Metagame Trademarked

Eggs

some days, you just can't get rid of an egg
Approved by KaenSoul and Isaiah / Original idea from Snaquaza / OP adapted from and taken over from astralydia, with approval from UT

Trademarked


Banner by Gravity Monkey

In Trademarked, Pokemon can put one of their status moves in the ability slot and have it activate upon every* switch in, giving up their ability in the process.

Clauses:
Standard OMs
Single Trademark Clause. (1 of each trademark per team).
Sleep Moves Clause
Min Source Gen = 9

Banlist:
Trademarked Moves:
Baneful Bunker, Block, Chilly Reception, Copycat, Detect, Destiny Bond, Encore, Fairy Lock, Ingrain, Instruct, Mean Look, move:Metronome, Nasty Plot, Parting Shot, Protect, Roar, Silk Trap, Spiky Shield, Sleep Talk, Shed Tail, Shell Smash, Substitute, Swords Dance, Teleport, Thunder Wave, Trick Room, Will-O-Wisp, Whirlwind
Moves: Baton Pass, Last Respects, Revival Blessing
Abilities: Arena Trap, Magnet Pull, Moody, Shadow Tag
Pokemon: Arceus, Calyrex-Ice, Calyrex-Shadow, Dialga, Dialga-Origin, Eternatus, Flutter Mane, Giratina, Giratina-Origin, Groudon, Koraidon, Kyogre, Landorus-Base, Magearna, Mewtwo, Miraidon, Palkia, Palkia-Origin, Rayquaza, Slaking, Spectrier, Urshifu-Base, Zacian, Zacian-Crowned

Watchlist:
Trademarks: Disable, nonvolatile status moves such as Will-O-Wisp and Thunder Wave, Self Switching Moves
Pokemon: Annihilape, Iron Bundle, Iron Valiant

Strategy:
  • Pokemon can set up more easily, as they can simply swap in to gain a boost from their trademark as opposed to having to force something out or swallow a hit.
  • Defensive Pokemon can take advantage of stat dropping moves like Charm or Confide to get the edge vs Pokemon that may not be using boosting moves or to weaken Pokemon that are using them, especially since having a boosting move as a trademark usually means a foe isn't running one as a regular move.
  • Entry hazard setup and removal is also made much easier as you can now simply use it on switch-in (though hazard stacking at that point will definitely not be as easy).
  • Overall, Pokemon 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 wary when u swap in your setup user.

Potential Sets:
:sv/Iron Valiant:
Iron Valiant @ Life Orb
Ability: Agility
Tera Type: Fairy
EVs: 64 Atk / 252 SpA / 192 Spe
Rash Nature
- Moonblast
- Close Combat
- Thunderbolt
- Shadow Ball

Iron Valiant no longer needs to run Booster Energy to increase its speed, and can instead invest in both offensive stats for a terrifying mixed attacker.

:sv/Corviknight:
Corviknight @ Leftovers
Ability: Light Screen
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- U-turn
- Roost
- Defog

Corviknight can give itself and its allies the same bulk as Ice Scales thanks to Light Screen, which doesn't get removed by the user's defog.

:sv/Meowscarada:
Meowscarada @ Choice Band
Ability: Spikes
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- U-turn
- Flower Trick

Meowscarada becomes a dangerous choiced pivot by setting a layer of spikes whenever it comes in.

:sv/Gholdengo:
Gholdengo @ Assault Vest
Ability: Trick
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

By having Trick as a trademark, Gholdengo can cripple its opponent by giving it an Assault Vest, preventing it from using status moves.

FAQ:
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 do. It still does what it needs to as a move though.

Q: How does taunt and assault vest effect trademarks?
A: Because they are treated as abilities, effects that would normally prevent the move from being used do not affect trademarks.

Q:How do Magic Bounce and Imprison affect trademarks?
A: Magic Bounce rebounds status moves as trademark back as they should, however Imprison doesn't block trademarks.

Q: Can trademarks miss or run out of pp?
A: They do not run out of pp or miss as they are essentially abilities.

