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Pokémon Legends: Z-A General Discussion

Mega barbaracle is the smartest rogue mega because it realized no no, these pokemon pecking away at me? Not the problem

It's time to unleash the hokuto no ken & kamemeha on the trainer, then continue to shadow step punch into them and surf them above all else.
Oh my god. That Mega Barbaracle knocked me out like three or four times.

I just finished the main story and some thoughts that I'll spoiler. Overall I think Game Freak did really really well in redeeming what was IMO the most lackluster story in the entire series in the original X and Y.

  • The Megas were really well-implemented in terms of plot. They clean up the contradiction from the Gen 7 Pokedex entries (in that going rogue hurts them but being Mega while bonded with a trainer is fine), every story-relevant trainer after the early-game has one, and instead of being a game-breaker like the original game it's something you pretty much have to do to keep up.
  • I kept waiting for Jett/Quasartico to be revealed as the big villains, but they actually did nothing wrong.
  • Emma still has Xerosic's Malamar, so it's nice to see the Looker Bureau sidequest be fully incorporated.
  • Team Flare in the original games was easily the worst-written villain team in the entire series - very little explanation of their motives beyond "we want a beautiful world", only Lysandre, Malva and Xerosic do anything unique, and they're basically just a genocidal Team Rocket. This time, Mable gets to be the Professor and explains how she got there, Lysandre gets an arc, and the peoples' attitudes towards Team Flare after the events of XY are actually explored.
  • I loved the parkour sections with Racine Construction.
  • Lysandre Labs is hands down the creepiest dungeon I've ever seen in a Pokemon game, and it makes so much narrative sense that Pokemon would move in after it was abandoned and that the storefront would just lie abandoned. It felt like I was playing The Last Of Us or something like that.
  • We finally get a game where the characters acknowledge how much you're carrying them! And everyone comes together to help you out at the end.
  • AZ being able to finally pass away at peace and Lysandre coping with his own immortality is such a good fit for the original games' themes of death and rebirth. You almost feel bad for Lysandre because his ace Gyarados isn't immortal like Floette is.
  • They incorporated the music from the original games so well. Hotel Z's theme being a peaceful and calm version of the tearjerking song during AZ's tale (which itself reappears in two places), the jazzy remix of the Lumiose City theme, and KISEKI even returned! My only complaint is that I wish they'd have included vocals for the lyrics they went to all that trouble to write for KISEKI.
 
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So with the real time combat and cool downs, etc I'm of the impression that building a good moveset for ZA is different than one for traditional competitive (which I never figured out how to make a good one for of my own), so what kind of structure for a moveset would ZA have?
Also taking into account the attacks/moves are represented by A, B, X and Y, and I'm sure with the cool downs a high power move isn't always a good idea , what would y'all suggest?
 
So with the real time combat and cool downs, etc I'm of the impression that building a good moveset for ZA is different than one for traditional competitive (which I never figured out how to make a good one for of my own), so what kind of structure for a moveset would ZA have?
Also taking into account the attacks/moves are represented by A, B, X and Y, and I'm sure with the cool downs a high power move isn't always a good idea , what would y'all suggest?

Idk that it's that different, other than set up seems to suffer but unsure. Moves list their BP and cool down, I avoid bad deal ones like snarl and u turn. But those moves might even be ok, hard for me to say, not planning any comp battle in this game.
 
So with the real time combat and cool downs, etc I'm of the impression that building a good moveset for ZA is different than one for traditional competitive (which I never figured out how to make a good one for of my own), so what kind of structure for a moveset would ZA have?
Also taking into account the attacks/moves are represented by A, B, X and Y, and I'm sure with the cool downs a high power move isn't always a good idea , what would y'all suggest?
I got some pretty good mileage out of Megahorn and Stone Edge since accuracy wasn’t a concern. Something that can use a healing move is very helpful for the Rogues.
 
Speaking of movepools, some people might think that spamming Hyper Beam with your Alpha Pyroar in the ZA tourney whenever it's possible is a little try hardy. They would be wrong.

(Maybe if the animation was less fun to look at.)
 
