Metagame Trademarked

Approved by The Immortal and E4 Flint /Original idea from Snaquaza,
166791

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Premise: In trademarked, you can give up your pokemons' ability to be able to use one of the status moves it learns to have it activate upon switch in without limit (though no longer being able to use it in your movepool).

Clauses: Standard OU clauses and rule-set. Single Trademark Clause. (1 of each trademark per team).
Banlist:
  • Pokemon: Slaking, Regigigas, Hoopa Unbound
  • Moves: Assist, Baneful bunker, Block, Copycat, Detect, Destiny Bond, Ingrain, King's Shield, Mat Block, Mean Look, Metronome, Nature Power, Parting Shot, Protect, Roar, Skill Swap, Spider Web, Spiky Shield, Sleep inducing moves, Substitute and Whirlwind are banned as trademarks.
Watchlist: Pokemon: Chansey and Xurkitree
Trademarks: wish


Strategy: In this meta mons can setup more easily as they can simply swap into gain a boost as opposed to having to force something out or swallow a hit. Defensive mons can also abuse stat dropping moves vs foes with stuff like charm, or confide, to get the edge vs mons that may not be using boosting moves or to weaken mons that are using them especially since they would in most cases no longer have a move in there movepool to use to further boost there stats if they use it as their trademark. Hazard setup and removal is also made much easier as you can now simply use it on switchin (though hazard stacking at that point will definitely not be as easy). Overall mons with setup as trademarks need to be prepped for (especially choiced ones) and the mons that may abuse stat drop status moves will make u more weary when u swap in your setter.

Golisopod @ Waterium Z
EVs: 252 HP / 252 Atk / 4 SpD
Ability: Swords Dance
Adamant Nature
- Drill Run
- Aqua Jet
- Leech Life
- Liquidation

Toxapex @ Black Sludge
Ability: Haze
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Toxic
- Recover
- Knock Off

Zeraora @ Life Orb
Ability: Bulk up
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Grass Knot/ Hone Claws
- Close Combat
- Knock Off


Questions:

Q:Do megas remove the trademarked abilities?
A:
Trademarks will remove upon mega evolution and be replaced by the new mega ability as regular abilities would be.

Q: How does trademark interact with the likes of trace, skill swap and other ability transfer/ removal moves and abilities?
A:
All ability changing moves work as they normally due. It still does what it needs to as a move though. Entrainment as a trademark seems to cause an infinite turn however and the same case with skill swap as tm.

Q: How does taunt and assault vest effect trademarks?
A:
Taunt in any case whether or not it treated status like moves or abilities, trademarks only activate when the pokemon is sent out and even in the case of the taunt user being faster, there's will activate before you send out your other trademarked mon. I have tested the gen 6 variant on rom regarding assault vest and they trademarks with them, which seems to be the past owner snaquaza's intentions based on a quote placed further on , so such will stay the case.

Q:How does magic bounce, magic coat and imprison affect trademarks?
A:
Magic bounce and magic coat rebound status moves as trademark back as they should, however imprison doesnt block trademarks.

Q: Can trademarks miss or run out of pp?
A:
They do not run out of pp as they are essentially abilities. However coding wise, as of current, though I wish they hadnt, trademarks do check accuracy. So if it has a chance to miss, it could.

Council:
Whitephoenixace
SamHPL

Playable: Now playable on rom !!!
 
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Team Samples:
Funbot28 's Hazard Stack balance
174755
174761
174765
174766
174768
174769


Kommo-o @ Kommonium Z
Ability: stealthrock
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Clanging Scales
- Close Combat
- Poison Jab
- Dragon Dance

Ferrothorn @ Leftovers
Ability: leechseed
EVs: 252 HP / 92 Def / 164 SpD
Careful Nature
- Spikes
- Power Whip
- Protect
- Knock Off

Excadrill @ Choice Scarf
Ability: magnetrise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Weavile @ Dread Plate
Ability: swordsdance
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Icicle Crash
- Ice Shard

Alakazam-Mega @ Alakazite
Ability: psychicterrain
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Recover

Toxapex @ Black Sludge
Ability: haze
EVs: 248 HP / 116 Def / 144 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Baneful Bunker
 
