Pokemon Legends: Z-A Basically Confirmed All Its 232 Pokemon

From the moment Pokémon Legends: Z-A was revealed, roster discourse went into overdrive. Not because of what Game Freak showed, but because of what it didn’t. No flashy National Dex promises, no “over 400 Pokémon” marketing beats, just a tightly framed vision of Lumiose City and its surrounding zones. For veteran players, that restraint immediately signaled something important: this roster was already decided.

The 232-Pokémon figure didn’t come out of nowhere. It’s the result of fans cross-referencing official footage, confirmed regional forms, evolution lines, and Game Freak’s established Legends-era design philosophy. When you line everything up, the math stops feeling speculative and starts looking intentional.

The Kalos Dex as the Backbone, Not the Ceiling

The foundation of the 232 count starts with the Kalos Pokédex itself. Pokémon X and Y featured 457 Pokémon in total, but only 150 were native to Kalos. Legends: Z-A is clearly not trying to recreate the full X/Y experience, and that’s by design. Legends: Arceus followed a similar pattern, trimming Sinnoh’s broader ecosystem into a curated, mechanically focused roster.

Fans quickly noticed that nearly every Kalos-native evolution line already spotted in trailers, screenshots, or official key art fits cleanly into a trimmed list. When you remove redundancies, baby Pokémon that don’t fit Legends-style progression, and species that clash with urban-biome logic, the number stabilizes fast. Kalos provides the spine, not the bulk.

Trailer Frames, UI Leaks, and the Quiet Confirmation Loop

The real fuel for the 232 claim comes from frame-by-frame trailer analysis. Dedicated fans have cataloged every visible Pokémon in combat, overworld shots, minimaps, and even blurred UI elements. More importantly, they’ve tracked what hasn’t appeared. Entire generations that usually sneak into early footage through NPC battles or background spawns are completely absent.

UI design also matters here. Legends: Arceus’ Pokédex interface capped cleanly at 242 entries, and Z-A’s early menu glimpses suggest a similarly fixed endpoint. Game Freak doesn’t design expandable Dex layouts pre-launch unless DLC is planned from day one. The visible structure points to a locked list, not a flexible one.

Why 232 Fits Game Freak’s Modern Design Logic

A 232-Pokémon roster isn’t small, but it’s controlled. That matters in a Legends-style game where every species needs bespoke animations, overworld behaviors, aggro logic, and hitbox tuning. Urban environments introduce even more complexity, from vertical pathing to tighter combat spaces where DPS balance and I-frame timing actually matter.

By locking the roster early, Game Freak can ensure that every Pokémon feels intentional rather than filler. Legends: Arceus proved that fewer Pokémon with deeper integration beats sheer volume. Z-A appears to be doubling down on that philosophy.

Notable Inclusions, Quiet Omissions, and What They Signal

What’s in is just as telling as what’s missing. Fan-favorite Kalos Pokémon with strong lore ties to Lumiose, Mega Evolution, or Zygarde themes are almost universally accounted for in the 232. Meanwhile, many popular but thematically disconnected species are nowhere to be found, despite being easy nostalgia picks.

That selective approach suggests Z-A is prioritizing narrative cohesion and regional identity over box-checking. It also lowers expectations for massive post-launch Pokédex expansions. If DLC happens, it will likely add depth, not dozens of random species. For roster planners and competitive-minded players, that clarity is oddly reassuring.

The takeaway fans keep circling back to is simple. This doesn’t feel like a roster still under construction. It feels like one that’s already been finalized, balanced, and built around the specific demands of Legends-style gameplay in a city that never sleeps.

How the Count Was Reverse-Engineered: Trailers, Official Site Assets, and Datamined Patterns

Once you accept that Z-A’s roster is intentionally capped, the real question becomes how fans landed so confidently on 232. This wasn’t a single leak or a lucky guess. It was a methodical process built from repeated visual confirmations, asset tracking, and Game Freak’s own production habits showing through the cracks.

What makes this different from typical pre-release speculation is consistency. Every independent source of evidence keeps converging on the same number, with no credible signals pushing it higher.

Trailers Didn’t Just Tease Pokémon, They Counted Them

Z-A’s trailers have been unusually generous with clean, unobstructed Pokémon shots. Not just blink-and-you-miss-it silhouettes, but full models in combat, traversal, and idle animations. Fans cataloged every unique species across all footage, then cross-referenced duplicates to avoid double counting regional forms or Mega states.

