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