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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

  1. Battle Type: Must be a trainer battle (BATTLE_TYPE_TRAINER)
  2. Available Pokemon: Must have usable party members (CountUsablePartyMons)
  3. Switch Ability: Pokemon must be able to switch (CanBattlerSwitch)
  4. 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

  • 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.

Elite Redux Ability Codex