Credits to Hack_Guy for the original Linked metagame, and to Ivy and Kris for leading the Gen 8 Linked metagame.
Approved by Giagantic
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.
Frequently Asked Questions:
Banlist:
Espathra is legal, as Speed Boost is banned.
Raichu-Alola is banned, as Surge Surfer (its only ability) is banned.
Common Strats:
Watchlist:
Council:
Anchor9
Ivy
Solosis
VannAccessible
Tiering History:
Approved by Giagantic
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 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: Each contact-based attack against the holder inflicts recoil damage. 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 almost every Pokemon has access to multi-hit attacks, this becomes practically useless.
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.
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.
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
Arceus (all formes)
Archaludon
Baxcalibur
Calyrex-Ice
Calyrex-Shadow
Chien-Pao
Chi-Yu
Deoxys
Deoxys-Attack
Dialga (all formes)
Eternatus
Flutter Mane
Giratina (all formes)
Gouging Fire
Groudon
Ho-Oh
Iron Bundle
Koraidon
Kyogre
Kyurem-Black
Kyurem-White
Landorus
Lugia
Lunala
Magearna
Mewtwo
Miraidon
Necrozma-Dawn Wings
Necrozma-Dusk Mane
Ogerpon-Hearthflame
Palafin
Palkia (all formes)
Raichu-Alola
Rayquaza
Regieleki
Reshiram
Roaring Moon
Shaymin-Sky
Sneasler
Solgaleo
Spectrier
Terapagos
Ursaluna-Bloodmoon
Urshifu (all formes)
Volcarona
Zacian (all formes)
Zamazenta-Crowned
Zekrom
Chlorophyll, Sand Rush, Slush Rush, Swift Swim
Arena Trap, Shadow Tag
Sand Veil, Snow Cloak
Moody
Speed Boost
Surge Surfer
Unburden
Fissure, Guillotine, Horn Drill, Sheer Cold
Baton Pass
Last Respects
Shed Tail
These moves are not allowed in slots 1 or 2.
Baneful Bunker, Burning Bulwark, Detect, Protect, Silk Trap, Spiky Shield
Bounce, Dig, Dive, Fly, Phantom Force, Shadow Force
Ruination, Super Fang
Trick Room
Bright Powder
King's Rock
Razor Fang
Common Strats:
Thanks largely to urkerab from the Gen 6 Thread.
Momentum:
Priority (Needs both moves to have priority):
Two status moves:
Status move + Attack:
Attack + Status move:
Two Attacks (pseudo Parental Bond; break Substitute and Focus Sash/Sturdy):
And that’s just the beginning… can’t wait to see the wild combinations you come up with!
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
Imprison
Night Shade
Seismic Toss
Taunt
Council:
Anchor9
Ivy
Solosis
VannAccessible Tiering History:
| Date | Action |
|---|---|
| January 27, 2026 | Metagame created with the initial banlist. |
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