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Metagame Linked

Credits to Hack_Guy for the original Linked metagame, and to Ivy and Kris for leading the Gen 8 Linked metagame.
Approved by Giagantic

LINKED

Premise:
Selecting 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 combine 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.

Clauses & Playability:
The current version of the metagame is not yet playable, but it will be coded soon.
Standard Clauses:
  • Species Clause: Limit one of each Pokemon (you cannot use Rotom-Wash & Rotom-Heat in the same team).
  • OHKO Clause: OHKO moves are banned (i.e. Fissure, Guillotine, Horn Drill, Sheer Cold).
  • Sleep Moves Clause: Sleep-inducing moves are banned. This excludes self-inflicted sleep.
  • Endless Battle Clause: Forcing endless battles is banned.
  • Evasion Clause: Evasion abilities, items, and moves are banned (e.g. Sand Veil, Bright Powder, Double Team).
  • HP Percentage Mod: HP is shown in percentages.

Frequently Asked Questions:
Q: How do I create and use linked moves?

A:
In the teambuilder, the first and second moveslots (the top one and the one under it) are automatically linked; in the battle screen, this displays as 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 won't be able to use either move individually. Please make sure the order of your moves is correct in the teambuilder if that's important to your combo, because you can't change the order in battle.

Q: How do some held items interact with linked moves?

A:
Yes, certain held items have interactions/limitations with linked moves. Some items are better, and others become nearly useless.

:choice band: :choice specs: :choice scarf: Choice Items: Due to an interaction in Gen 7, 8, and 9 mechanics, one cannot physically use another move while Choice is 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.

:rocky helmet: Rocky Helmet: Each contact-based attack against the holder inflicts recoil damage. Think Mega Kangaskhan counterplay.

:assault vest: 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: Life Orb: Both moves give the usual 10% recoil. Somewhat less useful due to this.

:focus sash: Focus Sash: Because almost every Pokemon has access to multi-hit attacks, this becomes practically useless.

:metronome: Metronome: Only works on non-linked moves. Sorry!

Q: How does priority work?

A:
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 possess a +1 priority. Note that if there are speed ties, the turn order will be completely random for both parties!

Q: How do status effects such as Paralysis and Sleep interact with linked moves?

A:
If you get paralyzed, each move is checked individually. The 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.)

Q: What if my switching or phazing move goes first?

A:
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 useful).
If your phaze move is first, the foe gets switched out, and then your next move is used on the new Pokemon.

Q: How do those moves that do things across multiple turns work when linked (Hyper Beam cooldown, Charge boost, etc).?

A:
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 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.
However, the Thrash trapping and Hyper Beam cooldowns are a bit inconsistent with how Choice items behave and original Mystery Dungeon design choices, so these are liable to change.

Q: What if a move is disabled or runs out of PP?

A:
A move being disabled through Disable or Taunt simply halts the link with the move for that duration; you may still use the non-disabled move on its own. And, as in Pokemon Mystery Dungeon, losing PP in any of the linked moves will also sever the link. All this means in these scenarios is that you can now use the remaining move as normal; you will not prematurely struggle in addition to it.

