Metagame Linked [OM of the Month]

Ivy

resident enigma
is a Live Chat Contributor
Revised 4/5/2018: Ban Unburden, other particular Speed boost abilities
Linked.png
Credit to Hack_Guy for original Linked metagame. Programmed by Kris, Slayer95, MacChaeger. Approved by The Immortal. Illus. Ken Sugimori.

Premise
The selection of a Pokemon'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 Pokemon 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 Pokemon'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.

FAQ
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 a battle, this will be 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 you, because you can't change the order in battle.

Held items!?
That's not really a question but it poses an interesting one nonetheless.
  • Choice items: Due to a change in generation 7 mechanics, one cannot physically 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.
  • Z-stones: Only one move becomes Z-powered, bypassing the link mechanic entirely.
  • Rocky Helmet: Each physical attack against the holder inflicts the 1/6th HP recoil. Think Mega Kangaskhan counterplay.
  • 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 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.
How does priority work?
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 retain a +1 priority. Note that move priority is calculated before the turn, so even if a move changes priority somehow, both moves are still used in succession.
A special case in Pursuit: if the foe is switching out, it will grab them on the way out. The priority is raised, in a sense. However, this "priority" is also ignored by Psychic Terrain and Dazzling. (The next move in the link then hits the replacement, similar to phaze moves: see below.) On the other hand, if Pursuit is second, then no priority will be gained on any move, and it will have its 40 BP always.

Paralysis, confusion, sleep?
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%. Sleep is an exception, and the counter will only increment once per true turn. (Also, Truant will use a turn-based counter.)

What if my U-turn is first? What if my phaze move is first? What if I'm Taunted? Etc.
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 good). If your phaze move is first, the foe gets switched out and then your next move is used on the new Pokemon. Being Disabled through Disable or Taunt simply ignores the respective moves (you won't Struggle) if applicable.

Moves that do things across multiple turns: Hyper Beam cooldown, Charge boost, etc.?
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 Sky Drop and 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. Note that this does appear a bit inconsistent with how Choice items behave and is liable to change during the coding process.

What if a move runs out of PP?
As in Pokemon Mystery Dungeon, losing PP in any of the linked moves will sever the link. All this means in this scenario is that you can now use the remaining move as normal; you will not prematurely Struggle in addition to it.

Bans
  • Standard OU clauses
  • Moves not allowed in slot 1 or 2:
    • Protect, Detect, Spiky Shield, Baneful Bunker.
      • Protecting while attacking or setting up is uncompetitive, even with priority being reduced.
      • Fake Out and Mat Block fill a similar role when linked and may also be likely to go.
    • Super Fang, Nature's Madness, Seismic Toss, Night Shade
      • A combination of these can result in a better Guardian of Alola, 2HKOing essentially the entire metagame. Even if paired with normal moves, they are overpowered in a link.
    • Semi-invulnerable two-turn moves such as Sky Drop and Dig.
      • Allows you to use a move while semi-invulnerable every other turn.
  • Abilities:
    • Unburden, Surge Surfer, Swift Swim, Chlorophyll, Sand Rush, Slush Rush. (info)
  • Items:
    • King's Rock, Razor Fang.
      • Flinch abuse. Imagine Cloyster with a 10-hit skill link move.
      • Jirachi is also an unrelated, infamous flinch menace, but it must take a turn to set up Z-Happy Hour before it can outspeed most foes. It may yet prove problematic, though.
    • Swampertite, because it otherwise avoids the Swift Swim ban.
Strategy
There are a lot of unique pairings that can be taken advantage of under these circumstances. For instance, you can set Tailwind and pivot out on that same turn. A setup move like Swords Dance and an attack can be used in conjunction, creating a massive Ice Ball-type situation. A Pokemon can buff defenses and Recover in one fell swoop. Creativity will be your ally here, but by all means check out some sample sets to get started:

Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Feint / Swords Dance
- Quick Attack / Return
- Close Combat
- Earthquake

70 Base Power STAB Quick Attack with Aerilate is a sensational thing, making this one of the more potent revenge killers. It of course uses two moveslots for this, so may be pressed for coverage if opting for a Swords Dance set instead. Of course the Dance could also be placed in the link with a more powerful standard priority move such as Return instead.


Victini @ Choice Scarf / Charcoal
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Trick / filler

Sitting at the ever-mediocre 100 Speed tier, this is still a force to be reckoned with. This particular set is pretty dynamic. It can pull a mean Trick, giving the foe the Choice item and rendering their link useless. Without a Choice item of its own, it can then spam V-create and U-turn in tandem, which should be self-apparent in its usefulness.
Another important link worth noting is Fusion Bolt + Fusion Flare, as the latter doubles in power after the Bolt, making it effectively stronger than V-Create with none of the drawbacks.


