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Introduction

Pokémon Legends: Z-A uses a real-time battle system where each move has a cooldown period before it can be used again. Move cooldowns are based on the Pokémon's speed stat and cannot be shorter than 3 seconds.

Moves from the regular combat system that modify speed do not affect cooldown in LZA. Instead, moves such as Agility or Curse modify the speed that the Pokémon moves on the map when following your trainer or chasing a target to attack. Dondozo plus Tatsugiri giving a speed boost also increases movement speed.

The time it takes for a cooldown to expire depends on two factors: the initial value of the cooldown, and the amount that is decremented each frame. Since most cooldowns will not divide evenly by the decrement, the last frame that clears the cooldown will likely add a tiny bit of extra time that is not perceivable by the user.

This explanation uses data from Legends: Z-A 2.0.0. I am not aware of it changing from earlier versions.

Speed Power

Introduction

This is a quick guide to teach you what to target in Hyperspace Battle Zones in Legends: Z-A. These zones are often ignored because players want to hunt for Pokémon instead, but don't sleep on them! They are a good way to get a lot of resources.

What cool loot can I get from Hyperspace Battle Zones?

  • Breaking floating Poké Balls gives Exp. Candy and Hyperspace Berries plus additional items from Item Power. This is the same as in Hyperspace Wild Zones.
  • Several NPCs can give you rewards after you defeat them: Hyperspace Berries, rare Poké Balls, and bottle caps. NPCs give multiple of a single type of item, and you can reset the game to pick which one you want. This is great for the rare balls (5-star distortions) and Hyper Tanga Berries (4-star distortions).
  • Completing tasks nets you a lot of points to your next goal! They give many more points than Hyperspace Wild Zones of the same rank, and the tasks are generally easier to do since they are targeted towards beating trainers.

I did some manual testing to check what the different Canari Plush bonuses are. Let me know if any of these differ from your observations in game.

Red Canari Plush

These boost Exp. Points.

  1. Level 1: 5% more Exp.
  2. Level 2: 10% more Exp.
  3. Level 3: 15% more Exp.

Gold Canari Plush

These boost the conversion of Prize Medals to Pokedollars and direct earnings from trainer battles.

@Lusamine
Lusamine / LGPE Follower Gifts.md
Last active August 23, 2025 23:27
A brief description of how the game determines when your follower is eligible to give you an item gift.

Follower Item Gifts

In Pokémon Let's Go, Pikachu and Pokémon Let's Go, Eevee, there is a minor feature where your following Pokémon can give you an item as a gift when you talk to it. Note that this is distinct from your following Pokémon finding items in bushes and craters, and does not include your partner Pikachu or Eevee. Simply talking to your follower is enough for this event to happen. Serebii has some initial information about this.

SBCoop told me that he had been approached about this feature and wanted more information. Some preliminary testing has revealed that the item pool is location-dependent and is typically berries, the Pokémon evolution stage does not matter, and at least some ride Pokémon (e.g. Starmie) may not be able to give an item at all.

image

Spirit and

Assorted list of functions I looked at that affect the camp behavior in SWSH. All of this is from Sword 1.3.2. Most labels are mine, some are copied from BDSP.

Motostoke Outskirts
===
Cheri Berry 10 8.93%
Chesto Berry 10 8.93%
Pecha Berry 10 8.93%
Rawst Berry 10 8.93%
Aspear Berry 10 8.93%
Leppa Berry 10 8.93%
Oran Berry 10 8.93%
Persim Berry 10 8.93%

Overview

Each day in Legends: Arceus lasts 24 minutes, and each real-time minute is one in-game hour.

In-game time is saved; if you save and reboot your game, it will start at the same time. The save block for in-game time is 203A7F34 and stores a double value equal to the number of minutes. The function that converts this to the hour is at sub_71024AB9F0 in version 1.1.1.

There are 4 different times of day, which I will call Dawn, Day, Dusk, and Night. I do not believe that there are official names, but you may see other names such as Dawn = Morning, Day = Midday, Dusk = Evening on various fansites.

Times will be written as 24-hour time. You can subtract 12 to get the 12-hour time if you prefer.

I recorded a video of the full day cycle, which also shows when Night starts and ends [video]. The hour is displayed on the top right. You may notice the hour actually ticks to 24 very briefly, and the game immediately corrects it to 0 [[video](https://youtu.be/bOxToygZIl8

bool Sword = true;
void Main()
{
// Initial state
string ram = "D82C5B180FDEFE005E23F28A4FA36131";
string str0 = ram.Substring(16);
string str1 = ram.Substring(0, 16);
ulong s0 = Convert.ToUInt64(str0, 16);
ulong s1 = Convert.ToUInt64(str1, 16);