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Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


  • Total voters
    177
  • Poll closed .
please excuse my ignorance for a second
why were we talking about altering Mega Manectric's ability? why was Mega Audino's ability altered as well? I thought this was about playtesting with the new Megas ZA introduced instead of modifying mediocre abilities on old Mega Evolutions (you could bring up Mega Houndoom, Mega Slowbro, Mega Steelix)
Mega Gallade and Mega Ampharos could be tossed in there but atl their abilities didn't exist when they dropped
 
please excuse my ignorance for a second
why were we talking about altering Mega Manectric's ability? why was Mega Audino's ability altered as well? I thought this was about playtesting with the new Megas ZA introduced instead of modifying mediocre abilities on old Mega Evolutions (you could bring up Mega Houndoom, Mega Slowbro, Mega Steelix)
Mega Gallade and Mega Ampharos could be tossed in there but atl their abilities didn't exist when they dropped
I thought the point was to make it a realistic or at least a guess at what abilities *could* be, and so I get why Audino may be changed, or Gallade might get sharpness (added to base gallade recently). But I don't see most old pokemon being changed, like Manetric and Gengar, and so I don't think there's much point in changing them. Only really new abilities given or old practically useless ones swapped out.
 
Just want to chime in here that I think unresisted unpunishable (like no helmet contact etc) STAB Volt Switch from 135 spatk (and 135 speed) seems really unhealthy.

But I also don't think ground types are the only reason why Mega Mane is low viability. I think that there are also non-ground type fat mons out there that Mane struggle to do much against. But this ties to earlier unhealthy part because teams shouldn't be limited to these fat counters / checks.

Mane won't get perfect Volt Switch predictions all the time, and can lose momentum once some other move is picked.

So perhaps I may suggest Magic Guard ? ... I'm not sure if this is also unhealthy, but I don't think its a good idea to take away what balances out Volt Switch. Or perhaps a custom ability that makes it immune to hazards but it can still be affected by other things (so a less potent MG),

Also: Since there's a lot of focus on buffing lower viablity Megas, then I think the broken banned Megas should be nerfed to the point of balancing out some S rank / A+ threats that are hard to deal with.
How the actual fuck is it logical to give the electric dog fucking MAGIC GUARD???
I understand you want to buff it somewhat but at least let it make sense, It's like trying to give Drampa fucking Core Enforcer
 
:Meganium: Mega Meganium
Fairy garden(?
Effect: On switch-in, summons Misty Terrain. During Misty Terrain, Spe is 1.25x.
Reasoning: Nobody uses this Mega. At first it could do something with Triage, but when it was given Leaf Guard its viable uses collapsed. The idea for this custom ability is to emulate Miraidon's Hadron Engine, but with a Mist field so it retains immunity to status like its current ability; the increase is to Speed instead of Special Attack like Hadron because that would demand more care, and +25% instead of +33% because raising Speed is more game-breaking than raising Sp. Atk.
 
please excuse my ignorance for a second
why were we talking about altering Mega Manectric's ability? why was Mega Audino's ability altered as well? I thought this was about playtesting with the new Megas ZA introduced instead of modifying mediocre abilities on old Mega Evolutions (you could bring up Mega Houndoom, Mega Slowbro, Mega Steelix)
Mega Gallade and Mega Ampharos could be tossed in there but atl their abilities didn't exist when they dropped
Some old megas got their ability altered for this meta because this is a more for fun type of meta.
And yeah more than just Audino was changed. Gallade got Sharpness and Ampharos got Fluffy.
I personally think Mega Manectric should get Electric type scrappy/mind’s eye and someone is suggesting giving Mega Manectric Strong Jaw.
 
please excuse my ignorance for a second
why were we talking about altering Mega Manectric's ability? why was Mega Audino's ability altered as well? I thought this was about playtesting with the new Megas ZA introduced instead of modifying mediocre abilities on old Mega Evolutions (you could bring up Mega Houndoom, Mega Slowbro, Mega Steelix)
Mega Gallade and Mega Ampharos could be tossed in there but atl their abilities didn't exist when they dropped

I brought this up way way earlier in the Discord but got mobbed by *a lot* of hate from a ton of different users, for saying what you are saying lol .

Not sure what you mean here by Mega Ampharos, as it has had Mold Breaker since its introduction in Gen6, iirc.