Clefable @ Rocky Helmet
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold / Calm Nature
- Cosmic Power
- Moonlight
- Moonblast
- Heal Bell / Toxic

Being able to both bulk up and heal in one turn is great, and with Unaware, Clefable is invaluable against the setup sweepers so prevalent in this metagame. However, Moonlight has extremely low PP, which makes it tricky to not squander. Moonblast prevents it from being complete Taunt bait. The Rocky Helmet inflicts massive damage on any one-two punches from physically oriented foes.
(by Hack Guy)


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tailwind / Swords Dance
- U-turn
- Drill Run / Knock Off
- Poison Jab

Mega Beedrill can now serve as a very effective Tailwind setter. Because it then pivots out on that exact same turn, its replacement will receive the full four turns of Tailwind. This Pokemon, of course, can still opt for a regular Swords Dance set.


Magearna @ Fairium Z / Shuca Berry / Sitrus Berry
Ability: Soul-Heart
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Volt Switch
- Fleur Cannon
- Aura Sphere

Takes Beedrill's concept and applies it to Trick Room instead. The same 4 turns of benefit can be enjoyed by a teammate. Because Trick Room has -7 priority, this also forces the Volt Switch down to that level, allowing this Pokemon to serve as a very reliable slow pivot. A Z-move helps make up for its lack of a truly powerful link, but defensive items are likely better.
Other than this Trick Room link, one could opt for Fleur Cannon + Heart Swap, which can both cure the drops from Fleur Cannon and steal boosts from the foe.


Jirachi @ Leftovers / Protective Pads
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt / Heart Stamp / Body Slam
- U-turn / Body Slam
- Fire Punch / Ice Punch / Thunder Punch

Jirachi has its niche as the fastest unboosted Serene Grace user, but still has a middling 100 Speed. With a 76% chance to flinch after using Iron Head and Zen Headbutt, or a whopping 84% with Iron Head + Heart Stamp, it can instill fear on the poor souls that manage to be slower than it. Body Slam can be linked or used separately for the classic Paraflinch technique, which then lets it outspeed just about anything.
(by Hack Guy)


Excadrill @ Groundium Z / Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Earthquake
- Stealth Rock

A very offensive Excadrill set that serves to shatter opposing Unaware users, namely Clefable, before they have set up. For this role it is best to pair Swords Dance with Iron Head. A Z-move or Life Orb maximizes its wallbreaking power. It can also be useful to set up Stealth Rock against the rare Magic Bounce user.


Murkrow @ Eviolite
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Haze
- Feather Dance / Roost
- Defog / Roost
- Pursuit

A stupid, anti-meta bird that exists solely to show off game mechanics. Thanks to Prankster elevating both Haze and Feather Dance, it can stop (non-Dark) setup sweepers in their tracks with its +1 priority combo. Because Haze comes first in the move order, it will be executed first, immediately followed by Feather Dance. This means the foe's stats are reset, and then it is given -2 Attack. This then leaves it susceptible to a Pursuit, or you can Defog away entry hazards.



Araquanid @ Normalium Z
Ability: Water Bubble
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Liquidation
- Laser Focus
- Sticky Web
- Leech Life

This first raises its Attack with Z-Laser Focus, then on the next turn, blasts out an extremely strong, +1, Water Bubble boosted, guaranteed critical Liquidation barrage. However, if it switches out, it will have to use regular Liquidation once before being able to take advantage of Laser Focus again. Sticky Web is mainly support for its teammates, as it won't be outspeeding foes even at an advantage. (by Kris)


Kingdra @ Steelium Z
Ability: Sniper
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Laser Focus
- Agility
- Flash Cannon

Similar to the famous "Critdra", but it does not need a turn to set up Focus Energy. It can instead take the time to use Agility and reach a venerable 578 Speed at +2. In this state, it is nigh unstoppable when using Sniper-boosted critical Draco Meteor time and time again sans consequence. Laser Focus is at the end so that the boost can be provided to the Z-move next turn if necessary. This specific set unfortunately faces resistance from opposing Steel types. (by Kris)

