t have fast users though, so that is more up in the air.

Restrict Taunt from being Linked: Restricting Taunt is intended to give defensive mons another small, but needed buff. An attack move + Taunt allows essentially any offensive mon to wear out its defensive checks over the course of a game by preventing healing (outside Regenerator) and other status with a customizable and more powerful pseudo-Psychic Noise.
Imprison: While i do understand that mew got its moveset completely demolished in SV, i still think shutting down any slow mon at all only serves to not only be uncompetitive, but also to push the meta further into high offense, which is the main argument i used against tera. I advocate to restrict imprison

Night Shade/Seismic Toss: Being able to wear down checks that normally wall you is a bit strong, but realistically only night shade has the distribution to accomplish this.

Seismic toss in particular: The only seismic toss users i can see being a problem are Iron Hands and ursaluna, both of which are weak on their special defense and are quite slow to boot, which could make them easy to force out. Iron hands could be an issue of bdrum sets get out of hand, but i see no world where ursaluna is a problem and so tiering standards would have hands banned instead, regardless.

Night shade in particular: this move, in contrast, has a lot more users that could get use out of it. Gengar, darkrai, and hisuian zoroark are all fast and strong special attackers, pecharunt is bulky and can stay in on things, threatening toxic on top of night shade chip with malignant chain, Ceruledge i can already see being an amazing abuser, the list goes on. IMO this better pool of abusers will be just enough to push night shade over the edge.

Overall my final verdict is as follows:
Seismic toss might be fine, Night Shade probably isn’t.

Taunt: I’m willing to see how the meta develops before forming an opinion on this. For now, i have no opinions on taunt
 
Maushold-Four @ Punching Glove
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Population Bomb
- Copycat
- Tidy Up
- Bite

Unsure if this set will actually work given weird coding behaviour, but just want to throw out a silly idea. In all seriousness you're probably much better off running tidy up -> population bomb and putting taunt or u-turn in the 4th slot, but 20 hits is just a very funny concept.



Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dragon Tail
- Knock Off
- Earthquake
- Stone edge

Now this set i'd maybe put a bit more stock in, phasing and then getting heavy amounts of chip with knock + sand + hazards. If you happen to phase in something like a dragapult, gholdengo or mew you might just instantly ko them. However, usage of a set like this is probably dependant on what the meta will be. Valiant utterly destroys ttar, and likely will be very common between encore + disable and psyshock/cc + special. Maybe alternate sets with roar + knock and black glasses/leftovers will be better but we'll have to see.


Last I don't really have a set for it but i do think grimmsnarl might have a shot at being decent, though not necessarily meta defining. prankster screen/twave + parting shot seems pretty good, lets him provide better support and switch on the same turn, which should help his frail statline.
 
After more theorycrafting I have just found a REALLY funny regen pivot
:SV/hydrapple:
Hydrapple @ Eject Pack
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Recycle
- Draco Meteor
- Recover/Dragon Tail/Filler
- Recover/Giga Drain/Filler

Blocked by fairies but the 130 BP pivot move that takes 2 slots is still very funny. And since you usually go last, you’ll more than likely never have it knocked off, making you a shockingly good knock absorber, fwiw.
 
HELL YEAH LINKED IS BACK :) I was considering trying to submit it before I realized I have way too much shit to do haha

I do think Tera should probably go here. I like the mechanic as a whole, but it certainly benefits offense more, and Linked is one of those OMs where the mechanic is inherently better for offense. Maybe Tera Linked would be okay but I'm skeptical.

:pmd/lokix:
Lokix @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Sucker Punch
- Knock Off
- U-turn
Does this work? If so I think this could be better than the KnockTurn set. True, Sucker Punch is situational. But if your opponent does attack, they're eating the double STAB tinted lens special. If they don't, you still get a "free" First Impression.

:pmd/Cinccino:
Maushold@Home (Cinccino) @ Loaded Dice
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tail Slap
- Bullet Seed
- Knock Off
- U-turn
I can't imagine why you would run this, but it's funny.

:pmd/samurott-hisui:
Samurott-Hisui @ Assault Vest
Ability: Sharpness
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Ceaseless Edge
- Knock Off
- Flip Turn
- idfk it has like six other good moves
What happens when you combine two of the best, freest moves in the game into one moveslot? I don't know and I'm scared to find out. This mon has to be good though, right? For sure the Ceaseless + Copycat set is good too.
 