By the third major trailer, new reveals slowed to a crawl. That plateau is important, because past Game Freak marketing cycles typically front-load variety, then reuse the same pool once the full roster is locked. Z-A hit that reuse phase early, which strongly suggests the full list was already being recycled on purpose.

Official Site Assets Quietly Locked the Ceiling

The Pokémon Legends: Z-A website did more heavy lifting than expected. Each featured Pokémon came with standardized image dimensions, naming conventions, and internal asset IDs that followed a strict numerical order. When fans tracked those IDs, they didn’t just find gaps, they found an endpoint.

There were no placeholder slots, no “coming soon” categories, and no expandable grid behavior when inspecting the site’s structure. Much like Legends: Arceus before it, the site layout itself implies a finished Dex, not one waiting to be padded out closer to launch.

Patterns From Legends: Arceus Made the Math Predictable

This is where veteran players started recognizing the playbook. Legends: Arceus followed a very specific distribution pattern: core regional Pokémon, evolution lines counted as full slots, a limited number of legendaries, and zero post-game Dex inflation. Z-A’s emerging roster mirrors that structure almost one-to-one.

When fans mapped confirmed species into those same buckets, the total landed cleanly at 232 with no awkward overflows. No half-finished evo lines. No unexplained legendary surplus. From a production standpoint, it’s exactly the kind of tidy number Game Freak prefers when every Pokémon needs custom AI, aggro rules, and environment-aware animations.

Datamined Trends Without the Leak Baggage

While no full Pokédex leak has surfaced, pattern-based datamining filled in the rest. Model reuse, animation skeleton compatibility, and move effect libraries all point toward a fixed pool sized for efficiency. Pokémon that would require entirely new rigs or niche interactions simply don’t appear anywhere in the data patterns tied to Z-A’s engine.

That doesn’t mean fans cracked the code illegally. It means they recognized what wasn’t there. Absence matters just as much as presence when you’re dealing with a tightly scoped Legends title.

Why All Roads Keep Pointing to 232

Individually, none of these clues would be definitive. Together, they form a closed loop of evidence that’s hard to argue with. Trailers stop introducing new species, the official site hits a numerical wall, and known Game Freak design patterns slot everything neatly into place.

At this point, 232 isn’t a hopeful estimate. It’s the only number that explains every visible decision Z-A has made so far, from marketing pacing to asset management. For players planning teams, tracking Mega availability, or just bracing for who didn’t make the cut, that clarity changes how the game is already being discussed.

Every Pokemon Confirmed So Far — And Why There’s No Room Left for Surprises

By the time all those patterns snapped into focus, the remaining question wasn’t “who’s left,” but “how much space is actually left.” And that’s where Pokemon Legends: Z-A quietly locks itself in. Between officially shown species, mechanically required lines, and Kalos-specific obligations, the roster is no longer speculative — it’s effectively spoken for.

The Confirmed Core: Kalos Was Always Non-Negotiable

Every native Kalos Pokémon has either appeared directly in trailers, promotional screenshots, or been indirectly confirmed through environment placement and NPC usage. Starters like Chespin, Fennekin, and Froakie are obvious, but the real tell is how deep the cuts go. Even lower-usage Kalos species like Binacle, Klefki, and Dedenne have surfaced through background encounters or battle footage.

That matters because Legends games don’t cherry-pick within a region. Once a regional Pokédex is represented, the entire evolutionary ecosystem comes with it. You don’t include Hawlucha without accommodating Flying-type aggro behaviors, cliff-side spawn logic, and hitbox tuning that also supports similar Pokémon elsewhere in the roster.

Evolution Lines Lock In More Slots Than You Think

One of the biggest misconceptions fans had early on was counting “Pokémon” instead of “lines.” Legends-style design treats evolution families as inseparable units. If Z-A confirms Gible, you’re also committing to Gabite and Garchomp, including size scaling, move interpolation, and AI aggression ramping across forms.

Multiply that logic across every shown species and the slot count balloons fast. The moment mid-stage evolutions started appearing in footage, the math stopped being flexible. There’s no room to sneak in isolated fan favorites without breaking that internal consistency.

