Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


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Would the Mega Evolution change mean that you intimidate a Pokemon before they switch out? I’m pretty sure that would nerf Mega Manectric.
The only Mega Evolutions that benefit from the change are Mega Lopunny and Mega Gallade. Now, if Incineroar enters in the battle, it won't be affected by Intimidate.
 
Serebii confirmed all Pokémon are fixed at Level 50, hence Night Shade/Seismic Toss only doing 50 damage
Little Cup realising now they have to ban Seismic Toss/Night Shade.

more stuff. Mega analysis things for Meganium and Feraligatr.
don't take this as gospel, i AM a bit silly when it comes to analysis. for example the SD Meganium set.

:sv/meganium-mega:
With a surprisingly solid type combo and an incredibly useful ability, Mega Meganium is shaping up to be the most useful of the Z-A Starter megas. Which is an inherently funny prospect with how infamous Meganium is for being.. bad. to put it lightly.
Mega Meganium's stats paint it as a bulky tank, able to take and dish out offense. But Mega Meganium makes a niche for itself with its new ability, Mega Sol, which provides all of its moves the buffs they would get under Sun, meaning that it has a 100 BP, always presumably Fire-type Weather Ball, an instant-fire Solar Beam, and most importantly, a buffed Synthesis. Under Sun, Synthesis now recovers 66% of HP instead of the regular 50%, making Mega Meganium's already pretty solid defensive stats more impressive than they seem.

One of the more important things to consider when talking about Mega Meganium is the fact that it doesn't learn Growth, meaning that unless you want to click Work Up or go physical with Swords Dance, You won't have a way to boost your offensive stats. But who knows, maybe Meganium will get Growth some day.

The main thing that makes Mega Meganium's sets proper is the addition of Earth Power to its learnset, meaning its special sets are free to use the coveted Ground coverage, allowing Mega Meganium to hit the many Poison and Fire types that would normally wall its Grass, Fairy, and Fire moves.

Sovlful (Meganium-Mega) @ Meganiumite
Ability: Leaf Guard
Tera Type: Grass
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Weather Ball / Dazzling Gleam
- Synthesis
- Solar Beam
- Earth Power

This is what i'd deem the "primary set" for Mega Meganium, featuring its strong Solar Beam, incredibly useful coverage in Weather Ball, and Earth Power. Funnily enough, for Mega Meganium, the Fairy-type has more use as a defensive addition more than something offensive, Mainly due to Meganium not really having the coverage to pull of the strong Fairy / Ground combo, and also because its only strong fairy move is the rather paltry Dazzling Gleam. This set follows the classic idea of a tanky special attacker, with the EVs allowing it significantly more leeway when it comes to tanking neutral moves. Though, if you really wanted to, you can invest in Speed on this set to get the jump on some slower targets that might enjoy having some speed invested.

The idea of this set is simple: Hit hard with STAB Solar Beam, and then smack the things that resist Solar Beam with a strong Weather Ball and equally as potent Earth Power, Especially Heatran, as it can easily come in, not only on your Grass and Fairy STAB but also your boosted Weather Ball with Flash Fire. Weather Ball also allows you a niche in hitting Corviknight as a Grass-type without necessitating the use of Scovillain or just neutral moves.

252+ SpA Meganium-Mega Weather Ball (Fire, 100 BP) vs. 248 HP / 8 SpD Corviknight: 292-344 (73.1 - 86.2%) -- guaranteed 2HKO. Corviknight's matchup against you is surprisingly bad, as it is unable to switch in on you when running the physdef set, even if you click Solar Beam on the switch-in, as it is naturally much slower than you.


If you wanted to, you could slot Dazzling Gleam over Weather Ball or Earth Power, maybe even Synthesis or Solar Beam as Dazzling Gleam lets you strike the Fighting, Dragon, and Dark types in the metagame harder, and in the case of replacing Solar Beam or Synthesis, allows you functionally unresisted offense, but they all come with their downsides.

