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Metagame Linked

Credits to Hack_Guy for the original Linked metagame, and to Ivy and dhelmise 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.
 
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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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Heyo, Linked is coming back! I feel like people have been asking about this one for years. :totodiLUL:

I’d like to spark some community discussion and gather balancing input, so that a potential new Linked ladder might best hit the ground running.

Tera is often seen as divisive in OMs given how volatile it can be. You could argue Tera can be used defensively, but it would seemingly benefit offense more here.

Smart defensive Tera can only reward good play with a single type’s set of resistances/immunities, but given Linked’s mechanic of stacked attacks, allowing Tera super-STABs or STAB on coverage options (including Tera Blast) in tandem with Linked moves may skew the meta harder into offense, making using balance and stall archetypes difficult to justify.

Would you like to see Tera banned for the sake of better exploring the defensive possibilities of Linked?
Speed is imperative to a fast paced offensive meta. Following Gen 8 Linked’s precedent, the speed ability bans have been implemented, but the new existence of the Paradox Pokemon make this matter a little more complex than in that meta.

Protosynthesis and Quark Drive as abilities are still untouched, which may potentially lead to Sun being broken with mons like Walking Wake or Sandy Shocks being speedy terrors. Potentially ETerrain teams exploiting Iron Valiant, Boulder, Leaves, Jugulis, etc. may similarly become monsters. Even Great Tusk can technically be EV’d to get a speed boost. Do we want to whack-a-mole all these Paradox mons?

Blanket banning Protosynthesis or Quark Drive may not be the right move either, as that would only serve to gut the meta’s Gen 9 flavor, and some mons, like Iron Hands and Brute Bonnet can’t ever get a speed boost because of how their stats are set up.

So, in the spirit of limiting collateral damage, the other viable option we might want to consider might be to ban Drought and Electric Surge. These two shared elements fuel Chlorophyll / Protosynthesis and Electric Surge / Surge Surfer. If we go this route then Chlorophyll and Raichu-A can be freed, and all the paradox mons can be salvaged if we just move to ban Booster Energy.

If manual Sun/ETerrain later become issues, we could instead restrict Sunny Day and Electric Terrain from being Linked moves, in the same vein as Trick Room, so at least using the speed abilities is at least very clunky. Even Tailwind would have more flexibility at that point.

How would you like us to approach the Paradox Pokemon?
Restrict Imprison from being Linked: This is basically for Imprison + Transform Mew, which lets it shut down anything slower than it, or any switch in. Given it got restricted last gen for being uncompetitive, the precident exists to just hit it already.

Restrict Night Shade / Seismic Toss from being Linked: More Gen 8 ban precedent. Preset damage moves enable savage breaking with other attacking moves, as in the cases of Ruination and Super Fang, which are already banned. However, Night Shade and Seismic Toss have only been watched, as of now.

Dragapult or Gengar w/ Shadow Ball + Night Shade is a potentially example of this being silly. Seismic Toss doesn’t have fast users though, so that is more up in the air.

Restrict Taunt from being Linked: Restricting Taunt is intended to give defensive mons another small, but needed buff. An attack move + Taunt allows essentially any offensive mon to wear out its defensive checks over the course of a game by preventing healing (outside Regenerator) and other status with a customizable and more powerful pseudo-Psychic Noise.

If you have any thoughts on these items or anything else, please share!
 
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Honestly idk, this metagame is so offensive that I'm not sure if having tera or not will actually make a difference. Maybe Tera changes it a bit, but even without tera I cannot see any balance or stall archetype being even remotely viable. I think many things have to be banned before Tera if we're trying to make any bulky style worth using.

I think before a Drought ban we should try out a Heat Rock ban, just to see if limited sun isn't too overbearing. I doubt electric surge will be good, :pincurchin: is legitimetly ass and having more moves won't change that much, unironically electric terrain + pivoting moves on like :bellibolt: would probably be better. They'll definetly be an issue, but I don't think it'll be too problematic with a Booster Energy ban, potential Heat Rock ban, and maybe a Terrain extender ban.