Q: There's a limit on trademark activations now?
A: The format was removed last generation because of various infinite loops discovered, putting a strain on the server. Now, each Pokemon can attempt to use a trademark once per turn, which shouldn't affect the gameplay too drastically and would only be noticable if you attempted to make an infinite loop yourself.


Council:
Instruct
UT
Lumii
Eggs

Playability: Playable on Pokemon Showdown!
 

UT

Old habits die SCREAMING
is a Site Content Manageris a Top Team Rateris a Battle Simulator Administratoris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Tiering Contributor Alumnus
Appeals + C&C Lead
WOOOOOOOOOO TRADEMARKED IS BACK THEORYMON SET TIMES other than the ones Instruct already stole from me

:sv/skeledirge:
Skeledirge @ Heavy-Duty Boots
Ability: Will-O-Wisp
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Torch Song
- Hex
- Slack Off
- Earth Power / Encore / Flame Charge

We have no clerics and precious few ways to block status. Wisp trademarks, and therefore Hex, are extremely valuable.

:sv/garganacl:
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Recover
- Body Press
- Salt Cure
- Iron Defense

:sv/Gholdengo:
Gholdengo @ Leftovers
Ability: Good as Gold
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Thunder Wave
- Hex
- Nasty Plot
- Recover

Two of the very few ways to block status, but they give up trademarks.

:sv/gengar:
Gengar @ Choice Scarf
Ability: Nasty Plot
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Focus Blast
- Trick

Free +2 SpA and +1 Spe on switch in is fair and balanced. Just watch out for Haze, Light Screen, Thunder Wave...

:sv/clodsire:
Clodsire @ Black Sludge
Ability: Haze
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Recover
- Earthquake
- Toxic

Like its Unaware counterpart, but clears the boosts.

:sv/cinderace:
Cinderace @ Heavy-Duty Boots
Ability: Swords Dance
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- Court Change
- U-turn
- High Jump Kick / Sucker Punch

Fast attacker that is immune to burn. Can also flip hazard stack on its head, and pivot.
 
Heck yes, Trademarked is back, too!

:SV/Farigiraf:
Farigiraf @ Leftovers
Ability: Power Swap
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Impish / Relaxed Nature
- Body Slam
- Wish
- Protect
- Earthquake / Crunch / Shadow Ball

Likely the closest you get to Gen 8's Power Swap Trademark Grimmsnarl. Shame about this set's ability to counter-sweep, but it can pass fat Wishes and try to paralyze stuff, at least.

:SV/Noivern:
Noivern @ Heavy-Duty Boots
Ability: Defog
Tera Type: Dragon / Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- U-turn
- Flamethrower
- Roost / Hurricane

A Defog Trademark user that doesn't do too badly against plain old Good as Gold Gholdengo. Honestly, given how well Magic Bouncers did last generation in Trademarked, I think Gholdengo is quite likely to stick with its actual ability in Trademarked this generation.

:SV/Mismagius:
Mismagius @ Choice Scarf
Ability: Memento
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Skill Swap
- Shadow Ball
- Dazzling Gleam
- Trick

Someone is going to try the Memento Trademark Skill Swap strat again. Get this mon in against a Substitute user so you don't KO yourself with Memento and slap Memento on them so they KO themselves. You dent Good as Gold Gholdengo with Shadow Ball, at least (note that Good as Gold blocks Skill Swap and even Memento).
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
Someone is going to try the Memento Trademark Skill Swap strat again. Get this mon in against a Substitute user so you don't KO yourself with Memento and slap Memento on them so they KO themselves. You dent Good as Gold Gholdengo with Shadow Ball, at least (note that Good as Gold blocks Skill Swap and even Memento).
This point was brought up multiple times across different places so I want to mention a new, say, hiccup in the plan. The stress limit of one trademark per mon per turn also applies to trademarks obtained from Trace and Skill Swap (because there would be issues without it lmao). Any freshly switched in Pokemon with a trademark would luckily be able to dodge the OHKO from a memento trademark skill swapped onto it. It’s not as safe as a strat as it was last gen.
 

ponchlake

cult of personality cult leader
:SV/Dragapult:
Dragapult @ Heavy-Duty Boots
Ability: Wil-O-Wisp
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- U-turn
- Thunder Wave
- Draco Meteor

Aw yeah, Dragapult back at it again with another set. You can immediately burn something upon switch-in, which gives you instant 130BP Hex. T-Wave in case you cannot burn whatever is in front of you, or if they switch out because they dont wanna take a Hex. U-Turn mobility seems kinda cracked since you can pivot out into another Trademark. Draco Meteor because it doesn't get Twister for that sweet 20% flinch.

