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Metagame Linked (OMotM)

I'm very surprised I haven't seen Kommo-o mentioned a lot here, you'd think it would be even better in this meta. I was looking through the ban list but I didn't seen anything mentioning Kommo-o or C-Soul so here is my contribution to anyone who wants a nuke (just make sure you set up at the right time)

Kommo-o @ Loaded Dice
Ability: Soundproof
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Clangorous Soul
- Drain Punch
- Scale Shot
- Iron Head

You could substitue Loaded dice+ Scale Shot for a different attack, but STAB Drain Punch heals more than the damage C-Soul does to you. Alternatively, you could make it a special set, using aura sphere, boomburst, clanging scales, flamethrower, flash cannon etc.
 
I'm not that high on the ladder and my GXE is also fucked but I still want to share my team nonetheless to contribute to this metagame:

Webs + Screens Iron Moth Offense
:ribombee: :keldeo: :landorus-therian: :iron_moth: :kingambit: :goodra-hisui:
Basically the goal of this team is to put webs and screens and try to sweep with Iron Moth mainly or your other sweepers.

--

:Ribombee:
Ribombee @ Light Clay
Ability: Shield Dust
Tera Type: Ghost
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Sticky Web
- U-turn

Your Screens + Webs setter. Catches people off-guard when they see screens coming out when they're expecting webs.

--

:Keldeo:
Keldeo @ Leftovers
Ability: Justified
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Secret Sword
- Vacuum Wave

Other sweeper and a priority packer. People have been sleeping on how unwallable this mon can get sometimes due to its essentially mixed attack with Secret Sword

--

:Landorus-Therian:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Earthquake
- U-turn
- Stealth Rock

Your switch-in to physical mons and a potential sweeper. I swap this with Zamazenta sometimes, but kinda need the ground typing for this team to avoid Regieleki weakening your team and/or thunder wave spam

--

:Iron_Moth:
Iron Moth @ Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Acid Spray
- Fiery Dance
- Energy Ball
- Psychic

The spotlight of this team. I think Iron Moth should be suspected imo. As long as you outspeed you kinda just steamroll the game most of the time.

--

:Kingambit:
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Assurance
- Sucker Punch
- Swords Dance

Physical late game sweeper + another prio for the team. Iron Head + Assurance can 2 shot most of the targets

--

:Goodra-Hisui:
Goodra-Hisui @ Assault Vest
Ability: Shell Armor
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Acid Spray
- Flash Cannon / Draco Meteor
- Dragon Tail
- Draco Meteor / Heavy Slam

Your special answer. This is a funny guy because it blocks like almost all special attacks under screens and dishes off nuclear attacks in return.

The team's not perfect but it's like whatever, I just hope you guys like it :3
 
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Earthquake
- U-turn
- Stealth Rock
I’d change this to Smack Down + Earthquake or Gravity + Earthquake. You get hard walled by Ground immunities otherwise, and you can help support your team if you use Gravity to increase the accuracy of your moves.
 
https://pokepast.es/05bfae46518a63e2

Got to somewhat high elo with this team so thought I'd share. It's nothing particularly special, relying heavily on the corv + valiant combo to get anything done.

the only real fun set is mimikyu. It gets way more mileage than you'd expect from a set like that, really shuts down most attempts to setup and can also score lots of chip on slower bulky mons. Ghost + fairy giving 3 immunities to common offensive types also helps a lot. Feedback would be appreciated.
 

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Vote #2 is now installed!

Also, thanks to Slayer95 for fixing the coding on linked two-turn charge moves. The most meta relevant of these is Meteor Beam, which now works like you’d expect, rather than skipping the charge the first turn and locking you in the second. (I’m sorry, but there was not a lot of support for open team sheets, but we really appreciate your contribution.)

We also have a tiering survey in the works which I imagine will be posted the next day or two, so if you have anything you’d like either restricted, banned or freed, now is the time to make some noise about it.

Edit: Survey info down here.
 
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:sv/flapple:
Flapple @ Muscle Band
Ability: Hustle
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grav Apple
- Dragon Rush
- U-turn
- Sucker Punch
Flapple can be a powerful force under Gravity. Grav Apple into Dragon Rush while Gravity is up makes it an incredibly deadly combo. Grav Apple has 120 BP and lowers the target’s Def. With Hustle, Muscle Band, and Dragon Rush under Gravity, Flapple ends up doing massive amounts of damage.
252 Atk Muscle Band Hustle Flapple Grav Apple (120 BP) vs. 252 HP / 4 Def Heatran: 67-80 (17.3 - 20.7%) -- possible 6HKO
252 Atk Muscle Band Hustle Flapple Dragon Rush vs. -1 252 HP / 4 Def Heatran: 170-201 (44 - 52%) -- 74.2% chance to 2HKO after Stealth Rock and Leftovers recovery
You’re dealing at least 73% to Heatran after Stealth Rocks.
Very few things can withstand a Grav Apple into Dragon Rush. In cases where you do find something that can tank one hit, they likely can’t tank it twice. And if they can tank 2 hits and also outspeed, you have Sucker Punch.
While under Gravity, Flapple is extremely hard to switch onto. Most Fairy types aren’t answers either unless they so happen to resist Grass and can tank a Sucker Punch afterwards.
I’d say this is strong, but balanced out by needing to set up Gravity.
:Great Tusk: :Landorus-Therian: :Iron Crown: :Heatran: :Weavile:
These are some examples of pretty strong teammates to use in Gravity teams. Iron Crown being able to set Gravity and threatens Fairy types extremely well. Ground types and anything with low accuracy moves appreciates Gravity support too.
 
