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Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


  • Total voters
    177
  • Poll closed .
I have a crazy theory.
What if all Z Megas have the same ability, similar to Paradox Pokemon.
Z Mega Evolutions such as Mega Lucario Z need less time to fire off moves after receiving an order. But Z Mega Evolutions also burn through Mega Power very quickly, making them less suited for long battles, so try to settle matches as fast as possible!
I know this is almost certainly just the Z Megas having 151 Speed but it's fun to speculate, so.
New Ability
Z Energy
All moves have +1 priority, but your Mega form reverts after 3 turns.
 
Throwing my hat into the ring to suggest that Mega Glimmora keeps Toxic Debris based off of its dex entry as well as the fact that it's basically just a "better Glimmora" suggests there's not really a need for it to get a new ability.
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i have correct opinions because i play this meta:
:raichu: X Levitate, this mon will not see use no matter what, so lets be flavor accurate.
:raichu: Y Motor Drive, decent win condition with nasty plot, but this is easy enough to play around
:chimecho: keep Levitate
:absol: Limber, useful ability that doesn't accentuate its brokenness.
:staraptor: Scrappy, this literally has the same stats as mega skarmory so lets not make it redundant with tough claws, please.
:garchomp: Levitate it floats
:lucario: Wonder skin I don't expect this to stay unbanned, but this fits flavor-wise without making it bulkier.
:heatran: keep Flash Fire
:darkrai: keep Bad Dreams
:golurk: Innards Out
when it dies it explodes, this mon is super duper niche but this at least makes up for when your Mega Golurk Team is losing and you need an out
:crabominable: Contrary is funny with ice hammer and superpower, i don't think it will be consistent but maybe the monkeys paw will curl
:magearna: keep Soul Heart its still the same robort
:zeraora: keep Volt Absorb
:scovillain: keep Chlorophyll this absolutely cannot function without it
:glimmora: keep Toxic Debris
:tatsugiri: not much fits this thing, id say Scrappy purely for the niche of unblockable spin.
:baxcalibur: keep thermal exchange this is literally kyurem black, why do we want to give it intrepid sword

the goal with these picks is to not give already blessed mons broken abilities, i'd rather not pretend they're more broken than they actually are with stuff like mega launcher lucario, tough claws absol, regen golisopod or intrepid sword bax
 
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I would strongly suggest this thing gets Filter and not Earth Eater. Straight up removing this thing's biggest (and most common) weakness would make it a pain in the ass to deal with

252 SpA Glimmora Earth Power vs. 0 HP / 0 SpD Filter Heatran: 243-288 (75.2 - 89.1%) -- guaranteed 2HKO this is already pretty fucking unhinged, we don't need to make this an immunity (yes I did not forget to adjust stats)

Yes, I know the Dex entry says it lives underground, but it only says that it LIVES there and it isn't stated to actually feed on sediment
 
Someone on reddit pointed out chlorophyll scovillin is faster than regieleki by one point (so in other words faster than everything in this tier save the odd choice scarfer maybe, plus it is the only pokemon with stab sun boosted fire and stab instant solar beam.... without heat rock sun is (even more) niche but still if we aren't doing custom abilities this is still the best hope it has for doing anything I think
 
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I would strongly suggest this thing gets Filter and not Earth Eater. Straight up removing this thing's biggest (and most common) weakness would make it a pain in the ass to deal with

252 SpA Glimmora Earth Power vs. 0 HP / 0 SpD Filter Heatran: 243-288 (75.2 - 89.1%) -- guaranteed 2HKO this is already pretty fucking unhinged, we don't need to make this an immunity (yes I did not forget to adjust stats)

Yes, I know the Dex entry says it lives underground, but it only says that it LIVES there and it isn't stated to actually feed on sediment

Balance wise I agree Earth eater is to much, but with that dex entry and the way its mouth is earth eater does seem logical...
 
Here are some important buffs to the regular Pokemon

:Persian-Alola:
Persian-Alola @ Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Parting Shot
- Spikes
- Knock Off
Persian-Alola is still very niche, but it's not a lot more useful with Spikes. It's fast and bulky on the physical side thanks to Fur Coat. It's great at disrupting multiple ways. It can taunt hazard and set up, parting shot to weaken attacks, set up its own spikes, and knock off items like Heavy Duty Boots. It gives Persian a more compact role on a team that lower tiers are gonna feel for sure.

