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Pressure - Ability ID 46

In-Game Description

"Doubles foe's PP usage. Clears stat buffs on entry."

Extended In-Game Description

For use in Elite Redux extended ability UI (280-300 chars max)

Pressure doubles PP usage of opposing moves and clears all stat buffs on entry. Pressure bearer keeps their stat drops while removing positive buffs from all opponents. Opposing moves cost 2 PP instead of 1, accelerating resource depletion. Displays "is exerting its pressure!" upon entry.

Character count: 299

Detailed Mechanical Explanation

For Discord/reference use

PRESSURE is a passive ability that creates PP pressure on opponents while removing statistical advantages upon entry.

Activation Mechanics:

  • Entry Effect: Immediately upon entering battle (onEntry hook)
  • Stat Clearing: Removes all positive stat buffs from opponents and all stat changes from user
  • Self-Clearing: User's stat drops are cleared (beneficial effect)
  • Opponent Clearing: All opponents' stat buffs are cleared (detrimental effect)
  • PP Effect: Passive - no additional activation required

PP Usage Mechanics:

  1. PP Doubling:

    • Opposing moves cost 2 PP instead of 1
    • Only affects moves used against the Pressure user
    • Does not affect moves if the attacker also has Pressure
    • Applied during PP deduction phase after move execution
  2. Scope:

    • Affects all attacking moves (including status moves)
    • Applies to both single and double battles
    • Multiple Pressure users stack effect (opponents lose 3 PP per move if facing 2 Pressure users)

Entry Stat Clearing:

  • Self-Effect: Clears user's stat drops (Attack -1 becomes neutral, etc.)
  • Opponent Effect: Clears all positive stat buffs from opponents
  • Preserved: Opponent stat drops remain unchanged
  • Implementation: Uses RESET_STAT_DROPS for self, RESET_STAT_BUFFS for opponents
  • Message: "All stat changes were eliminated!" if any stats were cleared

Technical Implementation:

c
constexpr Ability Pressure = {
    .onEntry = +[](ON_ENTRY) -> int {
        int loweredStats = 0;
        for (int i = 0; i < gBattlersCount; i++) {
            if (!IsBattlerAlive(i)) continue;
            loweredStats |= TryResetBattlerStatChanges(i, 
                i == battler ? RESET_STAT_DROPS : RESET_STAT_BUFFS);
        }
        
        if (loweredStats) {
            BattleScript_PressureRemoveStats(); // "All stat changes were eliminated!"
        }
        
        SwitchInAnnounce(B_MSG_SWITCHIN_PRESSURE); // "is exerting its pressure!"
        return TRUE;
    },
};

// PP Usage (in battle_script_commands.c):
if (!BATTLER_HAS_ABILITY(attacker, ABILITY_PRESSURE) && 
    IsAbilityOnOpposingSide(attacker, ABILITY_PRESSURE)) {
    ppToDeduct++; // Doubles PP usage
}

Interaction Rules:

  • vs Setup Sweepers: Immediately neutralizes stat buffs like Swords Dance, Nasty Plot
  • vs Stat Support: Removes beneficial effects from Intimidate, Defiant triggers
  • PP Stalling: Forces opponents to exhaust moves faster, especially problematic for low-PP moves
  • Self-Beneficial: Clears negative stat changes from moves like Overheat, Superpower

Competitive Applications:

  1. Defensive Pivot: Entry hazard for stat-based strategies
  2. PP Stalling: Synergizes with Recover, Toxic, Substitute strategies
  3. Setup Counter: Hard counters setup sweepers that rely on stat buffs
  4. Resource Management: Forces opponents to use items like Leppa Berry earlier

Counters and Limitations:

  • Ability Suppression: Neutralizing Gas, Mold Breaker bypass the entry effect
  • Immediate Threat: No defensive benefit if opponent can KO without setup
  • Status Immunity: Doesn't prevent status moves that don't require PP (like Toxic Spikes)
  • Substitute: Opponents behind Substitute take PP pressure but avoid stat clearing

Synergistic Strategies:

  • Toxic Spikes + Pressure: Forces opponents to waste PP while taking poison damage
  • Recover/Roost: Pressure stalling with reliable recovery
  • Protect/Detect: Maximizes PP waste by forcing opponents to use moves without damage
  • Choice Items: Pressure bearers can force opponents to struggle faster

Notable Users:

  • Many legendary Pokémon have Pressure as their signature ability
  • Commonly appears on defensive walls and stall Pokémon
  • Particularly effective on Pokémon with access to recovery moves

Calculations:

  • Standard Move (24 PP): Lasts 24 turns → 12 turns vs Pressure
  • Low PP Move (8 PP): Lasts 8 turns → 4 turns vs Pressure
  • Two Pressure Users: Opponent moves cost 3 PP each (1 base + 2 pressure)

Version History:

  • Gen 3-4: Original implementation with PP doubling only
  • Elite Redux: Added stat clearing on entry, making it both offensive and defensive utility

Elite Redux Ability Codex