Will there be dynamic speed tiers in the meta, like in Doubles? I.E. if my opponent's first linked move activates my Weak Armor, would I now outspeed and fire off my own attack(s) before their second linked move could go off? It's a pretty niche interaction, but it's a question worth asking because it definitely affects how and even if you'd use mons/moves like Skarmory, Goodra, Ice Hammer, and so forth.
 
im not sure if this would work or even be good but uhh
Farigiraf @ Mental Herb
Ability: Armor Tail
Tera Type: Normal
EVs: 252 HP / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Endeavor
- Dazzling Gleam / Shadow Ball / STAB
- Endure
- Trick Room

if their team doesnt have a ghost and u get set up it might js take 3 kills lol. might be too gimmicky to work and tr might be too hard to set up but idk.
 
Some ideas, never theorycrafted before and my best rating is 1300s so these might be bad.

Why is she here? (Lilligant-Hisui) (F) @ Expert Belt
Ability: Leaf Guard
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Victory Dance
- Close Combat
- Leaf Blade
- Ice Spinner

Sure, she doesn't like losing chlorophyll, but the banning of weather speed abilities means it's harder to outspeed her after a few boosts. She doesn't learn a physical attack that's super effective against Gholdengo though.
Comeback (Pawmot) @ Leppa Berry
Ability: Volt Absorb
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Revival Blessing
- Volt Switch
- Double Shock
- Close Combat

No pokemon with Revival Blessing gets Recycle, but I think Leppa Berry + Recycle is banned under Endless Battle Clause. IDK if linking Revival Blessing would be OP since you get 2 uses at best.
No Balloon? (Gliscor) @ Toxic Orb
Ability: Poison Heal
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Facade
- Swords Dance
- Fling

Flying/Ghost or Levitate + Ghost is quite rare and Fling pops the air balloon of ghosts like Gholdengo. As a bonus, you can poison most ghosts if the opponent doesn't have an Air Balloon you need to deal with.
What walls? (Dragapult) @ Life Orb
Ability: Infiltrator
Tera Type: Dragon
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dragon Darts
- Dragon Pulse
- Shadow Ball
- U-turn

It's even harder now to wall mixed attackers since they can hit both defense stats in the same turn. Fairies might block this set, but once they're down, this might be threatening. Iron Valiant can do a similar role with Close Combat and Aura Sphere/Moonblast.
IDC it's wrong. (Serperior) @ Assault Vest
Ability: Contrary
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Leaf Storm
- Scale Shot
- Giga Drain
- Energy Ball

+2 SpA and +1 Def at the cost of -1 Spe is something. The question is if Serperior can do anything with it.
The setup (Iron Crown) @ Leftovers
Ability: Quark Drive
Tera Type: Steel
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Iron Defense
- Calm Mind
- Tachyon Cutter
- Stored Power

What's the best stored power user? And is linking Stored Power with Calm Mind better than linking two setup moves.
 
What walls? (Dragapult) @ Life Orb
Ability: Infiltrator
Tera Type: Dragon
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dragon Darts
- Dragon Pulse
- Shadow Ball
- U-turn

It's even harder now to wall mixed attackers since they can hit both defense stats in the same turn. Fairies might block this set, but once they're down, this might be threatening. Iron Valiant can do a similar role with Close Combat and Aura Sphere/Moonblast.

The setup (Iron Crown) @ Leftovers
Ability: Quark Drive
Tera Type: Steel
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Iron Defense
- Calm Mind
- Tachyon Cutter
- Stored Power

What's the best stored power user? And is linking Stored Power with Calm Mind better than linking two setup moves.
I raise you:

Iron Valiant @ Life Orb
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Spirit Break
- Moonblast
- Close Combat
- Knock Off / Psycho Cut / Psychic / insert coverage or Taunt here

Spirit Break & Moonblast have no immunities unlike your proposed CC & Aura Sphere Valiant set, or your Dragon Darts + Dragon Pulse Pult set, and while Steel does resist them, we have CC to deal with that. 4th moveslot can be used for whatever. Knock for utility, Psycho Cut / Psychic for coverage against Poison types, Taunt to shut down status moves, or whatever coveage your team needs.

