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Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


  • Total voters
    177
  • Poll closed .
Pokémon don't get ate abilities that they can't gain STAB off of. That is how it's been handled exclusively since inception, I don't see this mod deviating from that design philosophy either, so I suggest trying a different option if you feel Manectric has to be buffed (idrc tbh, Manectric hasn't been good since Gen 6 ended)
Idk
Without custom abilities or overlapping with my Mega Eelektross suggestion, I don't see that as a possibility. No Hidden Power really hurt Manectric and Electric types in general. There is a reason why only one Electric is OU in this Petmod, which had to have a custom ability too.
 
Idk
Without custom abilities or overlapping with my Mega Eelektross suggestion, I don't see that as a possibility. No Hidden Power really hurt Manectric and Electric types in general. There is a reason why only one Electric is OU in this Petmod, which had to have a custom ability too.
Better question is WHY do we have to buff Mega Manectric specifically. Lots of bad Megas why does Manectric need this over others.
 
after spending a whole day playing ladder ive come to the conclusion that mega greninja is possibly the most annoying to play against pokemon ever
i enjoy the metagame but i seriously consider quitting every time i go against one
 
after spending a whole day playing ladder ive come to the conclusion that mega greninja is possibly the most annoying to play against pokemon ever
i enjoy the metagame but i seriously consider quitting every time i go against one
I'm just gonna tell you to wait for DLC because there's quite a few mons that are gonna cause mega gren some issues but yes, the mon is annoying
 
I know Dhelmise said that theres more on the ability removal coming soon, but I'm impatient and stupid, so can someone explain how "custom abilities are really annoying to keep up with"? I dont rly mind the change, just wanna understand. Like is it annoying because you now feel like you have to make customs for the new mons and thats a lot of work? Or do custom abilities have some extra work behind them after theyre already made and implemented? Does someone here that has worked with custom abilities in the past know this? Just curious, not critical.

Also thanks for all the work thats going into this. Imo its a really fun meta.
 
One last thing. Custom abilities are really annoying to keep up with and the council wants the metagame to be a suitable fan service to everyone who wants to experiment with the new megas, so starting on DLC release, custom abilities (including modified Corrosion for Mega Victreebel) will be out. More on that soon.
How is it hard to keep up with? I understand not knowing exactly how the ability works but can't you just look at the first list if it's an ability that is out of the norm? It was fun theory-crafting with the mons + some are going to just be unusable (Like Malamar, that poor thing is never going to be able to do anything). Plus I feel like this is just going to ruin the point of the entire Pet mod.
 
How is it hard to keep up with? I understand not knowing exactly how the ability works but can't you just look at the first list if it's an ability that is out of the norm? It was fun theory-crafting with the mons + some are going to just be unusable (Like Malamar, that poor thing is never going to be able to do anything). Plus I feel like this is just going to ruin the point of the entire Pet mod.

I think people need to stop having the expectations that every mega needs to do something. Mega houndoom was the least used mega last month (even less than bums like Glalie and Abomasnow) when it has on paper, usable spatk and decent speed. Same line of reasoning with people wanting mega manectric buffed. In the grand scheme of things, that mon isn't getting buffed officially or unofficially. Accept some mons are just gonna be ass and pray for a UU or smth.

Also, the whole point of this pet mod is to have traditional battling with the ZA dex, akin to BDSP or LGPE, using the new megas. Unlike those two metas, we don't have ability data so we have to do some guesswork, preferably with existing abilities and not customs that GF realistically wouldn't make so the point of the pet mod being "ruined" makes little sense
 
I know Dhelmise said that theres more on the ability removal coming soon, but I'm impatient and stupid, so can someone explain how "custom abilities are really annoying to keep up with"? I dont rly mind the change, just wanna understand. Like is it annoying because you now feel like you have to make customs for the new mons and thats a lot of work? Or do custom abilities have some extra work behind them after theyre already made and implemented? Does someone here that has worked with custom abilities in the past know this? Just curious, not critical.

