Trademarked

Smeargle @ Choice Scarf
Ability: Imprison
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Transform
- Filler
- Filler
- Filler

If you do not out speed a scarfed smeargle then you cant attack.
Cute, but it broadcasts itself and doesn't get to switch in ever. Switch out to something else, then do another switch to something that can handle the first thing you switched into. Boom, neutered.

Really, if you want a Scarfed Transform user, just run Mew. It's massively bulkier, doesn't give the opponent a free turn to switch out, and it can revenge kill things that have boosted their Speed.

As far as Imprison users go, I feel like Lando-T with an Imprison trademark and HP Ice could be a really funny way to check Electric-types (and it's not like HP Ice is bad on Lando either), and the rest of its standard set is generic enough (Stealth Rock, Earthquake, U-Turn, Knock Off, Stone Edge) that you can probably switch in and fuck something up in most games. Most teams probably have something better for Lando to do, though.
 

Jrsmash9

jrsmash that timer
Cute, but it broadcasts itself and doesn't get to switch in ever. Switch out to something else, then do another switch to something that can handle the first thing you switched into. Boom, neutered.

Really, if you want a Scarfed Transform user, just run Mew. It's massively bulkier, doesn't give the opponent a free turn to switch out, and it can revenge kill things that have boosted their Speed.

As far as Imprison users go, I feel like Lando-T with an Imprison trademark and HP Ice could be a really funny way to check Electric-types (and it's not like HP Ice is bad on Lando either), and the rest of its standard set is generic enough (Stealth Rock, Earthquake, U-Turn, Knock Off, Stone Edge) that you can probably switch in and fuck something up in most games. Most teams probably have something better for Lando to do, though.
Well it could still stop sweepers/bulky pokemon, and prevent them from attacking unlike mew.
 
Smeargle could have 3 other moves Mew does not have. Like Spore, King's Shield, and Destiny Bond. It or Mew could pack Substitute, Taunt, or Trick, as Imprision would literally prevent 2 of the only moves that blocks Transform, or switch its Choice Scarf with the user.

Better yet:<br />
<br />
Swampert: Swampertite
Ability: Rain Dance
Waterfall
Earthquake
Stone Edge
Ice Beam

Boost Water moves, And speed upon mega evolving. Sweep.

Vaporeon Leftovers
Ability: Acid Armor
Surf
Ice Beam
Baton Pass
Wish

Vaporeon's biggest weakness was its Defense (besides grass and electric attacks). Now without 4 moveslot syndrome it can pass its defense boost and wish without giving up coverage.

Linoone: Expert Belt / Salac Berry
Ability: Belly Drum
Quick Feet / Gluttony
Extreme Speed
Shadow Claw
Seed Bomb / Iron Tail
Play Rough / Natural Gift

Iron Tail is if you use Salac, as it helps make up for the lack Power from Expert Belt when compared to Seed Bomb. Play Rough allows it to get hits on Tyranitar, Mega-Gyarados, and overall Dragon types like Dragonite.

Quick Feet helps on a switch in status move like Thunderwave, as it helps Linoone not rely on Extreme Speed alone to handle normally faster threats. Gluttony makes Salac Berry immediately useful if you have even HP.

I strongly recommend using 273 HP to ensure Linoone can Belly Drum twice for the Quick Feet set, otherwise an even number will do for the Gluttony set to immediately activate Salac Berry if you don't care about Nature Gift.
 
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Here's a cool core.

Chesnaught @ Leftovers
Ability: Spiky Shield
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Synthesis
- Wood Hammer
- Swords Dance
- Drain Punch

Golurk @ Leftovers
Ability: Protect
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Magic Coat
- Substitute
- Shadow Punch

Switch between them for as long as you please as long as spikes / toxic spikes aren't up. Protect blocks any attempt at hazard clearing so you can pair them with hazard setters to whittle away at the opponent or cause them to drain their pp. This hardly loses to anything but it takes a _long_ time to win against anything. Something like mean look gengar might help to expedite things.

The movesets and spreads themselves aren't set in stone, they can be adapted somewhat to fit team structure. Golurk may seem like an odd choice, it's used for its immunity to feint. Doublade is the only other rock-resistant ghost, and it doesn't have much to offer in the way of utility either.
 