Thanks largely to urkerab from the gen 6 thread.
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.
  • Trick Room + switching move. Get your Trick Room user in without wasting time. Guaranteed slow pivot.
  • Regenerator + switching move. Can be paired with a STAB move now.
  • Rapid Spin + switching move. Get that safe switch-in.
  • 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.
  • Gale Wings + two flying-type moves. Possibilities:
    • Acrobatics: Needs you to run without an item for decent power.
    • Aerial Ace: No recoil but not much power either, so unlikely to break subs.
    • Brave Bird: Power but recoil, which removes the priority.
    • Roost.
  • Feint + Quick Attack (Mega Pinsir particularly).
  • Feint/Fake Out + Extreme Speed. Still has +2 priority.
  • Aqua Jet + Ice Shard.
  • Greninja gets Shadow Sneak + Water Shuriken.
  • Hitmontop gets Technician + Bullet Punch + Mach Punch.
Two status moves:
  • Substitute + recovery (or draining move). Particularly handy on Dragonite because it re-establishes Multiscale.
  • 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.
  • Toxic + Substitute. Popular on Gliscor because of the Poison Heal recovery.
  • Phazing + recovery.
  • Dual Screens (Klefki and Meowstic 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:
  • Boosting move + attack. It's like a free Power-Up Punch/Flame Charge. Could work well with Simple. And there's always Hack Guy's favorite, Belly Drum + Explosion.
  • Other setup + attack. Examples:
    • Lock On/Mind Reader + Dynamic Punch/Inferno/Zap Cannon
    • Laser Focus + strong attack. A surprising amount of Pokemon get this; the guaranteed crit ignores your stat drops.
    • Sunny Day + Solar Beam, Rain Dance + Thunder/Hurricane, Hail + Blizzard
    • Terrain + Nature Power
    • Miracle Eye + Psychic
    • Charge + Electric attack
    • Foresight + Rapid Spin/Feint/Drain Punch
Attack + status move:
  • Recoil move + recovery (like Brave Bird + Roost above).
  • Life Orb attack + recovery.
  • Fleur Cannon + Heart Swap. Ad-hoc Spectral Thief; removes Magearna's own reduced Special Attack once.
Two attacks (fake Parental Bond; break Substitute and Focus Sash/Sturdy):
  • Attack + stat-lowering attack. Sure, the second attack lowers your stats, but both attacks are at full power.
  • Attack + Assurance. Doubles the power of Assurance. Great with Crunch for the Defense drop chance.
  • Attack + Last Resort. Works well with Fake Out, like on Mega Lopunny.
  • STAB + STAB. Something's bound to give, particularly if you have Adaptability or Tinted Lens.
  • STAB + Coverage. Useful if your strong STAB has immunities.
  • Smack Down + Earthquake. Nothing can evade your Ground move.
More specific options:
  • Copycat. Execute the same move twice. Notable users include Azumarill, Mega Lopunny, and Lucario.
  • Serene Grace + flinch-inducing moves and/or paralysis. Specifically nice on Jirachi.
  • Trapping move + Perish Song.
  • Mew gets Fake Out / Substitute + Transform, making transformation much safer.
  • Metal Burst + negative priority for a slow Counter + Mirror Coat.
  • Jellicent gets Recover + Water Spout. Always has at least 75 power.
  • Recycle + Fling, assuming you don't lose your item to Knock Off on your first turn.
  • Endeavor + Final Gambit. (You may want Protective Pads.)
  • Victini gets Fusion Bolt + Fusion Flare. This doubles the power of Fusion Flare.
  • Soak + Toxic. To stall out those Steel types.
  • Soak + Volt Switch (Lanturn). Volt Switch is now super-effective against many annoying Ground types.
  • Recycle + Rest + Chesto Berry for full health on demand.
  • Hydration + Rain Dance + Rest + rain-boosted moves. (Doesn't work on the last turn of rain.)


Playable on ROM!
You can search for Linked replays on replay.pokemonshowdown.com by typing in "gen7linked".
 
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Squawkerz

Torchic is best mon
shouldnt Baneful Bunker be banned from linking as well?


Greninja-Ash (M) @ Waterium Z
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Dark Pulse
- Water Shuriken

greninja no longer has to waste a turn using spikes, it can now attack and use spikes in the same turn. originally had specs posted, but that doesnt work in this meta
 
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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- U-turn
- Defog
- Earthquake

Masquerain @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Sticky Web
- U-turn
- Roost
- Bug Buzz


Little defensive set-up core I just thought about. Trying to deal physical damage to those mon is downright impossible.
 