Mega Evolution Is the Final Nail in the Count

Mega Evolution returning isn’t just a hype feature — it’s a resource sink. Every Mega-capable Pokémon requires additional models, combat tuning, animation sets, and balance passes for a game built around real-time encounters and dodge-based I-frames.

Z-A’s marketing has already shown Mega staples like Charizard, Gardevoir, and Lucario. That alone commits Game Freak to supporting the full Mega ecosystem tied to Kalos lore. Adding new, unexpected species at this point would mean either expanding Mega coverage unevenly or introducing Pokémon that can’t meaningfully interact with one of the game’s headline mechanics.

The Notable Omissions Tell the Same Story

Equally important are the Pokémon that haven’t appeared anywhere. No Alolan forms. No Hisuian variants. No late-generation species that would require entirely new movement logic or biome rules. Pokémon known for complex interactions, like ultra-large hitboxes or multi-form gimmicks, are conspicuously absent.

Those omissions aren’t oversights. They’re evidence of a deliberately capped roster designed around Lumiose City’s verticality, density, and performance constraints. Every included Pokémon fits cleanly into that sandbox without introducing edge cases.

What 232 Pokémon Signals for Gameplay and Scope

A 232-Pokémon roster doesn’t mean a smaller game — it means a more intentional one. With fewer species to juggle, Z-A can afford tighter AI behavior, more reactive environments, and encounters that feel designed rather than random. Enemy Pokémon can maintain aggro longer, pathfind smarter through urban spaces, and hit harder without devolving into RNG chaos.

Just as importantly, this number signals zero expectation of post-launch Pokédex expansion. Legends titles historically ship complete, and everything about Z-A’s roster size points to a finished ecosystem on day one. For players planning teams, tracking Mega viability, or bracing for which favorites didn’t make it, the picture isn’t just clearer now — it’s basically final.

Notable Inclusions: Starters, Kalos Staples, and Unexpected Deep Cuts

With the roster ceiling essentially locked, what matters most is who made the cut. Z-A’s 232 Pokémon aren’t random — they’re a curated lineup that reinforces Kalos identity, Mega Evolution relevance, and urban-friendly encounter design. The inclusions we’ve already seen do more to confirm the final count than any missing Pokédex page ever could.

Starters Are Handpicked for Combat Readability

Z-A’s confirmed starter lineup immediately signals restraint. Rather than pulling from every generation for novelty, Game Freak is clearly prioritizing starters whose silhouettes, attack animations, and hitboxes read cleanly in real-time combat. These Pokémon are easy to track during dodge-heavy encounters and don’t clutter the screen when multiple aggro targets stack.

Just as important, their evolutionary lines don’t require special biome logic or transformation systems. No mid-battle form swaps. No terrain-dependent stat gimmicks. That consistency matters in a game where timing I-frames and spacing attacks is more important than raw type charts.

Kalos Staples Were Always Non-Negotiable

If a Pokémon defines Kalos, it’s in. Species like Talonflame, Aegislash, Sylveon, and the region’s fossil lines are foundational, not optional. Their presence isn’t fan service — it’s structural, anchoring the game’s ecology, trainer identity, and Mega Evolution legacy.

Mega-capable Kalos Pokémon, in particular, do a lot of heavy lifting. They justify the resource investment behind Z-A’s real-time battle system and reinforce why the roster couldn’t balloon further. Every Mega included implies animation overhauls, balance passes, and encounter tuning, which naturally limits how many non-essential species can coexist.

The Deep Cuts Quietly Confirm the Roster Cap

The real giveaway isn’t the headliners — it’s the unexpected returns. Mid-generation Pokémon that rarely headline marketing, but fit urban encounters perfectly, are showing up consistently. Think compact body plans, straightforward AI patterns, and movepools that translate cleanly into action-based combat without rewriting the rules.

These inclusions are deliberate filler in the best possible way. They round out type coverage, populate side quests, and diversify encounter pacing without introducing mechanical risk. And critically, they leave no room for late additions. When even niche picks are accounted for, it’s hard to argue that dozens more Pokémon are waiting in the wings.

Taken together, these choices don’t just highlight who’s in Z-A — they reinforce why the count stops at 232. Every slot is doing work, every Pokémon earns its place, and nothing about the lineup suggests future expansion or surprise reveals lurking offscreen.

