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Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


  • Total voters
    177
  • Poll closed .
187 isn't the best, although being faster than the two current checks to "you" is invaluable.
To make up for the pitiful speed, I ran a max specially defensive build, and it actually takes hits very, very well. It can survive some super effective hits at least.

252 SpA Choice Specs Keldeo Ice Beam vs. 252 HP / 252+ SpD Chesnaught-Mega: 192-228 (50.5 - 60%) -- 85.9% chance to 2HKO after Grassy Terrain recovery

+2 0 SpA Magearna Stored Power (140 BP) vs. 252 HP / 252+ SpD Chesnaught-Mega: 328-388 (86.3 - 102.1%) -- 18.8% chance to OHKO

0 SpA Magearna Fleur Cannon vs. 252 HP / 252+ SpD Chesnaught-Mega: 230-272 (60.5 - 71.5%) -- guaranteed 2HKO after Grassy Terrain recovery

252+ SpA Clefable-Mega Moonblast vs. 252 HP / 252+ SpD Chesnaught-Mega: 230-272 (60.5 - 71.5%) -- guaranteed 2HKO after Grassy Terrain recovery

252+ SpA Rotom-Heat Overheat vs. 252 HP / 252+ SpD Chesnaught-Mega: 264-312 (69.4 - 82.1%) -- guaranteed 2HKO after Grassy Terrain recovery

(Yes, the mag calcs are with 0 SpA, so they're probably unrealistic, but still impressive)
 
Honestly surprised people are saying they had so much success with belly drum chesnaught. I got it to almost 1600 but it definitely struggled a lot -draginite , corv, skarm, clefable, and the lati's are everywhere and all are hard counters, and you need speed to beat mag which means losing bulk
In cases like Belly Drum sweeper, you definitely want more speed than you would bulk.
Your bulk is already being undercut by halving your HP, so often you’ll be OK’d by an attack anyways. Your bulk only matters in the initial turn where you need to preserve more than half your HP for an attack. Afterwards it basically doesn’t matter how bulky you are, a Mega Chesnaught at 12% is about as tanky as a Deoxys.
However with speed, you will avoid getting hit by attacks from slower Pokemon. Even if its not a lot, outspeeding Magearna is better than not outspeeding it.
 

Please give my boi water bubble

:sv/Golisopod:

Golisopod team peaked 1st

1770062737672.png

1769779804679.png



Hello everyone, I peaked at 1st on the ladder using my favourite Pokémon Golisopod. Despite its great stats and typing, Golisopod is honestly pretty bad in the current meta. It struggles against common threats like Keldeo, Rotom, Magearna, Heatran, and Talonflame. With no access to recovery or Leftovers, and taking neutral damage from Stealth Rock, Golisopod’s defensive utility is limited. Even with 175 base Defense, touching a Rocky Helmet Garchomp can instantly remove it from the game.


The two teams below were fully built to support Golisopod. I used triple Defog to keep hazards off even against Gholdengo teams and provided Wish support to give Golisopod some form of recovery. I also used Pursuit to trap threats like Gholdengo, Latios, and Talonflame, then relied on Golisopod to defensively clean up the rest of the game.




TEAM 1:
Used in 0-1760s on ladder

Florges
over Clefable for its higher SpDef, which lets me comfortably beat Specs Latias and Life Orb Sludge Bomb Darkrai. Florges also has Defog, helping keep rocks off the field.


Dragonite gives me another Defog option, checks Heatran and Gholdengo, and provides priority important since my team is pretty slow.


Slowbro (no item) is the best set to wall Ceruledge and Golurk, and it survives Banded Knock Offs from Tyranitar and Krookodile, OHKOing them in return with counter.


Golisopod runs three attacks with Sucker Punch, letting it clean up teams that aren’t prepared. It also walls Baxcalibur and Tyranitar while giving me extra priority.


Amoonguss is here solely for Zeraora, Regenerator pivoting, Beating nasty plot rotom/Cm water types and Tspikes is a bonus.


Rotom-Heat offers another Defog option and checks Gholdengo, Calm Mind Clefable, and Magearna with Eerie Impulse.

:sv/Florges: :sv/Dragonite: :sv/Slowbro: :sv/Golisopod: :sv/Amoonguss: :sv/Rotom-Heat: (team is embedded with links).



TEAM 2:
Used in1750-1822s (Final push)

I only used this team for about 7 games, specifically to hard-counter Gholdengo hazard stack teams.


AV Adamant Tyranitar guarantees survival against +2 Make It Rain and OHKOs back with Knock Off. This lets me use Corviknight as my primary Defogger without worrying about Gholdengo. Golisopod is more defensive here, running Pain Split since there’s no Wish support.