:sv/flapple:
Flapple @ Muscle Band
Ability: Hustle
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grav Apple
- Dragon Rush
- U-turn
- Sucker Punch
Flapple can be a powerful force under Gravity. Grav Apple into Dragon Rush while Gravity is up makes it an incredibly deadly combo. Grav Apple has 120 BP and lowers the target’s Def. With Hustle, Muscle Band, and Dragon Rush under Gravity, Flapple ends up doing massive amounts of damage.
252 Atk Muscle Band Hustle Flapple Grav Apple (120 BP) vs. 252 HP / 4 Def Heatran: 67-80 (17.3 - 20.7%) -- possible 6HKO
252 Atk Muscle Band Hustle Flapple Dragon Rush vs. -1 252 HP / 4 Def Heatran: 170-201 (44 - 52%) -- 74.2% chance to 2HKO after Stealth Rock and Leftovers recovery
You’re dealing at least 73% to Heatran after Stealth Rocks.
Very few things can withstand a Grav Apple into Dragon Rush. In cases where you do find something that can tank one hit, they likely can’t tank it twice. And if they can tank 2 hits and also outspeed, you have Sucker Punch.
While under Gravity, Flapple is extremely hard to switch onto. Most Fairy types aren’t answers either unless they so happen to resist Grass and can tank a Sucker Punch afterwards.
I’d say this is strong, but balanced out by needing to set up Gravity.
:Great Tusk: :Landorus-Therian: :Iron Crown: :Heatran: :Weavile:
These are some examples of pretty strong teammates to use in Gravity teams. Iron Crown being able to set Gravity and threatens Fairy types extremely well. Ground types and anything with low accuracy moves appreciates Gravity support too.
Looks pretty fun, but (imo) it def struggles w speed despite being Jolly and 252 Evs, only being 262 speed after both. A lot of mons outspeed it, so you either need TW to make it outspeed everything (which gets clunky when you also need to set up grav), TR (Which has the same problem as TW) to outspeed everything thats NOT a tank, or pray that your facing against a slower team. Additionally, Flapple reallly doesn't like Steel types, as they resist 3/4 of it's moveset, so a bulky steel type that also resists dark (Such as Kingambit or Tinkaton) walls it, forcing it to pivot and effectively burn a U-turn.
Maybe I'm wrong about these flaws, but while Flapple can be a nuke, it requires it to not die in the process, a difficult task seeing the sheer amount of weaknesses (a 4x weakness to Ice definitely doesn't help) and low Sp.Def.
 
In This Game, my Min Speed (94) :Azumarill: was going to use aqua jet during trick room to kill the :Grimmsnarl: in front of it before it could fire off any status moves (like screens) that would make sweeps or partial sweeps harder. Instead it outsped (¿outslowed?) me and used Fake Out + Parting Shot to deny me that turn and gain momentum. Lowest prio in that link is 1, right (Same as Aqua Jet)? If I'm right about this, shouldn't Aqua Jet have gone first? Min Speed :Azumarill: is slower (Read: Faster under TR) than a same level Grimmsnarl can ever be unless it's running a speed lowering item like :iron_ball:, :macho_brace:, or "power" items like :power_anklet:.

Except I know that can't be the case because later after what first seemed like an early ragequit, the opponent came back and outsped Aqua Jet with Prankster AGAIN, but this time outside of trick room (Before actually ragequitting once full paralysis didn't kick in).

I was very careful to click aqua jet the first time in the corner furthest from other moves like play rough, so I'm really skeptical that it could've been a misclick. That said, if this is neither a misclick or a buggy interaction, the only explanation I can think of is that :grimmsnarl: had exactly 188 speed and was holding a speed-halving item to trigger a speed tie... which makes zero sense in a real game, especially since the chat makes it seem like my opponent actually wanted to win.

Any help?

Update: Someone ran a Test Game and it's definitely not a case of me misclicking play rough. They also tested to see if "fake out + prankster status move" was actually using fake out's priority instead of parting shot's but that wasn't the case either since using it against a :dragonite: did not let it outprioritize Extreme Speed (Which fake out is usually supposed to do). Seems like a very specific bug...
 
