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Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


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I have some ideas for the new megas as well as old ones that kind of suck. Pardon me for not spoiler tagging stuff to compress it. It’s been a while since I’ve been on a forum.



Mega Evolution: Dragonite

New Ability: Dazzling

Ability Description:

Reasoning:
While I think Soul Heart is a very cool idea with great flavor to back it up, it just seems like something that will likely get banned. In the interest of keeping it around, I’m proposing an alternative ability that is still very good (and also possibly broken) but still fits thematically and has a meaningful impact on dragonite’s gameplan. It can assist with boost sweeping but can also protect against potential prankster taunts in vgc.


Mega Evolution: Meganium

New Ability: Fluffy

Ability Description:

Reasoning:
just feels like Meganium will need all the help it can get carving out a niche as a defensive pokemon and while its typing is good for dealing with certain special attacks, it sucks a lot on the physical side so getting better physical bulky with its fluffy flowers in exchange for a bigger weakness to fire type attacks seems fair.

Grass Pelt is an alternative but notably weaker by relying on. grassy terrain being up.


Mega Evolution: Scolipede

New Ability: Venom Rage (pardon the lack of finesse)

Ability Description: if this pokemon is affected by any poison type move, it will get a boost to its attack.

(poison attacks, toxic, absorbing t-spikes, hitting baneful bunker will give this pokemon +1 attack)

Reasoning: Based on its flavor text of getting enraged by its overflowing poison, I figured Mega Scolipede, given that it is so slow and will lose any base Scolipede Speed Boosts if it switches out, could benefit from having a way to switch in on toxics, toxic spikes, and the rare poison coverage and be able to fire back a boosted attack. It’s also not a poison move immunity so its not overly strong.

Also open to the boost being +1 Attack and +1 Speed since its honestly not going to get a lot of opportunities to activate this ability.

I was going to suggest Sheer Force but it doesn’t get any moves boosted by SF.



For Mega Scrafty, I second the Rough Skin idea. Intimidate into Rough Skin is a cool combo that makes it a decent defensive utility mon with good power.


Mega Evolution: Chandelure

New Ability: Perish Body / Wandering Spirit / Aftermath

Ability Description:

Reasoning:
with its buffed defenses, Chandelure can make contact moves be very penalizing, potentially forcing switches allowing it to fire off more attacks as the opponent struggles to reposition. I don’t think the suggestions are especially meta (especially perish body) but they’re very true to the mon’s dex entries.


It’s tragic how absolutely garbage Pyroar is. It feels vindictive at this point. Gen 1 tier spread, counterintuitive ability, barebones coverage, almost no utility…we get a mega and its easily the worst design ever and to add salt to the injury, the stat buff does nothing to optimize in any way.

Drought is not half bad but honestly just give it Orichalcum Pulse and make the bonus affect its special attack. It might actually be useable at that point. I’m obviously joking :tymp:

I think Competitive is also a decent option to fix the foolhardy moxie that they gave it and give it a way to punish intimidate, defog, and webs, which it can alleviate with trailblaze and three attacks.


imo since Hawlucha already gets Agility, Moxie would just be flat out more useful. I know the argument may be “well it gets swords dance too” but I think with its attack stat and coverage, M-Lucha benefits more from getting the drop on a faster mon trying to revenge kill it by boosting its speed and then letting Moxie snowball rather than going for SD and then getting hit before Luchador’s Pride begins boosting it’s speed. Plus, speed boosting gets diminishing returns way harder than attack boosts.



Mega Evolution: Ampharos

New Ability: Fur Coat

Ability Description:

Reasoning:
Ampharos has good resistances, especially on the special side, so boosting its physical defense gives it more staying power which gives it more turns and options on how it wants to play.



Mega Evolution: Steelix

New Ability: Earth Eater

Ability Description:

Reasoning:
Its dex entries make multiple references to it eating boulders and soil to make its body strong also this thing sucks so an immunity as well as a way to heal would be phenomenal.