:Roserade:
Roserade @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Mortal Spin
- Rest
- Spikes
- Shadow Ball
Roserade gaining access to Mortal Spin provides it with a hazard removing niche. It having more longevity than Glimmora with better bulk and Rest + Natural Cure (or you can use Synthesis), it can stay in the game to spin away hazards and also set up Spikes/Toxic Spikes itself.
And it needs Shadow Ball to threaten Gholdengo, who is back.

:Rotom-Wash:
Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Parting Shot
- Hydro Pump
- Will-O-Wisp
- Pain Split
Oh btw they decided to give Rotom Parting Shot. You know, the best pivot move in the game? Rotom gets it now and doesn't have to care about Ground types blocking its pivoting action. This is absolutely crazy.

Cofagrigus @ Heavy-Duty Boots
Ability: Mummy
Tera Type: Ghost
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Pain Split
- Will-O-Wisp
- Hex
- Parting Shot
Cofagrigus also got Parting Shot, which is also a pretty big buff. Cofagrigus acts as a discount Pecharunt. Pecharunt itself is not available, so its less competition. Even if it were here, Cofagrigus actually sets itself apart from Pecharunt with its speed stat. Cofagrigus actually speed ties the Slow twins. The Slowtwins of course have Teleport, but Galarian Slowking only has Chilly Reception. That does mean Cofagrigus can run minimum speed and could Parting Shot after Slowking-G Chilly Receptions.

:Keldeo:
Keldeo @ Choice Specs
Ability: Justified
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Ice Beam
- Earth Power

Keldeo got a massive movepool buff with access to pretty crucial coverage moves in Ice Beam and Earth Power.
Ice Beam allows Keldeo to hit the many Dragons, Grasses, and Flyings that could previously wall its STABs. This is a great improvement over Icy Wind that was way weaker and inaccurate too.
Earth Power allows Keldeo to hit many bulky Waters that resist Fighting that aren't Flying, such as Toxapex and Primarina. You also hit Pokemon like Volcanion harder too.

:Runerigus:
Runerigus @ Leftovers
Ability: Wandering Spirit
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Parting Shot
- Will-O-Wisp
- Earthquake
- Knock Off
This is pretty much Cofagrigus but physically based and with Ground typing. Additionally it also gets Knock Off now.

:Indeedee-F:
Indeedee-F (F) @ Terrain Extender
Ability: Psychic Surge
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Moonlight
- Moonblast

- Expanding Force
This isn't so much an actual set since Indeedee got massive moves too. Still only pivot move either gets is Baton Pass. But adding Recovery, Wish support, and giving Indeedee stronger Fairy coverage is fantastic. It can better support its team with Psychic Terrain by lasting longer and healing up teammates too.

:Overqwil:
Overqwil @ Black Sludge
Ability: Intimidate
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Parting Shot
- Thunder Wave

- Barb Barrage
- Crunch
Overqwil got Parting Shot, which is great since it also gets Intimidate. It gets Thunder Wave too, which is nice to status Steel and Poison types.

:Gholdengo:
It gets Surf now, which is super relevant in its match up against Great Tusk and Iron Treads.

Those are the biggest buffs imo of non-Mega Pokemon.
 
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PODSTER.png

So Golis only gets Iron Head as reliable Steel Stab. I feel like this may not be enough without a serious ability.

Golisopod (M) @
Ability: Regenerator (Hypothetically)
Tera Type: Bug
EVs: 88 HP / 100 Atk / 116 SpD / 204 Spe
Adamant Nature
- Iron Head
- U-turn
- Close Combat
- Swords Dance

Golisopod (M) @
Ability: Regenerator (Hypothetically)
Tera Type: Bug
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Knock Off
- Spikes
- Close Combat

I don't even think you can run First Impression and SD on the same set. It has potential, I guess I'll leave it at that.​
 
So in game ZA mega raichu x gets an attack boost when using volt tackle.
I dont know if this transfers over in any way to the turn based once it goes to champions but something to consider
 
I mean after it uses volt tackle it gets an attack stat buff.
So in turn based if you translated it literally it would be volt tackle acting like power up punch
 
I really hope Golisopod's ability continues the theme of it's evolution line, but inverts it because they're "strong" now.

Courageous Stand
The Pokémon, sensing danger, hunkers down when its HP becomes half or less.
When the Pokémon's Hit Points hit 50% or less, the Pokémon will raises all it's stats but will prevent the Pokémon from switching out or fleeing. Moves and items that would force the Pokémon to switch out also fail to work. Works once per battle. The ability will not activate if it drops below 50% due to Confusion, Weather, use of Substitute or when the damage inflicted is by a Pokémon with the Sheer Force ability. It will not activate if health is brought back up above 50% due to a hold item.
 