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In This Game, my Min Speed (94) :Azumarill: was going to use aqua jet during trick room to kill the :Grimmsnarl: in front of it before it could fire off any status moves (like screens) that would make sweeps or partial sweeps harder. Instead it outsped (¿outslowed?) me and used Fake Out + Parting Shot to deny me that turn and gain momentum. Lowest prio in that link is 1, right (Same as Aqua Jet)? If I'm right about this, shouldn't Aqua Jet have gone first? Min Speed :Azumarill: is slower (Read: Faster under TR) than a same level Grimmsnarl can ever be unless it's running a speed lowering item like :iron_ball:, :macho_brace:, or "power" items like :power_anklet:.

Except I know that can't be the case because later after what first seemed like an early ragequit, the opponent came back and outsped Aqua Jet with Prankster AGAIN, but this time outside of trick room (Before actually ragequitting once full paralysis didn't kick in).

I was very careful to click aqua jet the first time in the corner furthest from other moves like play rough, so I'm really skeptical that it could've been a misclick. That said, if this is neither a misclick or a buggy interaction, the only explanation I can think of is that :grimmsnarl: had exactly 188 speed and was holding a speed-halving item to trigger a speed tie... which makes zero sense in a real game, especially since the chat makes it seem like my opponent actually wanted to win.

Any help?

Update: Someone ran a Test Game and it's definitely not a case of me misclicking play rough. They also tested to see if "fake out + prankster status move" was actually using fake out's priority instead of parting shot's but that wasn't the case either since using it against a :dragonite: did not let it outprioritize Extreme Speed (Which fake out is usually supposed to do). Seems like a very specific bug...
I had a similar case happen to me just now. I used Bullet Punch into Rillaboom when I was for sure slower but the Fake Out Glide link went off first. The terrain healing at end of turn verifies the speed order.
 
In This Game, my Min Speed (94) :Azumarill: was going to use aqua jet during trick room to kill the :Grimmsnarl: in front of it before it could fire off any status moves (like screens) that would make sweeps or partial sweeps harder. Instead it outsped (¿outslowed?) me and used Fake Out + Parting Shot to deny me that turn and gain momentum. Lowest prio in that link is 1, right (Same as Aqua Jet)? If I'm right about this, shouldn't Aqua Jet have gone first? Min Speed :Azumarill: is slower (Read: Faster under TR) than a same level Grimmsnarl can ever be unless it's running a speed lowering item like :iron_ball:, :macho_brace:, or "power" items like :power_anklet:.

Except I know that can't be the case because later after what first seemed like an early ragequit, the opponent came back and outsped Aqua Jet with Prankster AGAIN, but this time outside of trick room (Before actually ragequitting once full paralysis didn't kick in).

I was very careful to click aqua jet the first time in the corner furthest from other moves like play rough, so I'm really skeptical that it could've been a misclick. That said, if this is neither a misclick or a buggy interaction, the only explanation I can think of is that :grimmsnarl: had exactly 188 speed and was holding a speed-halving item to trigger a speed tie... which makes zero sense in a real game, especially since the chat makes it seem like my opponent actually wanted to win.

Any help?

Update: Someone ran a Test Game and it's definitely not a case of me misclicking play rough. They also tested to see if "fake out + prankster status move" was actually using fake out's priority instead of parting shot's but that wasn't the case either since using it against a :dragonite: did not let it outprioritize Extreme Speed (Which fake out is usually supposed to do). Seems like a very specific bug...
Can you remove the obnoxious formatting please, it’s hard to triage bugs when I can’t parse the first sentence
 
I noticed that armor tail doesn't block fake out with it's linked with another move. Is that supposed to happen?

Replays are helpful for stuff like this.

Did Fake Out have priority when you tried this? If linked with a non-priority move it would not have priority and thus not be blocked by Armor Tail.

———-

dhelmise has a fix ready for the priority bug Iknowup mentioned. Not live yet, but see turn 6 here of it working properly.

https://replay.pokemonshowdown.com/kris-gen9linked-761-nullpw
 
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1773082760818.png

After peaking twice with one of my teams feel like sharing it on forums, you might have seen it floating around a bit since I've already shared it in discord though.

https://pokepast.es/fca3bef506344a8d
:Kingambit: :Rillaboom: :Garchomp: :Great-Tusk: :Zamazenta: :Clefable:
This team is a general bulky priority-spam team, with this tier being full of fragile offenses priority is at an all-time premium, especially with the recent surge of Quick Claw users.

:Kingambit:- Priority abuser number one, Iron head + Assurance is a great nuke that can tear through annoying mons like :grimmsnarl:,:clefable:,:dondozo:, and:skeledirge: having a strong Sucker Punch in general is extremely nice, especially against threats that:Rillaboom:can't handle like:dragapult:and:dragonite:. Swords Dance allows it to reverse sweep extremely easily, gaining enough power to destroy mons even through screens, and in general the defensive utility of this mon is nice, as this team doesn't have any Ghost resists or specially bulky Dark resists otherwise.