Ivy

resident enigma
is a Live Chat Contributor
Hey! Nice meta-game but how does disable work?
Disable would only disable the last used move, so if it's in a link, then that part of the link won't work, allowing only the first move to be used. The game should basically check whether a move is able to be used each time, so these sorts of things would happen intuitively.

shouldnt Baneful Bunker be banned from linking as well?
the standard choice specs ash greninja set really appreciates this meta, as it no longer has to get locked into spikes.
Already added to the OP. Remember that Choice items disable linking, so rip specsninja multi tasking.
 

Stakataka @ Rockium Z / Life Orb
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Trick Room
- Gyro Ball
- Superpower
- Rock Slide

This thing can now set Trick Room and fire off a superpowerful Gyro Ball in the same turn. EVs/IVs are the standard ones that get an attack boost from Beast Boost. Keep in mind Trick Room has very low priority, but Stakataka has very low speed anyway so it's not like it would be moving before much anyway.

Sigh all my sets seem to have something wrong, apparently you can't independently use the second move out of a link this gen so this set is also trash. Here's my fixed version.
Stakataka @ Rockium Z
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Trick Room
- Rock Slide
- Gyro Ball
- Superpower

Rockium lets you use the second move outside of the link. Not nearly as potent as I thought it would be though.

Tapu Lele @ Mind Plate / Fightinium Z
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Calm Mind
- Psyshock
- Moonblast
- Focus Blast

This is essentially the OU Fightinium set with twice the kick on its Psychic STAB: PTerrain boosted STAB Psychic + Psyshock off of 130 SpA is going to hurt.
252 SpA Mind Plate Tapu Lele Psychic vs. 248 HP / 8 SpD Eviolite Chansey in Psychic Terrain: 169-199 (24 - 28.3%) -- 96% chance to 4HKO
252 SpA Mind Plate Tapu Lele Psyshock vs. 248 HP / 252+ Def Eviolite Chansey in Psychic Terrain: 313-369 (44.5 - 52.4%) -- 21.5% chance to 2HKO
doing ~75% to Chansey of all things. You can also run Calm Mind to boost and attempt to sweep. Rip Nature's Madness though.

Last set:

I hate everything nice (Jirachi) @ Air Balloon / Leftovers / Something (rip scarf)
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp / U-Turn
- U-turn / Heart Stamp
- Body Slam / Thunder Wave / Ice Punch / other coverage


You guys can probably tell what this does. Iron Head + Heart Stamp leaves the opponent with a 16% chance of movement. Fortunately it can't do this with scarf. Provide webs or paralysis support and watch your opponent rage.... U-Turn the Dark types immune to Heart Stamp and paralyze things with your move of choice so you can outspeed (alternatively pick a coverage move of choice and run para support on something else).
lol this is in the op rip

If my Pokemon uses U-Turn and has another move in it's link after what will happen? Will it use the other move then switch, switch without using the other move, or something else? Similar question with Red Card and Eject Button. If I use two linked phazing moes will I phaze my opponent twice? Or will I just hit the same opponent twice and then phaze them? Am I too lazy to look up the stuff in last gens thread (the answer to this is yes, but it would still be good to have the answers in this thread as well:)
 
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Ivy

resident enigma
is a Live Chat Contributor
If my Pokemon uses U-Turn and has another move in it's link after what will happen? Will it use the other move then switch, switch without using the other move, or something else? Similar question with Red Card and Eject Button. If I use two linked phazing moes will I phaze my opponent twice? Or will I just hit the same opponent twice and then phaze them? Am I too lazy to look up the stuff in last gens thread (the answer to this is yes, but it would still be good to have the answers in this thread as well:)
Good questions all around; I've added to the OP some stuff on this, and I think it would extend to stuff like Hyper Beam theoretically allowing you to spam Hyper Beams at the expense of your other linked move (If you have Hyper Beam in slot 2, then it will instead carry the cooldown to the next turn).
 
how to beat special attackers:

Magearna @ Pixie Plate
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Heart Swap
- Flash Cannon
- Volt Switch

you can have the special attack drop, thanks
edit: not specs
 
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No King Shield in the banned moves? Smeargle can learn any move.
Not that it would be that broken, but Smeargle brought on a slow foe without status inflicting moves guarantees a Spore without breaking Smeargle's Sash/killing it if weakened.
 