These certainly exist? I feel like +2 boosting moves are prob a bit more pressing, but these all could be problematic, although for these I feel actual ingame testing has to be done
 
I think before a Drought ban we should try out a Heat Rock ban, just to see if limited sun isn't too overbearing. I doubt electric surge will be good, :pincurchin: is legitimetly ass and having more moves won't change that much, unironically electric terrain + pivoting moves on like :bellibolt: would probably be better. They'll definetly be an issue, but I don't think it'll be too problematic with a Booster Energy ban, potential Heat Rock ban, and maybe a Terrain extender ban.
Bellibolt mentioned rahhh
son im crine (Bellibolt) @ Leftovers
Ability: Electromorphosis
Tera Type: Electric
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Soak
- Volt Switch
- Parabolic Charge
- Muddy Water
The Quiet nature is just bcs its a pivot(btw how do i put the icons and make spoilers)
Best Pivot OAT right here yall
 
Been looking forward to having this OM back!

Anyways

Potential War Crime (Iron Moth) @ Booster Energy
Ability: Quark Drive
Tera Type: Water / Electric
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Charge Beam
- Fiery Dance
- Sludge Wave
- Dazzling Gleam

Charge Beam & Fiery Dance being linked gives you two opportunities to get a SpAtk boost in a row, which can easily snowball if the RNG favors you. The only catch being that Charge Beam has low BP. You *could* go for Tera Electric to get the boost assuming that Tera stays legal.

Temu Victory Dance (Quaquaval) @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Aqua Step
- Close Combat
- Knock Off / Rapid Spin

It's basically what the Nickname says. Bulk Up for the Atk/Def boost before Aqua Stepping for the Speed boost. Essentially putting together a bootleg Victory Dance that deals damage. Close Combat gets you some big STAB damage, and either Knock or Rapid Spin can be used for utility.

Tink SMASH (Tinkaton) (F) @ Leftovers
Ability: Mold Breaker
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Gigaton Hammer
- Swords Dance
- Fake Out

Could be interesting depending on how Gigaton Hammer works with Linked, since it's effect states that it cannot be selected the turn after it's used. If the Linked move being called doesn't count as being selected, it essentially unshackles the move and makes Tinkaton into a potential heavy hitting threat, if you can deal with the low base Atk that is, Swords Dance at least solves that issue somewhat, and Fake Out is good speed control.

Burntoven (Skeledirge) @ Throat Spray / Heavy Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Torch Song
- Shadow Ball / Hex
- Slack Off
- Will-O-Wisp

Another potentially very ridiculous mon. Torch Song is basically Power Up Punch but far stronger with only an ability as it's only complete immunity. Pair that with either Shadow Ball for extremely spammable STAB, or Hex if your able to status the opponent first for an even stronger STAB. Slack Off & Wisp are standard Skeledirge, but Throat Spray can pair very well with Torch Song for an instant +2 to SpAtk before nailing your opponent with Shadow Ball / Hex.
 
Chat is Trick Room + Pivot real? Only good users are like. Jirachi and maybe garticuno, but that extra turn seems like it’d be really valuable
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Steel
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- U-turn
- Wish
- Doom Desire
Wish pass and slow pivot to your dumbest TR sweeper, or Doom Desire to chip whatever comes in next to support said sweep


Also, for all 8 of the hazard stack enjoyers:
Skarmory @ Red Card
Ability: Sturdy
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Roar
- Whirlwind
- Spikes
- Roost

Tank a hit with red card and Whirlwind + Roar. You could also use the red card phaze to get a layer of spikes up, instead. If you get lucky enough or already got rid of any poisons, you could even poison 3 pokemon in a single turn

This format looks interesting, might play a game or two
 
Chat is Trick Room + Pivot real? Only good users are like. Jirachi and maybe garticuno, but that extra turn seems like it’d be really valuable
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Steel
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- U-turn
- Wish
- Doom Desire
Wish pass and slow pivot to your dumbest TR sweeper, or Doom Desire to chip whatever comes in next to support said sweep


Also, for all 8 of the hazard stack enjoyers:
Skarmory @ Red Card
Ability: Sturdy
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Roar
- Whirlwind
- Spikes
- Roost

Tank a hit with red card and Whirlwind + Roar. You could also use the red card phaze to get a layer of spikes up, instead. If you get lucky enough or already got rid of any poisons, you could even poison 3 pokemon in a single turn

This format looks interesting, might play a game or two

Trick Room is restricted from being a Linked move for this very reason, as it had been in Gen 8.

Now Tailwind, on the other hand…
 
Trick Room is restricted from being a Linked move for this very reason, as it had been in Gen 8.