:sv/Tyranitar: :sv/Corviknight: :sv/Slowbro: :sv/Golisopod: :sv/Amoonguss: :sv/Rotom-Heat: (team is embedded with links).



Replays:
https://replay.pokemonshowdown.com/gen9legendszaou-2528732719-4nyj3xyocv3paidt4tqwu1buk2264uppw -Golisopod sweep
https://replay.pokemonshowdown.com/gen9legendszaou-2528725378-58dq8r7c97p9xwwd28u74k4e69mhujlpw?p2 - Golisopod sweep
https://replay.pokemonshowdown.com/gen9legendszaou-2529028062 - 1800s
https://replay.pokemonshowdown.com/gen9legendszaou-2529016865?p2 - 1800s

THREATS


:sv/Gholdengo:

Not really a threat, but a well played max defensive gholdnego can single handedly 6 - 0 the first team. Most broken pokemon in the Svou, natdex, legends za etc in my opinion.

Summary

in summary Regenerator Golisopod was broken heatproof is ok but water bubble would be pefect middle ground making gollisopod more viable but not broken, also just making it more fun to use. it went from the being most used mega to nearly unviable. i laddered from 0 to 1800s and did not see a single mega golisopod only a single base golisopod.



Thats all hope you have a great day
 

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Please give my boi water bubble

:sv/Golisopod:

Golisopod team peaked 2nd

View attachment 804508


Hello everyone, I peaked at #2 on the ladder using my favourite Pokémon Golisopod. Despite its great stats and typing, Golisopod is honestly pretty bad in the current meta. It struggles against common threats like Keldeo, Rotom, Magearna, Heatran, and Talonflame. With no access to recovery or Leftovers, and taking neutral damage from Stealth Rock, Golisopod’s defensive utility is limited. Even with 175 base Defense, touching a Rocky Helmet Garchomp can instantly remove it from the game.


The two teams below were fully built to support Golisopod. I used triple Defog to keep hazards off even against Gholdengo teams and provided Wish support to give Golisopod some form of recovery. I also used Pursuit to trap threats like Gholdengo, Latios, and Talonflame, then relied on Golisopod to defensively clean up the rest of the game.




TEAM 1:
Used in 0-1760s on ladder

Florges
over Clefable for its higher SpDef, which lets me comfortably beat Specs Latias and Life Orb Sludge Bomb Darkrai. Florges also has Defog, helping keep rocks off the field.


Dragonite gives me another Defog option, checks Heatran and Gholdengo, and provides priority important since my team is pretty slow.


Slowbro (no item) is the best set to wall Ceruledge and Golurk, and it survives Banded Knock Offs from Tyranitar and Krookodile, OHKOing them in return with counter.


Golisopod runs three attacks with Sucker Punch, letting it clean up teams that aren’t prepared. It also walls Baxcalibur and Tyranitar while giving me extra priority.


Amoonguss is here solely for Zeraora, Regenerator pivoting, Beating nasty plot rotom/Cm water types and Tspikes is a bonus.


Rotom-Heat offers another Defog option and checks Gholdengo, Calm Mind Clefable, and Magearna with Eerie Impulse.

:sv/Florges: :sv/Dragonite: :sv/Slowbro: :sv/Golisopod: :sv/Amoonguss: :sv/Rotom-Heat: (team is embedded with links).



TEAM 2:
Used in1750-1822s (Final push)

I only used this team for about 7 games, specifically to hard-counter Gholdengo hazard stack teams.


AV Adamant Tyranitar guarantees survival against +2 Make It Rain and OHKOs back with Knock Off. This lets me use Corviknight as my primary Defogger without worrying about Gholdengo. Golisopod is more defensive here, running Pain Split since there’s no Wish support.

:sv/Tyranitar: :sv/Corviknight: :sv/Slowbro: :sv/Golisopod: :sv/Amoonguss: :sv/Rotom-Heat: (team is embedded with links).



Replays:
https://replay.pokemonshowdown.com/gen9legendszaou-2528732719-4nyj3xyocv3paidt4tqwu1buk2264uppw -Golisopod sweep
https://replay.pokemonshowdown.com/gen9legendszaou-2528725378-58dq8r7c97p9xwwd28u74k4e69mhujlpw?p2 - Golisopod sweep
https://replay.pokemonshowdown.com/gen9legendszaou-2529028062 - 1800s
https://replay.pokemonshowdown.com/gen9legendszaou-2529016865?p2 - 1800s

THREATS


:sv/Gholdengo:

Not really a threat, but a well played max defensive gholdnego can single handedly 6 - 0 the first team. Most broken pokemon in the Svou, natdex, legends za etc in my opinion.

