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Stakeout - Ability ID 198

In-Game Description

"Deals double damage to opponents being switched in."

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)

Stakeout doubles damage dealt to Pokemon that just switched in this turn. The ability triggers when the target has isFirstTurn set to 2, indicating a fresh switch-in. Works on all offensive moves and provides significant wallbreaker potential against switching opponents in battle.

Character count: 281

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Stakeout doubles the damage of all moves used against a Pokemon that just switched into battle. The ability uses the isFirstTurn volatile battle state to determine when a Pokemon has switched in.

Activation Conditions

  • Target must have gVolatileStructs[target].isFirstTurn == 2
  • This value is set to 2 when a Pokemon switches in or is sent out initially
  • The value decrements by 1 each turn, becoming 1 after the first turn, then 0
  • Only triggers on the exact turn the Pokemon switches in (isFirstTurn == 2)

Technical Implementation

cpp
constexpr Ability Stakeout = {
    .onOffensiveMultiplier =
        +[](ON_OFFENSIVE_MULTIPLIER) {
            if (gVolatileStructs[target].isFirstTurn == 2) MUL(2.0);
        },
};

Numerical Values

  • Damage Multiplier: 2.0x (doubles damage)
  • Duration: Only the turn the target switches in
  • Move Coverage: All offensive moves that deal damage

Affected Moves

  • All damaging moves (physical, special, and status moves that deal damage)
  • Multi-hit moves (each hit gets the multiplier)
  • Fixed damage moves like Seismic Toss
  • Does NOT affect status moves that don't deal damage

Interactions with Other Abilities/Mechanics

  • Overwatch: Hybrid ability that combines On the Prowl (entry hazard detection) with Stakeout's damage multiplier
  • Payback: Has different switch-in detection logic (isFirstTurn != 2 check) - Stakeout and Payback have opposite conditions
  • Speed Boost: Specifically excludes the first turn after switching (isFirstTurn != 2 check)
  • Fort Knox: Cannot be bypassed - Stakeout is not listed as an exception to Fort Knox's ability blocking

Strategic Implications

  • Wallbreaker Role: Exceptional at punishing defensive switches and pivoting
  • Momentum Control: Discourages opponent switching, maintaining offensive pressure
  • Prediction Reward: Rewards accurate prediction of opponent switches
  • Late Game Power: Particularly strong in endgame scenarios with limited switch options

Example Damage Calculations

Assuming a base 100 power move with standard conditions:

  • Normal damage: 100 base power
  • With Stakeout: 200 base power (2.0x multiplier)
  • Combined with STAB: 300 base power (2.0x Stakeout × 1.5x STAB)

Common Users in Elite Redux

  • Gumshoos line: Yungoos and Gumshoos have Stakeout as a changeable ability
  • Golett line: Golett and Golurk have Stakeout as an innate ability
  • Sableye line: Sableye and Mega Sableye have Stakeout as a changeable ability
  • Pawniard line: Pawniard and Bisharp have Stakeout as a changeable ability
  • Various others: Including Lycanroc-Dusk, Crobat line, and several custom Elite Redux Pokemon

Competitive Usage Notes

  • Entry Hazard Synergy: Combines well with Stealth Rock and Spikes to limit switching
  • Choice Item Synergy: Choice Band/Specs users become extremely threatening to switch-ins
  • U-turn/Volt Switch Counter: Punishes common pivoting moves severely
  • Doubles/VGC: Less effective due to targeting restrictions and protect usage

Counters

  • Protect/Detect: Opponent can use protection moves to waste the Stakeout turn
  • Fast Revenge Killers: Speed control can prevent Stakeout users from capitalizing
  • Substitute: Can block the doubled damage if set up beforehand
  • Fort Knox: Completely negates Stakeout (and most other offensive abilities)
  • Priority Moves: Can KO Stakeout users before they act

Synergies

  • Choice Items: Massive damage output against switch-ins
  • Life Orb: Stacks with the 2x multiplier for extreme power
  • Entry Hazards: Limits switching options, forcing opponents into Stakeout range
  • Slow Pivots: U-turn/Volt Switch users can bring in Stakeout users safely
  • Pursuit: (If available) Traps Pokemon trying to avoid the doubled damage

Version History

  • Introduced in Generation 7 (Sun/Moon) as Gumshoos's signature ability
  • In Elite Redux: Expanded to multiple Pokemon as both changeable and innate abilities
  • Maintained original 2x damage multiplier and switch-in detection mechanics
  • Added to hybrid abilities like Overwatch for increased utility

Elite Redux Ability Codex