Smeargle could have 3 other moves Mew does not have. Like Spore, King's Shield, and Destiny Bond. It or Mew could pack Substitute, Taunt, or Trick, as Imprision would literally prevent 2 of the only moves that blocks Transform, or switch its Choice Scarf with the user.

Better yet:<br />
<br />
Swampert: Swampertite
Ability: Rain Dance
Waterfall
Earthquake
Stone Edge
Ice Beam

Boost Water moves, And speed upon mega evolving. Sweep.

Vaporeon Leftovers
Ability: Acid Armor
Surf
Ice Beam
Baton Pass
Wish

Vaporeon's biggest weakness was its Defense (besides grass and electric attacks). Now without 4 moveslot syndrome it can pass its defense boost and wish without giving up coverage.

Linoone: Expert Belt / Salac Berry
Ability: Belly Drum
Quick Feet / Gluttony
Extreme Speed
Shadow Claw
Seed Bomb / Iron Tail
Play Rough / Natural Gift

Iron Tail is if you use Salac, as it helps make up for the lack Power from Expert Belt when compared to Seed Bomb. Play Rough allows it to get hits on Tyranitar, Mega-Gyarados, and overall Dragon types like Dragonite.

Quick Feet helps on a switch in status move like Thunderwave, as it helps Linoone not rely on Extreme Speed alone to handle normally faster threats. Gluttony makes Salac Berry immediately useful if you have even HP.

I strongly recommend using 273 HP to ensure Linoone can Belly Drum twice for the Quick Feet set, otherwise an even number will do for the Gluttony set to immediately activate Salac Berry if you don't care about Nature Gift.
How is Linoone going to have BD and QF/Gluttony as its ability?
 
Smeargle could have 3 other moves Mew does not have. Like Spore, King's Shield, and Destiny Bond.
all of those moves are terrible with a scarf anyways and that smeargle set is going to be even more terrible without a scarf
Better yet:<br />
<br />
Swampert: Swampertite
Ability: Rain Dance
Waterfall
Earthquake
Stone Edge
Ice Beam

Boost Water moves, And speed upon mega evolving. Sweep.
Ice Punch has a better damage output than Ice Beam, and Swampert really needs either Superpower or PuP to get some key coverage or break through physical walls, respectively.

Vaporeon @ Leftovers
Ability: Acid Armor
Surf
Ice Beam
Baton Pass
Wish

Vaporeon's biggest weakness was its Defense (besides grass and electric attacks). Now without 4 moveslot syndrome it can pass its defense boost and wish without giving up coverage.
Cool, but Scald is better than Surf, and if you want Vaporeon to wall anything, it needs Protect somewhere to get safe Wishes. Vaporeon definitely still has 4mss, since it wants to run Ice Beam, Roar, Heal Bell, and Baton Pass in that last slot, no matter how much you boost its Defense.
Linoone: Expert Belt / Salac Berry
Ability: Belly Drum
Quick Feet / Gluttony
Extreme Speed
Shadow Claw
Seed Bomb / Iron Tail
Play Rough / Natural Gift
It doesn't get Quick Feet or Gluttony when it's trademarking Belly Drum. Moreover, it's fragile enough that a Sitrus Berry is all but necessary, since it'll lose 50% of its HP on switch-in. All that aside, it's not gonna be able to sweep with this, since teams will be able to status you or set up defensive boosting or Reflect at +6 priority by switching in, or even use Haze or Heart Swap to neutralize Linoone entirely. There will be more consistent ways of applying offensive pressure, especially since this way it's totally involuntary whether you set up or not.
Here's a cool core.

Chesnaught @ Leftovers
Ability: Spiky Shield
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Synthesis
- Wood Hammer
- Swords Dance
- Drain Punch

Golurk @ Leftovers
Ability: Protect
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Magic Coat
- Substitute
- Shadow Punch

Switch between them for as long as you please as long as spikes / toxic spikes aren't up. Protect blocks any attempt at hazard clearing so you can pair them with hazard setters to whittle away at the opponent or cause them to drain their pp. This hardly loses to anything but it takes a _long_ time to win against anything. Something like mean look gengar might help to expedite things.

