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Discipline - Ability ID 387

In-Game Description

"Can switch while rampaging. Can't be confused or intimidated."

Extended In-Game Description

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

Prevents confusion and grants immunity to intimidation effects like Taunt. When using rampage moves like Thrash or Outrage, allows switching out during the lock period instead of being forced to continue. After 3 turns, the lock naturally expires without confusion.

Character count: 284

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Discipline provides a unique combination of status immunity and rampage move flexibility through three distinct mechanisms:

1. Confusion Immunity

Implementation (src/abilities.cc lines 4002-4005):

cpp
constexpr Ability Discipline = {
    .onStatusImmune = +[](ABILITY_ON_STATUS_IMMUNE) -> int {
        CHECK(status & CHECK_CONFUSION)
        return TRUE;
    },
  • Grants complete immunity to confusion from all sources
  • Works against Confuse Ray, Swagger confusion, Outrage/Thrash confusion
  • Uses the same CHECK_CONFUSION flag as other confusion-immune abilities
  • Displays ability pop-up when confusion is blocked

2. Taunt Immunity

Implementation (src/abilities.cc line 4008):

cpp
    .tauntImmune = TRUE,
  • Complete immunity to Taunt and similar "intimidation" effects
  • Allows use of status moves even when Taunt is active
  • Shared with abilities like Oblivious, Aroma Veil, and Queenly Majesty
  • Prevents mental manipulation and maintains tactical flexibility

3. Rampage Switching Mechanism

Switch Permission (src/battle_script_commands.c lines 4402-4405):

c
if (BATTLER_HAS_ABILITY(gBattlerAttacker, ABILITY_DISCIPLINE) && gBattleMoves[gChosenMove].effect == EFFECT_RAMPAGE)
    gVolatileStructs[gBattlerAttacker].disciplineCounter = 3;

Lock Timer Management (src/battle_util.c lines 2797-2803):

c
if (BATTLER_HAS_ABILITY(gActiveBattler, ABILITY_DISCIPLINE) && 
    gVolatileStructs[gActiveBattler].disciplineCounter) {
    gVolatileStructs[gActiveBattler].disciplineCounter--;
    if (gVolatileStructs[gActiveBattler].disciplineCounter == 0) {
        gBattleStruct->choicedMove[gActiveBattler] = MOVE_NONE;
        BattleScriptExecute(BattleScript_DisciplineLockEnds);
    }
}

Rampage Move Interactions

Affected Moves (all have EFFECT_RAMPAGE):

  • Thrash (Normal-type, 130 BP, Physical)
  • Petal Dance (Grass-type, 130 BP, Special)
  • Outrage (Dragon-type, 130 BP, Physical)
  • Uproar (Normal-type, 100 BP, Special)

Normal Rampage Behavior:

  1. Move locks user for 2-3 turns
  2. User cannot switch or use other moves
  3. After completion, user becomes confused
  4. Lock can only end through fainting or rampage completion

With Discipline:

  1. User can switch out during the rampage lock
  2. 3-turn timer (disciplineCounter) tracks the lock duration
  3. Timer decrements each turn the user remains in battle
  4. When timer reaches 0, lock ends cleanly without confusion
  5. Message displays: "{Pokémon} is no longer locked into only using one move!"

Technical Implementation Details

Ability Properties:

  • breakable = TRUE: Can be suppressed by abilities like Mold Breaker
  • removesStatusOnImmunity = TRUE: Clears existing confusion when ability activates
  • tauntImmune = TRUE: Prevents Taunt and similar effects

Battle Script Integration:

  • Uses STRINGID_DISCIPLINE_LOCK_ENDS (ID 684) for lock expiration message
  • Integrated with Choice item logic for move locking mechanics
  • Compatible with Gorilla Tactics and Sage Power lock systems

Strategic Implications

Rampage Move Advantages:

  • Safe usage of high-power rampage moves without confusion risk
  • Ability to scout and pivot during rampage sequences
  • Maintains team momentum through strategic switching
  • Eliminates the traditional drawback of rampage moves

Status Control Benefits:

  • Complete immunity to confusion disruption
  • Taunt immunity enables reliable status/setup moves
  • Prevents common confusion + paralysis strategies
  • Maintains consistency in battle flow

Competitive Applications:

  • Physical Sweepers: Safe Outrage/Thrash usage
  • Pivot Pokemon: Switch during rampage for tempo control
  • Setup Pokemon: Taunt immunity protects setup moves
  • Mixed Attackers: Access to diverse move types without lock risk

Example Battle Scenarios

Scenario 1 - Rampage Switching:

  1. Dragonite with Discipline uses Outrage (turn 1)
  2. Player switches Dragonite out (disciplineCounter = 2)
  3. Dragonite returns later, can use any move (lock expired)
  4. No confusion inflicted when lock ends

Scenario 2 - Taunt Immunity:

  1. Opponent uses Taunt on Discipline user
  2. Discipline user can still use Dragon Dance, Nasty Plot, etc.
  3. Maintains setup potential against disruption strategies

Scenario 3 - Confusion Prevention:

  1. Opponent uses Confuse Ray
  2. Discipline blocks confusion with ability pop-up
  3. User maintains clear decision-making

Interactions with Other Mechanics

Choice Items:

  • Choice lock and Discipline rampage lock are separate systems
  • Can be locked by Choice Band while using Discipline rampage mechanics
  • Timer system doesn't interfere with Choice item restrictions

Multi-Hit Abilities:

  • Parental Bond works normally with rampage moves
  • Each hit contributes to the same rampage sequence
  • Discipline switching still available between turns

Status Conditions:

  • Sleep, paralysis, burn work normally
  • Only confusion is blocked by Discipline
  • Other mental effects (attraction) may still work

Competitive Usage Notes

Tier Placement: Medium-tier ability providing solid utility

  • Valuable on Pokemon that want rampage move access
  • Excellent on pivot Pokemon that need flexibility
  • Strong on setup sweepers requiring status move access

Team Synergies:

  • Momentum Teams: Enables rampage moves without commitment
  • Setup Offense: Taunt immunity protects setup sequences
  • Mixed Attackers: Access to rampage coverage without drawbacks

Common Users in Elite Redux:

  • Pokemon with access to Outrage/Thrash as coverage
  • Setup sweepers that need status move reliability
  • Pivot Pokemon that benefit from rampage power + switching

Counters and Counterplay

Direct Counters:

  • Mold Breaker: Suppresses all Discipline benefits
  • Status Moves: Sleep, paralysis still work normally
  • Gastro Acid: Removes ability entirely
  • Raw Power: Ability provides no defensive stats

Indirect Counters:

  • Priority Moves: Circumvent setup attempts
  • Residual Damage: Punish switching during rampage
  • Defensive Walls: Force unfavorable trades
  • Speed Control: Prevent setup opportunities

Synergies

Offensive Synergies:

  • Life Orb: Increased rampage move power
  • Choice Band/Specs: Massive power boost (separate from rampage lock)
  • Dragon Dance/Nasty Plot: Protected setup into rampage moves

Defensive Synergies:

  • Multiscale: Survive to use rampage moves safely
  • Intimidate: Pivot support while using rampage moves
  • Recovery Moves: Taunt immunity protects healing

Team Support:

  • U-turn/Volt Switch: Maintain momentum during rampage switching
  • Rapid Spin/Defog: Taunt immunity protects hazard removal
  • Wish Support: Enable rampage move users to stay healthy

Version History

  • Added in Elite Redux as ability #387
  • Unique combination of confusion immunity and rampage flexibility
  • Part of Elite Redux's expanded status control options
  • Designed to make rampage moves more viable in competitive play

Pokémon with Discipline

Note: Specific distribution varies by Elite Redux version

  • Available as changeable ability on various Pokemon
  • Commonly found on Dragon-types with Outrage access
  • Physical attackers that benefit from Thrash coverage
  • Setup Pokemon that need status move protection

Discipline represents Elite Redux's innovative approach to ability design, combining traditional status immunity with unique mechanical interactions that address long-standing issues with rampage moves in competitive Pokemon.

Elite Redux Ability Codex