I'm mostly okay with no swimming, but the jump & climb thing really sticks out in a game where you are parkouring around paris. Like okay my dude you can do combat rolls and climb up sharp inclines, but you can't just...lift your arms, and climb this chest-high bit of scaffolding?

What really irks me is that you can jump from insane heights and then hold your Rotom Phone to stop the fall.

But, like.

1761345867045.png

Does anyone think they wouldn't cut their fingers if holding this while falling? What the hell GF.
 
What really irks me is that you can jump from insane heights and then hold your Rotom Phone to stop the fall.

But, like.

View attachment 781868

Does anyone think they wouldn't cut their fingers if holding this while falling? What the hell GF.
Don't worry about it. Rotom is just briefly possessing your entire body and levitating you that way. It only lasts like a second because you aren't a good enough motor so it has to leave nearly instantly.
 
Idk that it's that different, other than set up seems to suffer but unsure. Moves list their BP and cool down, I avoid bad deal ones like snarl and u turn. But those moves might even be ok, hard for me to say, not planning any comp battle in this game.
I just want to make good choices for once
 
Can't say I care for these "large pokemon" quests and after the buizel stuff I was hoping they'd stop. Magikarp was a gimmie since there was a guaranteed alpha, but this Large Gogoat one's pretty jerkish. There's only 2 spots where they show up: the 2-3 Skiddo at Area 3 and the (singular, as far as I can tell?) Gogoat in Sector12. Every time things refresh I scope it out to see if larger ones (or alphas; i have their areas crowned) spawn, but that's not very many to check every refresh.

Not looking forward to the pumpkaboo quest for this, can't even use alphas there.




Also, having fought Corbeau
It's funny he had a Gyarados. I can understand why, it's a counter to ground types, but I figured he would have a steel type. Since it's Team Rust and all. But I guess that's exclusively handled by Phillipe. (do kind of wonder if maybe Mega Scolipede will get steelworker or steely spirit as an ability....)

Also guess a Lysandre reference. Honestly a character like this was really needed for Lysandre in XY.
 
Also, having fought Corbeau
It's funny he had a Gyarados. I can understand why, it's a counter to ground types, but I figured he would have a steel type. Since it's Team Rust and all. But I guess that's exclusively handled by Phillipe. (do kind of wonder if maybe Mega Scolipede will get steelworker or steely spirit as an ability....)

Also guess a Lysandre reference. Honestly a character like this was really needed for Lysandre in XY.
It's funny when you realize that

He became the boss after beating Phillipe... who is a Steel-type user. So I guess the Gyarados really came on clutch there lmao
 
While doing that one I genuinely found a random shiny Fletchling before finding the Jumbo Pumpkaboo

This mission is not fun

I guess I am the odd one who somehow had a decent time with that quest, mostly because Jumbos have a deeper pitch to their cry still and that's how I was able to identify a non-alpha one. Still doesn't change the fact that quest is largely annoying to do and wishing you guys luck with that
 
It’s trial and error, but one thing I noticed is that some high-power moves (Close Combat and Solar Beam) have really long charge-up animations, which can be a potential hindrance in a game with real-time battling like this.
Trouble with me is trial and error doesn't tell me anything, cause I don't know anything except type matchups (vaguely), and because either the fact I have autism or just cause I can't for the life of me judge what goes good together, I struggle to be able to make my own movesets rather than just copy someone else's
 
Here's my team idea so far...

Nala (Pyroar) (F) @ Pyroarite
Ability: Unnerve
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Heatwave
- Earth Power
- Hyper Voice
- Will-O-Wisp

Dragonite-Mega (M) @ Dragoninite
Ability: Inner Focus
EVs: 252 HP / 252 Atk / 4 Spe
Modest Nature
- Hurricane
- Fire Blast
- Draco Meteor
- Protect

Chocotron (Falinks-Mega) @ Falinksite
Ability: Battle Armor
EVs: 252 Atk / 252 SpD / 4 Spe
Modest Nature
- Swords Dance
- Protect
- Close Combat
- Poison Jab