:Rillaboom:- Arguably the most useful mon on this team, Fake Out + Grassy Glide is an extremely strong combo that shuts down nearly every mon. You can kill:Grimmsnarl:before screens ever go up, destroy any would be sweepers, stall out turns of Trick Room or weather, all while not even being choice locked. Setting Grassy Terrain is also extremely useful for this team, since this team relies on its mons taking a few hits having extra passive healing allows for a lot more setup oppertunities or times where an OHKO becomes a roll or 2HKO.

:Garchomp:- Ever dealt 48% to your opponent just for switching in? With setup being nerfed a lot of mons rely on dual attacks, and as such:Garchomp:, a mon that was already very good in the setup meta, now often can almost kill enemies simply by existing. Spikes + Dragon Tail is great for getting rid of mons trying to set up on:Garchomp:, and Stealth Rocks are in general useful for chipping opponents down into Range of a:Kingambit:Sucker Punch or a:Zamazenta: Body Press, and Earth Power hits a large amount of potentially annoying foes. Garchomp's excellent bulk makes it really nice to take out any important threats, it can sit on:Iron-Moth:and obliterate it with an Earth Power, chip down opposing:Rillaboom:while getting hazards up, and deal with annoying pivoters like:Lokix:.

:Great-Tusk:- "What if we gave :Great-Tusk: victory dance" - statements dreamed up by the utterly deranged.:Great-Tusk:is both a premier hazard remover and an extremely threatening setup sweeper, being able to both remove pesky hazards and become extremely threatening all in one single turn. Headlong Rush + Ice Spinner deals with 99% of threats, especially at +1, and Bulk Up makes you able to tank most common types of priority. Sitrus Berry allows you to more easily tank many dual attacks like Iron Head + Assurance from Kingambit while staying out of priority range, allowing you to get a sweep off much more easily.

:Zamazenta:- "What if we made Gen 1 Mewtwo that can attack and boost simultaneously" - statements dreamed up by the clinically insane. :Zamazenta: does exactly what you expect it to do, tanks a hit and starts obliterating everything with IDBP. Crunch and Heavy Slam deal with most threats that Body Press doesn't deal with, :Enamorus:,:Gholdengo:,:Hatterene:,:Slowking-galar:,:Dragapult:and other ghosts/fairies that would otherwise stop a sweep, and Lum Berry helps against the bevy of status from foes like:Zapdos:,:Dragapult:, or:Gholdengo:. Being extremely fast is also nice, allowing this team to not simply die to strong fast priority users like :Weavile:.

:Clefable:- Probably the least important mon on this team, this used to be a:Sinistcha:(and the variations of this team that I see on ladder usually still run:Sinistcha:) but I didn't see enough hazard removal to need a spinblocker that much,:Clefable:simply steals games extremely easily while also acting as a defensive wall for certain foes that would otherwise 6-0 this team like:Enamorus:. Covert Cloak makes you extremely:Iron-Moth:resistant and prevents:Kingambit:from being able to kill you with a few lucky flinches(although watch out for crits though, they call these sets crit magnets for a reason)

THREATS

:Enamorus: - While:Zamazenta:and:Clefable:deal with it decently well, if webs are up and your clefable is chipped it can still be extremely threatening.

:Ribombee: - Certain webs teams simply do not ever allow:Great-Tusk:to spin, which normally isn't that bad with the double priority but certain foes like the aforementioned:Enamorus:become a lot more threatening if:Zamazenta:can't check them.

:Moltres:- Better start praying for Flame Body odds since literally every sweeper here gets stopped by enough burns + roar.
 
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Just lost to this so obviously the first thing I am going to do is run to the forums to complain.

Tsareena (F) @ Heavy-Duty Boots
Ability: Queenly Majesty
Tera Type: Grass
EVs: 252 Atk / 252 Spe
Jolly Nature
- Endeavor
- Rapid Spin
- Endure
- Knock Off

It came in on something slower than it, used endure, and then proceeded to sweep my entire team with Endeavor + rapid spin.

What exactly is the counter-play here besides Rocky Helmet? I actually had a Rocky Helmet on my team but it was already dead.

Anyone want to weigh in on this?
 
Just lost to this so obviously the first thing I am going to do is run to the forums to complain.

Tsareena (F) @ Heavy-Duty Boots
Ability: Queenly Majesty
Tera Type: Grass
EVs: 252 Atk / 252 Spe
Jolly Nature
- Endeavor
- Rapid Spin
- Endure
- Knock Off

It came in on something slower than it, used endure, and then proceeded to sweep my entire team with Endeavor + rapid spin.

What exactly is the counter-play here besides Rocky Helmet? I actually had a Rocky Helmet on my team but it was already dead.

Anyone want to weigh in on this?
helmet, ghost types, mons still faster than a +1 tsareena, dont let it get the free turns necessary to endure into endeavor spin, and quick claw (do not try at home)

granted its a cheesy mu fish so it will be annoying
 
Just lost to this so obviously the first thing I am going to do is run to the forums to complain.