Dazzling Gleam over Weather Ball leaves you bodied by Corviknight and Skarmory,
Dazzling Gleam over Earth Power makes the Poison-types less hesitant when it comes to switching in onto you, and allowing one in for free isn't that good of a thing, particularly when you consider Glowking, as it can simply heal on you and pivot with Chilly Reception.
Dazzling Gleam over Synthesis, while it does mean you can hit on all fronts, makes you significantly weaker to both chip and regular damage as a whole, and sponging damage is important to Mega Meganium's playstyle. Mega Meganium isn't nearly fast enough to be delegated to an all-out-offensive set.
Dazzling Gleam over Solar Beam heavily cuts into your damage output, and most importantly, leaves you somewhat dumpstered against Rotom-Wash as you now can't hit it effectively.

Surprise! (Meganium-Mega) @ Meganiumite
Ability: Leaf Guard
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe / 252 Atk / 4 Sp. Atk / 252 Spe
Jolly Nature / Hasty Nature
- Swords Dance
- Solar Blade
- Knock Off / Weather Ball
- Earthquake

Now, for a somewhat less proper set, but still worth considering in its own right. The main draw of Physical / Mixed Mega Meganium is the allure of Swords Dance, and stronger Grass and Ground moves. You can easily tech on Weather Ball to surprise the Corviknights and Skarmories who think they'd wall you, or the more utility-based option of Knock Off, another thing it has over Special Meganium, allowing a very useful trait in Item removal. You are able to run this set similarly to the base set, but it's hard to fit Synthesis into this set, it carries a lot of the same problems as other setup, which is primarily Meganium's heavy case of 4MSS

4 SpA Meganium-Mega Weather Ball (100 BP, Fire) vs. 248 HP / 8 SpD Corviknight: 224-264 (56.1 - 66.1%) -- guaranteed 2HKO


Plante (Meganium-Mega) @ Meganiumite
Ability: Leaf Guard
Tera Type: Grass
EVs: 252 HP / 4 Sp. Atk / 252 SpD
Sassy Nature
- Synthesis
- Solar Beam
- Knock Off
- (Free Slot, put whatever your team would prefer here.)

With the buffed Synthesis, a Support set does seem pretty useful, carrying the listed move, along with Solar Beam and Knock Off. Knock Off's Item removal is actually very interesting in tandem with Mega Meganium's other useful traits

I project that Mega Meganium will be around UU, the weaknesses are a bit too prominent for it to become OU Proper, but it will undoubtedly be a force to be reckoned with in a lower tier.
:sv/feraligatr-mega:
Mega Feraligatr is a rather simple Pokemon on the surface, It's visually a Dragon Dance sweeper in a somewhat differing manner to the other Dragon Dancing sweeper threats, but Mega Feraligatr does carry a pretty interesting amount of benefits and differences due to how its built. Including its incredible Water / Dragon typing and signature ability Dragonize, which functions similarly to Aerilate or Pixilate, but changes normal moves to Dragon. Mega Feraligatr carries some incredible stats, including a massive 160 Attack stat and functional 85/125/93 defenses. Though one would quickly take note of its 78 Speed, a fair bit lower than the rest of the OU sweepers. It may seem somewhat out of its league, but Mega Feraligatr is much more nuanced.

Rushdown (Feraligatr-Mega) @ Feraligite
Ability: Dragonize
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Dragon Dance
- Return / Double-Edge (Facade?)
- Earthquake (other coverage is fine)
- Liquidation

This Mega Feraligatr set does what many would want it to do, set up and sweep with Dragon Dance, I find Jolly a bit more useful than Adamant, as the speed increase is significantly more important for Mega Feraligatr. Its Attack stat is already high enough to suffice and Adamant prevents you from outspeeding a significantly higher amount of targets at +1, leaving you prone to being Revenge-Killed by every Pokemon with higher than 125 Speed, most prominently Mega Garchomp Z, Greninja-Mega, and Zeraora. Your Dragon "STAB" slot is pretty free, with Return being a low risk high reward option, Double-Edge being a nuclear option, ensuring NOTHING lives after a Dragon Dance and Facade, which is more fringe of a choice, but can carry the nuclear offense of Double-Edge without the recoil, and the functionality of Return.