The Biggest Omissions and Cuts: Missing Generations, Mythicals, and Competitive Casualties

If the inclusions quietly confirmed the cap, the omissions lock it in. Pokémon Legends: Z-A isn’t missing a few fringe picks by accident — entire categories of Pokémon are conspicuously absent, and the pattern is too consistent to ignore. These cuts aren’t about popularity; they’re about feasibility in a real-time, animation-heavy system built around controlled chaos instead of turn order.

Whole Generations Are Effectively Sidelined

Several later-generation Pokémon are missing almost across the board, especially species introduced with hyper-specific battle hooks. Pokémon built around weather stacking, terrain abuse, or multi-turn setup loops simply don’t translate cleanly into Z-A’s action-first combat. When positioning, hitboxes, and cooldown windows matter more than stat stages, those designs become liabilities instead of depth.

You can see the cutoff clearly. Generations that leaned into compact silhouettes, readable attack tells, and straightforward ability triggers are heavily represented. Generations that prioritized passive effects, field-wide auras, or extreme stat swing identities are largely gone, reinforcing that the roster wasn’t filtered by era, but by mechanical compatibility.

Mythicals and Legendaries Are Deliberately Scarce

Outside of Kalos-critical legendaries, Mythical Pokémon are almost entirely missing. This isn’t a marketing delay or secret DLC pipeline — it’s a design choice. Mythicals traditionally rely on scripted encounters, lore-heavy gating, or one-off mechanics that break the normal flow of exploration and combat.

Legends: Z-A is structured around repeatable encounters, scalable difficulty, and consistent AI behavior. Dropping in Pokémon like Hoopa, Volcanion, or post-Gen 6 Mythicals would require bespoke encounter logic and balance exceptions that contradict the tight roster philosophy. Their absence isn’t temporary; it’s structural.

Competitive Darlings Didn’t Make the Cut

Some of the most surprising omissions are Pokémon that dominate competitive formats. High-tier DPS threats, stall engines, and synergy-dependent cores are noticeably absent, especially those that rely on turn-based mind games or RNG-heavy procs. In a real-time system, those traits don’t create tension — they create imbalance.

Pokémon that snowball through passive boosts or invalidate positioning with unavoidable pressure are especially risky. Z-A’s combat rewards spacing, timing I-frames, and managing aggro, not fishing for crits or stacking invisible modifiers. Cutting these Pokémon protects encounter readability and prevents single-species solutions from trivializing content.

Form-Changers and Gimmick-Heavy Species Were First on the Chopping Block

Multi-form Pokémon with mid-battle transformations are another glaring omission. Species that swap stats, typings, or movesets dynamically would require real-time UI clarity and animation syncing that Legends: Z-A clearly avoids. Even Mega Evolution is tightly controlled, reinforcing that transformations are special-case systems, not baseline mechanics.

This also explains why Pokémon tied to regional gimmicks from other games didn’t survive the transition. Z-Moves, Dynamax-adjacent designs, and form spam would fracture combat readability. By cutting them wholesale, Z-A preserves a clean mechanical language that players can actually master.

What These Cuts Say About the 232 Limit

When entire design philosophies are excluded, not just individual Pokémon, it signals finality. There’s no design space left for surprise additions without reopening balance, animation pipelines, and encounter logic from scratch. The roster isn’t just full — it’s sealed.

That’s why the 232 count feels definitive. Z-A isn’t holding back Pokémon for later; it’s drawing a hard line around what works in this system. The omissions aren’t losses — they’re guardrails, ensuring every included Pokémon functions cleanly within the game’s scope, pacing, and real-time identity.

What a 232-Pokemon Roster Means for Legends-Style Gameplay and City-Focused Exploration

Once you accept that the roster is sealed, the next question isn’t who’s missing — it’s what 232 Pokémon actually enables. In a Legends-style game built around real-time combat and a dense urban environment, this number is doing a lot of heavy lifting. It’s not about scarcity; it’s about control, pacing, and encounter quality.

Unlike traditional routes and biomes, a city-centric region compresses interactions. Pokémon aren’t spread thin across empty fields — they’re stacked vertically, layered into districts, alleys, rooftops, underground zones, and instanced interiors. A tighter roster ensures that repetition feels intentional rather than accidental.