Tsareena (F) @ Heavy-Duty Boots
Ability: Queenly Majesty
Tera Type: Grass
EVs: 252 Atk / 252 Spe
Jolly Nature
- Endeavor
- Rapid Spin
- Endure
- Knock Off

It came in on something slower than it, used endure, and then proceeded to sweep my entire team with Endeavor + rapid spin.

What exactly is the counter-play here besides Rocky Helmet? I actually had a Rocky Helmet on my team but it was already dead.

Anyone want to weigh in on this?
This strategy only works if your opponent just lets you do it.
Once you know the set, its pretty easy to counter. You can status the Tsareena or use a faster Pokemon before it starts Rapid Spinning. Taunt also prevents Endure
If for some reason you couldn't do either, Tsareena can still be outspeed by Barraskewda and faster Pokemon at +1.
If that doesn't work, you also have Ghost types that are immune to both Endeavor and Rapid Spin, and can definitely tank a non-STAB Knock Off.
This strategy should only work on you once, or if you're the type of player who for some reason doesn't pack status moves.
 
Linked Survey!

Click HERE to respond to the survey. Also feel free to discuss publicly!

Survey closes March 15 11:59 P.M. -5.

Watchlist Update

:pmd/kingambit: Assurance:
When set into the second moveslot, Assurance reaches 120 BP (before STAB) with no drawbacks. The move’s raw power has made it become the premier Dark STAB of choice in the fast paced games of the Linked format, even over Knock Off, getting more value from pure KO potential over the utility of removing items. The most notable user of Assurance is Kingambit, but other Dark types such as Weavile, Tyranitar and Lokix can also make great use of Assurance as well.

If Assurance were restricted from being linked, the Dark types would become a little less strong in general, defaulting to other weaker options.

:pmd/azumarill: Belly Drum:
Belly Drum is limited by distribution on low to mid speed-mons. Users offen require speed support, and while Belly Drum often thuds into the popular Unaware-mons, it can be extremely potent on the right builds, such as Trick Room Azurmarill or Iron Hands.

:pmd/dragapult: Dragapult:
The fastest mon in the format. No one set is especially overwhelming, but the danger lies in Dragapult’s variety of options. The Will o’ + Hex set answers are completely different than Dragon Dance + Dragon Darts, or Sub + Dragon Dance or Sub + Thunder Wave. Pult is also great screen setter, the best Sunny Day setter, or can utilize attack + U-Turn to pivot. It can bypass Screens and Subs with Infiltrator, or it can block Parting Shot with Clear Body. Pult is all around challenging to predict.

:pmd/zapdos: Electric Terrain:
Quark Drive mons were the dominant force in the earliest version of the Linked meta, but that was when Booster Energy was legal. duckycrater laid out a persuasive argument as to why Electric Terrain did not need restricted in the same vein as Sunny Day, largely owning to Rillaboom emerging as a strong meta presence, as well as the Quark Drive mons being vulnerable to priority. While it can be argued priority spam should not be mandatory for ladder success, Rillaboom and priority in general are indeed meta-defining.

On one hand, dedicated ETerrain setters are generally worse than Dragapult is at setting Sunny Day. Many electric types only have Volt Switch as a pivoting move, so mons like Regieleki need Explosion to grab momentum against Ground types. Mew and Zapdos have U-Turn, but are not especially fast and thus become a vulnerability against Taunt users, or simply being outsped and KO’d.

One the other hand, if unrestricted, Iron Moth, a fantastic breaker with its Acid Spray + Fiery Dance set, would become overwhelmingly threatening once again, and would likely require an individual ban. Similarly, Iron Valiant could self set more viably, even linking ETerrain together with Calm Mind for a pseudo-Quiver Dance.

We encourage you all to pine in if you believe Electric Terrain was premature in being restricted. If the consensus is strong, we may be moved to reconsider.

:pmd/tsareena: Endeavor:
The priority immune Tsareena has surprisingly emerged as a meta threat with an innovative Endure and Salac Berry set, followed up with a linked Endeavor + Rapid Spin to OHKO anything that isn’t a Ghost type or holding Rocky Helmet, while simultaneously accruing more speed boosts and clearing the field of hazards. Endeavor has also seen other uses in mildly cheesy Curse, Final Gambit or any random attack strats for quick breaking. Is Endeavor mere quirky meta cheese or a legit threat? You decide.

:heat rock: Heat Rock:
How does sun feel as an archetype at this point? Restricting Sunny Day only limited Sun teams a single turn of momentum loss, however, the loss of Chlorophyll does limit greatly the archetype’s speed advantage. If sun still feels overbearing, banning Heat Rock is the logical next course of action.

:pmd/hoopa-unbound: Hoopa-Unbound:
Hyperspace Fury + Lash Out is pretty unwallable, and Hoopa’s middling speed can be patched up by any of Trick Room, Tailwind, Sticky Web or paralysis support. Despite this, it is always vulnerable to being revenged by priority.