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Viability Rankings


S-Rank:


Chansey (Wish, Aromatherapy)


A-Rank:


A+


Buzzwole (Substitute)

Landorus-T (Rock Polish, Swords Dance, Gravity, Stealth Rock)

Magearna (Heart Swap, Trick Room)

Manaphy (Tail Glow, Substitute, Heart Swap)

Victini (Sunny Day, Trick Room)

Volcarona (Quiver Dance)

Weavile (Swords Dance)

Heatran (Substitute, Stealth Rock, Sunny Day, Will-O-Wisp)

Mew (Transform, Taunt, Stealth Rock, Will-O-Wisp, Hail)


A


Garchomp (Swords Dance, Stealth Rock)

Kommo-o (Dragon Dance, Stealth Rock, Substitute)

Tapu Koko (Reflect, Light Screen, Taunt, Thunder Wave, Defog, Mirror Move, Charge)

Toxapex (Haze, Toxic Spikes)

Xurkitree (Substitute, Tail Glow)

Alakazam-Mega (Psychic Terrain, Substitute, Calm Mind -> Trace)

Conkeldurr (Substitute)



A-


Ferrothorn (Leech Seed, Stealth Rock, Thunder Wave, Spikes)

176203
Kartana (Substitute, Swords Dance, Tailwind)

176205
Stakataka (Trick Room)

176206
Tyranitar (Screech, Dragon Dance, Stealth Rock, Substitute)

176208
Excadrill (Magnet Rise, Swords Dance, Stealth Rock, Magnet Rise)



B-Rank:


B+


Doublade (Magnet Rise)

Gengar (Will-O-Wisp, Substitute, Perish Song)

Mawile-Mega (Swords Dance, Substitute -> Huge Power)

Scizor & mega (Roost, Defog, Swords Dance, Curse / Technician)

Tapu Fini (Defog, Reflect)

Bisharp (Swords Dance)




B


Chatot (Nasty Plot)

Cofagrigus (Will-O-Wisp, Trick Room, Toxic Spikes)

Keldeo (Calm Mind)

Slowbro & mega (Me First, Thunder Wave, Iron Defense / Shell Armor)

Venusaur-Mega (Leech Seed -> Thick Fat)

Zapdos (Reflect, Defog)

Infernape (Focus Energy, Stealth Rocks, Nasty Plot, Swords Dance)

Lucario (Me First, Swords Dance)



B-


Celesteela (Iron Defense, Autotomize, Leech Seed)

Forretress (Toxic Spikes, Spikes)

Primarina (Rain Dance, Encore, Work Up)

Skarmory (Defog, Stealth Rock, Spikes, Tailwind, Iron Defense)

Tentacruel (Toxic Spikes)

Hydreigon (Tailwind, Focus Energy)

Swampert (rain dance, work up-> swift swim)


C-rank


C+:

Serperior (Glare, Defog, Leech Seed)

Rotom-W (Will-O-Wisp, Defog)
 
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GL Volkner

legends never die
is a Tiering Contributor
Stakataka @ Choice Band
Ability: trickroom
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Stone Edge
- Superpower
- Earthquake

Sick wallbreaker now that it can run band and automatically gets Trick Room up whenever it wants.

Landorus-Therian @ Flyinium Z
Ability: rockpolish
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Fly
- Stone Edge
- Earthquake

Lando gets a free +2 and is already very strong, but SD makes it even stronger and to top it all off it has insane coverage with these three attacks.

Smeargle (M) @ Berry Juice
Ability: destinybond
Level: 1
Happiness: 0
EVs: 116 Atk
Brave Nature
IVs: 0 HP / 0 Def / 0 SpD / 0 Spe
- U-turn

Being able to switch something in on any attack, DBond off the bat and U-turn if something doesn't work seems really good.

Just some sets I came up with on the fly that may or may not suck, posting for notifications and looking forward af to this om!
 
Why aren't Grass Whistle and Sleep Powder banned, but other sleep moves are?

EDIT: Also, the sample Golisopod doesn't have a trademark. I'm assuming Swords Dance?
Didn,t notice on the latter will edit that, on the former case i forgot to add them and just changed it to flat out sleep inducing moves to save text.