Density Over Variety: Why Fewer Pokémon Create Better Encounters

With 232 species, Legends: Z-A can aggressively reuse Pokémon without encounters feeling lazy. The same species appearing in multiple districts can behave differently based on aggro radius, patrol paths, elevation, and group composition. That’s far more interesting than padding the map with dozens of one-off species you see once and forget.

This also improves combat readability. When you recognize a Pokémon’s hitbox, wind-up animations, and gap-closers, the game can push you harder. Encounters can stack threats, mix ranged pressure with rushdown enemies, and force positioning decisions instead of letting you brute-force everything with raw DPS.

Animation Budgets and Why 232 Is the Sweet Spot

Every Pokémon in Legends-style gameplay needs a full real-time animation suite. That includes idle behaviors, traversal logic, attack telegraphs, stagger states, knockbacks, and interaction animations tied to stealth and capture mechanics. Multiply that by hundreds, and quality drops fast.

By locking the roster at 232, Game Freak can afford deeper animation polish per species. That’s how you get clearer I-frames, fairer hit detection, and fewer janky interactions where attacks clip through geometry or enemies desync mid-combo. In a real-time system, that polish matters more than raw roster size.

Urban Ecology Demands Curated Pokémon Choices

A city region isn’t just a visual shift — it’s an ecological one. Pokémon need believable roles within infrastructure, human activity, and artificial spaces. Flyers perch on ledges and towers, small mammals infest transit tunnels, and bulkier species dominate plazas or industrial zones.

A 232-Pokémon cap makes those placements intentional. You’re not asking why a legendary-tier monster is loitering in a side street or why a niche biome Pokémon exists without its environment. Every inclusion has to justify its footprint in the city’s ecosystem.

Progression, Roster Familiarity, and Player Mastery

Legends: Arceus thrived when players learned enemy behaviors, not just type charts. Z-A doubles down on that philosophy. A capped roster means mastery carries forward across dozens of hours instead of being constantly reset by new species introductions.

That familiarity enables tougher late-game content. Developers can assume you understand enemy patterns and start layering modifiers, mixed-species encounters, and time-sensitive objectives without overwhelming you. The roster isn’t smaller — it’s more legible.

What This Signals for Post-Launch Expectations

A finalized 232-Pokémon roster also sets expectations for updates. This doesn’t feel like a live-service framework waiting for drip-fed additions. The balance, encounter design, and city layout all point to a complete experience tuned around what’s already there.

If post-launch content exists, it’s far more likely to remix existing Pokémon through new zones, challenges, or behaviors rather than expand the roster. That reinforces the idea that Legends: Z-A isn’t about collecting everything — it’s about learning, surviving, and mastering a carefully curated slice of the Pokémon world.

Comparing Legends: Z-A to Legends: Arceus — Smaller Roster, Different Design Philosophy

The contrast becomes sharper once Legends: Z-A is placed directly next to Legends: Arceus. Arceus launched with roughly 242 obtainable Pokémon, many of which existed to fill sprawling biomes and reinforce the frontier survival fantasy. Z-A trimming that number to 232 isn’t a downgrade — it’s a signal that Game Freak is optimizing for density, not breadth.

Where Arceus emphasized discovery across massive natural zones, Z-A is clearly tuned for repeated encounters, tighter combat loops, and predictable aggro patterns inside an urban sandbox. Fewer Pokémon means fewer edge cases, fewer broken hitboxes, and cleaner real-time interactions when fights spill across rooftops, alleyways, and crowded plazas.

How Legends: Z-A Quietly Locked Its 232-Pokémon Count

The roster confirmation isn’t coming from a single press release, but from overlapping sources lining up too cleanly to ignore. Every officially shown Pokémon across trailers, screenshots, and marketing materials fits within a capped regional Dex that stops at 232 entries. No gaps, no placeholder numbers, and no signs of hidden late-game additions beyond what’s already accounted for.

Datamining trends from previous Legends marketing cycles also reinforce this. Arceus revealed nearly its entire roster pre-launch through similar slow-drip exposure, and Z-A is following the same pattern — just with tighter discipline. If a Pokémon isn’t visible in the city, concept art, or encounter previews, it’s not lurking off-screen waiting to surprise players.

Notable Inclusions and the Pokémon That Didn’t Make the Cut

Z-A’s roster leans heavily into Kalos-native Pokémon, urban-adapted species, and fan-favorite battlers that thrive in close-quarters combat. Expect fast attackers, status-heavy disruptors, and Pokémon with strong vertical mobility to dominate encounter design. These choices support the game’s emphasis on positioning, timing, and using I-frames effectively in real-time skirmishes.

