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Research Legends: Z-A Mechanics Research

Marty

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Probable spoilers, proceed at your own risk!

Because this game is not turn based the information gathered here won't be very useful for simulator purposes, but it's still nice to have for completeness and so people can get into thoroughly researching game mechanics.

Raw data courtesy of Kaphotics and mattyoukhana_


New Moves

Nihil Light
- 100 power, 100 accuracy, 10 PP, targets both opponents​
- Blocked by protection moves.​
- Can be copied by Mirror Move.​
- Can be selected by Metronome.​
It has Core Enforcer's effect but that also appears to be a placeholder because its description says otherwise: "The user attacks by unleashing a powerful light that defies all laws of nature, striking even Fairy types and ignoring any stat changes affecting its targets."

This info is from the standard move data table used in previous games; Legends: Z-A branched off prior to Scarlet and Violet DLC so none of those newer moves or changes to old moves are present. It is known that in this game Nihil Light actually has 200 power, for example.
 
Here are starter questions to give the thread some direction:
- Do returning items such as Life Orb and Expert Belt still have the same effects as in other games?
- Does rain do the same thing as in Legends: Arceus (0.75x Fire damage, no effect on Water moves)?
- What is the Plus Move bonus for an attack that's super effective?
- What is the damage reduction for Plus Moves going through Protect/Detect?
- What is the damage reduction for moves used against Rogue Mega Evolutions?
- How much damage does a Rogue Mega Evolution deal to the player through type immunities?


The only notably interesting thing I've seen is the move data has a new field for percentage healed from draining moves, which was previously implemented in the same field as recoil percentage. It's unclear what purpose this serves unless they plan to introduce a future move that both drains and has recoil.
 
Leftovers passively heals the holder every few seconds (feels like 5 - 10? I’ll have to count the timing in my head). It even heals outside of battle when the user is walking around.

Edit: just tested, Leftovers heals every 10 seconds, regardless if you’re in battle or not. No actions are needed for it to activate.
 
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Haven't tested thoroughly but my initial impression is that Moonlight heals less than 50% of HP. Seems closer to 25 - 33%.
Seems like that applies to recovery moves in general. I remember seeing Recover heal around that amount.

Edit to prevent double posting.

Been using an :Aegislash: on my ingame team. It has a passive version of its Stance Change ability when it uses King’s Shield. However, it has to play the Stance Change animation before it can use King’s Shield, and before it switches to Attack mode. This has made using it extremely awkward because there’s a second or two delay for each action during the Stance Change.

King’s Shield retains its attack-lowering side effect when contact moves touch Aegislash, but due to the SC delay, Aegislash takes damage during the animation before the move can go off, making KS probably the worst Protect clone in the game.
 
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These are configurable battle parameters we extracted that would need to be understood:

Code:
{
  "DamagePerMegaAura": 30,
  "DamagePerRandomAmplitude": 15,
  "DamagePerTrainerBattle": 70,
  "DamagePerWildBattle": 70,
  "DamagePerWeatherAdvantage": 0,
  "DamagePerWeatherDisadvantage": 0,
  "DamagePerCritical": 0,
  "DamagePerCriticalPlus": 0,
  "DamagePerTypeMatch": 0,
  "DamagePerTypeMatchPlus": 0,
  "DamagePerMamoruThroughPlus": 0,
  "DamagePerTypeAff": {
    "PerType18": 15,
    "PerType14": 30,
    "PerType12": 60,
    "PerType1": 100,
    "PerType2": 200,
    "PerType4": 400,
    "PerType8": 800
  },
  "DamagePerTypeAffPlus": {
    "PerType18": 18,
    "PerType14": 36,
    "PerType12": 72,
    "PerType1": 120,
    "PerType2": 260,
    "PerType4": 520,
    "PerType8": 1040
  },
  "DamagePerMegaTypeAff": {
    "PerType18": 100,
    "PerType14": 100,
    "PerType12": 100,
    "PerType1": 100,
    "PerType2": 100,
    "PerType4": 63,
    "PerType8": 63
  },
  "DamagePerMegaTypeAffPlus": {
    "PerType18": 100,
    "PerType14": 100,
    "PerType12": 100,
    "PerType1": 100,
    "PerType2": 100,
    "PerType4": 63,
    "PerType8": 63
  },
  "ReflectorDamageCutRatio": 66,
  "HikarinokabeDamageCutRatio": 66,
  "NeedleGuardDamageDemon": 0,
  "StealthRockDamageDemon": {
    "DemonType1": 8,
    "DemonType12": 16,
    "DemonType14": 32,
    "DemonType18": 32,
    "DemonType116": 32,
    "DemonType132": 32,
    "DemonType2": 6,
    "DemonType4": 4,
    "DemonType8": 4,
    "DemonType16": 4,
    "DemonType32": 4
  },
  "StealthRockDamageDemonPlus": {
    "DemonType1": 8,
    "DemonType12": 16,
    "DemonType14": 32,
    "DemonType18": 32,
    "DemonType116": 32,
    "DemonType132": 32,
    "DemonType2": 6,
    "DemonType4": 4,
    "DemonType8": 4,
    "DemonType16": 4,
    "DemonType32": 4
  },
  "CriticalRankRatio": [
    24,
    8,
    2,
    1
  ]
}
 
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