I also raise you:

Degeneracy (Jirachi) @ Protective Pads
Ability: Serene Grace
Tera Type: Fairy / Steel / Water
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Iron Head
- Charge Beam / Iron Defense / Calm Mind
- Cosmic Power / Calm Mind / Iron Defense
- Stored Power

Not only is Jirachi 2 points faster than Crown, but you also have Serene Grace for boosted Flinch chances from Iron Head, and guaranteed SpAtk boosts from Charge Beam when it hits! Iron Head in slot 1 gives you a 60% chance of being able to Charge Beam for free to get the SpAtk boost and some additional damage. Cosmic Power boosts your Def and SpDef at the same time, and Stored Power is for nuking anything that isn't a Dark Type once your fully set up. You could choose to forgo Charge Beam for Iron Defense or Calm Mind, and then use the other in place of Cosmic Power. Protective Pads is to stop Iron Barbs / Rough Skin from ruining your day.[/spoiler]
 
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fire
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Acid Spray
- Fiery Dance / Charge Beam
- Energy Ball / Sludge Wave / Fiery Dance
- Dazzling Gleam / Energy Ball / Sludge Wave

Essentially the inverse of the Charge Beam + Fiery Dance Link I brought up earlier in the thread. Instead mostly relying on Acid Spray's guaranteed SpDef drop on your opponent to break through, with Fiery Dance being used for the power & potential SpAtk boost. Then pick two of Energy Ball / Sludge Wave / Dazzling Gleam for your coverage.

Alternatively, you could swap Fiery Dance for Charge Beam for the higher chance of a SpAtk boost, and then drop one of your coverage moves for Fiery Dance. It's like Screech + Power Up Punch but you swap getting blocked by Magic Bounce / Clear Body for Steel Types.

Speaking of Screech.

Samurott-Hisui @ Protective Pads
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Screech
- Ceaseless Edge
- Flip Turn
- Aqua Jet

Lowers your foe's Def, and gets Hazards up! Also has the benefit of potentially scaring off attempts at hazard removal. Not to mention being able to really punish Rapid Spin with a timely Ghost tera.
 
:Slowking-Galar: @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 252 HP / 252 SpA
Modest Nature
IVs: 0 Atk
- Future Sight
- Block
- Slack Off
- Nasty Plot
the stall breaker set of all time
 
:Slowking-Galar: @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 252 HP / 252 SpA
Modest Nature
IVs: 0 Atk
- Future Sight
- Block
- Slack Off
- Nasty Plot
the stall breaker set of all time
I feel like this gets hard walled by any Dark type. So I instead raise you:

Muk-Alola @ Black Sludge
Ability: Poison Touch
Tera Type: Fire
EVs: 200 HP / 252 Atk / 56 Def
Adamant Nature
- Screech
- Mean Look
- Knock Off
- Drain Punch

Screech can easily cripple any physical wall with ease, with Mean Look ensuring that they can't switch out to undo the effect. Knock can remove a healing item or eviolite, dealing even more damage when you actually knock the item off, while Drain Punch gives you some longevity while dealing damage. Poison Touch also has a chance to poison the opponent when you make contact, potentially forcing them to Rest so you can Screech further, or switch to a more favorable matchup. Tera Fire is to stop Will-O-Wisp from crippling Muk.

Conversely on the special side:

Gengar @ Black Sludge
Ability: Cursed Body
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Mean Look
- Acid Spray
- Shadow Ball
- Focus Blast / Giga Drain / Psychic Noise

Acid Spray knocks down the opponent's SpDef after Mean Look locks them in, Shadow Ball & Focus Blast meanwhile are your main ways of dealing damage. Though if your leery of Focus Blast's low PP and accuracy, Giga Drain can offer longevity, while Psychic Noise shuts down their attempts at healing.
 
Council Vote
Pokemon / Move / Ability:dhelmise: Anchor9:parasect: Ivy:solosis: Solosis:slaking: VannAccessible:equilibra: Final Verdict
:terapagos-stellar:TerastallizationBANBANBANBAN4-0-0
:booster energy:Booster EnergyABSTAINDO NOT BANABSTAINBAN1-2-1
:mew:ImprisonRESTRICTRESTRICTRESTRICTRESTRICT4-0-0
:dragapult:Night ShadeABSTAINDO NOT RESTRICTDO NOT RESTRICTRESTRICT1-1-2
:blissey:Seismic TossABSTAINDO NOT RESTRICTDO NOT RESTRICTDO NOT RESTRICT0-1-3
:sableye:TauntRESTRICTRESTRICTRESTRICTRESTRICT4-0-0
:ninetales:DroughtBANABSTAINBANBAN3-1-0
:pincurchin:Electric SurgeBANABSTAINDO NOT BANBAN2-1-1