Toadsworth (Feraligaor-Mega) @ Feraligite
Ability: Torrent
EVs: 4 HP / 252 Def / 252 SpA
Adamant Nature
- Outrage
- Earthquake
- lce Fang
- Liquidation

lce Queen (Froslass-Mega) @ Froslassite
Ability: Snow Cloak
EVs: 252 HP / 4 SpD / 252 Spe
Modest Nature
- Draining Kiss
- Phantom Force
- Haze
- lce Beam

Ray Mysterio (Hawlucha-Mega) @ Hawluchanite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Wing Attack
- Flying Press
- Bulk Up
- U-turn
 
Gotta say, the Pyroars being able to spam earth power even when you're all the way on the roof really makes trying to capture Skarmory a bit difficult

Really hope Chespin (a rare encounter, I presume?) is near the Diggersby rather than the rooftops.


Actually, speaking of Rooftops, I really wish that ladders were marked on the map like Holovators are. Even 23 hours in, I still get a bit lost on which rooftops have ladders, where they are and which ones I need to parkour onto from other rooftops. Some can be pretty tucked away and others require quite the trek to reach.
 
Not sure how much people have run into this, but the Pokemon partner pathfinding is…interesting. Sometimes it can get annoying when they run directly into attacks or AoE damage by Rogue Megas, but it gets darkly hilarious in the overworld where they don’t seem to have any self-preservation. If you’re on the rooftops and order your Pokemon to use a physical attack to break a Mega Crystal that’s out of reach, they’ll still go to any lengths to try and get close enough to break it. I watched my Krookodile go towards a Mega Crystal I told her to break and run straight off the side of a building, pop right back up to the roof, then do it all over again. Thankfully it doesn’t hurt them.
 
Oh my god. That Mega Barbaracle knocked me out like three or four times.

I just finished the main story and some thoughts that I'll spoiler. Overall I think Game Freak did really really well in redeeming what was IMO the most lackluster story in the entire series in the original X and Y.

  • The Megas were really well-implemented in terms of plot. They clean up the contradiction from the Gen 7 Pokedex entries (in that going rogue hurts them but being Mega while bonded with a trainer is fine), every story-relevant trainer after the early-game has one, and instead of being a game-breaker like the original game it's something you pretty much have to do to keep up.
  • I kept waiting for Jett/Quasartico to be revealed as the big villains, but they actually did nothing wrong.
  • Emma still has Xerosic's Malamar, so it's nice to see the Looker Bureau sidequest be fully incorporated.
  • Team Flare in the original games was easily the worst-written villain team in the entire series - very little explanation of their motives beyond "we want a beautiful world", only Lysandre, Malva and Xerosic do anything unique, and they're basically just a genocidal Team Rocket. This time, Mable gets to be the Professor and explains how she got there, Lysandre gets an arc, and the peoples' attitudes towards Team Flare after the events of XY are actually explored.
  • I loved the parkour sections with Racine Construction.
  • Lysandre Labs is hands down the creepiest dungeon I've ever seen in a Pokemon game, and it makes so much narrative sense that Pokemon would move in after it was abandoned and that the storefront would just lie abandoned. It felt like I was playing The Last Of Us or something like that.
  • We finally get a game where the characters acknowledge how much you're carrying them! And everyone comes together to help you out at the end.
  • AZ being able to finally pass away at peace and Lysandre coping with his own immortality is such a good fit for the original games' themes of death and rebirth. You almost feel bad for Lysandre because his ace Gyarados isn't immortal like Floette is.
  • They incorporated the music from the original games so well. Hotel Z's theme being a peaceful and calm version of the tearjerking song during AZ's tale (which itself reappears in two places), the jazzy remix of the Lumiose City theme, and KISEKI even returned! My only complaint is that I wish they'd have included vocals for the lyrics they went to all that trouble to write for KISEKI.

I agree. The only memorable part of XY I can remember is the final scene with AZ’s Floette. Supporting characters were all annoying/unmemorable. Felt completely different this time round. Loved the supporting cast.
 
I don't know if y'all ever heard of him, Austin John Plays, suggested somethin like stab move for A, quick move or whatever for B, and status moves for X and Y, well they may have been a coverage move, but I forgot exactly what he said
 
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