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Lethargy - Ability ID 394
In-Game Description
"Damage drops 20% each turn to 20%. Resets on switch-in."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Resets all stat changes on entry, then severely reduces offensive power for 5 turns. Damage gradually increases from 20% to full: 20% (turns 1-2), 40% (turn 3), 60% (turn 4), 80% (turn 5), then normal damage. Reactivates on switching.
Character count: 294
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics:
- Stat Reset: All stat changes (both positive and negative) are cleared upon switching in
- Timer System: Uses a 5-turn countdown timer that begins upon entry
- Damage Reduction: Offensive moves have drastically reduced power during the timer period
- Gradual Recovery: Power slowly increases each turn following a specific pattern
- Switch Reset: Timer resets to 5 whenever the Pokémon switches back in
Technical Implementation:
cpp
constexpr Ability Lethargy = {
.onEntry = +[](ON_ENTRY) -> int {
TryResetBattlerStatChanges(battler, RESET_ALL_STATS);
gVolatileStructs[battler].slowStartTimer = 5;
BattleScriptPushCursorAndCallback(BattleScript_LethargyEnters);
return TRUE;
},
.onOffensiveMultiplier =
+[](ON_OFFENSIVE_MULTIPLIER) {
switch (gVolatileStructs[battler].slowStartTimer) {
case 0:
case 1:
MUL(.2);
return;
case 2:
MUL(.4);
return;
case 3:
MUL(.6);
return;
case 4:
MUL(.8);
return;
}
},
};
Location: /Users/joel/Github/eliteredux/eliteredux-source/src/abilities.cc (lines 4052-4080)
Damage Multiplier Schedule:
- Turn 1-2 (Timer 5-4): 20% damage (.2x multiplier)
- Turn 3 (Timer 3): 40% damage (.4x multiplier)
- Turn 4 (Timer 2): 60% damage (.6x multiplier)
- Turn 5 (Timer 1): 80% damage (.8x multiplier)
- Turn 6+ (Timer 0): 100% damage (no multiplier)
Key Differences from Slow Start:
- Lethargy: Only affects offensive power, not stats or speed
- Slow Start: Halves Attack, Special Attack, and Speed stats
- Lethargy: Clears all stat changes on entry
- Slow Start: No stat clearing effect
- Lethargy: Different damage reduction pattern (20/40/60/80% vs 50%)
Damage Calculation Examples:
Base move power: 100
Turn 1-2: 100 × 0.2 = 20 effective power
Turn 3: 100 × 0.4 = 40 effective power
Turn 4: 100 × 0.6 = 60 effective power
Turn 5: 100 × 0.8 = 80 effective power
Turn 6+: 100 × 1.0 = 100 effective power
Strategic Analysis
Advantages:
- Stat Reset Utility: Can clear negative stat changes imposed by opponents
- Late-Game Power: Eventually reaches full offensive potential
- Unpredictable: Opponents may underestimate damage output in later turns
Disadvantages:
- Severe Early Weakness: Nearly useless offensively for the first 2 turns
- Switch Vulnerability: Any switching resets the entire recovery process
- Long Recovery: Takes 5 full turns to reach maximum power
- No Defensive Benefits: Provides no protection during vulnerable early turns
Competitive Applications
Usage Scenarios:
- Stall Teams: Can function as a defensive pivot that eventually gains offensive presence
- Setup Sweepers: May work with extremely bulky Pokémon that can survive the early turns
- Specific Counters: Against setup opponents where stat clearing is valuable
Team Support Required:
- Entry Hazard Control: Essential to preserve HP during weak turns
- Defensive Support: Screens, Wish support, or defensive pivots
- Switch Control: Abilities or moves that prevent forced switching
- Status Protection: Sleep Talk or status immunity to avoid disruption
Comparison with Related Abilities
Similar Mechanics:
- Slow Start (ID 112): Also uses timer system but affects stats instead of damage
- Truant (ID 54): Another severely limiting ability with periodic effects
- Defeatist (ID 129): Conditional damage reduction based on HP
Key Distinctions:
- Most restrictive early-game ability in terms of offensive output
- Only ability that combines stat clearing with gradual power recovery
- Unique 5-stage damage progression system
Competitive Notes
Viability Assessment:
- Singles: Very poor due to switch frequency and offensive pressure
- Doubles: Even worse due to faster pace and immediate threats
- Specialized Formats: May have niche applications in specific rulesets
Common Strategies:
- Defensive Investment: Maximum HP/Defense to survive early turns
- Recovery Moves: Essential for staying alive during vulnerability period
- Support Moves: Focus on utility rather than offense initially
- Prediction: Switch timing becomes critical to avoid timer resets
Interaction Notes:
- Timer persists through status conditions and weather
- Damage reduction applies to all offensive moves regardless of type or category
- Stat clearing occurs before the timer is set, ensuring clean slate
- No interaction with abilities that modify damage calculations (stacks multiplicatively)
Recommended Pokémon
Ideal Candidates:
- Extremely bulky Pokémon with high HP and defensive stats
- Pokémon with access to reliable recovery moves
- Pokémon that can function with support/utility moves early game
- Pokémon with powerful offensive movesets to capitalize on late-game power
Poor Candidates:
- Fast, frail offensive Pokémon
- Pokémon reliant on early-game pressure
- Setup sweepers that need immediate offensive presence
- Pokémon without recovery or defensive utility moves