:sv/terapagos-stellar: :sv/mew: :sv/sableye:
Terastallization has been banned, and Imprison & Taunt have been restricted from Linked!
(Tagging dhelmise)

:terapagos-stellar: Terastallization:
While making the banlist, I admit, I overlooked Terastallization. The council strongly believes Tera is absurdly broken and volatile, and does not contribute to the metagame in any healthy way. Vann has already covered how defensive Tera is much worse in this hyper offensive metagame, especially since you are not guaranteed that the Tera type will resist both linked components. He also explained how Pokemon can reach absurd levels of damage that almost guarantee an OHKO on anything, and how Tera Blast is very oppressive. All things considered, we all now believe Terastalisation should obviously go.

:booster energy: Booster Energy:
Booster Energy is a weird one. It has been on our watchlist since the very beginning, and I am honestly more inclined to ban it. However, we all want to test it before giving a clear opinion on whether Booster Energy itself is broken or only some of its users, such as Iron Valiant, Iron Moth, and Walking Wake, who are among our top suspects. If anything, I personally feel its days are numbered, even if it is saved today.

:mew: Imprison:
That nasty Imprison Transform cheese? Yeah, please get rid of it. (Mew wasn't banned instead of Imprison because Smeargle can also abuse these strategies to a lesser extent).

:blissey: Night Shade / Seismic Toss:
We are not really concerned about these two moves due to their lack of good distribution, especially Seismic Toss. Either the options were not that good, or they were better off using different Linked moves. We would like to test them more before we restrict them. Though we are a bit more concerned about Night Shade over Seismic Toss because it has quite a few more abusers, such as Dragapult, Gengar, and Pecharunt.

:sableye: Taunt:
It was a tough call, but we recommended restricting Taunt because of its potential to shut down defensive counterplay completely. An attack move + Taunt is enough to wear down defensive checks by preventing healing. We also thought that keeping Taunt unrestricted could be a meaningful way to prevent setup moves from becoming too dominant. However, for now, we believe that instead of stopping Hyper Offensive sweeps, Taunt is helping them more, which is why it should be restricted. This gives Balance and Stall a small but much-needed buff.

:ninetales: Drought:
While I mentioned in the Booster Energy section that we want to test Protosynthesis (and Quark Drive) mons more before taking any action, Drought felt like killing two birds with one stone since it could also allow Chlorophyll to be unbanned. We are certain Sun teams will be really strong, not only because of the speed but also because of the variety of options we have for teammates, and how this metagame favours such offensive archetypes. If anything, Drought felt like a better starting point to fix these issues in this metagame. However, Ivy wanted to test it a bit more, so it gets to stay for now. Our biggest question right now is, will manual Sun be a good archetype in this meta after we ban Drought?

:pincurchin: Electric Surge:
Unlike Drought, you do not have many options for the Electric Terrain archetype and are usually forced to use Pincurchin on such teams. As much as we would like to unban Raichu-Alola, a few of us (especially me) feel that Electric Surge is just not good enough to warrant an early ban.

:sv/regieleki: :sv/terapagos-terastal:

Following the ban of Terastallization, Regieleki & Terapagos have been unbanned from Linked!

:regieleki: Regieleki:
Speed is really important in this meta, but we do not think the speed king will do anything significant after Tera gets banned.

:terapagos: Terapagos:
The same goes for Terapagos; we believe it will be a decent mon in the meta once Tera is gone.

That’s about it for now. Our next council vote will likely take place once the meta has been fully coded and we’ve finished testing.

Until then, keep the ideas coming! We’d love to hear more about what you think the right direction for the metagame should be, what the watchlist and future tiering changes might look like, and all the cool and creative sets you’ve been sharing.

