Revised 4/5/2018: Ban Unburden, other particular Speed boost abilities

Credit to Hack_Guy for original Linked metagame. Programmed by Kris, Slayer95, MacChaeger. Approved by The Immortal. Illus. Ken Sugimori.
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.
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.
- Protect, Detect, Spiky Shield, Baneful Bunker.
- 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.
- King's Rock, Razor Fang.
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:
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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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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