Summary

in summary Regenerator Golisopod was broken heatproof is ok but water bubble would be pefect middle ground making gollisopod more viable but not broken, also just making it more fun to use. it went from the being most used mega to nearly unviable. i laddered from 0 to 1800s and did not see a single mega golisopod only a single base golisopod.



Thats all hope you have a great day
When I click the paste for the Ttar team it gives me this Mega Lop team instead https://pokepast.es/f42342f48fb4372f
 
Since Legends ZA OU is a fanmade format with custom abilities and items not present in Legends ZA, I wanted to ask whether the format would be open to selectively adding a small number of moves to certain underperforming Mega Evolutions to help them better justify the Mega slot.


The intent wouldn’t be to raise overall power or redefine roles, but to address cases where very shallow or outdated movepools leave some Megas overly linear or outclassed by non-Mega options. I’m mainly interested in whether this kind of light-touch adjustment is something the format would consider in principle.


Mega Pidgeot
Mega Pidgeot’s offensive sets are extremely linear, often limited to Hurricane + Heat Wave. Adding Nasty Plot could give it a real win condition and introduce more decision-making without replacing Hurricane as its defining STAB. Additionally, Hyper Voice could function as a lower-power secondary STAB option in specific matchups without overshadowing Hurricane or turning it into a button-clicking attacker.


Mega Sharpedo
Mega Sharpedo struggles with role clarity and often relies on Protect to function before Mega Evolving. Adding Swords Dance, Wave Crash, and Sucker Punch could give it a defined physical breaker role while preserving counterplay through recoil, frailty, and prediction-reliant priority. This would reduce awkward play patterns without fixing its Speed or removing its weaknesses.


Mega Feraligatr
As a physical Water-type Mega, Mega Feraligatr lacks access to a strong modern Water STAB. Adding Wave Crash would improve damage output and consistency without changing its role, adding new setup options, or removing existing checks, with recoil acting as a natural balancing factor.


Curious to hear thoughts on whether adjustments like these would fit the direction of the format, and whether there are alternative approaches the council would prefer.
 
Since Legends ZA OU is a fanmade format with custom abilities and items not present in Legends ZA, I wanted to ask whether the format would be open to selectively adding a small number of moves to certain underperforming Mega Evolutions to help them better justify the Mega slot.


The intent wouldn’t be to raise overall power or redefine roles, but to address cases where very shallow or outdated movepools leave some Megas overly linear or outclassed by non-Mega options. I’m mainly interested in whether this kind of light-touch adjustment is something the format would consider in principle.


Mega Pidgeot
Mega Pidgeot’s offensive sets are extremely linear, often limited to Hurricane + Heat Wave. Adding Nasty Plot could give it a real win condition and introduce more decision-making without replacing Hurricane as its defining STAB. Additionally, Hyper Voice could function as a lower-power secondary STAB option in specific matchups without overshadowing Hurricane or turning it into a button-clicking attacker.


Mega Sharpedo
Mega Sharpedo struggles with role clarity and often relies on Protect to function before Mega Evolving. Adding Swords Dance, Wave Crash, and Sucker Punch could give it a defined physical breaker role while preserving counterplay through recoil, frailty, and prediction-reliant priority. This would reduce awkward play patterns without fixing its Speed or removing its weaknesses.


Mega Feraligatr
As a physical Water-type Mega, Mega Feraligatr lacks access to a strong modern Water STAB. Adding Wave Crash would improve damage output and consistency without changing its role, adding new setup options, or removing existing checks, with recoil acting as a natural balancing factor.


Curious to hear thoughts on whether adjustments like these would fit the direction of the format, and whether there are alternative approaches the council would prefer.
Giving pokemon moves they don't have access to in Legends ZA or in Natdex aren't actually allowed sorry. And all custom abilities have been revoked from mega's since the DLC, also the only custom items are just the mega stones.

The only times we've changed old megas are with their abilities but those are rare cases and doesn't happen often.
 
Made a viability tier list based mostly on vibes. Pretend Mega Garchomp is Z, for some reason he wasn't on the list I was using. Feel free to discuss and tell me where I'm wrong.
View attachment 805425
Like the list overall but imo Mega Lopunny deserves to be WAY higher. It's better than all the mons in B+ from my experience. Fake out + mach punch curbs offense like nothing else while still being a very fast and strong attacker with unresisted stabs. You can also tech whatever you want with SD, Uturn, Triple axel etc. Very good anf underrated mon imo.
 