:SV/Corviknight:
Corviknight @ Heat Rock
Ability: Sunny Day
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- U-turn
- Brave Bird
- Roost
- Defog

Here is evil Pelipper (it sets up the Sun). You take the great defensive stats of Corviknight, and you make it a Torkoal on wheels, except it is not weak to hazards and has a much easier time removing them. Roost allows you to have much greater longevity to keep coming back in and setting up Sun. I feel like this could be a great option for Sun teams.
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
We are finally live once again on Pokemon Showdown! Shoutouts to UT for the idea for the trademark stress limit and Lumii for tagging along for the ride as we try and get the metagame out of the grave.

Anyways:

:sv/Iron Valiant:
Probably one of the most broken Pokemon in the tier currently. With its actually deep movepool it can run a lot interesting trademarks such as Swords Dance, Calm Mind, Trick with Assault Vest, and even Agility with the mixed set mentioned above. We'll be keeping an eye on this to see if it becomes too much to handle.


:sv/Great Tusk:
As good as it is in OU, except now it can trade Protosynthesis for a Trademark such as Stealth Rock for efficiency or Bulk Up for extra physical defense. Should be a good defensive staple on teams needing a tanky Ground-type.
 
I'm attempting to use Magnezone with Reflect as its trademark and the Validator tells me I am not allowed to use Magnet Pull. Chrome8 told me to post a screenshot here.

Troubleshooting steps I've tried:
  • Using a different trademark, such as Light Screen (fails validation - says Magnet Pull is banned)
  • Using an attacking move in the ability slot, such as Discharge (fails validation - says Magnet Pull is banned)
  • Using one of Magnezone's other abilities, such as Analytic (passes validation)
  • Selecting one of Magnezone's other abilities, such as Analytic, then manually changing it to a status move in the importer (fails validation - says Magnet Pull is banned)
temp.PNG

EDIT: I also tested challenging with the code below. It let me into battle and I led on both sides with Magnezone. Reflect triggered on both sides, and although the "You might be trapped" text appeared in battle, I was able to switch out both Magnezones meaning Magnet Pull wasn't still in effect.

/challenge gen9trademarked @@@ +magnetpull
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
Shell Smash is banned as a trademark!

This was supposed to be in the original banlist for the generation 9 update for this metagame, but never got caught when we were submitting. My bad lmao
 

Veluza @ Lum Berry / Heavy-Duty Boots
Ability: Fillet Away
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Psychic Fangs
- Ice Fang / Drill Run / Crunch
- Aqua Jet

Fish can offer you both speed and power. Fillet Away isn't on the same level as Shell Smash since by default you can only switch in with it twice before failing, and with entry hazards up you only get a single chance unless using a protective item. Still, this can do an awful lot of damage if you get any opposing haze users out of the way first, or just use it as bait to hit them hard as both of the likely best hazers (Clodsire and Toxapex) are weak to one of Veluza's STABs. The STAB moves on this are pretty nice; Waterfall can scam its way past walls through flinching, while Psychic Fangs cleans up the screens that will no doubt be around. You even get a priority move in case anyone else tries to use one against you.
 
How does Mimic work as a trademark? Because I like the idea of coming in after an opponent's attacking move and getting that on switch-in for the rest of the game, but that feels too good to be true.

To avoid making this a one-liner, some observations.

:SV/Revavroom:
Revavroom @ Heavy-Duty Boots
Ability: Parting Shot

People have been running Parting Shot trademarks since the meta was first created, but for those who don't know, having this on your team essentially means that all of your switches give -1 to Attack and Special Attack. It's good against setup sweepers in particular, since normally they could set up against you while you pivot around, but this slows them down. It also effectively lets your other mons switch into themselves, if you want to re-up the trademark of something that's already on the field.