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So Golis only gets Iron Head as reliable Steel Stab. I feel like this may not be enough without a serious ability.

Golisopod (M) @
Ability: Regenerator (Hypothetically)
Tera Type: Bug
EVs: 88 HP / 100 Atk / 116 SpD / 204 Spe
Adamant Nature
- Iron Head
- U-turn
- Close Combat
- Swords Dance

Golisopod (M) @
Ability: Regenerator (Hypothetically)
Tera Type: Bug
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- First Impression
- Knock Off
- Spikes
- Close Combat

I don't even think you can run First Impression and SD on the same set. It has potential, I guess I'll leave it at that.​

I'm not entirely convinced it needs regenerator, obviously it will be best with it but even if it doesn't get that you still have some form of healing with leech life, still have crazy defenses and one of the best defensive types, a really good attack, priority spam, good coverage, etc. iron head as the only steel stab is meh but honestly not the end of the world it's a perfectly decent move still

To bad it doesn't get the new magnet bomb, now at 95 bp. I always liked this move flavor wise and was annoyed they cut it, so seeing it back and buffed is pretty sweet. I hope it comes into champions/gen 10 this way
 
Mega Raichu X

Ability: Galvanize

Reasoning: Mega Raichu X should get Galvanize as its mega ability since Galvanize turns a Pokemon's Normal-type moves into Electric-type and gives them 1.2x power. Which does not sound like much at first, but Raichu's stab option is very limited, which is just Volt Tackle, but with Galvanize it will get access to 1.2x base power boosted electric-type Body Slam, Double Edge, Return and Extreme Speed. All of these are really powerful on Raichu. After effects of Galvanize, this ability fixes Raichu's problem of being unable to using his 135 physical attack to it full potential, which a lot of physically attacker electric types face, but Galvanize does not make it broken; it is still balanced while being paired with an ability that helps it stab options I think it is best option for Mega Raichu X's ability

Galvanize essentially gives:



Electric Extreme Speed (priority STAB!)



Electric Double-Edge (high BP + recoil mitigation via STAB boost)



Electric Return / Body Slam (consistent high-power attack)



Great coverage compression (no need for Volt Tackle/Thunder Punch)



And the 1.2× multiplier stacking with STAB gives a controlled damage increase, not a runaway one. The power bump is meaningful but not overpowering, keeping it balanced around Raichu’s:



modest bulk (60/95/95)



solid but not overwhelming 110 Speed



limited defensive switching opportunities
 
I noticed a lot of moves on the dlc got buffs or nerfs -more than the base game which mostly left moves as is outside universal mechanic changes like cool downs, accuracy, charge/recharge being replaced with start up/end lag, etc. In legends Arceus most moves had power and or secondary effects change, but since this game doesn't I think it is worth pointing out the changes it did make

Obviously not all these will carry over, but some I think could. I left out most the universal, game mechanic related changes

Aura wheel-boost attack in addition to speed

Bonemerang-bp 50-55, total of 110 damage

Circle throw-chance to lower defense-normally this for es a switch so I doubt this effect will carry over

Comet punch-bp 18-30-kinda crazy as this puts it at 150 bp, and in za it's guaranteed to hit 5 times! Obviously that is not the case in turn based but still with skill link or loaded dice if it keeps the buff it will be excellent

Dark void-reworked, BP 60 damaging move, guaranteed drowsy/sleep (?), extra damage fo already drowsy/sleeping targets (50%?), restore 50% of damage dealt as HP (only on sleeping targets?)-havent been able to test myself so if anyone can clarify let me know. Haven't found a source for the amount of extra damage, and the description isn't clear if it only heals on sleeping targets. It says it causes the opponents to be drowsy a d does more damage on "already drowsy" targets so I assume it means the first hit caused sleep/drowsiness but we will see. Skeptical that this will carry over but dark void needs a rework so maybe

Double hit-bp 35-50-total 100 damage

Dual chop-bp 40-45-total 90 damage

Dual wing beat bp 40-45-total 90 damage

Fissure-bp 250, "takes a long while to come out" (equivalent to charge turn like solar beam)-it seems to have a longer start up than solar beam, so could be the equivalent of 2 charge turns? Or just 1. 1 charge with 250 no seems really good, especially with power herb. Kinda doubt it will carry over as is but I like the idea of instant ko moves being reworked

Frost breath BP 60-65-rip to theoretical technician froslass

Glave rush-prevents from moving or attacking a short time-in sv it makes you take more damage the next turn which should have been easy to implement in za, so the fact they instead made it function as hyper beam is interesting. Hopefully this doesn't carry over to the main games

Magnet bomb-bp 60-95-really hope this one carries over, rare damage buff with no other changes and was a dexit'ed move (most other returning dexit'ed moves didn't change) so here's hoping!