Like the list overall but imo Mega Lopunny deserves to be WAY higher. It's better than all the mons in B+ from my experience. Fake out + mach punch curbs offense like nothing else while still being a very fast and strong attacker with unresisted stabs. You can also tech whatever you want with SD, Uturn, Triple axel etc. Very good anf underrated mon imo.
You're probably right, I just never see it because it isn't new lol.
 
Made a viability tier list based mostly on vibes. Pretend Mega Garchomp is Z, for some reason he wasn't on the list I was using. Feel free to discuss and tell me where I'm wrong.
View attachment 805425
Like the list overall but imo Mega Lopunny deserves to be WAY higher. It's better than all the mons in B+ from my experience. Fake out + mach punch curbs offense like nothing else while still being a very fast and strong attacker with unresisted stabs. You can also tech whatever you want with SD, Uturn, Triple axel etc. Very good anf underrated mon imo.
I’d also put Overqwil up a tier.
Mortal Spin is perfect for Overqwil. Not only does it get a hard hitting Crunch for Gholdengo, but Mortal Spin pairs perfectly with Barb Barrage. Essentially giving Overqwil a better version of Gunk Shot. And with intimidate and its Poison/Dark typing, it’s pretty bulky. Being about as bulky as Landorus-T.
+5 252 Atk Chesnaught-Mega Drain Punch vs. 252 HP / 4 Def Landorus-Therian: 242-285 (63.3 - 74.6%) -- guaranteed 2HKO
+5 252 Atk Chesnaught-Mega Horn Leech vs. 252 HP / 4 Def Overqwil: 231-273 (61.7 - 72.9%) -- guaranteed 2HKO (used for demonstration purposes)
 
I’d also put Overqwil up a tier.
Mortal Spin is perfect for Overqwil. Not only does it get a hard hitting Crunch for Gholdengo, but Mortal Spin pairs perfectly with Barb Barrage. Essentially giving Overqwil a better version of Gunk Shot. And with intimidate and its Poison/Dark typing, it’s pretty bulky. Being about as bulky as Landorus-T.
+5 252 Atk Chesnaught-Mega Drain Punch vs. 252 HP / 4 Def Landorus-Therian: 242-285 (63.3 - 74.6%) -- guaranteed 2HKO
+5 252 Atk Chesnaught-Mega Horn Leech vs. 252 HP / 4 Def Overqwil: 231-273 (61.7 - 72.9%) -- guaranteed 2HKO (used for demonstration purposes)
I think it can move a few spots but I don't think it's better than anything in B tier (other than Hoopa who I forgot to move lol). It doesn't have many useful resists or immunities so every time it switches in it's taking damage that it has to rely on lefties/pain split to heal back, then it is usually walled by the top steels like Mage or Corv so some matchups it just seems like putting it out is ceding momentum. Also being a remover that is weak to ground is kinda tough. Being a solution for Ghold hazard stack is nice though.
 
Since Legends ZA OU is a fanmade format with custom abilities and items not present in Legends ZA, I wanted to ask whether the format would be open to selectively adding a small number of moves to certain underperforming Mega Evolutions to help them better justify the Mega slot.


The intent wouldn’t be to raise overall power or redefine roles, but to address cases where very shallow or outdated movepools leave some Megas overly linear or outclassed by non-Mega options. I’m mainly interested in whether this kind of light-touch adjustment is something the format would consider in principle.


Mega Pidgeot
Mega Pidgeot’s offensive sets are extremely linear, often limited to Hurricane + Heat Wave. Adding Nasty Plot could give it a real win condition and introduce more decision-making without replacing Hurricane as its defining STAB. Additionally, Hyper Voice could function as a lower-power secondary STAB option in specific matchups without overshadowing Hurricane or turning it into a button-clicking attacker.


Mega Sharpedo
Mega Sharpedo struggles with role clarity and often relies on Protect to function before Mega Evolving. Adding Swords Dance, Wave Crash, and Sucker Punch could give it a defined physical breaker role while preserving counterplay through recoil, frailty, and prediction-reliant priority. This would reduce awkward play patterns without fixing its Speed or removing its weaknesses.


Mega Feraligatr
As a physical Water-type Mega, Mega Feraligatr lacks access to a strong modern Water STAB. Adding Wave Crash would improve damage output and consistency without changing its role, adding new setup options, or removing existing checks, with recoil acting as a natural balancing factor.


Curious to hear thoughts on whether adjustments like these would fit the direction of the format, and whether there are alternative approaches the council would prefer.
I know I'm a bit late, but they can't just give Pokémon moves they don't have. The most we can do is hope those Pokémon get them eventually.
 
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