:pmd/iron moth: Iron Moth:
The moth cannot gain a Quark Drive boost nearly as easily as before, yet it remains a solid breaker with Acid Spray and Fiery Dance. Unlike main breakers, it does have usable defensive checks in things like Heatran, Skeledirge, and Goodra-H, or something as simple as Covert Cloak. Its speed isn’t so great that it cannot be forced out by something faster or priority.

:light Clay: Light Clay:
A few people have brought up double screens, and specifically Light Clay, as deserving being watchlisted given how it enables bulky set up. However, screens may be considered the defensive ying to linked attacks’ yang. There are many options for counterplay to screens including Defog, Court Change, Tidy Up, Focus Energy, Brick Break, Psy Fangs, Dragapult, Ogerpon, Hoopa, status and simply boosting or attacking twice. If a majority finds screens oppressive, we will consider tiering action.

:quick claw: Quick Claw:
Many players on ladder have been infuriated by this luck based item. Quick Claw has emerged as a go-to for bulk mons like Kingambit, Ursaluna and Iron Hands, who are willing to roll the dice for the chance a speed advantage. The proc rate remains the same as standard play, but the rewards for a proc with linked moves is doubled, especially effective given the relative frailty of the format. It only takes one lucky (or unlucky) activation to tip the scales, and evasion strats have been banned for worse odds.

:pmd/zamazenta: Zamazenta:
The second fastest mon in the meta. While it is much more linear than Dragapult, with Iron Defense + Body Press being its only real set, it basically shuts down all physical attackers and can snowball through any team lacking a Ghost, Unaware, Scarf or special priority. Keep in mind, Zam does have nice meta value in checking Kingambit and Weavile.
 
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Linked Survey!

Click HERE to respond to the survey. Feel free to discuss publicly!

Survey closes March 15 11:59 P.M. -5.

Watchlist Update

:pmd/kingambit: Assurance:
When set into the second moveslot, Assurance reaches 120 BP (before STAB) with no drawbacks. The move’s raw power has made it become the premier Dark STAB of choice in the fast paced games of the Linked format, even over Knock Off, getting more value from pure KO potential over the utility of removing items. The most notable user of Assurance is Kingambit, but other Dark types such as Weavile, Tyranitar and Lokix can also make great use of Assurance as well.

If Assurance were restricted from being linked, the Dark types would become a little less strong in general, defaulting to other weaker options.

:pmd/azumarill: Belly Drum:
Belly Drum is limited by distribution on low to mid speed-mons. Users offen require speed support, and while Belly Drum often thuds into the popular Unaware-mons, it can be extremely potent on the right builds, such as Trick Room Azurmarill or Iron Hands.

:pmd/dragapult: Dragapult:
The fastest mon in the format. No one set is especially overwhelming, but the danger lies in Dragapult’s variety of options. The Will o’ + Hex set answers are completely different than Dragon Dance + Dragon Darts, or Sub + Dragon Dance or Sub + Thunder Wave. Pult is also great screen setter, the best Sunny Day setter, or can utilize attack + U-Turn to pivot. It can bypass Screens and Subs with Infiltrator, or it can block Parting Shot with Clear Body. Pult is all around challenging to predict.

:pmd/zapdos: Electric Terrain:
Quark Drive mons were the dominant force in the earliest version of the Linked meta, but that was when Booster Energy was legal. duckycrater laid out a persuasive argument as to why Electric Terrain did not need restricted in the same vein as Sunny Day, largely owning to Rillaboom emerging as a strong meta presence, as well as the Quark Drive mons being vulnerable to priority. While it can be argued priority spam should not be mandatory for ladder success, Rillaboom and priority in general are indeed meta-defining.

On one hand, detricated ETerrain setters are generally worse than Dragapult is at setting Sunny Day. Many electric types only have Volt Switch as a pivoting move, so mons like Regieleki need Explosion to grab momentum against Ground types. Mew and Zapdos have U-Turn, but are not especially fast and thus become a vulnerability against Taunt users, or simply being outsped and KO’d.

One the other hand, if unrestricted, Iron Moth, a fantastic breaker with its Acid Spray + Fiery Dance set, would become overwhelmingly threatening once again, and would likely require an individual ban. Similarly, Iron Valiant could self set more viably, even linking ETerrain together with Calm Mind for a pseudo-Quiver Dance.

We encourage you all to pine in if you believe Electric Terrain was premature in being restricted. If the consensus is strong, we may be moved to reconsider.

:pmd/tsareena: Endeavor:
The priority immune Tsareena has surprisingly emerged as a meta threat with an innovative Endure and Salac Berry set, followed up with a linked Endeavor + Rapid Spin to OHKO anything that isn’t a Ghost type or holding Rocky Helmet, while simultaneously accruing more speed boosts and clearing the field of hazards. Endeavor has also seen other uses in mildly cheesy Curse, Final Gambit or any random attack strats for quick breaking. Is Endeavor mere quirky meta cheese or a legit threat? You decide.