I thought the point was to make it a realistic or at least a guess at what abilities *could* be, and so I get why Audino may be changed, or Gallade might get sharpness (added to base gallade recently). But I don't see most old pokemon being changed, like Manetric and Gengar, and so I don't think there's much point in changing them. Only really new abilities given or old practically useless ones swapped out.
Also I don't get what you mean by M Audino wanting to be changed, as its always had Regenerator so why don't we keep it?

How the actual fuck is it logical to give the electric dog fucking MAGIC GUARD???
I understand you want to buff it somewhat but at least let it make sense, It's like trying to give Drampa fucking Core Enforcer
Well Core Enforcer is a move, and that's a massive precedent change from changing abilities. And an electric field could make sense for Magic Guard, or just change the name :-p .

But anyways the logic is addressing the whole previously discussed issue of Volt Switch + Overheat + removal of hp ice vs. Garchomp or Excadrill. MMane would give up alot of momentum once it gets it wrong, and this likely means more hazard damage including tspikes, or being Scalded by Slowbro for instance if they predict you are using Overheat due to Excadrill in the back.
MGuard would make the support requirement alot less from MMane's team.

But anyways, people are already bringing up whether we should touch the Megas we already have past knowledge on, and I'm tending to agree with them. So this is all kind of moot.

:Meganium: Mega Meganium
Fairy garden(?
Effect: On switch-in, summons Misty Terrain. During Misty Terrain, Spe is 1.25x.
Reasoning: Nobody uses this Mega. At first it could do something with Triage, but when it was given Leaf Guard its viable uses collapsed. The idea for this custom ability is to emulate Miraidon's Hadron Engine, but with a Mist field so it retains immunity to status like its current ability; the increase is to Speed instead of Special Attack like Hadron because that would demand more care, and +25% instead of +33% because raising Speed is more game-breaking than raising Sp. Atk.


And just want to say I think this is a super cool idea, awesome brainstorming imo.
 
Also I don't get what you mean by M Audino wanting to be changed, as its always had Regenerator so why don't we keep it?

Mega Audino is notorious for losing regenerator upon mega evolving.

Unpopular take of my own maybe, but I doubt gamefreak cares enough to fix some of these megas so its a bit unrealistic to speculate on them doing so.

That said, I do find it a lot of fun to play with bad megas that finally get some love and are made viable. To me any ability that is inline with the physical appearance and pokedex entry is a good change.
 
:Pyroar: Mega
New Ability: Infernal Majesty
Ability Description:
When this Pokémon uses a attack, it also uses Fire Blast targeting the same opponent. The additional Fire Blast uses this Pokémon’s Special Attack stat and has its usual power, accuracy, and secondary burn chance.
Reasoning: Its mane looks like the way the fire looks when using the move fire blast. This will make its attacks have a little more strength to them than just having the current ability of drought. Though overheat + fire blast is interesting but the cut special atk does make it a one time nuke so maybe ok.
 
:Pyroar: Mega
New Ability: Infernal Majesty
Ability Description:
When this Pokémon uses a attack, it also uses Fire Blast targeting the same opponent. The additional Fire Blast uses this Pokémon’s Special Attack stat and has its usual power, accuracy, and secondary burn chance.
Reasoning: Its mane looks like the way the fire looks when using the move fire blast. This will make its attacks have a little more strength to them than just having the current ability of drought. Though overheat + fire blast is interesting but the cut special atk does make it a one time nuke so maybe ok.
Brother when I said that in the Discord it was a joke
 
Mega Evolution: Clefable
New Ability: Aerilate
Reasoning: A bit of a weird one, but I noticed Clefable’s lack of Flying moves in its movepool, the only special flying move it gets is Air Slash. Since it’s now part flying type, it would be nice to expand its movepool with new STAB options since it’s quite the beefy attacker now. While Serene Grace is fine, having more flying coverage while also getting a boost to its new stab would be very nice and fitting. Plus, a lot of existing Megas already get abilities that change normal type attacks to a different type, and I can see some of these ones getting the same treatment.