Now Tailwind, on the other hand…
My apologies, mustve missed it in the list.
Tailwind though, now that’s funny, imagine a wind power team lmao

as a followup to that skarmory set, i immediately started cooking up some sets for hazard setting. Did you know that meowscarada can lay two layers of tspikes instantly?

Meowscarada @ Leftovers/Heavy-Duty Boots/Mental Herb/Focus Sash
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Toxic Spikes
- Copycat
- U-turn
- Flower Trick
Probably niche but it *is* at least really funny


Addition:
Maushold @ Wide Lens
Level: 100
Jolly Nature
Tera Type: Ghost
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
- Population Bomb
- Copycat
- Bite
- Tidy Up

+1 252 Atk Technician Maushold Population Bomb (20 hits) vs. 252 HP / 252 Def Garganacl: 330-400 (81.6 - 99%) -- approx. 98% chance to OHKO after Stealth Rock
This is so many levels of dumb lmfao. This tiny mouse should NOT be OHKOing a 100/130 bulk resist.
The full 20-hit accuracy is about 81.8% though, so dont bank on landing all 20 hits every time
 
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some stupid sets I'm gonna throw:

smeargle.gif
@ Focus Sash
Ability: Own Tempo
Tera Type: Dark
EVs: 128 HP / 4 Atk / 252 Spe
Jolly Nature
- Spicy Extract
- Foul Play
- Extreme Speed
- Stone Axe

toxtricity.gif
@ Throat Spray
Ability: Punk Rock
Tera Type: Normal
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Metal Sound
- Boomburst
- Shift Gear
- Overdrive

mew.gif
@ Red Card
Ability: Synchronize
Tera Type: Psychic
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Fire Pledge
- Water Pledge
- U-turn
- Stealth Rock

tinkaton.gif
@Air Balloon
Ability: Mold Breaker
Tera Type: Fairy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Gigaton Hammer
- Stealth Rock
- Play Rough

Yea, that's it...
 
Chat im back with more sets, this meta has suddenly absorbed my efforts lmao

Bellibolt @ Leftovers/Heavy-Duty Boots
Ability: Electromorphosis
Tera Type: Flying/Grass/Ice/Water
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Soak
- Thunderbolt
- Slack Off / Charge
- Chilling Water / Tera Blast
Self explanatory, choice of coverage depends on how much support vs anti-tera-ground you want
Sableye @ Heavy-Duty Boots
Ability: Prankster
Tera Type: Dark
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Encore
- Torment
- Will-O-Wisp
- Knock Off
The Struggle Machine (tm). Literally just comes in off a slow pivot or w/ever and prankster bans you. Really annoying but its also sableye and shut down by any dark type so i wouldnt be too worried lol
Smeargle @ Sitrus Berry/Aguav Berry
Ability: Own Tempo
Tera Type: Psychic/Fairy/Ghost
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Clangorous Soul
- Copycat
- Stored Power
- Moonblast
Sacrifice 2/3rds of your hp to double all stats and have a 220 BP stored power at the ready. Oddly balanced by the sheer fact that smeargle has better things to do
Smeargle @ Protective Pads/Leftovers/Silk Scarf/Heavy-Duty Boots
Ability: Technician
Tera Type: Normal
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Coil
- Population Bomb
- Strength Sap
- Ceaseless Edge

Sidegrade to maushold. Sacrifices a lot of power and speed for more support and longevity with strength sap, as well as allowing it to run something other than wide lens. Ceaseless edge is run here over bite purely for spikes.
Addition:
You have two options here, really.
Option 1: Offensive Rising Voltage with Linked Eterrain
Raging Bolt @ Terrain Extender/Eject Pack
Ability: Protosynthesis
Tera Type: Grass
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Electric Terrain
- Rising Voltage
- Thunderclap/Volt Switch
- Draco Meteor/Thunderclap

Option 2: Slow Pivot with Eterrain
Raging Bolt @ Terrain Extender/Eject Pack
Ability: Protosynthesis
Tera Type: Grass
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 20 Atk
- Electric Terrain
- Volt Switch/Draco Meteor
- Draco Meteor/Thunderclap
- Filler
 
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I want to do some too!

:sv/Weavile: @ Heavy-Duty Boots
Ability: Pickpocket
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Ice Spinner
- Low Kick

:sv/Ambipom: @ Silk Scarf
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off / Double-Edge / U-turn

Fake Out doesn’t get priority when linked with non-prio moves, but it still causes a flinch with speed. Here’s your two fastest users. Free Knock Offs for everyone.