Banlist:
  • :annihilape: Annihilape
  • :arceus: Arceus (all formes)
  • :archaludon: Archaludon
  • :baxcalibur: Baxcalibur
  • :calyrex-ice: Calyrex-Ice
  • :calyrex-shadow: Calyrex-Shadow
  • :chien pao: Chien-Pao
  • :chi yu: Chi-Yu
  • :deoxys: Deoxys
  • :deoxys-attack: Deoxys-Attack
  • :dialga: Dialga (all formes)
  • :eternatus: Eternatus
  • :flutter mane: Flutter Mane
  • :giratina: Giratina (all formes)
  • :gouging fire: Gouging Fire
  • :groudon: Groudon
  • :ho oh: Ho-Oh
  • :iron bundle: Iron Bundle
  • :koraidon: Koraidon
  • :kyogre: Kyogre
  • :kyurem-black: Kyurem-Black
  • :kyurem-white: Kyurem-White
  • :landorus: Landorus
  • :lugia: Lugia
  • :lunala: Lunala
  • :magearna: Magearna
  • :mewtwo: Mewtwo
  • :miraidon: Miraidon
  • :necrozma-dawn-wings: Necrozma-Dawn Wings
  • :necrozma-dusk-mane: Necrozma-Dusk Mane
  • :ogerpon-hearthflame: Ogerpon-Hearthflame
  • :palafin: Palafin
  • :palkia: Palkia (all formes)
  • :raichu-alola: Raichu-Alola
  • :rayquaza: Rayquaza
  • :regieleki: Regieleki
  • :reshiram: Reshiram
  • :roaring moon: Roaring Moon
  • :shaymin-sky: Shaymin-Sky
  • :sneasler: Sneasler
  • :solgaleo: Solgaleo
  • :spectrier: Spectrier
  • :terapagos: Terapagos
  • :ursaluna-bloodmoon: Ursaluna-Bloodmoon
  • :urshifu: Urshifu (all formes)
  • :volcarona: Volcarona
  • :zacian: Zacian (all formes)
  • :zamazenta-crowned: Zamazenta-Crowned
  • :zekrom: Zekrom
Note:
:espathra: Espathra is legal, as Speed Boost is banned.
:raichu-alola: Raichu-Alola is banned, as Surge Surfer (its only ability) is banned.
  • :venusaur: Chlorophyll, Sand Rush, Slush Rush, Swift Swim
  • :dugtrio: Arena Trap, Shadow Tag
  • :garchomp: Sand Veil, Snow Cloak
  • :smeargle: Moody
  • :blaziken: Speed Boost
  • :raichu-alola: Surge Surfer
  • :slurpuff: Unburden
  • :machamp: Fissure, Guillotine, Horn Drill, Sheer Cold
  • :ninjask: Baton Pass
  • :basculegion: Last Respects
  • :cyclizar: Shed Tail
These moves are not allowed in slots 1 or 2.
  • :toxapex: Baneful Bunker, Burning Bulwark, Detect, Protect, Silk Trap, Spiky Shield
  • :gyarados: Bounce, Dig, Dive, Fly, Phantom Force, Shadow Force
  • :ting lu: Ruination, Super Fang
  • :cresselia: Trick Room
  • :bright powder: Bright Powder
  • :kings rock: King's Rock
  • :razor fang: Razor Fang

Common Strats:
Thanks largely to urkerab from the Gen 6 Thread.

Momentum:
  • Stat-lowering attack + Switching move. 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.
  • Tailwind + Switching move. Gives one extra turn of Tailwind.
  • Regenerator + Switching move. Can now be paired with a STAB move.
  • 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.
  • Feint/Fake Out + Extreme Speed. Still has +2 priority.
  • Triage + two Draining attacks.

Two status moves:
  • Substitute + Recovery/Draining move.
  • 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.
  • Trick (Choice item) + Disable/Torment. Removing your own Scarf will force them to struggle, and also cripple the enemy's link afterwards.
  • Encore + Disable/Torment. Incredibly nasty for your opponent.
  • Phazing + Recovery.
  • Reflect + Light Screen. Works well with Prankster.
  • Belly Drum + Recovery. Can also be used if you're down to under 50%, as the Belly Drum will fail, but the recovery will still work.
  • Rest + Sleep Talk. Can be annoying if you have a phazing move in the back. Works well with Prankster and Guts.

Status move + Attack:
  • Setup move + Attack. Scale Shot is a good finisher here.
  • Lock On/Mind Reader + Dynamic Punch/Inferno/Zap Cannon.
  • Charge + Electric attack.
  • Laser Focus + Strong attack.
  • Focus Energy + Snipe Shot.
  • Sunny Day + Solar Beam, Rain Dance + Thunder/Hurricane, Hail + Blizzard.
  • Terrain + Nature Power, Expanding Force, etc.
  • Iron Defense + Body Press. Classic IronPress but more spammable.
  • Field setting move (Hazards, Terrain, Weather) + Self-Sacrificing move. Basically, Suicide Lead.

Attack + Status move:
  • Recoil move + Recovery (like Brave Bird + Roost)
  • Life Orb attack + Recovery

Two Attacks (pseudo Parental Bond; break Substitute and Focus Sash/Sturdy):
  • Stat-Raising attack (Rapid Spin, Power-Up Punch) + Attack
  • Stat-Lowering attack (Close Combat, Scale Shot) + Lash Out
  • Attack + Assurance. Doubles the power of Assurance.
  • Smack Down + Ground-type move.
  • Attack + Last Resort.