Suffice to say, your team should be at least somewhat resilient to this. Clear Amulet blocks the move entirely and gets you momentum (assuming the holder can 1v1 Revavroom [or Grimmsnarl or whatever]). Abilities like Clear Body, Defiant, and Competitive block/punish it, but they do take up your ability slot. GaG Gholdengo blocks it and also matches up well vs Vroom and Snarl. Also...

:SV/Hydreigon:
Hydreigon @ Scope Lens
Ability: Focus Energy
- Draco Meteor
- Dark Pulse
- ?
- ?

While the immediate damage output is lower than what you'd get from Nasty Plot, Critdreigon is resilient to screens, Parting Shot, SpD boosts, Haze, Unaware, and probably some other things I'm forgetting. It is not resilient to Fairy-types, Knock Off, paralysis, or being outsped, unless you tech something into its two flex slots. It doesn't get Superpower this gen, unfortunately.
 

Slowking @ Heavy-Duty Boots
Ability: Chilly Reception
Tera Type: Grass
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Blizzard
- Psyshock
- Hydro Pump
- Slack Off

Iron Bundle @ Light Clay
Ability: Aurora Veil
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blizzard / Ice Beam
- Hydro Pump
- Freeze-Dry
- Flip Turn

yeah this seems fine
 
Wanna know people's thoughts on Parting Shot as a Trademark.

:sv/Revavroom: @ Heavy-Duty Boots

The only ways to prevent parting shot are:
  1. Abilities (Soundproof, Clear Body, etc)
  2. The Clear Amulet item
  3. The move Mist (learned only by 15 unique fully evolved pokemon)
If you don't have any of the above on your team, your opponent with a Parting Shot pokemon (assuming heavy-duty boots to ignore your hazards) will constantly be able to negate your offensive pressure. They can switch to the Parting Shot pokemon, then switch to the appropriate check/counter to your pokemon. Even if you predict their switch and you switch out yourself, they can just switch out again on the next turn.

Compared to other similar trademarks - Chilly Reception and Teleport - Parting Shot actually does something every time. Chilly Reception just sets snow, and only if the weather is not in effect. Teleport doesn't do anything at all.

Compared to other debilitating trademarks - Thunder Wave, Will-o-Wisp, etc - there are more varied answers to these, and the effects themselves can be maneuvered around more easily since they are locked to one pokemon. Parting Shot, on the other hand, is essentially granted to all 5 of your other pokemon on the team.

I'm no expert but Parting Shot feels like it should get looked at. I'd like to hear what other people think, because maybe I'm blinded by inexperience.
 
Wanna know people's thoughts on Parting Shot as a Trademark.

:sv/Revavroom: @ Heavy-Duty Boots

The only ways to prevent parting shot are:
  1. Abilities (Soundproof, Clear Body, etc)
  2. The Clear Amulet item
  3. The move Mist (learned only by 15 unique fully evolved pokemon)
If you don't have any of the above on your team, your opponent with a Parting Shot pokemon (assuming heavy-duty boots to ignore your hazards) will constantly be able to negate your offensive pressure. They can switch to the Parting Shot pokemon, then switch to the appropriate check/counter to your pokemon. Even if you predict their switch and you switch out yourself, they can just switch out again on the next turn.

Compared to other similar trademarks - Chilly Reception and Teleport - Parting Shot actually does something every time. Chilly Reception just sets snow, and only if the weather is not in effect. Teleport doesn't do anything at all.

Compared to other debilitating trademarks - Thunder Wave, Will-o-Wisp, etc - there are more varied answers to these, and the effects themselves can be maneuvered around more easily since they are locked to one pokemon. Parting Shot, on the other hand, is essentially granted to all 5 of your other pokemon on the team.

I'm no expert but Parting Shot feels like it should get looked at. I'd like to hear what other people think, because maybe I'm blinded by inexperience.
It is a bit concerning, but many Pokemon will be running +2 boosting moves and it doesn't even manage to fully negate those. It is a powerful effect but it basically uses up an entire teamslot and is pretty crap against more defensive teams. Not to mention that if your opponent does have something holding a Clear Amulet you get fucked.
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
re: Parting Shot
We are listening to the complaints and are keeping a close eye on it. In the meantime here is a Pokemon I personally think is pretty cool.