Mortal spin-increase speed-pretty crazy especially since scolipede (and roserade) get it now)

Muddy water-reduce opponents speed-probably just a replacement for the lack of accuracy stat, but would prefer a speed drop over accuracy personally

Plasma fist-increased crit chance and chance to flinch-loses the current effect of temporarily changing normal moves to electric

Relic song-avoids attacks? Haven't tested, but description says it moves to avoid being hit

Sheer cold-bp 150, guaranteed freeze, "takes a long while to come out" (usually equivalent of charge turn ala solar beam)-same thing I said about fissure, I hope ohko moves are reworked similar to this (but obviously without the 100% freeze....unless we get frostbite next gen?)

Skull bash-bp 130-150

Storm throw-bp 60-65

Trailblaze-bp 50-40-no idea why they nerfed it considering speed boosts are bad in zA and flame charge is still 50 bp

Triple axle-40 BP per hit, instead of increasing power increases range-doubt this will carry over, no range in turn based but maybe they make it consistent 40 per hit? Same max damage of 120 just more consistent

These moves I'm not entirely sure how they work so if anyone can help that'd be great

Petal dance-3 hit move each with 40 BP-still 120 damage, and still confuses. Honestly would be better than the current lock in mechanic

Razor wind-40 BP, hits multiple times? Description doesn't say how many

Seed bomb-35 BP, hit multiple times? Description says "multiple seeds hit from above so idk what that means

Tri attack-bp40, hit 3 times? Max 120 BP true attack would be sick please make it happen gamefreak

For comparison I believe these are the only non universal changes to moved in the base za

Aqua jet-bp 40-30
Bullet punch 40-30
Double team-basically protect
Extreme speed-bp 80-65
Mach punch-bp 40-30
Outrage-juat hits once
Poison sting-bp 15-30
Quick attack-bp 40-30

Worth mentioning other priority moves both base game and dlc such as vaccun wave, ice shard, and shadow sneak remain 40 bp, only the above moves changed. Also all multi hit moves changes to 15 BP but always hit 5 times except the above comet punch and oddly icicle spear-this I counted as a universal mechanic changes but idk why ice spear was left as is

Any chance any of these get implemented on the ladder?
 
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Ive read through some suggestions and here are my two cents about each new megas ability:

:raichu: (X) I really like all of the Galvanize, Levitate and Reckless propositions, Galvanize could play a pivotal part on keeping many of these crazy new threats at bay

:raichu: (Y) Most likely broken without an ability even, it needs no help. Lightning Rod or Motor Drive

:chimecho: Keep Levitate

:absol: (Z) Broken no matter what you try giving it, STAB Knock and great coverage just means it clicks shit way too freely. Keep Pressure or Justified or whatever

:staraptor: I think Scrappy just makes it waaaaaaaaaaaaaaaaaaay too similar to Flamigo + it already gor Knock for stuff like Aegi, imo just keep Reckless

:garchomp: (Z) People are crazy for suggesting an ability to hit fairies neutrally, fairies are literally the one hope to balance the mon out, Levitate is boring but makes sense but No Guard makes sense and these would likely not break it

:lucario: (Z) You can give it whatever to make it click in Ubers (and make Ubers playable), there is no saving for it to not be broken

:heatran: I like the Earth Eater suggestions

:darkrai: Given its gonna be in Ubers anw, Dark Aura or Intimidate makes the most sense

:golurk: Weak Armor would be hella sick on it

:meowstic: Protean or PsySurge (PsySurge could make it over the top though)

:crabominable: Fur Coat or Ice Scales are the ones I liked the most

:golisopod: No bright ideas about it, but I think you keep this one simple with more modest abilities like Iron Barbs, Water Absorb or Mold Breaker idk.

:magearna: Keep Soul-Heart, it has no chance being in OU

:zeraora: Tough Claws into Ubers

:scovillain: Prob only stuff like Stakeout is saving it from being total ass

:baxcalibur: I really dont know, its either outclassed by regular one or totally busted (even the regular one might be busted)

:tatsugiri: Mega Launcher is cool but idk, I think it would be best to fit the theme of a triplet of sushi thing, but idk how to get there, but I havent seen ppl even mention that principle

:glimmora: Merciless is an amazing idea on it
 
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