Approved by The Immortal and E4 Flint /Original idea from Snaquaza,
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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).
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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).
- 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.
Trademarks: wish
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
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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