Mega Evolution: Manectric

New Ability: Electric Surge*

Ability Description:

Reasoning:
with the loss of HP Ice, this thing struggles to maintain a meaningful threat against the opponent. Providing actually good e-terrain support (granted, without paradox mons, this is not at all that useful, especially with the sleep move ban) and being able to power up its own electric attacks will make it more threatening. Also dex accuracte for both Manectric and Mega Manectric.


Mega Evolution: Houndoom

New Ability: Intimidate

Ability Description:

Reasoning:
dex relevant and solar power requires too much setup and too much of a cost. Intimidate allows it to use its decent base 90 defense stat and good resistances to switch in and get a strong hit off against a weakened opponent or a switch in.




Sorry if suggestions for old megas are not allowed. I saw Gallade and Audino get changes and ran with that.
 
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Mega Evolution: Clefable
New Ability:
Aerialate
Ability Description (if it doesn't currently exist):
Reasoning:
it just seems way too obvious; I would always go with Aerialate because it's only reliable stab is Air Slash. Obviously many pokemon don't have reliable stab, but this is a mega, and usually with Megas, especially when they're given a new typing, they either give them at least one or two reliable stabs moves or they give them an ability like Aerialate. They only gave Clefable Air Slash, so I honestly believe the only choice is to give it Aerialate.
 
I definitely think Mega Clefable needs a different ability. It already has stats that are very similar to Togekiss on top of sharing its typing; giving it the same ability just makes them feel too similar. Obviously, they aren't the exact same mon as there are notable movepool differences but overall, if we are going with an existing ability, something like Magic Guard would be more interesting imo by making it better and more different.
 
I feel like moxie scolipede is a bit too good because you could stall your mega to get speed boost buffs and maybe swords dance and then just sweep unopposed with moxie
That takes way too much prep time to actually make work given how frail base Scolipede is. With Base 62 speed, you'd need to get to +3 speed to even outspeed a simple scarf Gengar. Non-mega'd Scolipede can't sit around for that long unless you're running Substitute + Protect, in which case it'll have compromised coverage and no coverage at all if you're running SD.
 
Good Morning, Smogon!

After playing this meta, making some teams and arriving to a pretty good spot on ladder, I am ready to give some early thoughts.

Limiting the dex and items changed way more than I expected. I have noticed a lack of non-mega good options for team building for specific roles.
for example, if you want a spin blocker the dex is severely limited in ghost types;
:froslass::banette::trevenant: Bad and generally not worth using on most teams.
:sableye: Ok but stall exclusive
:chandelure: Ok but very limited in terms of teams it fits on due to its speed tier and frailness.
:Gengar::Aegislash: Are the closest thing in the dex we have to a splashable ghost type.
Noting that :gourgeist: seems to be getting usage, which should speak more to this situation.

Another example is speed control from non-megas:
:greninja::alakazam::talonflame: These 3 are the only ones i found to be that good and none of them are even close to splashable.

Small additional point: The only ways to punish defog are :Meowstic: and :Falinks: the later of which is only worth using with the mega and the earlier I have not found worth using despite the terrific movepool buff it got.

So my point is: Support options are akwardly absent Unless you opt to use a mega for them which severely harms many lower megas such as mega scolipede being a matchup fish due to being unable to punish defog, which is everywhere with these natdex movepools but since you can't possibly run mega scolipede + mega falinks to effectively punish defog, Mega scolipede viability suffers.

That's it, idk what can be done about this Maybe allow us to use multiple megas:D but i hope you can keep it in mind.
Overall the petmod is pretty fun and please ban Zygarde and Mega Salamence.
 
I really want to petition a case for Clefable retaining Magic Guard.

Although Serene Grace is an interesting ability because of its Gen 1 origins (where it gets every move with a secondary effect on the planet), it doesn’t really abuse this in practice in a healthy way; in fact it only just encourages a more cheesy / fishy nature of the Mon instead of giving it an actual competitive use (for example; random freezes / paras / mb spatk drops / flame burns being more common).

