Appearance
Fearmonger - Ability ID 408
In-Game Description
"Intimidate + Scare; 10% para chance on contact moves."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Fearmonger combines Intimidate and Scare effects, lowering both Attack and Special Attack of opposing Pokémon upon entry. Additionally provides a 10% chance to inflict paralysis when making contact moves. Excellent for disrupting offensive threats and setup sweepers with dual intimidation.
Character count: 296
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Fearmonger is a hybrid intimidation ability that combines the effects of both Intimidate (lowers Attack) and Scare (lowers Special Attack) while also providing a contact-based paralysis chance. It serves as one of the most comprehensive entry hazard abilities for disrupting opposing offensive teams.
Activation Conditions
- Entry effect: Activates upon switching into battle
- Lowers Attack by 1 stage on all opposing Pokémon
- Lowers Special Attack by 1 stage on all opposing Pokémon
- Affects both opponents in double battles
- Contact effect: 10% chance to inflict paralysis
- Triggers when the user makes contact with moves
- Requires the move to successfully hit and deal damage
- Subject to paralysis immunity and status condition blocking
Technical Implementation
c
// Entry effect uses UseIntimidateClone with dual stat reduction
constexpr Ability Fearmonger = {
.onEntry = UseIntimidateClone, // Triggers intimidate clone system
.onAttacker = +[](ON_ATTACKER) -> int {
CHECK(ShouldApplyOnHitAffect(target))
CHECK(CanBeParalyzed(battler, target))
CHECK(IsMoveMakingContact(move, battler))
CHECK(Random() % 100 < 10) // 10% chance
return AbilityStatusEffect(MOVE_EFFECT_PARALYSIS);
},
};
// Intimidate clone data defines which stats are lowered
{
.ability = ABILITY_FEARMONGER,
.numStatsLowered = 2,
.statsLowered = {STAT_ATK, STAT_SPATK, 0}, // Both physical and special attack
.targetBoth = TRUE, // Affects both opponents in doubles
}
Stat Changes on Entry
- Attack: Reduced by 1 stage on all opposing Pokémon
- Special Attack: Reduced by 1 stage on all opposing Pokémon
- Targeting: Affects all opposing Pokémon (both in double battles)
- Timing: Occurs immediately upon entry, before other abilities
Contact Paralysis Effect
- Activation rate: 10% on contact moves
- Requirements:
- Move must make contact (physical moves that touch the opponent)
- Move must successfully hit and deal damage
- Target must be capable of being paralyzed
- Interaction with immunities:
- Electric-types are immune to paralysis
- Limber ability prevents paralysis
- Already paralyzed Pokémon cannot be paralyzed again
Important Interactions
- Intimidate immunity: Pokémon with abilities like Clear Body, White Smoke, or Hyper Cutter are immune to the stat reductions
- Guard Dog: Causes Guard Dog to activate, raising Attack instead of lowering it
- Defiant/Competitive: Triggers these abilities, potentially giving the opponent stat boosts
- Substitute: Contact moves hitting a substitute do not trigger the paralysis effect
- Multi-hit moves: Each hit can potentially trigger paralysis
- Ability suppression: Mold Breaker and similar abilities don't affect entry intimidation but may affect contact paralysis
Strategic Applications
- Entry hazard: Immediate offensive disruption upon switching in
- Mixed wall: Reduces both physical and special damage output from opponents
- Status support: Provides additional utility through paralysis infliction
- Anti-setup: Particularly effective against setup sweepers who rely on stat boosts
- Pivot utility: Can switch in, disrupt, and potentially cripple with paralysis
Defensive Utility
- Immediate impact: Unlike many abilities, provides value instantly upon entry
- Dual coverage: Affects both physical and special attackers equally
- Team support: Benefits the entire team by weakening opposing offensive presence
- Longevity: Paralysis can provide long-term speed control and damage reduction
Counters and Limitations
- Intimidate immunity: Clear Body, White Smoke, Hyper Cutter, Full Metal Body
- Stat boost abilities: Defiant, Competitive turn the debuffs into buffs
- Non-contact moves: Special attackers using non-contact moves avoid paralysis
- Status immunity: Electric-types and Limber users ignore paralysis
- Taunt: Doesn't prevent the ability from working (unlike setup moves)
- Substitute: Blocks the contact paralysis effect
Common Users
Based on SpeciesList.textproto analysis, Fearmonger appears on:
- Legendary/Mythical Pokémon: High-tier threats with exceptional stats
- Dark-type specialists: Often paired with Dark Aura or shadow abilities
- Physical walls: Pokémon that benefit from reducing offensive pressure
- Utility Pokémon: Those designed for support and disruption roles
- Mixed attackers: Pokémon that can take advantage of the disruption they create
Synergies
- Entry hazards: Stealth Rock, Spikes compound the switching pressure
- Status moves: Thunder Wave, Will-O-Wisp for additional status spreading
- Pivoting moves: U-turn, Volt Switch to maximize entry opportunities
- Recovery moves: Roost, Recover to maintain longevity for repeated entries
- Dark Aura: Common pairing that boosts Dark-type moves
- Shadow Shield: Often paired for additional bulk
Competitive Usage Notes
- Tier considerations: Appears primarily on high-tier legendary Pokémon
- Role compression: Combines multiple forms of utility in one ability
- Meta impact: Forces opponents to consider both physical and special attacking options
- Team building: Excellent on defensive pivots and bulky utility Pokémon
- Doubles viability: Particularly strong in doubles where it affects both opponents
Version History
- Elite Redux original ability combining classic intimidation effects
- Unique implementation using the intimidate clone system
- One of the few abilities that combines entry effects with contact effects
- Designed for high-tier Pokémon to provide immediate battle impact
Notable Pokémon Users
From the codebase analysis, some notable users include:
- Nidoking (as innate ability)
- Various Shadow/Dark-type legendaries
- High-tier utility Pokémon with mixed defensive roles
- Pokémon designed for disruption and support roles
Comparison to Similar Abilities
- Intimidate: Only lowers Attack; Fearmonger adds Special Attack reduction
- Scare: Only lowers Special Attack; Fearmonger adds Attack reduction and paralysis
- Static/Flame Body: Only 30% contact status; Fearmonger adds entry intimidation
- Pressure: Different utility focus; doesn't provide immediate offensive disruption