The movesets and spreads themselves aren't set in stone, they can be adapted somewhat to fit team structure. Golurk may seem like an odd choice, it's used for its immunity to feint. Doublade is the only other rock-resistant ghost, and it doesn't have much to offer in the way of utility either.
Right up until the opponent catches on and starts switching too instead of attacking, and then eventually a mod gets involved (because otherwise the game won't end), and the game gets decided in favor of your opponent, because they're not the one who forced an endless game.

Realistically, there should be a clause to stop trademarking more than one protection move, so nobody has to deal with this dumb shit.
 
Right up until the opponent catches on and starts switching too instead of attacking, and then eventually a mod gets involved (because otherwise the game won't end), and the game gets decided in favor of your opponent, because they're not the one who forced an endless game.

Realistically, there should be a clause to stop trademarking more than one protection move, so nobody has to deal with this dumb shit.
well, yeah, they can switch, hence my suggestion of trapper gengar and hazards. hazard stall isn't really endless battle forcing, no matter how passive. server timeouts could be an issue though, along with the team being hella tedious to ladder with.

that clause seems to run into complex ban territory, i'd sooner have protection moves banned as trademarks altogether. the idea of a completely free switch is pretty overwhelming when you think about it.
 
Since they act like Shadow Tag, all trapping status moves (Mean Look, Block, Spider Web) will probably end up being banned as well.
 
This looks like a really interesting idea for a metagame, is it playable yet? The OP didn't say.

Metagross @ Metagrossite
Ability: Hone Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Heabutt
- Hammer Arm
- Thunder Punch / Bullet Punch

With Hone Claws as your ability pre mega, you get a free Attack and Accuracy boost. Meteor Mash and Zen Headbutt get STAB and do solid damage to anything that doesn't resist them / isn't a physical wall. Thanks to Hone Claws, they also won't miss on your first switch in. Hammer Arm hits opposing Steel types. Thunder Punch can 2HKO Mega Slowbro, while Bullet Punch could be used for some priority.

Kyurem @ Life Orb
Ability: Hail
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blizzard
- Draco Meteor
- Earth Power
- Roost / Focus Blast

Under Hail, Blizzard becomes incredibly spammable. Draco Meteor is the alternate STAB, and still hits pretty hard. Earth Power hits the Steel types that resist both STABs, and the Fire types that resist Blizzard. Roost restores HP; Focus Blast hits Ferrothorn and Magnet Rise Steel types.
 
someone implied otherwise, so it's not entirely clear... is it possible to use standard abilities? stuff like gw talon and prankster thund will probably be helpful against the rampant setup users.
 
all of those moves are terrible with a scarf anyways and that smeargle set is going to be even more terrible without a scarf

Ice Punch has a better damage output than Ice Beam, and Swampert really needs either Superpower or PuP to get some key coverage or break through physical walls, respectively.


Cool, but Scald is better than Surf, and if you want Vaporeon to wall anything, it needs Protect somewhere to get safe Wishes. Vaporeon definitely still has 4mss, since it wants to run Ice Beam, Roar, Heal Bell, and Baton Pass in that last slot, no matter how much you boost its Defense.

It doesn't get Quick Feet or Gluttony when it's trademarking Belly Drum. Moreover, it's fragile enough that a Sitrus Berry is all but necessary, since it'll lose 50% of its HP on switch-in. All that aside, it's not gonna be able to sweep with this, since teams will be able to status you or set up defensive boosting or Reflect at +6 priority by switching in, or even use Haze or Heart Swap to neutralize Linoone entirely. There will be more consistent ways of applying offensive pressure, especially since this way it's totally involuntary whether you set up or not.

Right up until the opponent catches on and starts switching too instead of attacking, and then eventually a mod gets involved (because otherwise the game won't end), and the game gets decided in favor of your opponent, because they're not the one who forced an endless game.

Realistically, there should be a clause to stop trademarking more than one protection move, so nobody has to deal with this dumb shit.
What if Linoone is a lead? Reflect can halve the damage, but Linoone plans to use Extreme Speed turn 1, say on the switch. and then the right coverage move the next turn if it goes first. If the foe switches out to get reflect in, then it will still have taken the equivalent of 1 fully powered belly drum move. With a Silk Scarf to boost normal move,it can decimate the foe.
 
