>>52640294For me, from best to worst, it's
>Tera-TypeI'm actually going to miss this mechanic going forward. It's a mechanic that can be used on any pokemon, and without taking up a held item slot, meaning that
1: you don't have to use game freak's favorites
2: you don't have to build a member around the assumption that it will use tera-type, but you can still build it with the assumption that it may.
3: you can build multiple pokemon in your team around this mechanic and pop it depending on what the situation actually calls for
Additionally it's not strong by way of inflating the numbers, it's strong by introducing flexibility. Changing type almost always has both upsides and downsides.
>Z-MovesI mostly like this for the way it interacts with status moves, attacking Z-moves never did anything for me. Having to use a held item also means that engaging with the mechanic requires you to pick a 'mon and form their entire build around the item, and the fact that you can only use 1 per fight heavily discourages packing multiple. Basically Z-moves are just introducing more ways to build 'mons, but they get used very linearly when the fight actually starts for the most part.
>DynamaxIt's just braindead, you become unstoppable for 3 turns, the only interesting effect this had on the game was making weather and terrain way easier to set. I think field conditions are a good mechanic, but the rest of this mechanic is cancer.
>MegasNearly all of the designs were awful, it's the only gimmick to be exclusive to a whitelist of popular 'mons, it requires an item, you can only build one member of your team around the mechanic, there's no downside beyond item slot and the rare base stat decrease (which tended to be minor anyway). The worst part of all is that some of the only good designs were on 'mons that really just needed proper evolutions. This Banette evolution is sick as fuck and I'll never be allowed to use it again.