Jaws Of Carnage (Feraligatr-Mega) @ Feraligite
Ability: Dragonize
Tera Type: Water
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Aqua Jet
- Return / Body Slam
- Earthquake / Flip Turn / Other Coverage

Now, while I was in Lobby discussing the ZA Starter's megas, something fun was brought up in regards to Mega Feraligatr; Running it as if it was Crawdaunt. The prospect of using it as a breaker seems much more natural, especially with the awkward speed tier of base Feraligatr staying (78 Speed), but instead of trying to boost its speed, This set decides to boost up its massive Attack stat more with Swords Dance, and utilize priority STAB Aqua Jets to snipe targets that are heavily weakened by its beefy Dragonize-boosted Returns, or to even disrupt and paralyze with a couple lucky Dragonize Body Slams, With this set, your final slot is much free-er, as you aren't burdened with the one-try nature of proper Setup Sweeping. So you can go with Earthquake to snipe steels, or Flip Turn, which can take advantage of switches and other pivots, or any other form of coverage. It depends on what you'd want your Feraligatr to do in your last slot.

Feraligatr is also likely to be UU too, with a pretty interesting niche on heavier offense teams who would enjoy the strength of this Pokemon.

:zeraora-mega: might analyze Froslass and Dragonite next
I'm more scared of Feraligatr. He clearly wants to set up and sweep, and his typing actually helps with that. Only Dragon and Fairy hit him for super effective, and his bulk is alright. He can work with support from mons like Ninetales-Alola with Aurora Veil, to setup DDs more easily, and diminish the speed problem which seems to be the only thing holding him back

160 Atk is no joke, it's similar to Palafin-Hero, and it's very dangerous, especially when he has a STAB 140+BP move with only 33% recoil as it's drawback, and that move has only 2 types that can resist/be immune to it. (Let's remind ourselves that we are not in Gen 8 and Defensive play is extremely diminished. Scald is not as common anymore so there aint a lot of mons to burn him, you cant stall him out of HP with recover as effectively as you could if we had 16 PP...). That nuke we look, it's only looking at his Normal(Dragon) Moves. We need to remember he can run a Water stab which will also hit insanely hard(Not that many Pokémons can switch on both Water and Dragon) and a coverage move for the few things actually switching on it.

I'm betting on him being Ubers or at least A- in OU. You still have checks but are only a few of them, and if you can set 2 DD somehow, it's GGs.
 
Little Cup realising now they have to ban Seismic Toss/Night Shade.


I'm more scared of Feraligatr. He clearly wants to set up and sweep, and his typing actually helps with that. Only Dragon and Fairy hit him for super effective, and his bulk is alright. He can work with support from mons like Ninetales-Alola with Aurora Veil, to setup DDs more easily, and diminish the speed problem which seems to be the only thing holding him back

160 Atk is no joke, it's similar to Palafin-Hero, and it's very dangerous, especially when he has a STAB 140+BP move with only 33% recoil as it's drawback, and that move has only 2 types that can resist/be immune to it. (Let's remind ourselves that we are not in Gen 8 and Defensive play is extremely diminished. Scald is not as common anymore so there aint a lot of mons to burn him, you cant stall him out of HP with recover as effectively as you could if we had 16 PP...). That nuke we look, it's only looking at his Normal(Dragon) Moves. We need to remember he can run a Water stab which will also hit insanely hard(Not that many Pokémons can switch on both Water and Dragon) and a coverage move for the few things actually switching on it.

I'm betting on him being Ubers or at least A- in OU. You still have checks but are only a few of them, and if you can set 2 DD somehow, it's GGs.
Also you could run Facade to punish burn or any status condition you will get 168 base power no draw back dragon type move
 
Little Cup realising now they have to ban Seismic Toss/Night Shade.