:sv/Altaria:
Altaria @ Heavy-Duty Boots
Ability: willowisp
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Roost
- Defog
- Hurricane

Altaria @ Heavy-Duty Boots
Ability: Haze / Cotton Guard / Defog
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Roost
- Defog / Haze
- Hurricane

It gets wisp now, and that makes monumental leagues of difference on how this mon operates. Having wisp as a trademark is already pretty good, but also it can also use Cotton Guard as a trademark instead to more than double its defense when switching in. It got granted a lot of staying power that will certainly be an interesting addition in the development of this format.
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
Trick Room is now restricted and no longer a trademark, Parting Shot escapes restriction.

:sv/rabsca: Automatic Trick Room is a rather interesting mechanic, but an unwelcome one. It is a sudden and drastic change in how speed tiers work that causes a serious problem for most teams. This is compounded by the fact that a Rabsca, a rather mediocre Pokemon, becomes an amazing support slot thanks to Leppa with Revival Blessing and a Trick Room trademark. Not to mention offensive Trick Room sweepers can simply use the trademark and waste no turns in outpacing the opponent. As a result, it is no longer allowed to be used as a trademark.

:sv/revavroom: This is a rather unique case, as it was not allowed in previous generations due to concerns of infinite loops. So in this generation with the new stress limit, its entrance was controversial, to say the least. Sacrificing1/6th of your team in order to give safer switchins to other teammates was met with frustration because certain calcs that would kill would no longer after the Parting Shot mon switching in. Not to mention that Parting Shot and other pivot moves allowed a user to use their trademark once again, meaning it was easier to disrupt the opponent. However, it is still a heavy investment, requiring a whole Pokemon to do nothing but switch in. Fortunately, there is counterplay: hazards being easier to set, the power of nonvolatile status moves such as Will-O-Wisp and Toxic, and other tools such as Good as Gold, Clear Amulet, and the Mist trademark that block attempts to parting shot out. Therefore, the council has decided to wait and see if Parting Shot and/or other pivoting moves manage to become a more powerful nuisance than expected before taking further action.

Kris for implementation tysm


Oh also: Eggs is on the council now, congratulations!

ItemInstructLumiiUTEggsResult
Parting ShotRestrictDo not RestrictDo not RestrictRestrictDo not Restrict
Trick RoomRestrictRestrictRestrictDid Not VoteRestrict
 
Last edited:

KaenSoul

Shared:Power Little Knight
is a Community Leaderis a Community Contributoris a Tiering Contributoris a member of the Battle Simulator Staff
Community Leader
:dondozo:
It is time to address the elephant fish in the room, stall.
Stall is actually quite damn strong currently, and something you must prepare for, a lot of people try to spam set up moves, but those do nothing against haze/unaware mons and everything else usually die (of boredom) to repeated parting shot + will-o-wisp, stall also count with some neat tool likes Wish + Parting Shot to essentially give a weird variant of Regenerator to the whole team, even regular recovery moves are quite damn strong as they are like a double Regenerator, and Trademarks don't worry about PP so the nerf does nothing here. There are also the likes of Iron Defense and Amnesia that may as well be Fur Coat and Ice Scales.
Your main worries when using stall are random clear amulets that stop the parting shots and the lack of Heal Bell this gen, but even then, no Heal Bell also mean nothing can stop you from toxic/will-o-wisp whole teams.
Some replays:
https://replay.pokemonshowdown.com/gen9trademarked-1785054704
https://replay.pokemonshowdown.com/gen9trademarked-1785073899
https://replay.pokemonshowdown.com/gen9trademarked-1785080136
https://replay.pokemonshowdown.com/gen9trademarked-1787519404
And yes I'm using Parting Shot despite running both Haze and Unaware, being able to always get the right mon in the field is a quite big deal, with Parting Shot you are immune to double switches unless you are facing another pivot move.
 