Assuming I'm understanding correctly how Z-moves work, say hello to my little nuke:

Lickilicky @ Normalium Z
Ability: Oblivious
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Belly Drum
- Explosion

As long as your opponent doesn't have any ghosts left, anything that can't OHKO it dies:

+6 252+ Atk Lickilicky Explosion vs. 252 HP / 4 Def Steelix-Mega: 318-375 (89.8 - 105.9%) -- 56.3% chance to OHKO after Stealth Rock


Or here's another nuke, not as powerful but still strong enough to kill almost any non-resist, and as a bonus it doesn't kill itself. Get rid of your opponent's ground types first, then this guy can sweep with a little support from a slow tailwind+pivot:

Xurkitree @ Magnet / Life Orb
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Thunderbolt
- Hidden Power [Ice]
- Energy Ball

+3 252+ SpA Magnet Xurkitree Thunderbolt vs. 252 HP / 252+ SpD Mew: 432-508 (106.9 - 125.7%) -- guaranteed OHKO
 

Ivy

resident enigma
is a Live Chat Contributor
Assuming I'm understanding correctly how Z-moves work, say hello to my little nuke:
I thought all the Z-move nonsense had been sorted out in planning, but this is an interesting perspective. I had intended that only one move was Z-powered and the other not used whatsoever for that turn. But this mix of a Z-move and a normal move is a pretty interesting approach and makes a decent amount of sense with the current precedent. Indeed, the meta isn't yet programmed, so if that's a mechanic that people would enjoy then it could definitely be clarified.
 
So how would priority moves work when they're inevitably linked with regular moves? For instance, would this Zygarde set have a +2 priority Thousand Arrows? And if I swapped Espeed and Thousand Arrows, would Espeed lose its priority?

Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Extreme Speed
- Thousand Arrows
- Outrage
- Dragon dance
 
I thought all the Z-move nonsense had been sorted out in planning, but this is an interesting perspective. I had intended that only one move was Z-powered and the other not used whatsoever for that turn. But this mix of a Z-move and a normal move is a pretty interesting approach and makes a decent amount of sense with the current precedent. Indeed, the meta isn't yet programmed, so if that's a mechanic that people would enjoy then it could definitely be clarified.
It’ll give Eevee some use, ;)
Extreme Eevo Boost and then Stored Power the same turn!
Fighting types better not switch in, or the little one may pack an even bigger punch or kick than they planned on giving Eevee. :)

Don’t forget to Ban Mat Block.
What about banning Mean Look, Block, Anchor Shot, Spider Web and more + Perish Song?
 
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So how would priority moves work when they're inevitably linked with regular moves? For instance, would this Zygarde set have a +2 priority Thousand Arrows? And if I swapped Espeed and Thousand Arrows, would Espeed lose its priority?

Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Extreme Speed
- Thousand Arrows
- Outrage
- Dragon dance
No, it would just have a 0 priority Extreme Speed:
How does priority work?
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 retain a +1 priority.
The only way I can think of to abuse priority is to take advantage of negative priority to do a slow pivot. For example:

Zapdos
Ability: Static
- Whirlwind
- Volt Switch


And on an unrelated note, here's another set that can hit hard:

Serperior @ Miracle Seed
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Energy Ball
- Dragon Pulse
- Hidden Power [Fire]

It's a bit slow to compete with Hyper Offense, unless you have webs support, but it seems like it would be good against bulky offense or stall.

Guaranteed OHKO against physically defensive Mew
252 SpA Miracle Seed Serperior Leaf Storm vs. 252 HP / 0 SpD Mew: 178-210 (44 - 51.9%)
+2 252 SpA Miracle Seed Serperior Energy Ball vs. 252 HP / 0 SpD Mew: 246-289 (60.8 - 71.5%)

Guaranteed 2HKO against Chansey
252 SpA Miracle Seed Serperior Leaf Storm vs. 248 HP / 8 SpD Eviolite Chansey: 112-133 (15.9 - 18.9%)
+2 252 SpA Miracle Seed Serperior Energy Ball vs. 248 HP / 8 SpD Eviolite Chansey: 156-184 (22.1 - 26.1%)
+2 252 SpA Miracle Seed Serperior Leaf Storm vs. 248 HP / 8 SpD Eviolite Chansey: 225-265 (32 - 37.6%)
+4 252 SpA Miracle Seed Serperior Energy Ball vs. 248 HP / 8 SpD Eviolite Chansey: 234-276 (33.2 - 39.2%)
 

Lcass4919

The Xatu Warrior
I thought all the Z-move nonsense had been sorted out in planning, but this is an interesting perspective. I had intended that only one move was Z-powered and the other not used whatsoever for that turn. But this mix of a Z-move and a normal move is a pretty interesting approach and makes a decent amount of sense with the current precedent. Indeed, the meta isn't yet programmed, so if that's a mechanic that people would enjoy then it could definitely be clarified.
It’ll give Eevee some use, ;)
Extreme Eevo Boost and then Stored Power the same turn!
Fighting types better not switch in, or the little one may pack an even bigger punch or kick than they planned on giving Eevee. :)

