Metagame Trademarked


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.
i don't think the mega-swampert sets works as well because it's lost accessed to swift-swim now. it still hits like a truck but it's technically worse than the standard mega-swampert with swift swim in rain. this set is technically just mega-swampert as a rain setter as opposed to mega-swampert the rain sweeper
 
i don't think the mega-swampert sets works as well because it's lost accessed to swift-swim now. it still hits like a truck but it's technically worse than the standard mega-swampert with swift swim in rain. this set is technically just mega-swampert as a rain setter as opposed to mega-swampert the rain sweeper
It still has access to swift swim. It just megas when its ready to sweep. Megas removes trademarks just like they do with regular abilities. Though i personally prefer work up on swampert and running rain on something else.
 
azumarill whit belly drum ability

Azumarill @ sitrus berry
Ability: bellydrum
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Ice Punch
 
Hi guys.
Can this Starmie works?

Starmie @ Choice Specs
Ability: Gravity
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Zap Cannon
- Blizzard
- Hydro Pump
- Psychic

Blizz and Pump are 100% accurate under Gravityn and Zap Cannon is 83%, with 100% para chance.

This can be done with Z-Conversion Porygon-Z, but there are too many Heart Swap and Haze out there, and I want my Z slot in other mon... Maybe Tectonic Rage from SD Lando since Gravity means no ground immunity.

Any tips? Ty.
 
I've been playing this as OMotM, and it's interesting for sure. I've had a lot of fun running through matches on the ladder, and I made a team that I'd like to present as a sample.


Minior @ White Herb
Ability: Shell Smash
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Acrobatics
- Stone Edge
- U-turn

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch

Landorus-Therian (M) @ Rockium Z
Ability: Rock Polish
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Knock Off

Weavile @ Choice Scarf
Ability: Swords Dance
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Poison Jab

Tapu Fini @ Wiki Berry
Ability: Haze
EVs: 252 HP / 8 SpA / 248 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Nature's Madness
- Moonblast
- Defog

Slowbro @ Slowbronite
Ability: Iron Defense
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Sleep Talk
- Surf

This team was built around the core of Shell Smash Minior + Magnet Pull Magnezone. Since shell smash activates on switch-in, It acts as an incredible revenge killer being uncontested with it's instant 744 speed and 598 attack, while magnezone is able to trap steels that attempt to stop it, such as Ferrothorn, Scizor, Skarmory, Celesteela, and even Scarfed Kartana if it can successfully come in on leaf blade, while nonscarfed is outsped and ohko'd by Hidden Power.
I noticed that sets that carry Psych Up/Heart Swap, as well as copycat Mew, would be rather disruptive against this core, so enter Haze Fini. This is both the defogger and haze user for this team, so it should be played very carefully.
Choice Scarf Weavile is an incredible member of this team, being able to be a priority cleaner to hit weakened teams with its ice shard, as well as check Psychics and Eviolite users with Knock Off, with Poison Jab to hit any fairies that can be predicted to switch in.
Rock Polish + Z Stone Edge makes for an excellent offensive electric and ground immune sweeper.
So with all this fast offense, I needed an answer to trick room teams. So what better to do that then Slowbro-Mega, designed to be a crocune-esque wincon that sits on trick room teams after 2 calm minds.
 
Pikachu @ Light Ball
Ability: Nasty Plot
EVs: 252 Sp.A/252 Spe
Timid Nature
-HP Fire/Ice
-Thunder/Thunderbolt
-Grass Knot
-Surf

Pikachu might be useful under a Tailwind/Sticky Web setter team with its massive 750+ Sp.A.HP Fire is to take down Ferrothorn(2HKO),or you could opt for HP Ice and pray to god you win the speed tie between SwordsDance Lando-T to OHKO it.Thunder could be used as a risky yet more powerful STAB(you're already using Pikachu which is risky as it is).Surf and Grass Knot are coverage obviously.Priority/T-Room/Chansey beat it down obviously.
 
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Clamperl @ Deep Sea Tooth
Ability: Shell Smash
EVs: 252 Sp.A/252 HP
IVs: 0 Spe
Quiet Nature
-Surf
-Ice Beam
-HP Grass/Fire
-Substitute/Protect

Similar to the high risk Pikachu set,Clampearl offers a great reward with 1000+ Sp.A at a cost of being durable as wet paper after boost.Trick Room is likely your best bet to utlize it to the fullest and take down whatever doesn't resist its moves.Substitue could be used to prevent Mew Transform shenanigans while Protect just scouts in a way.Might wanna lay down a Psychic Terrain to prevent Sucker Punchers from ruining its day.Do what you will with the precious pearl.
 