I'm more scared of Feraligatr. He clearly wants to set up and sweep, and his typing actually helps with that. Only Dragon and Fairy hit him for super effective, and his bulk is alright. He can work with support from mons like Ninetales-Alola with Aurora Veil, to setup DDs more easily, and diminish the speed problem which seems to be the only thing holding him back

160 Atk is no joke, it's similar to Palafin-Hero, and it's very dangerous, especially when he has a STAB 140+BP move with only 33% recoil as it's drawback, and that move has only 2 types that can resist/be immune to it. (Let's remind ourselves that we are not in Gen 8 and Defensive play is extremely diminished. Scald is not as common anymore so there aint a lot of mons to burn him, you cant stall him out of HP with recover as effectively as you could if we had 16 PP...). That nuke we look, it's only looking at his Normal(Dragon) Moves. We need to remember he can run a Water stab which will also hit insanely hard(Not that many Pokémons can switch on both Water and Dragon) and a coverage move for the few things actually switching on it.

I'm betting on him being Ubers or at least A- in OU. You still have checks but are only a few of them, and if you can set 2 DD somehow, it's GGs.
Mega Feraligatr genuinely sucks in Legends OU with an arguably better ability and less counterplay. y'all are out of your mind talking about some Uber Mega Feraligatr
 
That's still the case with Jolly, though. Jolly Mega Gatr is slower than any 142 base Speed (Mega Greninja and Dragapult) and up. If anything, I imagine Swords Dance might be a better fit for Gatr than Dragon Dance since 78 is a tad too slow for it (and it's already the more popular setup move on base Gatr). I also hope Champions give it Quick Attack, as having a Dragon priority boosted by its ability would be a great of dealing with those Pokémon (and Extreme Speed isn't happening, let's be real...at least I assume so).
In showdown i tested it was 50 power fire type weather ball
 
Mega Feraligatr genuinely sucks in Legends OU with an arguably better ability and less counterplay. y'all are out of your mind talking about some Uber Mega Feraligatr
Well cause ZA OU is not really balanced so many uber tiered Pokemon are still in meta, I bet many mega will be banned if ou council take over
 
Well cause ZA OU is not really balanced so many uber tiered Pokemon are still in meta, I bet many mega will be banned if ou council take over
Outside of Magearna? What really qualifies? Especially ones that negatively impact Feraligatr.

Also, Champions is doubles based and have access to more viable checks to it. I fail to see what y'all talking about, especially if you guys are arguing for Dragon Dance (ass set)
 
If there are only final stage mons in early champions, how small is the reg gonna be? I wouldn´t be surprised if it doesn´t go over 100, that could justify keeping this meta around
 
Been using mega gatr, Its pretty strong when you get a good opening. Its just mega salamance 2 atp but I fear if it ever faces iron bundle its getting no diffed by freeze dry

Honestly, with that speed in doubles maybe trick room SD sets could work
 
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Dragon Claw is now boosted by Sharpness, which could be huge if Mega Baxcalibur gets it (or worse, Glaive Rush also becomes a slicing move), or if this applies to Shadow Claw (which it should) and Mega Absol Z gets the ability
 
View attachment 819205
Dragon Claw is now boosted by Sharpness, which could be huge if Mega Baxcalibur gets it (or worse, Glaive Rush also becomes a slicing move), or if this applies to Shadow Claw (which it should) and Mega Absol Z gets the ability
+1 252 Atk Sharpness Baxcalibur-Mega Dragon Claw vs. 252 HP / 252+ Def Avalugg: 169-201 (42.8 - 51%) -- 3.9% chance to 2HKO
+1 252 Atk Sharpness Baxcalibur-Mega Glaive Rush vs. 252 HP / 252+ Def Avalugg: 255-300 (64.7 - 76.1%) -- guaranteed 2HKO
I don’t see this thing remaining OU for longer than a week if it gets Sharpness with the Dragon Claw change.
 
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