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Cheating Death - Ability ID 427
In-Game Description
"Gets no damage for the first two hits."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Negates all damage for the first 2 hits received. Works exactly like Substitute - moves still connect and secondary effects (stat boosts, status) apply normally. Damage is simply reduced to 0. Counter decrements per hit, not per turn. Does not block non-damaging moves or entry hazards.
Character count: 286
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Cheating Death is a defensive ability that provides complete damage immunity for exactly 2 hits per battle. Unlike immunity abilities, the moves still connect and can trigger secondary effects - only the damage is negated.
Activation Conditions
- Hit counter: Blocks damage for the first 2 hits received in battle
- Damage type requirement: Only blocks direct attack damage
- Persistence: Counter persists across switches (
.persistent = TRUE
) - Per-Pokémon basis: Each Pokémon has its own 2-hit counter
Technical Implementation
cpp
// Cheating Death ability definition in abilities.cc
constexpr Ability CheatingDeath = {
.onEntry = +[](ON_ENTRY) -> int {
int uses = 2 - GetSingleUseAbilityCounter(battler, ability);
CHECK(uses)
if (uses == 1)
BattleScriptPushCursorAndCallback(BattleScript_BattlerHasASingleNoDamageHit);
else if (uses > 1) {
ConvertIntToDecimalStringN(gBattleTextBuff4, uses, STR_CONV_MODE_LEFT_ALIGN, 2);
BattleScriptPushCursorAndCallback(BattleScript_BattlerHasNoDamageHits);
}
return TRUE;
},
.noDamageHits = 2,
.persistent = TRUE,
};
Damage Blocking Logic
cpp
// In battle_script_commands.c - Cmd_datahpupdate()
else if (gBattleMoveDamage > 0 && !(gHitMarker & HITMARKER_PASSIVE_DAMAGE) && RemainingNoDamageHits(gActiveBattler) > 0) {
IncrementSingleUseAbilityCounter(gActiveBattler, GetNoDamageAbility(gActiveBattler), 1);
if (RemainingNoDamageHits(gActiveBattler) <= 0) {
BattleScriptCall(BattleScript_BattlerCanNoLongerEndureHits);
}
}
Important Interactions
- Move still connects: Accuracy checks pass, contact effects trigger
- Secondary effects can still occur: Status conditions, stat changes, etc. can still happen
- No "immune" message: Shows hit animation but 0 damage
- Works against all physical damage: Not type-specific like immunities
- Cannot be suppressed: No
.breakable = TRUE
flag - Counter system: Uses
GetSingleUseAbilityCounter()
for tracking
What Gets Blocked
- ✅ Direct attack damage: All damaging moves
- ✅ Multi-hit moves: Each hit decrements counter
- ✅ Critical hits: Damage still becomes 0
- ✅ STAB/type effectiveness: Damage modifiers irrelevant
What Doesn't Get Blocked
- ❌ Passive damage: Poison, burn, weather damage
- ❌ Entry hazards: Stealth Rock, Spikes, etc.
- ❌ Non-damaging moves: Status moves, stat changes
- ❌ Recoil damage: Self-inflicted damage
- ❌ Confusion/attraction damage: Self-harm
Entry Messages
- When entering with 2 hits remaining: "X has N no damage hits!"
- When entering with 1 hit remaining: "X has a single no damage hit!"
- When the last hit is used: "X can no longer endure hits!"
Strategic Implications
- Guaranteed protection: Provides 2 turns of damage immunity
- Secondary effects vulnerability: Still susceptible to status, stat drops
- Switch value: Counter persists, making switches tactical
- Priority moves: No special interaction - still blocked if damaging
- One-time use: Once depleted, ability provides no further benefit
Competitive Usage Notes
- Lead potential: Excellent for setting up or absorbing hits early
- Pivot protection: Safe switching with guaranteed damage absorption
- Setup enabler: Two free turns to boost stats or set up
- Endgame insurance: Can tank crucial hits in close matches
- Multi-hit vulnerability: Abilities like Skill Link can deplete quickly
Counters
- Status moves: Inflict conditions without using hit counter
- Multi-hit moves: Deplete counter faster than single hits
- Entry hazards: Bypass the ability entirely
- Passive damage: Weather, abilities don't trigger counter
- Non-damaging harassment: Taunt, disable, etc.
Synergies
- Setup moves: Calm Mind, Dragon Dance, etc.
- Recovery moves: Roost, Recover while protected
- Hazard setting: Stealth Rock, Spikes setup
- Status spreading: Will-O-Wisp, Thunder Wave
- Substitute: Can set up behind guaranteed protection
Version History
- Custom Elite Redux ability (ID 427)
- Uses modern single-use ability counter system
- Persistent across switches unlike traditional Endure
- No vanilla equivalent - unique defensive mechanism
Technical Notes
- Counter storage: Persistent per Pokémon in party
- Battle reset: Counters reset between battles
- Double battles: Each Pokémon has independent counters
- Forme changes: Counter persists through forme changes
- Ability changes: Losing ability doesn't reset counter