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I present to you, "TooOpPlsNerf": The Movie: The Sequel: The Game: The Light Novel: The Manga: The Anime: The Anime Movie: The Live Action Anime Movie: The Cast: The RPG: The RP: The Deleted Room: The Forbidden Fruit: Your Mom: The Omega Core.


Let's start with the start of the show; Marowak-Alola. In Trick Room (and in some cases, outside of it), is a monster. Most of the meta is 1HKO, yeah. Not 1HKO, 2HKO. There a few Pokemon that can tank its stabs, but that's assuming its unboosted. This thing is a monster if you can't get rid of the +2. Now, before we get into what this thing does, let me state something.

Belly Drum ISN'T better.

A big problem with belly drum Marowak compared to sword dance Marowak, is longevity. You already hit a lot hard, why do overkill? Not to mention you can't switch out since even if you remove rocks, it's risky sending it back in. You want to be healthy, since relying on wish support while being rock weak is never fun. There are other problems, too. Haze, Heart swap, you name it. You're overall just better off with SD, though sure in some cases (maybe as a late game sweeper) belly drum could be considered better. But, I think SD works way better for the most part.

Marowak Alola can one hit almost anything. It reaches over 1k attack the minute it hits the field. It's slow, which means it LOVES TR. It's faster than a lot of pokemon in TR, including other TR abusers. Marowak Alola is the hardest Pokemon to state in on, and switch out on. A lot of struggles to beat it, but here's the problem. If your team relies on Marowak Alola, you're in a bad spot. Marowak Alola can easily be played around, though if you can't handle it properly, you'll usually have half your team down, or most of your team in range to be swept by "x" Pokemon. However, No Pokemon doesn't have its checks.


Heart Swap
Only mag and Manaphy have it, both dying to one of its attacks, but. For removing its sd boost, allowing it to forcefully switch out, or not be able to demolish your team in one hit, is always nice.
Haze Pex
For sure a counter. Comes in on the Wak, gets rids of the boost, tanks one hit, and can 2hko with scald. With provided support though, Pex is easily beaten. If Pex is done, Wak can run much more rampant.
Stealth Rocks
One of Marowak's biggest problems is being rocks weak. With provided support, this isn't a problem, however. Rocks can just beat wak if you can force it to switch enough. If you want to make sure Alola Marowak won't come out on the battlefield; just keep rocks up. Since for the most part, unless Alolan Marowak has the provided support, it can be worn down easily.

Set
Marowak-Alola @ Thick Club
Ability: swordsdance / bellydrum
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Knock Off
- Shadow Bone
- Fire Punch / Flame Charge / Flare Blitz /
- Brick Break / Low Kick / Stone Edge / Outrage / Boomerang / Iron Head
 
Medicham @ Medichamite
Ability: acupressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Bullet Punch


Honestly my favorite set so far. All stats except Sp.A is useful. +2 attack gives you well over 1k, +2 speed lets you outspeed some stuff (especially with extra support like Galvantula @ stickyweb], or you might even get evasion.
 

The Immortal

They Don't Want None
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Other Metas Leader

Peaked #1 yesterday on the Trademarked ladder. Here's the team: https://pokepast.es/9e4e2bcaf0620d39

Basically how this team works is you want to use Tapu Koko to paralyze all the faster threats like Kartana, Volcarona, Alakazam, Medicham, Scarf Hoopa-U, etc. and the TM setups like Shell Smash so that Hoopa-U and Victini can outspeed them. Magearna and Celesteela form my defensive core. Celesteela is your answer to Stakataka and most Physical mons. Magearna comes in and steals the boosts of anything. I went with Ice Beam to catch Landorus-T as they switch in predicting Volt Switch. Volcarona/Xurkitree gives this duo problems but I generally sack Kommo-o in those cases before bringing in Koko/Magearna. Speaking of which, Kommo-o is the standard OU set but with TM Rocks and Flamethrower for more coverage. Sub Hoopa-U is my first wallbreaker. I opted for Metronome as I didn't like being locked in with Band and Life Orb recoil is a huge con because Hoopa-U wants to come in and Sub multiple times. Just spam Hyperspace Fury or Drain Punch; Gunk Shot for random Tapu Finis. Victini completes the team with this AAA-inspired set. You want to bring it in safely and just click V-create. Short of Charm Vaporeon, everything on stall is getting 2hko'd.

