astralydia
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Approved by The Immortal and E4 Flint /Original idea from Snaquaza / Taken over from Whitephoenixace
Banner by Gravity Monkey
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:
Banlist:
Pokemon: Urshifu-Rapid, Regigigas
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.
Questions:
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.
Q: What happens to moves that were snapped ?
A: Trademarked as a meta only allows the mons to use status moves that they learn naturally, so since in gen 8 they no longer have access to that move, they can no longer use it as a trademark.
Q: Why does transform not activate trademarks like normal abilities?
A: Due to a change in ps coding its not possible as of this gen for them to activate on transformations like they did last gen unfortunately.
Council:
Chazm
UT
Byleth
S1nn0hC0nfirm3d
Playable: Challengable at https://play.pokemonshowdown.com/
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:
- Single Trademark Clause. (1 of each trademark per team).
- Sleep Clause
- Species Clause
- OHKO Clause
- Evasion Clause
- Endless Battle Clause
Banlist:
- Trademarked Moves: Baneful bunker, Baton Pass(as a move as well), Block, Copycat, Corrosive Gas, Detect, Destiny Bond, Disable, Encore, Fairy Lock, Ingrain, Instruct, King's Shield, Mat Block, Mean Look, Memento, Metronome, Obstruct, Octolock, Nature Power, Parting Shot, Protect, Psycho Shift, Roar, Skill Swap, Spiky Shield, Sleep inducing moves (Spore, Grasswhistle, Sing, Lovely Kiss, Hypnosis, Sleep Powder, Yawn), Sleep Talk, Substitute, Switcheroo, Teleport, Trick, Wish, Whirlwind are banned as trademarks.
- Abilities: Arena Trap, Power Construct, Shadow Tag, Moody
- Pokemon: Calyrex-Ice, Calyrex-Shadow, Darmanitan-Galar, Dialga, Dracovish, Dragapult, Eternatus, Kartana, Giratina, Giratina-Origin, Genesect, Groudon, Ho-Oh, Kyogre, Kyurem-Black, Kyurem-White, Lugia, Lunala, Magearna, Marshadow, Melmetal, Mewtwo, Naganadel, Necrozma-Dawn-Wings, Necrozma-Dusk-Mane, Palkia, Pheromosa, Rayquaza, Reshiram, Solgaleo, Spectrier, Urshifu-S, Victini, Xerneas, Yveltal, Zacian, Zacian-Crowned, Zamazenta, Zamazenta-Crowned, Zekrom, Zygarde-50%
- Dynamaxing
Pokemon: Urshifu-Rapid, Regigigas
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 @ Choice band
EVs: 252 HP / 252 Atk / 4 SpD
Ability: Swords Dance
Adamant Nature
- Drill Run
- Aqua Jet
- First Impression
- Liquidation
Toxapex @ Black Sludge
Ability: Haze
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Toxic
- Recover
- Knock Off
Hydreigon @ choice scarf
Ability: Nasty Plot
EVs: 252 spa / 4 def / 252 Spe
Timid Nature
- Dark Pulse
- Flash Cannon
- Draco Meteor
- U -Turn
EVs: 252 HP / 252 Atk / 4 SpD
Ability: Swords Dance
Adamant Nature
- Drill Run
- Aqua Jet
- First Impression
- Liquidation
Toxapex @ Black Sludge
Ability: Haze
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Toxic
- Recover
- Knock Off
Hydreigon @ choice scarf
Ability: Nasty Plot
EVs: 252 spa / 4 def / 252 Spe
Timid Nature
- Dark Pulse
- Flash Cannon
- Draco Meteor
- U -Turn
Questions:
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.
Q: What happens to moves that were snapped ?
A: Trademarked as a meta only allows the mons to use status moves that they learn naturally, so since in gen 8 they no longer have access to that move, they can no longer use it as a trademark.
Q: Why does transform not activate trademarks like normal abilities?
A: Due to a change in ps coding its not possible as of this gen for them to activate on transformations like they did last gen unfortunately.
Council:
Chazm
UT
Byleth
S1nn0hC0nfirm3d
Playable: Challengable at https://play.pokemonshowdown.com/
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