Also thanks for all the work thats going into this. Imo its a really fun meta.
due to the popularity of this petmod, theres a wider audience to consider when making changes. Custom abilities initially would help give perceived weak megas a chance to shine, but none of the abilities really "made" any megas i.e. they didnt help enough, and for some cases their effects werent obvious unless you looked them up on the builder, such as Ion Battery and Leader of the Pride (being Mega Pyroar's old ability, which is Orichalchum Pulse but for Special Attack). And most abilities are probably not that hard to code since its just copy pasting existing code and modifying some bits and pieces to make the ability work.

For example, Luchador's Pride, Mega Hawlucha's ability, would of taken the code of Moxie, but change the boost from Attack to Speed, likely being just one line of code. However this didnt even help Mega Hawlucha because, even though it appreciated the speed boosts, it would much rather focus on making itself stronger since its already pretty fast.

Therefore, its logical to remove Luchador's Pride and replace it with the much more appropiate ability Stamina, because then it could become an extremely dangerous Body Press user akin to Archuladon in SV.
 
How is it hard to keep up with? I understand not knowing exactly how the ability works but can't you just look at the first list if it's an ability that is out of the norm? It was fun theory-crafting with the mons + some are going to just be unusable (Like Malamar, that poor thing is never going to be able to do anything). Plus I feel like this is just going to ruin the point of the entire Pet mod.
get me a pet mod with nothing
i personally support killing all the interesting megas who had a chance at viability & being fun /s
I know Dhelmise said that theres more on the ability removal coming soon, but I'm impatient and stupid, so can someone explain how "custom abilities are really annoying to keep up with"? I dont rly mind the change, just wanna understand. Like is it annoying because you now feel like you have to make customs for the new mons and thats a lot of work? Or do custom abilities have some extra work behind them after theyre already made and implemented? Does someone here that has worked with custom abilities in the past know this? Just curious, not critical.

Most if not all of these custom abilities have either been unrealistic, insanely overtuned, very boring, or a combination of the three. The point of the project is to playtest the new mega evolutions first and foremost. A part of this is trying to accurately predict what abilities they could have. This seems to be lost on some people who I presume are more used to petmods such as Megas For All and Eeveemons where the premise is a "melting pot" with just tolerating most if not all submissions. While that's fine for those tiers, it's rather detrimental if the point is a sense of realism.

This is particularly concerning when it comes to attempting to "save" mons that are we are not obligated to make viable to begin with. Not every Mega is going to cut it in an OU environment, so forcing unremarkable mons like Mega Malamar and Pyroar to be so via crackpipe abilities or stacking pre-existing abilities under a new name only hinders the concept. Please take notice that a lot of these custom abilities that are championed are actually cancerous as hell. Mega Malamar straight up only exists to ruin the ladder experience with teams like Malamar Semi-Stall as it has no hope of ever being consistent but not weak enough to dissuade its use as a luck / matchup fisher. Mega Floette consistently just sits on everything and aggressively suffocates opponents when paired with stuff like Talonflame or just independently. Mega Eelektross has no consistent switch-ins and very few direct offensive checks with only 2 mons that can hit it for super effective (Zygarde-10% and Excadrill).

Now although some custom abilities suggest seem realistic and lore accurate enough, they are "hard to keep up with" in the sense of taking the risk of making sure they are actually functional and balanced on release is one not worth taking if Dhelmise is forced to make fixes after the fact or have their time wasted when the ability can't be salvaged. Dhelmise does not have infinite time as the sole programmer.

Should also be noted for those concerned about the PetMod experience being ruined, council has never been obligated to entertain any submission in this thread. This is because with no formal submissions (something pointed out since day one), submissions are actually mere suggestions in actuality. Dhelmise's announcement is a courtesy that we will no longer be entertaining custom ability suggestions or making ones behind the scenes.
 
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