See you all soon O/
 
Last edited:
Council Vote
Pokemon / Move / Ability:dhelmise: Anchor9:parasect: Ivy:solosis: Solosis:slaking: VannAccessible:equilibra: Final Verdict
:terapagos-stellar:TerastallizationBANBANBANBAN4-0-0
:booster energy:Booster EnergyABSTAINDO NOT BANABSTAINBAN1-2-1
:mew:ImprisonRESTRICTRESTRICTRESTRICTRESTRICT4-0-0
:dragapult:Night ShadeABSTAINDO NOT RESTRICTDO NOT RESTRICTRESTRICT1-1-2
:blissey:Seismic TossABSTAINDO NOT RESTRICTDO NOT RESTRICTDO NOT RESTRICT0-1-3
:sableye:TauntRESTRICTRESTRICTRESTRICTRESTRICT4-0-0
:ninetales:DroughtBANABSTAINBANBAN3-1-0
:pincurchin:Electric SurgeBANABSTAINDO NOT BANBAN2-1-1

:sv/terapagos-stellar: :sv/mew: :sv/sableye:
Terastallization has been banned, and Imprison & Taunt have been restricted from Linked!
(Tagging dhelmise)

:terapagos-stellar: Terastallization:
While making the banlist, I admit, I overlooked Terastallization. The council strongly believes Tera is absurdly broken and volatile, and does not contribute to the metagame in any healthy way. Vann has already covered how defensive Tera is much worse in this hyper offensive metagame, especially since you are not guaranteed that the Tera type will resist both linked components. He also explained how Pokemon can reach absurd levels of damage that almost guarantee an OHKO on anything, and how Tera Blast is very oppressive. All things considered, we all now believe Terastalisation should obviously go.

:booster energy: Booster Energy:
Booster Energy is a weird one. It has been on our watchlist since the very beginning, and I am honestly more inclined to ban it. However, we all want to test it before giving a clear opinion on whether Booster Energy itself is broken or only some of its users, such as Iron Valiant, Iron Moth, and Walking Wake, who are among our top suspects. If anything, I personally feel its days are numbered, even if it is saved today.

:mew: Imprison:
That nasty Imprison Transform cheese? Yeah, please get rid of it. (Mew wasn't banned instead of Imprison because Smeargle can also abuse these strategies to a lesser extent).

:blissey: Night Shade / Seismic Toss:
We are not really concerned about these two moves due to their lack of good distribution, especially Seismic Toss. Either the options were not that good, or they were better off using different Linked moves. We would like to test them more before we restrict them. Though we are a bit more concerned about Night Shade over Seismic Toss because it has quite a few more abusers, such as Dragapult, Gengar, and Pecharunt.

:sableye: Taunt:
It was a tough call, but we recommended restricting Taunt because of its potential to shut down defensive counterplay completely. An attack move + Taunt is enough to wear down defensive checks by preventing healing. We also thought that keeping Taunt unrestricted could be a meaningful way to prevent setup moves from becoming too dominant. However, for now, we believe that instead of stopping Hyper Offensive sweeps, Taunt is helping them more, which is why it should be restricted. This gives Balance and Stall a small but much-needed buff.

:ninetales: Drought:
While I mentioned in the Booster Energy section that we want to test Protosynthesis (and Quark Drive) mons more before taking any action, Drought felt like killing two birds with one stone since it could also allow Chlorophyll to be unbanned. We are certain Sun teams will be really strong, not only because of the speed but also because of the variety of options we have for teammates, and how this metagame favours such offensive archetypes. If anything, Drought felt like a better starting point to fix these issues in this metagame. However, Ivy wanted to test it a bit more, so it gets to stay for now. Our biggest question right now is, will manual Sun be a good archetype in this meta after we ban Drought?

:pincurchin: Electric Surge:
Unlike Drought, you do not have many options for the Electric Terrain archetype and are usually forced to use Pincurchin on such teams. As much as we would like to unban Raichu-Alola, a few of us (especially me) feel that Electric Surge is just not good enough to warrant an early ban.

:sv/regieleki: :sv/terapagos-terastal:

Following the ban of Terastallization, Regieleki & Terapagos have been unbanned from Linked!

:regieleki: Regieleki (Unban):
Speed is really important in this meta, but we do not think the speed king will do anything significant after Tera gets banned.

:terapagos: Terapagos (Unban):
The same goes for Terapagos; we believe it will be a decent mon in the meta once Tera is gone.

That’s about it for now. Our next council vote will likely take place once the meta has been fully coded and we’ve finished testing.

Until then, keep the ideas coming! We’d love to hear more about what you think the right direction for the metagame should be, what the watchlist and future tiering changes might look like, and all the cool and creative sets you’ve been sharing.

See you all soon O/
tera got jumped :sob:
rip tera electric soak--tbolt bellibolt in TR
also -- should be used whenever theres link discussion ut without the set
 
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