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Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


  • Total voters
    177
  • Poll closed .
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objectively correct ZA tier list
 
Mega Evolution: Meganium
New Ability: Full Bloom
Ability Description: This Pokemon's moves always behave as if sun is active.
Justification:
Meganium's ability has been heated discussion in this metagame. Triage was fun in theory, but ultimately not synergistic with Meganium's lack of strong recovery. It's current ability, Flower Veil, can help it be a status absorber, but that's not really enough value to take up your mega slot, especially with the recent cut distribution of Toxic. I propose an ability that enables Meganium offensively and defensively.
Full Bloom would allow Mega-Meganium's moves to always act like sun is up. This would mainly effect Solar Beam, Weather Ball, and Synthesis. Solar Beam becomes a reliable strong stab move to go along with its incredible SpATK, Weather Ball allows it to hit Steel types like Skarmory, and Synthesis becomes an extremely powerful 2/3 HP recovery move. Not to mention, it can do this without needing a sun setter (both of which are megas) or taking sun-boosted fire attacks. I think this would be a balanced change to give Meganium a better shot in the metagame.
 
Eel is realistically a B- or so mon. Its offensively threatening beyond most of the rest of the tier given Ion Battery and its absurd special movepool, but at the same time, its taking 40% from Clefable's Moonblast, and while Levitate gives it some free switchins, the most common ground in the tier runs Mold Breaker most of the time, so it requires a lot of pivoting support to get in. Averages out to B- given that Hoopa has a lot of the same positive qualities, and doesn't take up a mega slot.
 
Maybe I was using Mega Eelektross in a wrong way and somehow havn't stumbled upon anyone using it correctly?
How do people who think it is good use it? I am legitimately curious.
 
Eelektross is Hoopa-U that takes the mega slot but also brings pivoting on a STAB. It's exceptional against balance due to this, but also struggles vs offense which is the relevant archetype, and also isn't too good into Zygarde-10%. B/B- is probably a fair placement.

Maybe I was using Mega Eelektross in a wrong way and somehow havn't stumbled upon anyone using it correctly?
How do people who think it is good use it? I am legitimately curious.
Eelektross-Mega @ Eelektrossite
Ability: Levitate
Tera Type: Electric
EVs: 80 HP / 252 SpA / 176 Spe
Rash Nature
- Volt Switch
- Knock Off
- Flamethrower / Close Combat
- Giga Drain

Smash anything that isn't a Ground with Volt Switch while gaining momentum. Nothing that isn't an immunity likes switching into it and you can easily heavily chip at defensive cores. Knock hits Glowking very hard and gets rid of Boots while also removing Goodra-H's boots/AV/Leftovers. Flamethrower roasts Scizor on the spot while hitting Excadrill as well, but Close Combat is an option to directly threaten Goodra-H and Tyranitar. Giga Drain hits other Grounds like Garchomp, Krookodile and Hippowdon the hardest while giving some recovery.
Personally, I like pairing it with scarf Floette which draws in Steels, which Eelektross loves spamming Volt Switch against, while providing potential Wish or Aromatherapy support (scarf Floette only needs Light of Ruin + Moonblast so running Wish+Aromatherapy with it is optimal)
 
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here are mons i consider proven and good, as well as my deep ponderings after cracking top 10 a few times. only going over mons i feel need elaborating.

:skarmory::clefable: The clear top two in my eyes. Virtually every team wants at least one of these. Skarmory is the best phazer, basically the only spiker that really wants to run the move, and one of literally two viable physical walls the tier has. Also has great set variety with spdef iron head (beating the two fairies and giving you more options in front of gren), idef sets etc. Clefable serves a similar flex tape-like purpose, though I think it should almost always be running calm mind. The best spreader of knock in the tier also. Physdef misses the mark against what youd really like to pivot into (Lopunny and band zygarde still fry you) so I'd encourage ppl to run full spdef or 68 in defense to live lorb bullet punch. Unaware is a godsend against floette and np gren and i find it superior to magic guard for most teams.
:garchomp: SD sets are clearly the best in my opinion. Earthquake and Fire Fang have perfect coverage for the tier, and even without loaded dice, scale shot lets it win games veery quickly. An elite breaker and one of the reasons every team needs a strong priority move.

:floette-eternal: I have a hard time acknowledging this mon since it's so overtly petmod-y. Run CM sub protect with max hp and speed. Needs extremely specific counterplay that's usually vulnerable to being worn down, unlike floette itself.
:scizor: The best priority right now methinks. SD life orb knock off roost is a swiss army knife, band is similarly amazing. Very simple mon.
:volcanion: Enables offense for this tier because it can genuinely remove anything it wants. Boots, av, shuca, are all good but I don't rate AV as highly since it really needs taunt in order to remove slowking. In fighting game terms, this mon is a neutral skip.

:zygarde-10%: Band was already zygarde's best set so zydog changes very little. Best breaker alongside lop for semi-stall and fat to use as a wincon. You could write a script to tell slowbro and clef to teleport into zydog every turn and probably maintain 80 gxe.
:goodra-hisui: Similar role to volcanion with added benefit of being a soft gren check. Shuca, chople, and av are all excellent, if you speed creep skarm this will virtually always break something (except slowking)

:krookodile: Scarf or band pursuit with intim lets you remove a few problematic breakers. Specifically it gives you insurance vs delphox, zydog, starmie, hoopa, and slowkings and frees up defensive teambuilding the same way volcanion does for offense teams. Not the most splashable but it's veeery important for some teamstyles.
M:skarmory: It's more telegraphed on preview than you think, so don't play it like your opponent has no idea its weak armor. Regardless, this is a stupid good cleaner and fat breaker that auto-wins a lot of matchups since very few priority moves can actually remove this thing.
M:dragalge: :gourgeist: Two overhyped mons in my opinion, their placement is more out of public consensus than how I actually rate them.

:meowstic::klefki::slurpuff: HO is on the weaker end right now. We're graced with defog skarm so dedicating a whole slot to hazards or screens in a tier with no light clay is shortsighted IMO.
:hippowdon: This shit is butts. Worse sand setter than tar, and worse phaser than skarm, worse rocker than pretty much everything. Too passive for where the tier is right now.
:mawile-mega: Pretty good in theory, but it needs about 20 moves in order to do what it wants. Non-stab sucker punch just doesn't cut it. Speed tier too slow for webs to be valuable. Needs too much support to be worth your time methinks.
:umbreon::alakazam: bandaid solutions for bad teams that are outclassed 90% of the time by better mons. I don't think I've seen a sash alakazam ever do anything, but these are OU by usage so I felt compelled to rank them.
:scizor-mega: Please do not use your mega slot on this. It has an amazing role in other tiers but the mega slot is simply too competitive for the special bulk to be worthwhile. Lorb, cb, and boots all do their job exceptionally well, it doesn't need the extra help.

Anything omitted from the graphic is either complete garbo (mega excadrill, scolipede, clefable) or hasn't really been optimized enough for me to know where it lies (mega gatr, victreebel, barbaracle)

Don't use blastoise.

/SPOILER]
 
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