Edit: couldn’t figure out how to get the code working for this post :(
 
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Mega Evolution: Mega Meganium
New Ability: Overwhelming Aroma
Ability Description: Following any form of contact involving Mega Meganium, the opponent's ability will be changed to Overwhelming Aroma. (similar to Cofagrigus's Mummy and Oinkologne's Lingering Aroma, but buffed. Meganium can also spread it using contact moves)
Reasoning: In Mega Meganium's flavor text on the website / pokedex entry, attention is focused on the flowers on Meganium's neck and the aroma they give off. It says that the substance calms the feelings of those who smell it. So, I took that idea translated it to ability suppression. The way its described is very similar to how Oinkologne's dex entry describes its unique aroma too. I also proposed it be spread through Meganium making contact as well since the dex entry mentions that Mega Evolution has caused Meganium to grow stronger at physical combat. It also mentions that Mega Evolution has caused Meganium to become bolder and more aggressive in its fighting style, so spread through contact supports that idea.
I think this ability could give Mega Meganium a lot of unique value to a team. Even though it was given base 143 special attack, Meganium has historically been geared towards defenses. So I think an ability that isn't necessary geared towards its new strong offensive stat makes sense. It could also allow Meganium to more reliability handle strong threats that are reliant on their abilities in unique ways. Some immediate examples are shutting down regenerator pivoting though safe clicks like knock off or body slam or slowing down mega gallade and mega starmie by nullifying their abilities when they click things that make contact. I think this could all help Meganium to be really uniquely disruptive without being too broken. Also just about anything is more interesting than flower veil.
 
Mega Evolution: Mega Meganium
New Ability: Overwhelming Aroma
Ability Description: Following any form of contact involving Mega Meganium, the opponent's ability will be changed to Overwhelming Aroma. (similar to Cofagrigus's Mummy and Oinkologne's Lingering Aroma, but buffed. Meganium can also spread it using contact moves)
Reasoning: In Mega Meganium's flavor text on the website / pokedex entry, attention is focused on the flowers on Meganium's neck and the aroma they give off. It says that the substance calms the feelings of those who smell it. So, I took that idea translated it to ability suppression. The way its described is very similar to how Oinkologne's dex entry describes its unique aroma too. I also proposed it be spread through Meganium making contact as well since the dex entry mentions that Mega Evolution has caused Meganium to grow stronger at physical combat. It also mentions that Mega Evolution has caused Meganium to become bolder and more aggressive in its fighting style, so spread through contact supports that idea.
I think this ability could give Mega Meganium a lot of unique value to a team. Even though it was given base 143 special attack, Meganium has historically been geared towards defenses. So I think an ability that isn't necessary geared towards its new strong offensive stat makes sense. It could also allow Meganium to more reliability handle strong threats that are reliant on their abilities in unique ways. Some immediate examples are shutting down regenerator pivoting though safe clicks like knock off or body slam or slowing down mega gallade and mega starmie by nullifying their abilities when they click things that make contact. I think this could all help Meganium to be really uniquely disruptive without being too broken. Also just about anything is more interesting than flower veil.
Few things.
1. Most obviously this is just renamed Lingering Aroma basically. Sure it has the additional effect of passing the ability with its own contact moves (only ones it might use being Knock Off and Grass Knot), but coding what is going to be Lingering Aroma in 99.9% of causes and otherwise has the same theme would be pointless.
2. This would greatly nerf Mega Meganium for no reason. Mummy is a nothing burger of an ability. It only replaces abilities when hit by contact moves, and you can just very easily get your ability back by switching out. So it basically doesn’t work against special attackers (excluding Grass Knot and Draining Kiss) and any physical attacker can just switch out, which they probably are anyways.
3. It doesn’t even fit Meganium all that well either. Mega Meganium is a massive special attacker so the passing your ability with your own contact moves goes against Mega Meganium’s stat spread.
Additionally your Pokedex entree is talking about regular Meganium. Mega Meganium’s talks about its powerful Solar Beams.
 
It thinks mega manetric shouldnt easily be allowed to hit ground types (especially chomp), sounds like an incoming ban with what ur suggesting
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Jokes aside, Manectric wasn’t even good when it had HP Ice to threaten Ground types like Garchomp. Being able to hit Grounds with its main unboosted STAB, which Garchomp still resists because it works just like Scrappy/Mind’s Eye, is far from ban worthy. It might not even be enough.
 
