Skip to content
✏️

Suggest Improvements

Help improve (ID: ) - Spot errors or suggest better descriptions

Ability Analysis: Stall

Basic Information

  • Ability ID: ABILITY_STALL
  • Name: Stall
  • Category: Defensive Priority Manipulation
  • Introduced: Generation IV

In-Game Description

"Takes 30% less damage if it hasn't moved yet."

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces) Stall provides a 30% damage reduction when the Pokémon hasn't acted yet this turn. This defensive boost triggers when opponents move before the user, rewarding slow Pokémon that naturally move last. Works on all damage types including physical, special, and fixed damage moves. The ability synergizes with negative priority moves and Trick Room strategies.

Character count: 295

Detailed Mechanics

Core Functionality

  • Damage Reduction: 30% (0.7x multiplier)
  • Activation Condition: When gCurrentTurnActionNumber < GetBattlerTurnOrderNum(battler)
  • Damage Types Affected: All incoming damage (physical, special, fixed)
  • Breakable: Yes (can be suppressed by Mold Breaker, etc.)

Technical Implementation

c
constexpr Ability Stall = {
    .onDefensiveMultiplier =
        +[](ON_DEFENSIVE_MULTIPLIER) {
            if (gCurrentTurnActionNumber < GetBattlerTurnOrderNum(battler)) MUL(.7);
        },
    .breakable = TRUE,
};

The ability checks if the current turn action number is less than the defender's turn order position, meaning the defender hasn't acted yet.

Turn Order Mechanics

  1. Turn order is determined at the start of each turn based on:
    • Priority brackets
    • Speed stats (or Attack/Defense in Trick Room)
    • Speed ties resolved randomly
  2. Stall activates when attacked before the user's turn
  3. Does not activate if the user has already moved

Strategic Implications

  • Trick Room Synergy: Naturally slow Pokémon benefit most
  • Priority Move Protection: Reduces damage from priority attacks
  • Switch-In Safety: Provides protection on the turn switched in
  • Late-Game Advantage: More likely to activate when slower than opponents

Interactions

Synergistic Abilities

  • Analytic: Combined in Haste Makes Waste ability
  • Swift Swim: Combined in Breakwater ability (defensive rain sweeper)
  • Iron Barbs/Rough Skin: Punishes physical attackers while taking reduced damage

Synergistic Moves

  • Gyro Ball: Benefits from low speed that triggers Stall
  • Payback: Double damage when moving second
  • Avalanche/Revenge: Increased power after taking damage
  • Counter/Mirror Coat: Reduced damage taken means safer counterattacks

Counters and Limitations

  • Mold Breaker: Ignores Stall's damage reduction
  • Faster Pokémon: No benefit when moving first
  • Status Moves: Doesn't reduce status move effects
  • Hazard Damage: Doesn't affect entry hazards or weather

Competitive Analysis

Strengths

  • Consistent damage reduction for slow Pokémon
  • No setup required
  • Works on all damage types
  • Excellent for defensive pivots

Weaknesses

  • No benefit when moving first
  • Breakable by Mold Breaker variants
  • Less useful on fast Pokémon
  • Doesn't help with status conditions

Optimal Users

Stall is most effective on:

  • Naturally slow, bulky Pokémon
  • Trick Room sweepers
  • Defensive walls and pivots
  • Pokémon with negative priority moves

Dual Ability Combinations

Breakwater (Swift Swim + Stall)

  • Defensive rain sweeper concept
  • Speed boost in rain while maintaining bulk
  • Unique defensive-offensive balance

Haste Makes Waste (Stall + Analytic)

  • 30% damage reduction when moving last
  • 30% damage boost when moving last
  • Perfect for slow, bulky attackers

Usage Tips

  1. Team Building: Pair with Trick Room setters for maximum effectiveness
  2. EV Spreads: Invest in bulk over speed to ensure Stall activates
  3. Move Selection: Use moves that benefit from moving last
  4. Switch Timing: Safe switches into predicted attacks
  5. Speed Control: Consider moves/items that lower speed

Conclusion

Stall is a reliable defensive ability that rewards patient, defensive play. While simple in concept, it provides consistent value for slow Pokémon and creates unique strategic opportunities when combined with moves and abilities that benefit from moving last. Its inclusion in dual abilities like Breakwater and Haste Makes Waste demonstrates its versatility in creating balanced offensive-defensive combinations.

Elite Redux Ability Codex