Last edited:
:dondozo:
It is time to address the elephant fish in the room, stall.
Stall is actually quite damn strong currently, and something you must prepare for, a lot of people try to spam set up moves, but those do nothing against haze/unaware mons and everything else usually die (of boredom) to repeated parting shot + will-o-wisp, stall also count with some neat tool likes Wish + Parting Shot to essentially give a weird variant of Regenerator to the whole team, even regular recovery moves are quite damn strong as they are like a double Regenerator, and Trademarks don't worry about PP so the nerf does nothing here. There are also the likes of Iron Defense and Amnesia that may as well be Fur Coat and Ice Scales.
Your main worries when using stall are random clear amulets that stop the parting shots and the lack of Heal Bell this gen, but even then, no Heal Bell also mean nothing can stop you from toxic/will-o-wisp whole teams.
Some replays:
https://replay.pokemonshowdown.com/gen9trademarked-1785054704
https://replay.pokemonshowdown.com/gen9trademarked-1785073899
https://replay.pokemonshowdown.com/gen9trademarked-1785080136
And yes I'm using Parting Shot despite running both Haze and Unaware, being able to always get the right mon in the field is a quite big deal, with Parting Shot you are immune to double switches unless you are facing another pivot move.
How does this team deal with Misty Terrain? I feel like a team with a terrain setting Scream Tail with Wish paired with an SD Trademark Iron Hands with Expert Belt would be huge trouble.

Skeledirge can't burn it and gets smacked around by EQ, Dondozo can't rest and must tera to take Thunder Punch, Umbreon would be forced to tera just to survive its Fighting STAB but I don't get what it would even do anyways, Clodsire gets OHKOd by EQ if it's specially bulky, and Noivern at least smacks it hard with Tera Flying Hurricane, but it doesn't OHKO from full anyways and if the Iron Hands uses Tera Electric to resist Hurricane you just die. Seems like a horrific matchup.
 

KaenSoul

Shared:Power Little Knight
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Community Leader
How does this team deal with Misty Terrain? I feel like a team with a terrain setting Scream Tail with Wish paired with an SD Trademark Iron Hands with Expert Belt would be huge trouble. Skeledirge can't burn it and gets smacked around by EQ, Dondozo can't rest and must tera to take Thunder Punch, Umbreon would be forced to tera just to survive its Fighting STAB but I don't get what it would even do anyways, Clodsire gets OHKOd by EQ if it's specially bulky, and Noivern at least smacks it hard with Tera Flying Hurricane, but it doesn't OHKO from full anyways and if the Iron Hands uses Tera Electric to resist Hurricane you just die. Seems like a horrific matchup.
Haven't seen anyone using Misty Terrain, but I guess it could be an interesting way to fight status spam, but Noivern has Defog as its trademark and that would clear the terrain, so you would be forced to switch back into Scream Tail as otherwise you would be hit by Parting Shot + Will-o-Wisp (and if you switch into Scream Tail right away then Noivern would be entering the field instead Skele removing the terrain before being of use thanks to Parting Shot).
 
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Haven't seen anyone using Misty Terrain, but I guess it could be an interesting way to fight status spam, but Noivern has Defog as its trademark and that would clear the terrain, so you would be forced to switch back into Scream Tail as otherwise you would be hit by Parting Shot + Will-o-Wisp (and if you switch into Scream Tail right away then Noivern would be entering the field instead Skele removing the terrain before being of use thanks to Parting Shot).
Ah fuck, didn't know Defog removed terrains. Still, Scream Tail and Iron Hands are both capable of smacking Noivern around pretty hard, and of course there's still another 4 mons on the Misty Terrain team so it could get pretty sketchy.
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
Revival Blessing is banned. Self Pivot moves are also banned as a trademark.

After some discussion, we have decided to relent to the masses and ban moves that pivot you out from the field. They essentially cut out a major prediction element due to the nature of giving the abuser a chance to regain momentum, by either reapplying a trademark or going into better routes because you know that the opponent has stayed in or switched out. Furthermore, Chilly Reception has the added bonus of applying snow for aurora veil and Parting Shot has been discussed at length already by other users in this thread.

Revival Blessing is banned as a move. Rest trademark with only sleep talk and rblessing mean you get 16 revives. gg no re.