Edit: Glad to be running this meta. Will be my first time but I will try to be fair as well as stern when I need to. Naturally I will need you guys to help where able (my creativity is only so minimal lol), however I have hopes for this meta. Nonetheless thanks to all who will come to post in this meta and have a Blessed day :D
 
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Disclaimer: this post is a bit messy. I'll get around to tidying it up eventually.

Some initial thoughts on strong moves to use as trademarks, based on discussion in OM room.

In no particular order:
Almost all stat boosts, Most stat drops, Hazards, Defog, Haze, Terrains, Weathers, Taunt, Magic Coat, Screens, 50% Heal Moves, Belly Drum, Tailwind, Destiny Bond, Encore, Focus Energy, Imprison, Recycle, Substitute, Transform, Trick Room, Magic Room, Burn/Para

Stat Boosts: obvious enough, pokemon can come in with huge boosts on turn 1
Stat Drops: cripples opposing pokemon on your switch in
Haze: deletes stat changes
Transform: mew is a better imposter than ditto
Trick Room: TR's biggest downfall in singles is that it takes a turn to set up
Tailwind: Similar to Trick Room
Screens: Similar to Trick Room
Destiny Bond: like Innards Out in BH but better
Weathers / Terrains: non tapu terrain setters, bulkier or offensive weather setters


Some Questions: (These might be more important to coders, but definitely worth it to ask)
How will imprison work? Will imprisons block the opponent's trademarks?
How will taunt work?
How will magic bounce work?
How will priority work on trademarked moves?
How will assault vest work?
How will snatch work?


Pokemon (I'll elaborate on these in the future): Archeops, Florges, Chansey, Terrakion, Kommo-o, Magearna, Golisopod, Celesteela, Mew
 
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im so glad this is finally back! nothing much to say other than this is an awesome meta (and ban transform pls, mew too broke). heres some fun unique sets i wanna share

Diet-Magearna (Klefki) @ Fairium Z/Choice Scarf
Ability: Fairy Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Spikes
- Thunder Wave
- Foul Play

Fairy lock is a klefki exclusive move that prevents the opponent from switching for a turn
meaning klefki has a short lived arena trap to either remove a mon it beats or to set a spike up. u can use this to trap ttar, gren and maybe pick off weakened threats.
too bad klefkis movepool is literal trash, oh well


you but stronger (Latias)(F) @ Leftovers
Ability: Reflect Type
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Defog
- Ice Beam
- Thunderbolt

reflect type is a rarely distributed move that will make latias copy ur opponents typing on switchin. and since most mons usually resist their own stabs latias can usually switch in for free to scout or get a free defog off

heres hoping for this meta to be playable soon! cant wait
 
Disclaimer: this post is a bit messy. I'll get around to tidying it up eventually.

Some initial thoughts on strong moves to use as trademarks, based on discussion in OM room.

In no particular order:
Almost all stat boosts, Most stat drops, Hazards, Defog, Haze, Terrains, Weathers, Taunt, Magic Coat, Screens, 50% Heal Moves, Belly Drum, Tailwind, Destiny Bond, Encore, Focus Energy, Imprison, Recycle, Substitute, Transform, Trick Room, Magic Room, Burn/Para

Stat Boosts: obvious enough, pokemon can come in with huge boosts on turn 1
Stat Drops: cripples opposing pokemon on your switch in
Haze: deletes stat changes
Transform: mew is a better imposter than ditto
Trick Room: TR's biggest downfall in singles is that it takes a turn to set up
Tailwind: Similar to Trick Room
Screens: Similar to Trick Room
Destiny Bond: like Innards Out in BH but better
Weathers / Terrains: non tapu terrain setters, bulkier or offensive weather setters


Some Questions: (These might be more important to coders, but definitely worth it to ask)
How will imprison work? Will imprisons block the opponent's trademarks?
How will magic bounce work?
How will priority work on trademarked moves?
How does assault vest work?
How will snatch work?