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Few things.
1. Most obviously this is just renamed Lingering Aroma basically. Sure it has the additional effect of passing the ability with its own contact moves (only ones it might use being Knock Off and Grass Knot), but coding what is going to be Lingering Aroma in 99.9% of causes and otherwise has the same theme would be pointless.
2. This would greatly nerf Mega Meganium for no reason. Mummy is a nothing burger of an ability. It only replaces abilities when hit by contact moves, and you can just very easily get your ability back by switching out. So it basically doesn’t work against special attackers (excluding Grass Knot and Draining Kiss) and any physical attacker can just switch out, which they probably are anyways.
3. It doesn’t even fit Meganium all that well either. Mega Meganium is a massive special attacker so the passing your ability with your own contact moves goes against Mega Meganium’s stat spread.
Additionally your Pokedex entree is talking about regular Meganium. Mega Meganium’s talks about its powerful Solar Beams.
1. I think being able to spread ability suppression manually is a big improvement from having it rely on the opponent hitting you actually. You’d be able to prevent Slowbro from coming in and regening off the damage it took from said knock. I tested it just now and that is how the interaction goes with lingering aroma in general 9 OU. Regen guy swaps and gets no health after making contact. And that’s just one example
2. I don’t exactly understand how this is a nerf for Mega Meganium considering it has flower veil rn and nothing else is changing. Cause flower veil does literally nothing in singles. Also buffing lingering aroma to work on meganium’s contact moves makes it useful vs special attackers which is why I proposed that buff in the form of a new ability.
3. Mega Meganium also got 115 in both defenses from the mega evolution. So saying that it “doesnt fit” considering they buffed its special attack I don’t exactly agree with. Again that part is completely untouched, you can still fire off special attacks just the same with this ability as you can with flower veil, so, I don’t really get how this would be a nerf.
4. The flavor text I referred to is all on the official website, not the dex itself, my bad https://legends.pokemon.com/en-us/story-world/pokemon/mega-meganium

also just to add: I think giving it lingering aroma flat would also be an interesting change too if the issue is with coding a custom ability
 
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1. I think being able to spread ability suppression manually is a big improvement from having it rely on the opponent hitting you actually. You’d be able to prevent Slowbro from coming in and regening off the damage it took from said knock. I tested it just now and that is how the interaction goes with lingering aroma in general 9 OU. Regen guy swaps and gets no health after making contact. And that’s just one example
2. I don’t exactly understand how this is a nerf for Mega Meganium considering it has flower veil rn and nothing else is changing. Cause flower veil does literally nothing in singles. Also buffing lingering aroma to work on meganium’s contact moves makes it useful vs special attackers which is why I proposed that buff in the form of a new ability.
3. Mega Meganium also got 115 in both defenses from the mega evolution. So saying that it “doesnt fit” considering they buffed its special attack I don’t exactly agree with. Again that part is completely untouched, you can still fire off special attacks just the same with this ability as you can with flower veil, so, I don’t really get how this would be a nerf.
4. The flavor text I referred to is all on the official website. https://legends.pokemon.com/en-us/story-world/pokemon/mega-meganium

also just to add: I think giving it lingering aroma flat would also be an interesting change too if the issue is with coding a custom ability
Why not just give Mega Meganium Nuetralizing Gas? Neutralizing Gas would be WAY more useful than slightly better Mummy competitively.
Also Flower Veil DOES things in Singles. ANY Pokemon on your side of the field is part Grass, it gets the benefits. So Mega Meganium gets the status immunity and stat lowering immunity too.
 
Why not just give Mega Meganium Nuetralizing Gas? Neutralizing Gas would be WAY more useful than slightly better Mummy competitively.
Also Flower Veil DOES things in Singles. ANY Pokemon on your side of the field is part Grass, it gets the benefits. So Mega Meganium gets the status immunity and stat lowering immunity too.
Yeah, Neutralizing Gas would work just as well. But for lore reasons it doesn’t really make any sense unless you wanna say that the flowers give off gas, but that feels like a stretch. I proposed a buffed version of lingering aroma because it mentions aromas a lot on the flavor text from the site so that’s where my mind was. Also I didn’t realize that flower veil effected the user in singles if they’re grass type, so I understand why you’d call it a nerf. I literally thought it was a dud ability outside of doubles lol. But even that being said I think the idea I came up with involving ability neutralization on contact would be a lot more interesting and overall useful. Maybe less useful if you don’t include neutralization on manual contact, but more interesting at least imo
 
Jokes aside, Manectric wasn’t even good when it had HP Ice to threaten Ground types like Garchomp. Being able to hit Grounds with its main unboosted STAB, which Garchomp still resists because it works just like Scrappy/Mind’s Eye, is far from ban worthy. It might not even be enough.
when manetric had hp ice, it couldnt just volt switch out on any pokemon it wanted & thats the main issue it personally finds with being able to hit ground types, realistically it isnt really enjoyable to not rlly have a consistent way of being able to stop manetric clicking tbolt/volt switch constantly but maybe its just dumb & bad.
 
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