:heat rock: Heat Rock:
How does sun feel as an archetype at this point? Restricting Sunny Day only limited Sun teams a single turn of momentum loss, however, the loss of Chlorophyll does limit greatly the archetype’s speed advantage. If sun still feels overbearing, banning Heat Rock is the logical next course of action.

:pmd/hoopa-unbound: Hoopa-Unbound:
Hyperspace Fury + Lash Out is pretty unwallable, and Hoopa’s middling speed can be patched up by any of Trick Room, Tailwind, Sticky Web or paralysis support. Despite this, it is always vulnerable to being revenged by priority.

:pmd/iron moth: Iron Moth:
The moth cannot gain a Quark Drive boost nearly as easily as before, yet it remains a solid breaker with Acid Spray and Fiery Dance. Unlike main breakers, it does have unable defensive checks in things like Heatran, Skeledirge, and Goodra-H, or something as simple as Covert Cloak. Its speed isn’t so great that it cannot be forced out by something faster or priority.

:light Clay: Light Clay:
A few people have brought up double screens, and specifically Light Clay, as deserving being watchlisted given how it enables bulky set up. However, screens may be considered the defensive ying to linked attacks’ yang. There are many options for counterplay to screens including Defog, Court Change, Tidy Up, Focus Energy, Brick Break, Psy Fangs, Dragapult, Ogerpon, Hoopa and simply boosting or attacking twice. If a majority finds screens oppressive, we will consider tiering action.

:quick claw: Quick Claw:
Many players on ladder have been infuriated by this luck based item. Quick Claw has emerged as a go-to for bulk mons like Kingambit, Ursaluna and Iron Hands, who are willing to roll the dice for the chance a speed advantage. The proc rate remains the same as standard play, but the rewards for a proc with linked moves is doubled, especially effective given the relative frailty of the format. It only takes one lucky (or unlucky) activation to tip the scales, and evasion strats have been banned for worse odds.

:pmd/zamazenta: Zamazenta:
The second fastest mon in the meta. While it is much more linear than Dragapult, with Iron Defense + Body Press being its only real set, it basically shuts down all physical attackers and can snowball through any team lacking a Ghost, Unaware, Scarf or special priority. Keep in mind, Zam does have nice meta value in checking Kingambit and Weavile.
Assurance is really good, but I would'nt call it broken. Its really only a problem at all on Weavile and Gambit, and Weavile's hone claws Taxel set is comparable in power anyways.
Belly Drum suffers from how fast the meta moves. I could see some set taking advantage of it, but right now it really folds to the meta.
I don't think I've seen eterrain once.
Pult could maybe use a suspect. It somehow manages to use almost everything this tier has to offer (Screens, setup+attack, uturn spam, assurance, priority). I don't know if its quite overcentralizing, but its maybe too versatile.
Ban endeavor, stuff like Endeavor final gambit is so annoying.
Heat Rock: I don't have anything to say.
Hoopa-Unbound: There's a lot of near unwallable threats, and I don't think Hoopa really differentiates itself that much. If the meta slows down a bit, I could see this changing, but as is I don't see it being an issue.
Iron Moth: This thing bullies more defensive teams a lot, but if you account for it, its usually a non-issue. It best for bullying people who haven't built around it, and I could maybe see certain sets becoming oppressive, but as it stands, its fine.
Light claw: I honestly think screens could still work without clay. I would support a suspect. Maybe even just a Grimmsnarl ban, because of how good that mon is at getting screens up.
Quick Claw: Ban this item.
Zamazenta: Zama is fine. Similar to Iron Moth, in that if you prepare for it its fine.
 
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Watchlist Update

:pmd/kingambit: Assurance:
When set into the second moveslot, Assurance reaches 120 BP (before STAB) with no drawbacks. The move’s raw power has made it become the premier Dark STAB of choice in the fast paced games of the Linked format, even over Knock Off, getting more value from pure KO potential over the utility of removing items. The most notable user of Assurance is Kingambit, but other Dark types such as Weavile, Tyranitar and Lokix can also make great use of Assurance as well.

If Assurance were restricted from being linked, the Dark types would become a little less strong in general, defaulting to other weaker options.

:pmd/azumarill: Belly Drum:
Belly Drum is limited by distribution on low to mid speed-mons. Users offen require speed support, and while Belly Drum often thuds into the popular Unaware-mons, it can be extremely potent on the right builds, such as Trick Room Azurmarill or Iron Hands.

:pmd/dragapult: Dragapult:
The fastest mon in the format. No one set is especially overwhelming, but the danger lies in Dragapult’s variety of options. The Will o’ + Hex set answers are completely different than Dragon Dance + Dragon Darts, or Sub + Dragon Dance or Sub + Thunder Wave. Pult is also great screen setter, the best Sunny Day setter, or can utilize attack + U-Turn to pivot. It can bypass Screens and Subs with Infiltrator, or it can block Parting Shot with Clear Body. Pult is all around challenging to predict.