Well, there's the lati twins, but I think recover/calm mind/Defog would be better options. Maybe safeguard would be a niche options?
Perhaps, but realistically you're going to get more mileage out of having something trademark Heal Bell or Aromatherapy. The bulkier mons lurking in OU or UU could all pull it off, but Chansey looks like a prime candidate because it can handle boosted Special attackers, heal itself, set Stealth Rock, and just generally be a good supporter even for offensive teams.
 
sorry if I already missed this, but does a Pokemon have to use a trademark?
No.

While I'm here, I just realized that boosting won't be a problem. The reason is Transform!Scarf Mew. Not only is it bulkier than a lot of the things it's transforming into, if you've trademarked a boosting move, you can't stop Transform(TM) by just not setting up. And on top of that, Mew will use the trademarked move again upon transformation. Here's that mechanic in play with Download: http://replay.pokemonshowdown.com/customgame-391744661

So while Swords Dance(TM) might come off at first as a slightly worse version of Huge Power on Garchomp, in practice you better have a solid switch-in to scarfed +4 Garchomp if you don't want to get 5-0'd. In practice, offense teams that want to abuse trademarked setup moves will need to engage in the kind of imposterproofing you see in Balanced Hackmons. And if Mew gets its Choice Scarf knocked off, it will probably be quite valuable against defensive teams.

The lesson here is that you might want to give thought to Focus Energy(TM) + Scope Lens, as Transform doesn't copy that and it'll be easier to avoid the counter-sweep. Substitute, though it cuts into your HP automatically, might give you that free turn you need to set up and imposterproof you all at once. But it backfires if you lose your Substitute in the process of KOing something, then Mew comes in, boosts up to you, and then it sets up a Substitute of its own... terrifying.
 
(...)
While I'm here, I just realized that boosting won't be a problem. The reason is Transform!Scarf Mew. Not only is it bulkier than a lot of the things it's transforming into, if you've trademarked a boosting move, you can't stop Transform(TM) by just not setting up. And on top of that, Mew will use the trademarked move again upon transformation. Here's that mechanic in play with Download: http://replay.pokemonshowdown.com/customgame-391744661

So while Swords Dance(TM) might come off at first as a slightly worse version of Huge Power on Garchomp, in practice you better have a solid switch-in to scarfed +4 Garchomp if you don't want to get 5-0'd. In practice, offense teams that want to abuse trademarked setup moves will need to engage in the kind of imposterproofing you see in Balanced Hackmons. And if Mew gets its Choice Scarf knocked off, it will probably be quite valuable against defensive teams.
(...)
Substitute, though it cuts into your HP automatically, might give you that free turn you need to set up and imposterproof you all at once. But it backfires if you lose your Substitute in the process of KOing something, then Mew comes in, boosts up to you, and then it sets up a Substitute of its own... terrifying.
And now we have Imposter Mew... Great...
So similar to Imposter Chansey with Eviolite...
Expect Mew can be even faster and stronger than oponent IF didn't hold Scarf, where Chansey is just more bulky than oponent.

The trick is creating entire team with counters to other members of own team. Similar to Chansey with Eviolite, Mew is nearly always better version of copied oponent, BUT have only 5 pps for all 4 moves.
First thing is creating sweaper, who isn't weak to itself. The only one pokemon, who truly is Iposterproof is... Ghost Arceus with Jugment and Fighting type coverage move. But because Arceus is in Ubers, Mew is safe for sure... Is that true?
Not that quite like you expect. Still we have Hidden Power, what can be really stromg move against Mew if is not prepared.
Heatran sometimes carry HP Ice for that persky Ground types, but can also carry HP Ground over Earth Power just for being not weak to copy of itself. Mew will propably have Dark HP, but will propably switch against Heatran after checking moveset. The only one thing what we gain in this proces is one free turn, but if oponent have Counter against Heatran, we anyway can't do anything...