Don’t forget to Ban Mat Block.
What about banning Mean Look, Block, Anchor Shot, Spider Web and more + Perish Song?
to give some perspective on what would happen: (using logic of course)

z-effects (i call these because thats what they practically are) are not moves in themselves, so activating z-belly drum your still using belly drum, the z crystal just provides an extra effect depending on the move. so id assume it works like "lickilicki used Z belly drum!fully restored, cuts in half maximized attack...lickilicki used explosion!"

z moves however, since they call completely NEW moves obviously cant be linked. im looking at eevoboost when mentioning this.
on top of this eevoboost is called by a attacking move so regardless it would still fall into this catigory so idk what ur talkin about boi

how do i know this is how they work?
eevoboost and clangerous soulblaze are affected by simple and contrary, z-conversion is not. thus, z conversion and co are not considered moves.
 
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So how would priority moves work when they're inevitably linked with regular moves? For instance, would this Zygarde set have a +2 priority Thousand Arrows? And if I swapped Espeed and Thousand Arrows, would Espeed lose its priority?

Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Extreme Speed
- Thousand Arrows
- Outrage
- Dragon dance
How does priority work?
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 retain a +1 priority.
taking my more sets out of hide because this question was answered above me ;-;
Also a fun note: if you want to calc the base power of two moves together you can change the base power of the move in the damage calc, and you need to change it to Move1 + Move2 + 2. Why? Because the damage formula adds in a 2 at some point, so when calcing two moves you need to manually add it back in. I'm not 100% positive that the math works out perfectly though.
Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Metal Burst / Stealth Rock
- Dragon Tail
- Heavy Slam
- Stealth Rock / Metal Burst / Rest

Negative priority Metal Burst or hazards + phazing. EVs are approx, check out the analysis ig.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Power-Up Punch
- Last Resort

OPAF!!!!!!! lol no real set is next

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Return / High Jump Kick
- High Jump Kick / Return
- Ice Punch

Basically standard MLop, but using its main STAB gives it +1

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Grass Knot

Tapus are gunna be gud. Similar to the dual Psychic attack Lele I posted earlier.
252 SpA Magnet Tapu Koko Thunderbolt vs. 0 HP / 0 SpD Mew in Electric Terrain: 382-451 (112 - 132.2%) -- guaranteed OHKO

Tapu Bulu @ Leftovers / Miracle Seed
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD OR 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Wood Hammer
- Horn Leech
- Stone Edge
- Superpower / Swords Dance

Recover your recoil in one turn while turning everything to dust!
252+ Atk Miracle Seed Tapu Bulu Wood Hammer + Horn Leech vs. 0 HP / 0 Def Mew in Grassy Terrain: 634-747 (185.9 - 219%) -- guaranteed OHKO
that looks like pretty solid damage.

Barbaracle @ Rockium Z
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Liquidation
- Rock Slide
- Earthquake

Set up + hit. Barbaracle is a neat mon, idk how it'll fair here, but since shell smashers tend to be rather bad it seems like the best option. I honestly just make Barbaracle sets in like every meta.

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Focus Punch
- Metal Burst
- Sucker Punch
- Play Rough

Another Metal Burst toy, this one based around the idea that it does damage whether they attack you or not.
I think this set might be bad, but I'm interested in playing around with Focus Punch depending on how the mechanics of the charge work.
 
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No, it would just have a 0 priority Extreme Speed:


The only way I can think of to abuse priority is to take advantage of negative priority to do a slow pivot. For example:

Zapdos
Ability: Static
- Whirlwind
- Volt Switch
Oh. Well in that case we can make an even slower pivot.

Uxie @ Mental Herb
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- U-turn / Memento
- Magic Coat
- Stealth Rock
 
Yes! My favorite metagame of Gen VI is back :)

The change in the mechanics of Choice items is interesting. No more Band/Specs spam.