:pmd/zapdos: Electric Terrain:
Quark Drive mons were the dominant force in the earliest version of the Linked meta, but that was when Booster Energy was legal. duckycrater laid out a persuasive argument as to why Electric Terrain did not need restricted in the same vein as Sunny Day, largely owning to Rillaboom emerging as a strong meta presence, as well as the Quark Drive mons being vulnerable to priority. While it can be argued priority spam should not be mandatory for ladder success, Rillaboom and priority in general are indeed meta-defining.

On one hand, detricated ETerrain setters are generally worse than Dragapult is at setting Sunny Day. Many electric types only have Volt Switch as a pivoting move, so mons like Regieleki need Explosion to grab momentum against Ground types. Mew and Zapdos have U-Turn, but are not especially fast and thus become a vulnerability against Taunt users, or simply being outsped and KO’d.

One the other hand, if unrestricted, Iron Moth, a fantastic breaker with its Acid Spray + Fiery Dance set, would become overwhelmingly threatening once again, and would likely require an individual ban. Similarly, Iron Valiant could self set more viably, even linking ETerrain together with Calm Mind for a pseudo-Quiver Dance.

We encourage you all to pine in if you believe Electric Terrain was premature in being restricted. If the consensus is strong, we may be moved to reconsider.

:pmd/tsareena: Endeavor:
The priority immune Tsareena has surprisingly emerged as a meta threat with an innovative Endure and Salac Berry set, followed up with a linked Endeavor + Rapid Spin to OHKO anything that isn’t a Ghost type or holding Rocky Helmet, while simultaneously accruing more speed boosts and clearing the field of hazards. Endeavor has also seen other uses in mildly cheesy Curse, Final Gambit or any random attack strats for quick breaking. Is Endeavor mere quirky meta cheese or a legit threat? You decide.

:heat rock: Heat Rock:
How does sun feel as an archetype at this point? Restricting Sunny Day only limited Sun teams a single turn of momentum loss, however, the loss of Chlorophyll does limit greatly the archetype’s speed advantage. If sun still feels overbearing, banning Heat Rock is the logical next course of action.

:pmd/hoopa-unbound: Hoopa-Unbound:
Hyperspace Fury + Lash Out is pretty unwallable, and Hoopa’s middling speed can be patched up by any of Trick Room, Tailwind, Sticky Web or paralysis support. Despite this, it is always vulnerable to being revenged by priority.

:pmd/iron moth: Iron Moth:
The moth cannot gain a Quark Drive boost nearly as easily as before, yet it remains a solid breaker with Acid Spray and Fiery Dance. Unlike main breakers, it does have unable defensive checks in things like Heatran, Skeledirge, and Goodra-H, or something as simple as Covert Cloak. Its speed isn’t so great that it cannot be forced out by something faster or priority.

:light Clay: Light Clay:
A few people have brought up double screens, and specifically Light Clay, as deserving being watchlisted given how it enables bulky set up. However, screens may be considered the defensive ying to linked attacks’ yang. There are many options for counterplay to screens including Defog, Court Change, Tidy Up, Focus Energy, Brick Break, Psy Fangs, Dragapult, Ogerpon, Hoopa and simply boosting or attacking twice. If a majority finds screens oppressive, we will consider tiering action.

:quick claw: Quick Claw:
Many players on ladder have been infuriated by this luck based item. Quick Claw has emerged as a go-to for bulk mons like Kingambit, Ursaluna and Iron Hands, who are willing to roll the dice for the chance a speed advantage. The proc rate remains the same as standard play, but the rewards for a proc with linked moves is doubled, especially effective given the relative frailty of the format. It only takes one lucky (or unlucky) activation to tip the scales, and evasion strats have been banned for worse odds.

:pmd/zamazenta: Zamazenta:
The second fastest mon in the meta. While it is much more linear than Dragapult, with Iron Defense + Body Press being its only real set, it basically shuts down all physical attackers and can snowball through any team lacking a Ghost, Unaware, Scarf or special priority. Keep in mind, Zam does have nice meta value in checking Kingambit and Weavile.
Assurance is fine on its own. I think only an issue on Kingambit with it having the highest Atk among Dark types, and Supreme Overlord letting it deal way more damage. Not to mention that Iron Head compliments Assurance well by hitting the Fairy types.

Also while not as strong as Iron Moth, Salazzle can effectively fill the role of Iron Moth if it was banned.
Salazzle is faster and also has Acid Spray, but does lack Fiery Dance. However, Salazzle has multiple other tricks and advantages. Like how it can use Toxic on Heatran and can use Swagger + Burning Jealousy to have a guaranteed burn chance that also confuses you.

And Belly Drum/Light Clay are part of the “usual suspects” in OMs since OMs like to break their balancing directly or indirectly. No surprise if they do get banned.
 
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