Unfortunately, I didn't save any replays while laddering but here's two so you can get the idea:
http://replay.pokemonshowdown.com/gen7trademarked-903792416
http://replay.pokemonshowdown.com/gen7trademarked-903820042
 


thot @ Mawilite
Ability: Swords Dance
EVs: 248 HP / 252 Atk / 8 SpD (idk)
Adamant Nature
- Play Rough
- Sucker Punch
- Knock Off / idk
- idk too

(my English is horrible pls don't kill me)

in OU with 3 slots + SD that thing is a so strong wallbreaker, imagine with 4 free slots and entering +4 attack here?

the problem is: when it switch's, loses the SD buff and when returns cannot setup again and only the huge/pure (pure for Medicham, it needs attention too) power buffs attack
but it's so strong

repeating, my English is horrible. Btw that's my first post so idk how I organize this:blobshrug:
 
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ih


thot @ Mawilite
Ability: Swords Dance
EVs: 248 HP / 252 Atk / 8 SpD (idk)
Adamant Nature
- Play Rough
- Sucker Punch
- Knock Off / idk
- idk too

(my English is horrible pls don't kill me)

in OU with 3 slots + SD that thing is a so strong wallbreaker, imagine with 4 free slots and entering +4 attack here?

the problem is: when it switch's, loses the SD buff and when returns cannot setup again and only the huge/pure (pure for Medicham, it needs attention too) power buffs attack
but it's so strong

repeating, my English is horrible. Btw that's my first post so idk how I organize this:blobshrug:
I think your English and set are good.Fire Fang for Ferrothorn or Ice Punch against Lando-T could be useful options.Why not run it on a Trick Room team like I do?
 
Good afternoon guys, first message in trademarked. It was to warn you that i think it is still possible to do an endless battle in this tier.

You have to play a mon with Ingrain in Ability and with Skill Swap in move + a wisher (ability) + A Heal Pulser (ability) + a way to dont lose hp with your wisher (for example Truant entrainment).

Ingrain Skill swap, as mentionned earlier in this thread, prevents the opponent to switch until it dies. After that,you just have to find a way that the opponent cannot removes 1 hp to your wisher (the easiest way is truant entrainment) and then you double switch infinitely between your wisher and your heal pulser.

Here is a replay of the strategy* :
http://replay.pokemonshowdown.com/gen7trademarked-903943109
*(In the replay, thunder wave and leech seed aren't necessary lol)

Ban heal pulse is perhaps the most obvious move to ban but i think the same strategy is however possible with Pain Split. Ingrain + Skill swap is probably the best way to prevent this strategy to happen. It's also the reflect of how wish has an insane mecanic in this tier.

Peace ~
 
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Good afternoon guys, first message in trademarked. It was to warn you that i think it is still possible to do an endless battle in this tier.

You have to play a mon with Ingrain in Ability and with Skill Swap in move + a wisher (ability) + A Heal Pulser (ability) + a way to dont lose hp with your wisher (for example Truant entrainment).

Ingrain Skill swap, as mentionned earlier in this thread, prevents the opponent to switch until it dies. After that,you just have to find a way that the opponent cannot removes 1 hp to your wisher (the easiest way is truant entrainment) and then you double switch infinitely between your wisher and your heal pulser.

Here is a replay of the strategy* :
http://replay.pokemonshowdown.com/gen7trademarked-903943109
*(In the replay, thunder wave and leech seed aren't necessary lol)

Ban heal pulse is perhaps the most obvious move to ban but i think the same strategy is however possible with Pain Split. Ingrain + Skill swap is probably the best way to prevent this strategy to happen. It's also the reflect of how wish has an insane mecanic in this tier.

Peace ~
very good find, this strategy is very hard to ban without banning ingrain, banning heal moves as TM’s isn’t gonna do anything as you could run a pokemon with lucky chant and one with recycle+leppa+heal move. recycle+leppa+heal move can also be an alternative to wish as you could just protect indefinitely and basically only being able to take damage every 10 turns if your opponent is lucky (this also stops pivot moves). ingrain loops are very easy to find and take 2 turns to activate (another one I can think off the top of my head is the infamous wish+sub combo which could be used as a possible loop if your opponent doesn’t have moves that bypass sub).
 
I suspect that a lot of people have caught on, but Mirror Move does work as a revenge killer trademark. Just send the guy in after one of your other mons is KOed and the Mirror Move guy will get a free shot in. Honchkrow has the best mixed offences for the Mirror Move trademark and gets additional priority to boot:

Honchkrow @ Life Orb
Ability: Mirror Move
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Sucker Punch
- Superpower
- Brave Bird
- Pursuit
 
I'm getting really fucking tired of people using Substitute and being the most boring players on Earth, so I came up with this.