Kris <3
 

HiZo

我が為に苦しめ。我が為に狂い泣け。我が為に死ね。
is a Programmeris a Community Contributoris a Tiering Contributoris a Battle Simulator Staff Alumnus
As we head into Home meta, the council quickly got together to vote as things start to change the metagame. The obvious (box legends and other insane stat monsters not named Zamazenta) were automatically banned. Now…

Magearna, Urshifu-Single-Strike, Spectrier, and Landorus-Incarnate will be banned on Home debut. Zamazenta (both base and Crowned forme) will be legal.

We hope you enjoy the new metagame as Heal Bell Blissey becomes viable.
 
So last respects, isn't banned. https://pokepast.es/77f26b4f97da6c3e

Azelf @ Choice Band
Ability: stealthrock
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Explosion
- U-turn
- Trick
- Taunt

Sets up stealth rock and would prob just explode

Jumpluff @ Focus Sash
Ability: stunspore
Tera Type: Grass
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Memento
- U-turn
- Leech Seed
- Tailwind

can set up tailwind but can also memento and parazlyze faster pokemon on the enemy team.

Basculegion @ Life Orb
Ability: agility
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wave Crash
- Last Respects
- Aqua Jet
- Psychic Fangs

With life orb Last respects should kill everything so agility just gives it the speed it needs. tera dark to resist other last respects(maybe not die) but also to resist dark.

Houndstone @ Focus Sash
Ability: Sand Rush
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Last Respects
- Shadow Sneak
- Will-O-Wisp
- Psychic Fangs

Pairs well with gargancl to wallbreak a bit soon after garg dies with sand up. Can actually live a hit


Garganacl @ Leftovers
Ability: sandstorm
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Salt Cure
- Explosion
- Recover
- Body Press

Van eat a powerful psychic hit, salt cure if needed, or just explode. when basculegion is about to die you can switch to this.

Enamorus (F) @ Choice Scarf
Ability: tailwind
Tera Type: Fairy
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Taunt
- Moonblast
- Earth Power

sets tailwind so that the next pokemon is faster (idk if that is needed at this point tho), then uses healing wish on status/low hp last respects mon
 
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Also blissey is the only mon with access to a status move that heals status conditions

Blissey (F) @ Leftovers
Ability: Heal Bell
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Ice Beam
- Thunderbolt
Prob the best way to combat the supposed will-o-wisp, thunderwave, and toxic spam.
 

KaenSoul

Shared:Power Little Knight
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Community Leader
There is too much going on right now in ladder to even tell what is actually broken, as the format is not an easy one to balance to begin with, I fear that balancing it too much may end removing what makes this format fun in the first place, but right now is not all that fun to play.
I think it is time to start restricting some set up moves, at least Nasty Plot and Swords Dance, there are too many set up sweepers in the format, and it is just impossible to check even half of them without some hard stall where you have both Unaware and Haze to switch between or some other anti set up core.
Thunder Wave and WoW are still very annoying to play around, Chansey/Blissey are too easy to take advantage of and without Teleport they just kill any momentum you had, GaG Gholdengo doesn't want to switch into opposite Ghost types spamming Hex and Nacl can't check everything.
Wish (and recovery moves in general but mostly Wish) is too effective at undoing progress, balance/stall mirrors are too likely to last forever when you got infinite healing for the whole team.
 
Urshifu-Rapid-Strike @ Choice Band
Ability: swordsdance
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Surging Strikes
- Aqua Jet
- Close Combat
- U-turn

Urshifu does some crazy damage in this metagame. Pair with a rain dance user and heal bell Blissey for best results. Some calcs...

+2 252+ Atk Choice Band Tera Water Urshifu-Rapid-Strike Aqua Jet vs. 248 HP / 252+ Def Corviknight in Rain: 302-356 (75.6 - 89.2%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Choice Band Tera Water Urshifu-Rapid-Strike Aqua Jet vs. 252 HP / 252+ Def Great Tusk in Rain: 520-612 (119.8 - 141%) -- guaranteed OHKO

+2 252+ Atk Choice Band Tera Water Urshifu-Rapid-Strike Aqua Jet vs. 248 HP / 0 Def Toxapex in Rain: 150-177 (49.5 - 58.4%) -- 98.8% chance to 2HKO
 

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