Another idea could be pokemon, who is immune to all moves what copied Sweaper has.
For example: Garchomp is Hardly counterable by Fairy with immunity to Ground IF have only Dual STAB set + Setup moves... just put Ballon on Fairy pokemon or use Magnet Rise(TM)...
Another Example: Calm Mind, Rest Talk Suicune is counterable by pokemon with Immunity to Water IF Suicunes only atacking move is Water Type.
Another One: Flash Fire Heatran with Ballon completly wall Volcanion with Earth Power, Sludge Bomb and Fire STAB move. Wihout Signature move... Normally Volcanion always take Steam Eruption, because is just amazing water move, but oponent didn't know about it... until will use Mew against Volcanion...

How effective could be this team against other, real threats?
...and here we have problem... Even when we build perfectly counters against all team members, still we also must consider oponents other threats...

Interesting coutner against Scarf Mew could be Unburden pokemon with activated ability. Mew copy oponents ability, but didn't activate it, expect Mew will lose item. Only Counter - Trick Room. If oponent have Trick Room, can even send Scarf Mew against Unburden pokemon and being slower atack first under Trick Room. If we switch, we lose boost for speed... and then we lose later (when Trick Room ends) to Scarf Mew...

I wonder... if Mew is too strong with Transform... it will be even legal in this metagame?

Yeah... I feel incoming ban for Mew with Transform... I have just hope I'm wrong...

Someone could maybe find true counter to Transform Mew?
 
An unorthodox way to counter all setup sweepers except Focus Energy critters is Malamar with Topsy-Turvy as its trademark.

Malamar @ Leftovers
Ability: Topsy-Turvy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Rest
- Sleep Talk
- Toxic

It´s simple, whenever a Tail Glow Manaphy or Calm Mind Keldeo appears, you switch this in to weaken their special attack. Unfortunately Malamar does not learn Pursuit to trap a weakened set-up sweeper, but Knock Off is useful to get rid of items. Since Malamar does not learn any recovery moves, you have to rely on Resttalk. The most useful attack for the final slot I could think of is Toxic. Of course you can go full physical defense, too, but you have to watch out for Swords Dance users that could have U-Turn (e. g. Scizor, Landorus-T).

And now some more ideas:

Suicune @ Leftovers
Ability: Rest
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Sleep Talk
- Scald
- Roar
- Ice Beam / Hidden Power Grass

Trademarking Rest gives you full recovery whenever you switch in and means Sleep Talk always picks a useful attack. Since a Crocune would need to use both Rest and Sleep Talk multiple times while staying in, this Suicune doesn´t set up with Calm Mind and instead phases with Roar. Ice Beam deals with Grass and Dragon types that don´t care about Scald, but Hidden Power Grass is also an option against other Water Pokémon. Keep in mind that you can only recover on the switch-in if you are awake, so it´s not a bad idea to pair this set with a Pokémon that has Heal Bell / Aromatherapy as its trademark. If you want to use the classic Crocune set, choose Aqua Ring as the Trademarked ability to give you additional recovery (also helpful if your leftovers get knocked off).

Diancie @ Diancite
Ability: Rock Polish / Magnet Rise
EVs: 8 Atk / 248 SpA / 252 Spe
Rash Nature / Naive Nature
- Diamond Storm
- Moonblast
- Earthpower
- Hidden Power Fire
Trademarking Rock Polish means Diancie has doubled speed as soon as it enters the battlefield, so it is no longer forced to run Protect to safely mega-evolve. Next to its STABs Diamond Storm and Moon Blast it no longer has to choose between Earthpower and Hidden Power Fire, now it can comfortably run both. The difference between Rash and Naive nature depends on whether you plan to stay in after mega evolution (with the Rock Polish boost) or switch out after mega evolution (means you lose your Rock Polish boost). Instead of Rock Polish you can also trademark Magnet Rise to make Diancie capable of safely mega evolving in the face of most Ground types.

Beedrill @ Beedrillite
Ability: Tailwind
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Drill Run
The same principle as with Diancie. Tailwind doubles Beedrill´s speed once it enters the battlefield, making it fast enough to mega-evolve and use U-Turn before its enemy can hit it. Tailwind completely outclasses Agility since it doubles the speed of your entire team, and Beedrill isn´t going to stay in more than four turns anyway. Adaptability U-Turn hits extremely hard and lets you switch to an ally, Adaptability Poison Jab destroys Fairy types. Since Beedrill no longer needs Protect, it can now run both the useful Knock Off and the powerful Drill Run, the latter targeting Fire, Steel and Rock types.