Pokemon (I'll elaborate on these in the future): Archeops, Florges, Chansey, Terrakion, Kommo-o, Magearna, Golisopod, Celesteela, Mew
Ok dont know how to reply separately but I will answer for what I would ateast prefer to happen.
1. Would prefer imprison to block trademarks if u have it as a move(as i feel that might be simpler to code)
2. Magic bounce and coat I would prefer to still act as normal regarding tms, as they are abilities/status. However if they have toean to one or tbe other such will be so.
3. Prio on Tm move is basically ignored really as Tm activate in the same way an intimidate on switchin would activate. So it would be determined by the speed of the mons in question
4. Assvest iwas thinkong i may want it to treat them lime abilities. But then the thought of all those assvest mons with better regen sounds like frightening possibility (though i wanna hear you guys' opinion on it). Who knows it may actually help dealing with the high amounts of offense this meta may bring.
5. Now snatch was completely forgotton be as a move (i blame its lack of use). Though it would make more sense for it to be able to snatcch the effects of a tm if the snatch owner is faster


Edit: Updated the op with the mechanics I have tested from the gen 6 variant.
 
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Here's a Volcarona set, or rather, two.


Volcarona @ Psychium Z
Ability: Quiver Dance / Calm Mind
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind / Quiver Dance
- Fire Blast
- Hidden Power [Ground]
- Psychic

Do you want speed right out of the gate, or do you want to be able to boost your speed to even higher levels? I think having Quiver Dance in the Trademark slot would be better, as it allows you to run a Calm Mind Trademark on another Pokemon.
 
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Swampert @ Swampertite
Ability: raindance
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Ice Punch
- Power-Up Punch / Stone Edge

Mega Swampert can set up its own Rain before the Mega.

Hydreigon @ Razor Claw
Ability: focusenergy
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Superpower
- Fire Blast / U-Turn
- Flash Cannon

100% Crit rate, spam Draco Meteor and Superpower without caring about the stat drops.


Hawlucha
Ability: encore
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- High Jump Kick
- Iron Head

Switch into a Ground move or a boosting move, and boom, you got a free switch in, and a turn to set up.
 

Pangoro
Ability: Parting Shot

You're basically 5v6ing but in compensation your opponent will always have -1 in Attack and Special attack


Magnezone @ Choice Specs/Z Something
Ability: magnetrise

Who needs a baloon? Also works with stuff like Magearna or Mega-Manectric


Endure could be interesting, but I don't have examples on my mind
Ingrain could work on some defensive pivots with bad abilities, Leech Seed too ig
Me First seems kinda dumb
 
Hey, it's WPA2, the best Wi-Fi router encryption.

Jokes aside, here's a set

Mawile @ Mawilite
Ability: swordsdance
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Iron Head
- Knock Off
- Taunt

Blah blah blah, +4 Atk. That's all you need to know.

EDIT:
Also, how does Entrainment work as the ability?
 
Hey, it's WPA2, the best Wi-Fi router encryption.

Jokes aside, here's a set

Mawile @ Mawilite
Ability: swordsdance
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Iron Head
- Knock Off
- Taunt

Blah blah blah, +4 Atk. That's all you need to know.

EDIT:
Also, how does Entrainment work as the ability?
Nice set and an interesting question. Unless entrainment fails if u have the same ability sounds like it migth make the turn go on for a while. May be better to not allow it if it works like that in that case
 
Nice set and an interesting question. Unless entrainment fails if u have the same ability sounds like it might make the turn go on for a while. May be better to not allow it if it works like that in that case.
So then somehow code it to where, if the Pokemon is faster, it changes the ability to Entrainment. The next Pokemon goes and it just changes your to Entrainment.
If the 'mon is slower, just allow the other ability to activate then Entrainment changes the ability to Entrainment.

Then after either situation, the turn starts. Of course, the changed ability won't be permanent.
 
Did someone say stall?

Chansey: de blob would want to keep natural cure in most metas like this one, but it can trademark heal bell, and use refresh in the move slot if you really want to (though if you get statused, you can switch out, and heal upon switch in). It's like a reverse natural cure, but it heals your whole team. Your defogger got toxiced? Switch to Chansey.

Sableye: if I read correctly, this like AAA in that Megas get their normal ability upon mega evolving. Not sure what to put here, but it's pretty free, though only works pre-mega. Moves that lower opposing stats, like confide, can make it easier to stay in to mega evolve on threats.

