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Wimp Out (Ability #193)
Overview
Wimp Out is a defensive ability that forces the Pokemon to automatically switch out when its HP drops to 50% or below, providing an emergency escape mechanism from dangerous situations.
Game Description
"At 1/2 of max HP or below, instantly switches out."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces) When the Pokemon takes damage and its HP drops to 50% or below for the first time in battle, it automatically switches out. Only works in trainer battles with available party members. Blocked by Sheer Force moves and Arena Trap-style effects.
Character count: 285 characters ✓
Mechanics
Trigger Conditions
- Pokemon's HP must drop from above 50% to 50% or below in a single turn
- Must have taken damage that turn (checked via
ShouldApplyOnHitAffect
) - Only activatable once per battle encounter per Pokemon
- Does not trigger on multi-hit moves after the first hit
Requirements for Activation
- Battle Type: Must be a trainer battle (
BATTLE_TYPE_TRAINER
) - Available Pokemon: Must have usable party members (
CountUsablePartyMons
) - Switch Ability: Pokemon must be able to switch (
CanBattlerSwitch
) - Not Arena Battle: Cannot activate in Battle Arena (
BATTLE_TYPE_ARENA
)
Blocking Conditions
- Sheer Force: Moves with the Sheer Force flag prevent activation
- Trapping Effects: Arena Trap, Shadow Tag, and similar effects block switching
- Multi-Hit Moves: Only the first hit can trigger the ability
Implementation Details
- Uses
CheckHalfHpAbility
function to verify HP threshold crossing - Sets
RESOURCE_FLAG_EMERGENCY_EXIT
flag for processing - Processed during
MOVEEND_EMERGENCY_EXIT
phase of battle script - Shows ability popup if
B_ABILITY_POP_UP
is enabled
Strategic Usage
Advantages
- Emergency Escape: Prevents KO from follow-up attacks or status damage
- Pivot Tool: Can force favorable switches in trainer battles
- Damage Mitigation: Reduces overall damage taken by escaping dangerous situations
- Mind Games: Forces opponents to consider burst damage strategies
Disadvantages
- Loss of Control: Cannot choose when to switch out manually
- Predictable: Opponents can anticipate the switch timing
- Wild Battle Limitation: Less useful in wild Pokemon encounters
- One-Time Use: Only activates once per battle per Pokemon
Pokemon with This Ability
Happiny Redux
- Type: Fighting
- Stats: 15/75/5/10/5/110 (BST: 220)
- Role: Extremely fast glass cannon with emergency escape
- Other Abilities: Cute Charm, Fight Spirit
- Innates: Vital Spirit, Long Reach, Iron Fist
Wimpod
- Type: Bug/Water
- Stats: 25/65/70/20/30/80 (BST: 290)
- Role: Defensive pivot with decent bulk
- Other Abilities: Pickup, Guilt Trip
- Innates: Shell Armor, Coward, Looter
Wiglett
- Type: Water
- Stats: 15/55/30/35/35/95 (BST: 265)
- Role: Fast but frail Water-type with escape option
- Other Abilities: Accelerate, Coward
- Innates: Gooey, Field Explorer, Rattled
Competitive Analysis
AI Rating: 3/10
The AI considers Wimp Out moderately useful, rating it 3 out of 10. The AI will:
- Recognize the automatic switch potential when the Pokemon reaches half HP
- Account for the switch when planning damage calculations
- Consider the loss of momentum from forced switching
Tier Placement
Wimp Out appears on Pokemon across different competitive tiers (Tier 3-4), suggesting its utility varies greatly depending on the Pokemon's overall stat distribution and role.
Interactions and Edge Cases
Related Abilities
- Emergency Exit: Identical effect to Wimp Out (shares same implementation)
- Sheer Force: Completely prevents Wimp Out activation
- Arena Trap/Shadow Tag: Blocks the switching component
Battle Format Considerations
- Singles: Provides direct escape from bad matchups
- Doubles: Less reliable due to potential targeting from multiple opponents
- Wild Battles: Significantly less useful without guaranteed switch options
Move Interactions
- Multi-Hit Moves: Only first hit can trigger, subsequent hits cannot reactivate
- Status Moves: Indirect damage (poison, burn) cannot trigger the ability
- Recoil Moves: Self-inflicted damage does not count for activation
Coding Implementation
cpp
constexpr Ability WimpOut = {
.onDefender = +[](ON_DEFENDER) -> int {
CHECK(CheckHalfHpAbility(battler, attacker))
CHECK_NOT(TestSheerForceFlag(attacker, gCurrentMove))
CHECK(CanBattlerSwitch(battler) && gBattleTypeFlags & BATTLE_TYPE_TRAINER)
CHECK_NOT(gBattleTypeFlags & BATTLE_TYPE_ARENA)
CHECK(CountUsablePartyMons(battler));
gBattleResources->flags->flags[battler] |= RESOURCE_FLAG_EMERGENCY_EXIT;
return FALSE;
},
};
The ability shares its exact implementation with Emergency Exit, demonstrating code reusability in the Elite Redux codebase.