Wonder how much more of an effect Tapus and terrains may have now. Tapu Koko can use a move + U-Turn in the same turn, dealing additional damage while supplying terrain support. Could Raichu-Alola use a double dance set with Electro Ball now?
Raichu-Alola @ Zap Plate
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Agility
- Nasty Plot
- Electro Ball
- Psyshock / Hidden Power Ice / Focus Blast / Filler
Thanks for bringing this metagame back @thativyguy , I will vote for this as soon as it gets code!

edit: idk how to tag anymore
 
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to give some perspective on what would happen: (using logic of course)

z-effects (i call these because thats what they practically are) are not moves in themselves, so activating z-belly drum your still using belly drum, the z crystal just provides an extra effect depending on the move. so id assume it works like "lickilicki used Z belly drum!fully restored, cuts in half maximized attack...lickilicki used explosion!"

z moves however, since they call completely NEW moves obviously cant be linked. im looking at eevoboost when mentioning this.
on top of this eevoboost is called by a attacking move so regardless it would still fall into this catigory so idk what ur talkin about boi

how do i know this is how they work?
eevoboost and clangerous soulblaze are affected by simple and contrary, z-conversion is not. thus, z conversion and co are not considered moves.
It depends how it is programmed, it could be like Parental Bond with a Z Crystal (Skill Swapped, etc.) where your Z Move hits and ends with no second move, or it could be linked as the title suggests, where its more like Sleep Talk which goes First, impacting its own Z-effect with a Z-effect +2 Critical Hit and then the copied move (if an Attack) becomes a Z-Move. If the move that calls another move is not an Attack, then the called move is a regular move. So a regular move can follow a Z-Move:
“Additionally, when used as a Z-Move, all moves that call other moves convert the called move into its corresponding Z-Move, although status moves called this way do not get their Z-Power effect. Moves stolen by Z-Snatch, reflected by Z-Magic Coat, or instructed by Z-Instruct are not turned into Z-Moves.”
https://m.bulbapedia.bulbagarden.net/wiki/Z-Move

Yes, no specific Z-Crystal exists for non-attacking Moves, but seeing a regular move follow a Z-move can be done with any move that calls another status move. Last Resort is tricky because it is an Attack that becomes a Z-effect move without any damage.

that ivy guy please confirm if you will allow Z-moves and regular moves to be linked (albeit for the one time per battle limit). If Z-Sleep Talk, etc. can become Z-moves and leave Status moves as regular moves, while becoming Z-moves and turning Attacking moves as Z-moves, then we already have a precedent for the Linking of Z-moves and regular moves in a single turn by the same Pokémon. So it should seem okay to give Eevee a Z-move that is a Status moves that can permit it to use a follow up move (Z-Crystals for signature moves only impact the first move since none of them are “call another attack moves”).

What happens if you use a move that lowers speed as the 1st of the 2 Linked Moves? Like Ice Hammer/Hammer Arm, do they slow you down to where your 2nd move will possibly go after the opponent?
————
Speaking of which I can’t wait to test this:

Liepard @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Assist (V-Create)
- Copy Cat
- Taunt
- Sucker Punch

Pack a Drought teammate and you got double hits of Priority off 270 Base Power V-Create. Copycat can call upon a move called from Assist, just not Assist itself, which lets it KO many Neutral recipients.

At the very least, Slot 2 Copy Cat serves as an improved Parental Bond, copying any move at all used just before it!

Also what about these Link Moves?
Endure?
Encore + Disable? Too Cheap?
Imprison + Transform Smeargle? (It could possibly have Spore as its 4th Move, Anchor Shot as it’s 3rd move on the foe’s Switch from Spore and then Imprison + Transform).

Taunt/Wish + Metal Sound; Wish + Bide; Endure + Reversal/Flail
Sets that lead to Invincibility!
Smeargle @ Normalium-Z
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Thousand Waves
- Electrify
- Conversion
- Spore

Invincible: Spore, then Conversion-Z on their switch. You get +1 all stats and become a Ground-Type. With +1 all stats, you get to go first and use Thousand Waves to trap the foe while using Electrify to ensure you are immune to their attacks. They cannot touch you unless they have priority or Perish Song.

Solazzle @ Black Sludge
Ability: Corrosion
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Encore
- Disable
- Toxic
- Substitute

Encore + Disable = Stop All Attacks. Toxic + Corrosion spares no types, and Substitute is to stall their use of Struggle. Base 117 Speed is pretty fast especially with limited Priority moves.

Alakazam @ Leftovers/Focus Sash
Ability: Magic Guard
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Encore
- Disable
- Recycle / Substitute
- Recover/ Filler

Leftovers let’s you stall behind a Substitute as they use Struggle.

Nothing breaks Sash thanks to Magic Guard, so come in after a KO against foe that use a set up move Linked with their damaging Attack.

Encore and Disable nullify their ability to use any move as it forces their most recent one, and then subsequently prevents it.

Zeraora @ Magnet
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Fake-Out
- Volt Switch
- Plasma Fists
- Grass Knot/Filler

So you can basically Flinch and switch, raking up damage along the way, while pretty much always outspeeding at Base 143 Speed (which supplements the fact you lose Priority From Fake-out).