Mew: already great on stall, despite a mostly useless ability. Options include confide, defog, calm mind (works like confide, but allows you to OHKO Heatran with earth power, or Garchomp with ice beam), etcetera.

Haze is pretty cool, but you can't use it in your move pool, so you'd be switching around a lot. Better to use an unaware Pokemon, in my opinion (though you could switch between a Pokemon with haze and one that can check various threats at +1/+2).
 
Garchomp @ Garchompite
Ability: Sandstorm
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- Earthquake
- Stone Edge / Dragon Claw
- Fire Fang / Dragon Claw
- Swords Dance

Similar to Rain Dance Swampert, but swaps idiotic speed for idiotic power.
 
Question: Since the effect happens on switch in, do entry hazard effects happen before or after the ability triggers?
 

The Immortal

They Don't Want None
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Other Metas Leader
Question: Since the effect happens on switch in, do entry hazard effects happen before or after the ability triggers?
Presumably the same as regular abilities - before.

So this post is not blank, here's a good wall:

Doublade @ Eviolite
Ability: Magnet Rise
EVs: 252 HP / 4 Atk / 252 SpD
IVs: 0 Spe
Sassy Nature
- Gyro Ball
- Toxic
- Rest
- Sleep Talk
 
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Palossand @ Leftovers
Ability: Sandstorm
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power / Toxic
- Shadow Ball / Toxic
- Shore Up

Going off of The Immortal's Doublade, here's another defensive mon.
 
Just some random thoughts about this meta
- Metronome is a status move lol
- The effects of certain abilities can be recreated, like the weather and terrain setting abilities and scrappy
- Disable could be cool to force out choiced mons
- Grudge and Destiny Bond could be useful on suicide mons
- Topsy-turvy could be a cool gimmick due to all the setup that is likely to happen (Although Malamar without Contrary is pretty bad)
- Recovery moves seems great, especially strength sap
- Charge can give the next electric type move used additional crazy power
- The Porygon line can use conversion to change their type instantly
- Mud Sport gives mono water types only one weakness for five turns
 

Official Fissure

I gave you words, they were inadequate.
is a Tiering Contributor
I haven't seen much talk about gravity and that upsets me due to its gimmicky potential. Good players would probably use gravity + spikes since gravity makes spikes affect every mon (besides magic guard mons), but I'm not a good player and I just want to hit stone edges, focus blasts, and use every sleep inducing move.
Skarmory @ Leftovers
Ability: Taunt / Stealth Rock
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Whirlwind
- Roost
- Counter / Brave Bird
Defensive boy who can taunt when he comes in. Stealth Rock can be used for a one-stop-shop for all of your hazard needs.
Mew @ Leftovers
Ability: Gravity
EVs: 240 HP / 52 Def / 216 Spe
Jolly Nature
- Hypnosis
- U-turn
- Defog
- Soft-Boiled
Gravity makes hypnosis 100% so you put something to sleep and then u-turn out.
Mew @ Psychium Z
Ability: Gravity
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Focus Blast
- Blizzard
- Zap Cannon / Thunder
Z-hypnosis gives +1 to speed (I just couldn't think of an item and this sounded cool). Generic coverage spread. Everything is 100% or more except for zap (which is like 83%) thunder loses 100% para, but becomes over 100% acc.
Landorus-Therian @ Flyinium Z
Ability: Rock Polish
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Fly
- Stone Edge
- Earthquake
EQ under gravity can hit flying and levitate mons. z-fly for grass types. Not missing stone edge feels nice.
Hoopa-Unbound @ Psychium Z
Ability: Nasty Plot
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Dark Pulse
- Psychic
- Focus Blast
I'm not missing focus blast now hehe. z-trick for +2 speed boost. Also could use for z-psychic if no speed boosts needed.
Hoopa-Unbound @ Fightinium Z
Ability: Trick Room
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Nasty Plot
- Psychic
- Dark Pulse
- Focus Blast
Because I can.
Chansey (F) @ Eviolite
Ability: Gravity
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Sing
- Heal Bell
- Seismic Toss
- Soft-Boiled
It's chansey but instead of toxic, it puts things to sleep with a like 91% acc sing.
 

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