And that’s just the beginning… can’t wait to see the wild combinations you come up with!

Watchlist:
  • :booster energy: Booster Energy
  • :gothitelle: Imprison
  • :dusknoir: Night Shade
  • :blissey: Seismic Toss
  • :grimmsnarl: Taunt

Council:
:pmd/dhelmise: Anchor9
:pmd/parasect: Ivy
:pmd/solosis: Solosis
:pmd/slaking: VannAccessible

Tiering History:
DateAction
January 27, 2026Metagame created with the initial banlist.
 
Last edited:
Some initial set ideas
Ribombee @ Choice Scarf
Ability: Shield Dust
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Sticky Web
- Stun Spore
- Moonblast

While this probably won't work like how I hope, this still is a great anti lead, being able to fuck up opposing leads like :Deoxys-Speed: by locking them into one move or just getting up sticky webs reliably


Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Body Slam
- U-turn


Double iron bash LARP, this link features a 76% chance to flinch on a hit, or 82% chance accounting for full para odds


Walking Wake @ Wise Glasses
Ability: Protosynthesis
Tera Type: Water
EVs: 244 SpA / 12 SpD / 252 Spe
Timid Nature
- Hydro Steam
- Dragon Pulse
- Flip Turn
- Flamethrower

Using this as a general stand-in for Sun, Sun loses the least from the x2 speed in weather ability bans, with Protosynthesis mons still wielding super powerful boosted attacks.


Flamigo @ Salac Berry
Ability: Scrappy
Tera Type: Flying
EVs: 252 SpA / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Atk
- Endeavor
- Air Slash
- Taunt
- Endure

Crumples to any priority and the idea of rocky helmet but pulling this off would be so funny(You can do this with :Kilowattrel: and protective pads instead for anti rocky helmet but then you lose scrappy)

Dragonite @ Leftovers
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Endure
- Dragon Dance
- Roost

This set is probably very bad but endure + priority could be very funny and very annoying


Hatterene @ Leftovers/Assault Vest/Rocky Helmet/Heavy-Duty Boots/Eject Button
Ability: Magic Guard
Tera Type: Water/Steel/Ghost
-Calm Mind/Nuzzle/Substitute/Stored Power/Agility/Healing Wish/Pain Split
-Calm Mind/Nuzzle/Substitute/Stored Power/Agility/Healing Wish/Pain Split
-Dazzling Gleam/Draining Kiss/Mystical Fire/Psychic Noise/Psyshock/Future Sight
-Endure/Healing Wish/Substitute

Magic guard will be an amazing ability with all the double hazards/hazard + pivoting flying around, and :Hatterene: has a wide box of tricks it can use as well, from setup sets to pivot healing-wish sets, :Hatterene: will likely be a staple of the metagame


Snorlax @ Flame Orb
Ability: Thick Fat
Tera Type: Normal
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Fling
- Recycle
- Rest
- Sleep Talk

This set came to me in a dream


Pulling back to more standard ideas, this metagame in general feels like it will be extremely offensive. Normal walls will struggle heavily against the Nasty Plot/Swords Dance snowbally threats like :Darkrai:, :Iron-Valiant:, :Weavile:, :Ogerpon:s, etc, while Unaware mons will struggle to tank attackers that choose to use double attacks, especially combos like Special Attack + Psyshock or just mixed attacks in general(*cough cough, :Iron-Valiant:). This, compounded with the recovery nerf meaning that walls will likely get worn down super fast as whatever progress/boosting move they choose now quickly guzzles down their limited recovery, means the only way I can see anything surviving is with screens, which lends itself towards extremely offensive playstyles. Encore/Disable also seems like it'd be much worse than it was in gen 6, with new abusers like :Iron-Valiant: and :Sableye: outspeeding/outprioritying everyone and likely being a bit of annoying cheese. I would probably add +2 status moves and either Valiant or Booster Energy to the watchlist, but tbh thats probably just scratching the surface of whats broken
 
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