:sv/Landorus-Therian: (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Ground
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Smack Down
- Earthquake
- Stealth Rock
- U-turn

:sv/Deoxys-Defense: @ Rocky Helmet
Ability: Pressure
Tera Type: Fighting
EVs: 248 HP / 252 Def / 4 SpD
Impish Nature
- Gravity
- Teleport
- Knock Off
- Spikes

Heh, “ground immunity.” Also, I heard you like Protective Pads Maushold…

:sv/Jirachi: @ Assault Vest
Ability: Serene Grace
Tera Type: Fairy
EVs: 248 HP / 8 SpD / 252 Spe
Adamant Nature
- Iron Head
- Zen Headbutt
- Body Slam
- U-turn

Bonk-bonk, para, bye.

:sv/Corviknight: @ Rocky Helmet
Ability: Pressure
Tera Type: Dark
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Tailwind
- U-turn
- Brave Bird
- Roost

Tailwind HO might be legit when all speed abilities are resolved.

:sv/Deoxys-Speed: @ Colbur Berry
Ability: Pressure
Tera Type: Ghost
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Spikes
- Stealth Rock
- Memento

:sv/Samurott-Hisui: @ Black Glasses
Ability: Sharpness
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ceaseless Edge
- Copycat
- Aqua Cutter
- Sucker Punch

:sv/Araquanid: @ Custap Berry
Ability: Water Bubble
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Surf
- Sticky Web
- Endure
- Endeavor

Hazard leads.
 
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I come bearing more sets.
Bronzong @ Power Herb
Ability: Levitate
Tera Type: Rock/Fighting/Other
EVs: 248 HP / 252 SpA / 8 SpD
Quiet/Modest Nature
- Meteor Beam
- Recycle
- Flash Cannon/Psychic/Psyshock
- Psychic/Psyshock/Tera Blast
Lando’s Successor (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Earthquake
- Ice Spinner

If you try to spinblock this guy the traditional way you just immediately lose your spinblocker. Can be swapped out for treads or quaqaval but tusk is obviously the best choice of the three, imo
Typhlosion-Hisui @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Infernal Parade
- Focus Blast
- Calm Mind

51% burn chance + 30% chance to double the power of infernal parade seems fun to build around, maybe pair it with sun or something
 
I want to do some too!

@ Heavy-Duty Boots
Ability: Pickpocket
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Ice Spinner
- Low Kick

:sv/Ambipom: @ Silk Scarf
Ability: Technician
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off / Double-Edge / U-turn

Fake Out doesn’t get priority when linked with non-prio moves, but it still causes a flinch with speed. Here’s your two fastest users. Free Knock Offs for everyone.

Ok but have you considered?

214px-Rillaboom_EpEc.gif

Rillaboom @ Protective Pads
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Grassy Glide
- U-turn
- High Horsepower

:sv/Weavile:
Weavile @ Protective Pads
Ability: Pressure
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Ice Shard
- Knock Off
- Low Kick

Rillaboom gets Fake Out & Grassy Glide for priority Fake Outs and a Terrain Boosted STAB (obviously Terrain Dependant), and it even gets U-Turn if you wind up in a bad matchup. High Horsepower can punish an attempted Steel or Fire switch. Weavile meanwhile has Ice Shard for the priority, and Knock + Low Kick as usual.

0923Pawmot.png


Pawmot @ Protective Pads
Ability: Volt Absorb
Tera Type: Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Quick Attack
- Volt Switch
- Close Combat

Pawmot has Quick Attack for the priority preservation, and can Volt Switch out on a bad matchup. CC is useful for Steels.

As an aside though:
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Knocturn (Lokix) @ Choice Scarf / Choice Band
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Throat Chop
- Leech Life / First Impression

He Knocks, then he U-Turns, kind of self explanatory here. Throat Chop is handy against potential sound move users, and Leech Life can be nice for Longevity. First Impression is better suited for the Band set, but it's still handy.
 
Unfortunately Linked moves cannot be used properly if the user is choice locked.
Crap
HOME0920.png

Knocturn (Lokix) @ Life Orb / Protective Pads
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Throat Chop
- Leech Life / First Impression

Same general idea, but now with Life Orb if you want more damage, or Protective Pads for stopping contact damage.
 
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