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Metagame Linked (OMotM) (Survey in Post #119)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The teams that I used for each alt

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

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

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

duckyalt3 - https://pokepast.es/1600d4b18577c795 and https://pokepast.es/cb62fc741f1104ba
:Corviknight: :Raging-Bolt: :Comfey: :Walking-Wake: :Great-Tusk: :Kingambit:/ :volbeat: :tornadus: :Greninja: :Ogerpon-wellspring: :quaquaval: :braviary-hisui:
The sun was by far the worst team I used, an attempt at Sun after sunny day is restricted, Comfey is entirely to cteam rain while the other mons form a standard sun structure, I don't reccomend using this team. The rain team on the other hand may be the best of the lot, it was made by a friend Delibird Heart and its possibly the most plug and play team in this metagame, you set rain and tailwind, you go to a sweeper, you win.
 
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