Just as telling are the omissions. Many sprawling, biome-dependent Pokémon and late-generation power creep monsters are absent, likely because they’d either break balance or feel absurd inside city limits. The result is a roster that feels grounded, even when legendaries and mythicals enter the picture.

Roster Size as a Reflection of Gameplay Scope

Arceus used its larger roster to sell the fantasy of an untamed region where anything could appear over the next hill. Z-A flips that logic. The smaller roster allows encounters to be hand-tuned, with mixed-species fights, layered enemy AI, and escalating difficulty curves that assume player competence.

This is where the 232 count becomes a strength. Developers can balance DPS windows, crowd control options, and enemy aggression without worrying about hundreds of fringe interactions. The city becomes a living combat puzzle, not a checklist of captures.

What This Difference Means for Long-Term Engagement

Legends: Arceus encouraged players to rotate teams constantly as new Pokémon flooded in. Z-A, by contrast, rewards specialization. When you know the full roster early, planning builds, counters, and team synergies becomes part of the core loop rather than an endgame activity.

That design choice aligns perfectly with the earlier signals about post-launch content. Instead of expanding the Dex, Z-A is positioned to deepen what’s already there — tougher challenges, remixed encounters, and higher-skill tests that push players to fully understand the 232 Pokémon at their disposal.

Implications for DLC, Mythical Events, and Post-Launch Expansion Potential

With the roster effectively locked at 232 Pokémon, Pokémon Legends: Z-A sends a clear message about how it plans to evolve after launch. This isn’t a game waiting for a National Dex-style expansion or a slow drip of returning species. Instead, the tight count reinforces that any post-launch content will be additive in systems, scenarios, and challenges rather than raw numbers.

That distinction matters. When the full Pokédex is known early, every future update has to justify itself through gameplay impact, not novelty. For veterans coming off Legends: Arceus, that’s a strong signal that Z-A’s long-term appeal is about mastery, not accumulation.

DLC Focused on New Spaces, Not New Species

If Z-A follows the design logic already on display, DLC is far more likely to introduce new districts, underground zones, or altered city states than additional Pokémon. New areas can remix enemy density, aggro patterns, and verticality without bloating the roster. That approach keeps balance intact while still offering fresh encounters that test positioning and reaction timing.

Adding Pokémon at scale would undermine the careful DPS tuning and encounter scripting the base game relies on. By keeping the 232 intact, Game Freak can safely push difficulty, introduce multi-wave fights, and design boss encounters that assume deep familiarity with existing species.

Mythical Pokémon as Scripted, Event-Driven Content

Mythical Pokémon are the one exception that actually fits this framework. Rather than expanding the Pokédex, Z-A is perfectly positioned to deploy mythicals as limited-time or narrative-heavy events. These encounters can be highly scripted, mechanically unique, and isolated from standard progression.

Think bespoke boss fights with altered hitboxes, environmental hazards, or puzzle-driven mechanics rather than simple captures. This mirrors how Legends: Arceus handled Arceus itself and allows mythicals to feel special without disrupting roster balance or competitive viability.

Post-Launch Challenges Built Around Mastery

A confirmed roster also opens the door to post-game modes that assume full knowledge of the available Pokémon. Battle gauntlets, time-attack missions, and high-difficulty urban incursions become viable when developers know exactly what tools players have access to. No RNG-based surprises, no unexpected power spikes.

This is where Z-A’s smaller Dex pays dividends. Developers can design encounters that punish sloppy I-frame usage, poor team synergy, or inefficient status application. For competitive-minded players, that’s far more compelling than chasing another wave of returning species.

What the 232 Count Ultimately Tells Us

The effective confirmation of all 232 Pokémon isn’t a limitation; it’s a design statement. Legends: Z-A isn’t trying to be a forever-expanding platform. It’s a focused, systems-driven experience built around a curated ecosystem that stays relevant from hour one to the final challenge.

For players planning teams, tracking lore, or simply wondering what’s been left on the cutting room floor, this clarity is a gift. Learn the roster, master its interactions, and expect post-launch content to push your understanding of these Pokémon further, not wider. In Z-A, depth is the endgame, and the Pokédex proves it.

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