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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

Elite Redux Ability Codex