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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:

  1. Stat Reset Utility: Can clear negative stat changes imposed by opponents
  2. Late-Game Power: Eventually reaches full offensive potential
  3. Unpredictable: Opponents may underestimate damage output in later turns

Disadvantages:

  1. Severe Early Weakness: Nearly useless offensively for the first 2 turns
  2. Switch Vulnerability: Any switching resets the entire recovery process
  3. Long Recovery: Takes 5 full turns to reach maximum power
  4. 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

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)

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

Elite Redux Ability Codex