Aerliate is another interesting ability, as it does fit into clefable’s new flying typing, but I don’t like it because clefable can’t truly take advantage of it. In competitive play, there is almost nearly no reason I can think of as to why you’d want to use flying coverage over any other coverage like ice beam or flamethrower on calm mind sets especially, and although it fits I feel that Clefable would much rather prefer another ability in this form, one that fits thematically and competitively at once. That being Magic Guard.

Before I preface this, I want to note mega clefable actually has a Pokedex entry of its own:

It flies by using the power of moonlight to control gravity within a radius of over 32 feet around it.

This Pokedex entry fits into Magic Guard PERFECTLY. Not only does this showcase mega clefable’s newfound magical abilities, even more than serene grace / aerilate in my opinion, it also gives an explanation onto why it would be able to control status conditions and even entry hazards to its will. It would use this magic and power of the moon to bend the area around it in the case of entry hazards, and it’s reasonable to think that it could also control status aliments with such power as well.

I also want to note that Clefable INHERENTLY as a Pokémon is BUILT for Magic Guard; we have seen it in every generation since Gen 4, where Clefable has risen to glory because of magic guard giving it the tools it needs for success in all of its roles, from clicking status / knock off to dangerous calm mind sets. Stripping that away only makes the mega evolution worse to me than just running regular Clefable, defeating the purpose of the mega evolution. It’s not like this is too overbearing, either; With the ever increasing power level of the new generation, including the other mega evolutions having other insane abilities, clefable’s newfound bulk with magic guard would be a perfect representation of what it should check while also not being overbearing (especially offensively) at first glance like it would’ve been if it was introduced a decade ago.

Plus, taking rocks damage every time coming in when Clefable is supposed to check things long term is contradicting.

This feels like the perfect compromise between not only what Clefable is built for as a Pokemon in battle but also gives an extremely fitting representation of clefable’s lore and even its mega’s Pokedex entry as well. I would personally give this a shot and test it out.
 
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First impression of this meta, outside of all the megas and the discussion about alternate abilities for them.

:Skarmory:, :clefable: and :excadrill:-regular are all on almost every team I see. Skarmory in particulary is really nice because there's essentially no good electric or fire types outside of the megas, especially not when rocks are up. It's difficult to punish skarmory and it checks a lot of key threats like :excadrill: :kangaskhan-mega: :salamence-mega: :dragonite: etc. It's also a solid defogger and hazard setter. :Clefable: does what it always does, but it now has access to softboil/teleport and it's one of the only good stealth rock users, outside of :excadrill: tbh. :Excadrill: is solid for the same reasons skarm and clef are, it's a hazard setter and remover, a good check to clef, klefki and aegislash. :Klefki: is also interesting, it's got priority t-wave, spikes, defog and foul play. It really pulls its weight in most of the matches ive used it in.
 
S - mega greninja, Mega gallade, mega chesnaught, mega starmie

A - Dragonite mega, mega delphox, Mega skarmory, Mega feraligatr, Mega emboar, mega dragalge, mega hawlucha, mega excadrill

B - Clefable mega, mega falinks, mega meganium, mega audino, mega froslass, mega floette, mega eelektross, mega barbaracle, mega drampa

C - mega pyroar, mega malamar, mega victreebel, mega scolipede, mega scrafty, mega chandelure


greninja movepool buffs are insane, so are its stats.
gallade's sharpness is a great buff
mega chesnaught's ability is great and great stats along with movepool, making it a defensive threat
mega starmie gets flip turn and aqua jet, while also having good speed as a pure power mon and rapid spin as well.
 
I don't like the idea of changing stats when they are already decided. I like Regenerator since it is a starfish and I think it's pretty dumb that base Starmie does not have it as an ability.
Thing is, Mega Starmie has +140 BST while all other new Megas has +100 BST(1) like the old ones, and that 140 Attack may reflect on [Double Attack] Power Ability it might have, akin to how Medicham + Mega and Mega Mawile has 40% more Base Attack stat to compensate that such Ability not existing in Legends: Z-A.

(1) Except Mega Zygarde with +70 but that was due to on top of requiring Power Construct to activate.
 
