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Stench - Ability ID 1
In-Game Description
"10% chance to make the target flinch. Halves wild Pokemon encounters."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
Moves that can flinch now have an extra 10% chance to make the target unable to move this turn. Works on both contact and non-contact moves affected by King's Rock. Outside of battle, wild Pokémon appear half as often when this Pokémon leads the party. Stacks with existing flinch chances.
Character count: 289
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Stench in Elite Redux has been enhanced from its original implementation with two distinct effects:
Battle Effect - Flinch Chance (10%)
- Grants a 10% chance to cause flinching on ANY move that is affected by King's Rock
- Works on both contact and non-contact moves (unlike main series where it's contact-only)
- Stacks with existing flinch chances (e.g., a move with 30% flinch becomes 40%)
- Does not affect moves that cannot naturally cause flinching
Overworld Effect - Encounter Rate Reduction
- Normal areas: Wild encounter rate is halved (50% reduction)
- Battle Pyramid: Wild encounter rate reduced by 25% (multiplied by 3/4)
- Only works when the Pokémon with Stench is in the first party slot
- The Pokémon must not be an egg
Technical Implementation
Battle Implementation (src/abilities.cc
):
cpp
constexpr Ability Stench = {
.onAttacker = +[](ON_ATTACKER) -> int {
CHECK(ShouldApplyOnHitAffect(target))
CHECK(CanMoveHaveExtraFlinchChance(move))
CHECK(Random() % 100 < 10)
return AbilityStatusEffectDirect(MOVE_EFFECT_FLINCH);
},
};
Overworld Implementation (src/wild_encounter.c
):
c
if (ability == ABILITY_STENCH && gMapHeader.mapLayoutId == LAYOUT_BATTLE_FRONTIER_BATTLE_PYRAMID_FLOOR)
encounterRate = encounterRate * 3 / 4;
else if (ability == ABILITY_STENCH)
encounterRate /= 2;
Affected Moves
All moves with the FLAG_KINGS_ROCK_AFFECTED
flag can trigger Stench's flinch effect. This includes most damaging moves except:
- Moves that already have a 100% secondary effect
- Multi-hit moves
- Certain signature moves
Interactions with Other Abilities/Mechanics
- King's Rock/Razor Fang: Effects stack multiplicatively (19% total flinch chance)
- Serene Grace: Would affect the base move's flinch chance but not Stench's addition
- Inner Focus/Shield Dust: Prevents the flinch from occurring
- Steadfast: Opponent gains Speed boost if they have this ability
Strategic Implications
- Excellent on fast Pokémon that can capitalize on flinching slower opponents
- Pairs well with high-power moves that normally can't flinch
- Provides utility for exploration by reducing grinding time
- More valuable in Elite Redux due to working on all attack types
Example Damage Calculations
Since Stench doesn't affect damage, the key calculation is flinch probability:
- Base move with no flinch: 10% flinch chance
- Iron Head (30% flinch): 40% total flinch chance
- With King's Rock on non-flinch move: 19% total flinch chance
Common Users
- Skuntank (signature user in original games)
- Grimer/Muk lines
- Trubbish/Garbodor lines
- Various Poison-type Pokémon
Competitive Usage Notes
- Mid-tier ability that provides decent utility
- Best on offensive Pokémon with good Speed stats
- Can create "paraflinch" strategies with Thunder Wave
- The encounter reduction is valuable for nuzlockes and speedruns
Counters
- Inner Focus: Complete immunity to flinching
- Steadfast: Turns flinches into Speed boosts
- Faster Pokémon: Can't flinch if they move first
- Shield Dust: Prevents secondary effects
Synergies
- Paralysis Support: Ensures you move first to utilize flinch chance
- Sticky Web/Tailwind: Speed control to enable flinching
- King's Rock: Stacks for higher flinch chance
- U-turn/Volt Switch: Hit and potentially flinch before switching
Version History
- Generation III-IV: Only had overworld effect
- Generation V+: Added 10% flinch chance to contact moves
- Elite Redux: Enhanced to work on all King's Rock-affected moves