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Earthbound - Ability ID 299

In-Game Description

"Boosts Ground-type moves by 1.2x, or 1.5x when under 1/3 HP."

Extended In-Game Description

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

Earthbound boosts Ground-type moves by 1.2x normally and 1.5x when HP falls below 1/3. This swarm-style ability turns low health into a tactical advantage, making Ground attacks significantly more powerful when the Pokémon is endangered. Ideal for Ground specialists and desperate counterattacks.

Character count: 296

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Earthbound is a swarm-type ability that enhances Ground-type moves based on the user's current HP status:

  • Normal State (HP > 1/3): Ground-type moves deal 1.2x damage
  • Low HP State (HP ≤ 1/3): Ground-type moves deal 1.5x damage

Technical Implementation

cpp
constexpr Ability Earthbound = {
    .onOffensiveMultiplier = SWARM_MULTIPLIER(TYPE_GROUND),
};

#define SWARM_MULTIPLIER(type)                                               \
    +[](ON_OFFENSIVE_MULTIPLIER) {                                           \
        if (moveType == type) {                                              \
            if (gBattleMons[battler].hp <= (gBattleMons[battler].maxHP / 3)) \
                MUL(1.5);                                                    \
            else                                                             \
                MUL(1.2);                                                    \
        }                                                                    \
    }

Activation Conditions

  • Move Type: Only affects Ground-type moves
  • HP Threshold: The 1.5x boost activates when current HP ≤ (max HP ÷ 3)
  • Calculation: HP threshold is calculated in real-time, not based on percentage displays

Affected Moves (Examples)

Ground-type moves that benefit from Earthbound include:

  • Earthquake (100 BP) → 120 BP normal / 150 BP low HP
  • Dig (110 BP) → 132 BP normal / 165 BP low HP
  • Bone Club (80 BP) → 96 BP normal / 120 BP low HP
  • Bonemerang (45 BP) → 54 BP normal / 67.5 BP low HP
  • Magnitude (variable) → Enhanced based on rolled power
  • Fissure (OHKO) → Damage boost irrelevant for OHKO moves

Damage Calculations

For a Pokémon with 300 max HP using Earthquake (100 BP):

  • At 101+ HP: 100 × 1.2 = 120 effective base power
  • At 100 HP or less: 100 × 1.5 = 150 effective base power
  • Breakpoint: Exactly 100 HP (300 ÷ 3 = 100)

Interactions with Other Mechanics

  • STAB: Stacks multiplicatively (1.5 × 1.2/1.5 = 1.8/2.25 total)
  • Type Effectiveness: Applied after Earthbound's multiplier
  • Item Boosts: Stacks with items like Soft Sand or Earth Plate
  • Weather: No direct interaction with weather effects
  • Abilities: Stacks with other offensive abilities like Sheer Force
  • Critical Hits: Applied independently of Earthbound's boost

Strategic Implications

Offensive Use:

  • Powerful late-game sweeping potential when HP is low
  • Encourages aggressive play to reach low HP threshold
  • Excellent with bulky Ground-types that can survive to low HP

Defensive Considerations:

  • Makes the Pokémon more dangerous as it gets weaker
  • Opponents may prioritize finishing off Earthbound users quickly
  • Can discourage opponents from leaving the user at low HP

Common Users

Notable Pokémon with Earthbound include:

  • Sandslash variants - Natural Ground-type attackers
  • Dugtrio variants - Speed + Ground STAB synergy
  • Marowak variants - Bone-based Ground attacks
  • Rhyperior variants - Bulky physical Ground attackers
  • Legendary Ground-types - Enhanced offensive presence

Competitive Usage Notes

Strengths:

  • Consistent 1.2x boost provides reliable damage increase
  • 1.5x boost at low HP creates comeback potential
  • No setup required, passive damage enhancement
  • Affects both physical and special Ground moves

Weaknesses:

  • Type-locked to Ground moves only
  • Requires low HP for maximum effectiveness
  • Vulnerable to priority moves when at low HP
  • Ground moves are commonly resisted (Flying, Grass, Bug)

Counters

  • Flying-types: Immune to Ground moves entirely
  • Levitate users: Also immune to Ground attacks
  • Grass-types: Resist Ground moves, reducing effective damage
  • Priority moves: Can finish off low-HP Earthbound users
  • Air Balloon: Grants temporary Ground immunity

Synergies

Abilities:

  • Sand Rush: Speed boost in sandstorm for Ground-type teams
  • Sand Force: Additional Ground/Rock/Steel move boost in sand
  • Reckless: Boosts recoil Ground moves like Take Down variants

Items:

  • Soft Sand: Additional 1.2x Ground move boost
  • Earth Plate: Another 1.2x Ground move boost
  • Life Orb: 1.3x boost to all moves (with recoil)
  • Focus Sash/Band: Guarantees survival to activate low HP boost

Team Support:

  • Sandstorm setters: Residual damage helps reach low HP threshold
  • Stealth Rock: Chip damage assists in reaching activation point
  • Spikes/Toxic Spikes: Additional passive damage sources

Version History

  • Elite Redux: Introduced as ability #299
  • Implementation: Uses the standard SWARM_MULTIPLIER macro
  • Balance: Matches power level of other swarm-type abilities (Overgrow, Blaze, Torrent, Swarm)

Usage Tips

  1. HP Management: Use entry hazards or sandstorm to safely reach low HP
  2. Move Selection: Prioritize high-power Ground moves for maximum benefit
  3. Team Building: Pair with Pokémon that can set up favorable conditions
  4. Timing: Save powerful Ground moves for when the boost is most needed
  5. Coverage: Include non-Ground moves for type coverage when boost isn't applicable

Elite Redux Ability Codex