To generate some discussion, like my first post in this thread did after a lengthy inactive period, I wanted to ask people what they think about Z-moves.
I know sometimes it can feel very outdated, and situational, but at the very least it blocks Trick, cannot be Knocked Off, and allows for a situational benefit for your team. This is especially true when you have multiple moves of the same type that can benefit from the Z-item.
Take for instance Z-Parting Shot, not only does it maintain the effect of its original use: lower your foe's offenses, and pivot to an ally, but it now fully heals an ally.
It can be paired with Prankster to quickly get in an ally before the foe lays down entry hazards, or can be used on a slow pivot to safely get an ally in after the foe lands their strike.
If you have another Dark-type move in your moveset, such as Knock Off, it could instead be used to boost the damage to 120 base power, bypassing the low to average base power of Knock-Off to secure certain KOs.
Other good Z-moves can be used for bypassing abilities like Normalize, such as when your opponent uses Entrainment (except Status moves), allowing you to launch an unresisted hit. Lastly, they bypass limitations such as allowing you to use a move after being Taunted, Imprisoned, or Encored.
Z-moves also have the unique quality in breaking past Protection moves, dealing 25% damage. If you have a powerful, yet situational move, such as Doom Desire, or Gigaton Hammer, it can also be used between turns so you can maintain offensive pressure, while firing off a 200 base power attack.
Drawbacks include the opportunity cost of not having an item that lasts beyond 1-use, and requiring a valid move for the Z-Crystal to be worthwhile (i.e. including a move of the corresponding Z-Crystal type).
In my opinion, similar to Tera, Z-moves are to be built after the team is nearly finalized, and should not be the focus of the team's usage. For example, if I recognize that my Zygarde-Complete's Prankster Parting Shot could come in handy because as a wall, it ends up facing Knock-Off anyways, then a Z-Crystal can make sense. Other times, and on most occasions, however, I find that Leftovers is much more necessary, especially as my specific team forces switches, and allows slow pivots to easily send in Zygarde-C at the end of the turn, generating free Leftover heals.
Ultimately, have you considered Z-moves for the following?
1. Their overall implications on the metagame.
2. Incorporating into your teambuilding
3. Discovering any particular niches that are unexplored
4. Highlighting something that you feel everyone should already know (like Z-Parting Shot).
5. If their popularity will change if Tera gets banned (due to having less in-battle options for teambuilding).
For reference: https://bulbapedia.bulbagarden.net/wiki/Z-Move
I know sometimes it can feel very outdated, and situational, but at the very least it blocks Trick, cannot be Knocked Off, and allows for a situational benefit for your team. This is especially true when you have multiple moves of the same type that can benefit from the Z-item.
Take for instance Z-Parting Shot, not only does it maintain the effect of its original use: lower your foe's offenses, and pivot to an ally, but it now fully heals an ally.
It can be paired with Prankster to quickly get in an ally before the foe lays down entry hazards, or can be used on a slow pivot to safely get an ally in after the foe lands their strike.
If you have another Dark-type move in your moveset, such as Knock Off, it could instead be used to boost the damage to 120 base power, bypassing the low to average base power of Knock-Off to secure certain KOs.
Other good Z-moves can be used for bypassing abilities like Normalize, such as when your opponent uses Entrainment (except Status moves), allowing you to launch an unresisted hit. Lastly, they bypass limitations such as allowing you to use a move after being Taunted, Imprisoned, or Encored.
Z-moves also have the unique quality in breaking past Protection moves, dealing 25% damage. If you have a powerful, yet situational move, such as Doom Desire, or Gigaton Hammer, it can also be used between turns so you can maintain offensive pressure, while firing off a 200 base power attack.
Drawbacks include the opportunity cost of not having an item that lasts beyond 1-use, and requiring a valid move for the Z-Crystal to be worthwhile (i.e. including a move of the corresponding Z-Crystal type).
In my opinion, similar to Tera, Z-moves are to be built after the team is nearly finalized, and should not be the focus of the team's usage. For example, if I recognize that my Zygarde-Complete's Prankster Parting Shot could come in handy because as a wall, it ends up facing Knock-Off anyways, then a Z-Crystal can make sense. Other times, and on most occasions, however, I find that Leftovers is much more necessary, especially as my specific team forces switches, and allows slow pivots to easily send in Zygarde-C at the end of the turn, generating free Leftover heals.
Ultimately, have you considered Z-moves for the following?
1. Their overall implications on the metagame.
2. Incorporating into your teambuilding
3. Discovering any particular niches that are unexplored
4. Highlighting something that you feel everyone should already know (like Z-Parting Shot).
5. If their popularity will change if Tera gets banned (due to having less in-battle options for teambuilding).
For reference: https://bulbapedia.bulbagarden.net/wiki/Z-Move
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