:malamar: Malamar-Mega: Contrary
This was the only non-custom ability this Pokemon could justifiably have with how generally bad its stats are. Open to suggestions.
Might I suggest Prankster? It synergizes well with Topsy-Turvy and Hypnosis while not being completely broken because of the dark type immunity + I think it fits nicely with the evil mind control squid.
 
Throwing my hat in the ring, I have a couple of dumb pitches for ability changes.

:garchomp-mega: Weak Armor. Take advantage of its decent physical bulk but low Speed to allow it to get faster and still hit hard.
:skarmory: Mega Skarmory should have Good as Gold now that it is golden. The reduction in its physical bulk should mean that in theory this wouldn't be that much of a menace to face.
:houndoom-mega: Give this thing Drought. Just something better than Solar Power. Maybe we can then change Charizard-Y to have something different to compensate.
:ampharos-mega: Can we please give this Fluffy or something? Kid needs some sort of buff and Mold Breaker isn't cutting it.
:delphox: Magic Guard makes sense here, gets rid of its Stealth Rock weakness, and is balanced by it being unable to hold Life Orb.
:clefable: Dumb idea, but since it now looks like a moth, let's give it Tinted Lens.
:greninja-ash: What about Technician? Battle Bond feels a bit much, and assuming this is only a Mega of the regular mon then this would still be a good buff for Water Shuriken, as well as other useful moves like Shadow Sneak.
 
I'm not too sure on what ability mega chandelure would even have other than shadow tag which is lowkey irrelevant due to mega gengar
But I have some ideas
Weak Armour/Anger Shell/Shadow shield seems like really good options for it due its now increased Defensive stats and It helps out against other megas who will out speed it
:D
 
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Because some people have been sharing abilities for vanilla megas, I'll do the same:

:slowbro-mega: I'd say Regenerator but it's lame because Slowbro is an actually good mon (unlike Audino). Rough Skin should work?
:steelix-mega: Give it Earth Eater come on it just fits so well and I'm sure GF would do it.
:ampharos-mega: Fluffy fits quite nicely tbh, as it can take hits quite well already, and the Fire weakness is negated by its own natural resistance.
:houndoom-mega: I guess it could get something such as Dark Aura? Seems like it'd be fitting while making it way better.
:garchomp-mega: Skill Link Scale Shot. 'nuff said.

As for some ZA megas:

:pyroar: In my own Solomod I took an ability from M4A called Ambush, making its hits critical if it hits before the opponent. Might make its disgustingly lame statline work?
:delphox: I agree with Magic Guard.
:greninja: I agree with Technician, or also Protean?
 
Unnerf Talonflame.

Please.

This may be my only chance.

If you can save Mega Gallade, you can save Talonflame.
Well if we're wishlisting non megas, put Tinted Lens on my boi Flygon or give it Bug-iate. If a Pet Mod can't redeem Flygon, perhaps nothing can.

Edit: welp Flygon is Bye-gone in ZA currently :(
 
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this is an absolutely fire thing to be doing, ty for your work on this!

for chandelure - i think it'd be cool to give it a custom ability bc of its previous dex entry. since it draws in hatred and converts it to power, making a supreme overlord-like ability for it would be cool, but i was thinking it could use damage as fuel instead of fainted allies. idk though. this would obviously probably have to cap at 1.5, but i think it'd be a super cute mega that requires careful play (chandy isnt exactly bulky) and could have insane payoff if done right
 
:clefable: Why are we giving Serene Grace to a pokemon with Moonblast ? I agree with Ineros on keeping Magic Guard on the mega
:malamar: Give the Mega Speed Boost. It's the only way to make it work with it's statline (at least in OU/UU). Prankster + Topsy-Turvy/Hypnosis is funny but pretty niche (also it's weird to spend a mega slot on a meh support mon).
:barbaracle: Technician fits well the pokedex entry, and would let it use a more accurate Rock STAB in Rock Tomb (or a stronger Rock Blast), and nice coverage with Assurance and maybe Bulldoze. (probably too broken in VGC)
 
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