Sharpedo @ Sharpedonite
Ability: Agility
EVs: 224 Atk / 32 SpA / 252 Spe
Naughty Nature
- Crunch
- Ice Fang
- Hydro Pump
- Poison Jab / Destiny Bond
Noticing a pattern yet? Trademarking Agility means Sharpedo no longer has to waste a turn with Protect and Speed Boost. Now it can start to tear up your enemy´s team immediately with STAB Strong Jaw Crunch, Strong Jaw Ice Fang and STAB Hydro Pump. Poison Jab is still stronger than Strong Jaw Poison Fang, but Destiny Bond is also an option if you want to take an enemy with you.
 

temp

legacy
is a Battle Simulator Staff Alumnus
Yo! I'm just gonna drop down some ideas for this OM; hoping it gets nommed!

Heart Swap Manaphy is a great answer to set up sweeping Pokemon, because it just takes the opponent's boosts for itself when it comes in.



Manaphy @ Leftovers
Ability: Heart Swap
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Tail Glow / Psychic
- Ice Beam
- Energy Ball / Psychic / Hidden Power Fire

>set up sweepers


Yawn sounds like a great option since it forces opponents out.


Emboar @ Choice Band
Ability: Yawn
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Focus Punch
- Superpower
- Wild Charge

go to sleep or die


Is Block allowed? It's basically Shadow Tag / Arena Trap, so I'm not 100% sure if this could be usable. This is also considering that SO many bulky mons get this move.


Cresselia @ Choice Scarf
Ability: Block
EVs: 248 HP / 40 Def / 220 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Psychic
- Calm Mind
- Trick

A poor man's Gothitelle.


Foresight Lucario sounds legit. It allows Luke to hit Ghosts with CC and E-Speed, so yeah.



Lucario @ Life Orb
Ability: Foresight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Extreme Speed
- Close Combat
- Iron Tail

whats a mega lop


Skill Swap sounds fantastic as a way to stop Pokemon who can easily abuse their ability. Why not run it as your own ability?



Azelf @ Focus Sash
Ability: Skill Swap
EVs: 228 Def / 28 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Psyshock
- Taunt

nice ability m8


Reflect Type as an ability makes something a counter to nearly anything. Let's slap it on Latias and bop.



Latias @ Leftovers
Ability: Reflect Type
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Roost
- Thunder Wave

nice typing m8

 
(...)

Is Block allowed? It's basically Shadow Tag / Arena Trap, so I'm not 100% sure if this could be usable. This is also considering that SO many bulky mons get this move.


Cresselia @ Choice Scarf
Ability: Block
EVs: 248 HP / 40 Def / 220 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Psychic
- Calm Mind
- Trick

A poor man's Gothitelle.


(...)

Skill Swap sounds fantastic as a way to stop Pokemon who can easily abuse their ability. Why not run it as your own ability?



Azelf @ Focus Sash
Ability: Skill Swap
EVs: 228 Def / 28 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Psyshock
- Taunt

nice ability m8


Reflect Type as an ability makes something a counter to nearly anything. Let's slap it on Latias and bop.



Latias @ Leftovers
Ability: Reflect Type
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Roost
- Thunder Wave

nice typing m8
Block and similar moves work like Shadow Tag, so propably this TM will be banned (if isn't baned yet).
Skill Swap will swap abilities eatch time, when abilities will be swaped. Because this ability swap abilities itself... yeah. Endles battle. Propably this move will be also banned...
Reflect Type allow you to gain oponents typing, but it doesn't mean you will be able always use oponents typing against him. Excadrill, for example, can easly destroy your Latias with STAB EQ, when you - didn't have this option. Yes, you can slap the best coverage moves what Latias can get, but chance for effective STAB is too low to use it on oponent.
If you could swap typing... that could be huge, because Draco Meteor will always be super effective against first oponent. You also take oponents STAB for his moves (in cost of losing your own, but you can instead have guaranted SE move on oponent).
Sadly, we don't have move what allow you to change typing on oponent EXPECT Soak, Trick-or-Thread and Forest Curse, where only first move change completly typing on oponent.
 

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