Ghost Types are not flinched, and Ground types are not hit by Volt Switch, but unless they are Ghost and Ground they can be hit by 1.
U-turn could also be used:
Leopard @ Black Gasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake-Out
- U-Turn / Assist (Any Move!)
- Sucker Punch
- U-Turn / Assist

Flinch, select any move without interruption, and decide if you want to stay in. Assist allows you to make Fake-Out +1 Priority thanks to Prankster, and call upon any move such as V-Create, Belly Drum, etc.
Meowstic-Male also can use Fake-Out and Assist with Prankster
 
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sin(pi)

lucky n bad
Link (heh) to last gen's thread - could we get this in the OP? Makes it easier to look for ideas. Some stuff from that and my own brain:

can't touch this (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 76 Atk / 176 Def / 8 Spe
Impish Nature
- Dragon Tail
- Roar / Earthquake
- Stealth Rock
- Endure / Earthquake

31% recoil whenever it's hit, plus double phasing to rack up hazards damage. Speed creeps Jolly Ttar which probably isn't relevant but whatever. Endure is a bit of a meme but racking up damage is fun.

yugioh (Victini) @ Assault Vest / Icium Z
Ability: Victory Star
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fusion Bolt
- Fusion Flare
- Energy Ball / Glaciate / Psychic
- Glaciate / U-turn

Fusion Flare hits for 200BP if Bolt was used the previous turn, making it a solid nuke. Energy Ball hits Quag (which is a threat with Unaware + Curse), Glaciate hits stuff like Lando/Chomp/Zygarde etc, U-turn for momentum. AV Is a pretty shitty item for it but Lefties sucks in such an offensive meta while Choice items are banned bad. Icium Z might get crucial OHKOs on stuff.
A completely different and equally viable option is V-create + U-turn.

Hawlucha @ Grassy/Electric Seed
Ability: Unburden
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- High Jump Kick
- Roost

Pretty much lifted straight from OU, this time with enough speed to beat Jolly Excadrill in sand at the expense of losing to Clef, which doesn't matter because you couldn't break Unaware anyway.

Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Smart Strike / Defog

Solid partner for the above, breaking both Unawares easily. Defog is also a pretty cool option.
 
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Ah, this meta. You know, there is a core that made me smash through teams and won tours in Gen 6. This time, I'm using an EVEN STRONGER MON since it's available.


Jirachi @ Focus Sash
Ability: Serene Grace
EVs: 248 HP / 4 Def / 252 Spe
Jolly Nature
- Trick Room
- U-turn
- Stealth Rock
- Iron Head

Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
IVs: 0 Spe
Brave Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Iron Head/Fire Fang

I used to have Azumarill with Belly Drum + Waterfall + Aqua Jet but now that Mega Mawile is available, you now have a WAY stronger mon that doesn't have to sacrifice HP in order to sweep teams. Sucker is there when you meet Alolanwak, which is slower (means faster in TR) and also hard hitting as well. Also, why Focus Sash? Because even if Jirachi has good defenses, I still doubt it can take instant +2 moves, that's why Sash is needed. Another optional partner would be Mega Camerupt (it has growth) and Alolanwak.
 
Strange nobody mentioned him.



Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- U-turn
- Bullet Punch
- Roost

This might be an amazing pivot.
He would defog AND switch at the same turn, so he can safely bring something that is 4x weak to rock, such as Volcarona.
 
Choice items are banned
Choice items: Due to a change in generation 7 mechanics, one cannot physically 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.
Bad* not banned.
And also oh my god i forgot about the fusion combo.

Zygarde @ Figy Berry / Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Outrage
- Extreme Speed / Grass Knot

Set up + the most spammable move in the game? Yes please. Outrage + Dragonium lets you smack around most Ground resists, Espeed is priority, which is nice both for pushing past priority and for abusing the fact that ~nothing has a +2 priority link... or even +1. Grass Knot kills Quag if that becomes relevant enough. Basically, offensive ddance zyg is gonna be a beast.

Speaking of priority I was looking for things that could make priority links and
Lycanroc-Dusk @ Lycanium Z / Hard Stone / Expert Belt
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Accelerock
- Sucker Punch
- Swords Dance
- Stone Edge

Lucario @ Fightinium Z / idek
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Extreme Speed
- Swords Dance
- Close Combat

Z moves seem to be extremely coveted items with choice and lo being unappealing and thus having fewer good choices. Rocky Helmet on the other hand has a chance to activate twice.
 
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