Chatot @ Choice Scarf
Ability: nastyplot
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Chatter
- U-turn

Boomburst and Chatter hits through Substitute, and does WAY more damage than Noivern. Heat Wave is general coverage and U-turn is filler which also gives you momentum.

+2 252 SpA Chatot Boomburst vs. 0 HP / 0 SpD Hoopa-Unbound: 288-339 (95.6 - 112.6%) -- 75% chance to OHKO
252 SpA Noivern Boomburst vs. 0 HP / 0 SpD Hoopa-Unbound: 100-118 (33.2 - 39.2%) -- 100% chance to 3HKO
 
Remember all those overpowered fighting types in Trademarked? Here's another one!

Feminist (Lopunny-Mega) @ Lopunnite
Ability: Encore
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Quick Attack
- Return
- High Jump Kick

This is quite good. You can switch in on a setup sweeper and set up multiple times with Power-up Punch. After that, there is no Poke that resists you after Mega. Any faster threats or speed-boosted mons can be sniped with Quick Attack. Slower mons usually die to a +2 Return or High Jump Kick.

+2 252 Atk Lopunny-Mega Return vs. 0 HP / 0 Def Zygarde-Complete: 292-345 (50.9 - 60.2%) -- 89.1% chance to 2HKO after Leftovers recovery
+2 252 Atk Lopunny-Mega Return vs. 252 HP / 76+ Def Slowbro-Mega: 178-211 (45.1 - 53.5%) -- 39.5% chance to 2HKO
+2 252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 252+ Def Filter Aggron-Mega: 253-298 (73.5 - 86.6%) -- guaranteed 2HKO

Calcs speak for themselves. 2HKOs the most bulky mon in SM with 0 HP / 0 Def investment, the most physically bulky Psychic type with the standard UU Tank EVS, and fully invested MAggron. Combined with chip damage from two Power-up Punches, when played with good prediction, this can get multiple kills every game it plays.

dies to topsy-turvy
 
I’d like to mention a nice bit of role compression I’ve been using to good effect lately.

Florges @ Leftovers
Ability: Wish
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Protect/Synthesis/Aromatherapy
- Toxic/Aromatherapy/Calm Mind
- Moonblast

Florges is one of three viable users of Wish + Defog, the other two being Togekiss and Salamence, and due mostly to being pure Fairy type as well as overall bulk Florges does it best imo. The second and third moveslots are mostly filler, I’ve been opting for protect and toxic, since I use Heal Bell on my Magearna, but synthesis+CM could sometimes work for late game cleaning, though less so in this meta. If you’re strapped for pokes and need some solid role compression I’d give it a shot.
 
Remember all those overpowered fighting types in Trademarked? Here's another one!

Feminist (Lopunny-Mega) @ Lopunnite
Ability: Encore
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Quick Attack
- Return
- High Jump Kick

This is quite good. You can switch in on a setup sweeper and set up multiple times with Power-up Punch. After that, there is no Poke that resists you after Mega. Any faster threats or speed-boosted mons can be sniped with Quick Attack. Slower mons usually die to a +2 Return or High Jump Kick.

+2 252 Atk Lopunny-Mega Return vs. 0 HP / 0 Def Zygarde-Complete: 292-345 (50.9 - 60.2%) -- 89.1% chance to 2HKO after Leftovers recovery
+2 252 Atk Lopunny-Mega Return vs. 252 HP / 76+ Def Slowbro-Mega: 178-211 (45.1 - 53.5%) -- 39.5% chance to 2HKO
+2 252 Atk Lopunny-Mega High Jump Kick vs. 252 HP / 252+ Def Filter Aggron-Mega: 253-298 (73.5 - 86.6%) -- guaranteed 2HKO

Calcs speak for themselves. 2HKOs the most bulky mon in SM with 0 HP / 0 Def investment, the most physically bulky Psychic type with the standard UU Tank EVS, and fully invested MAggron. Combined with chip damage from two Power-up Punches, when played with good prediction, this can get multiple kills every game it plays.

dies to topsy-turvy
How does this get +2 in Attack unless your opponent switches in a passive mon? I'd imagine that, after you switch Lopunny into a stat booster and they stat boost again, you can only Power-up Punch once as they switch in their check, and then if you try to go up to +2 by PUP-ing again, they'll pummel you right after you get +2.
 

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