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Inversion - Ability ID 473
In-Game Description
"Sets up Inverse Room on entry, lasts 3 turns."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Inversion automatically sets up Inverse Room when the Pokémon enters battle, lasting exactly 3 turns. Inverse Room reverses all type effectiveness interactions - super effective moves become not very effective and vice versa. Field effect cannot be reactivated while active. Game-changing.
Character count: 289
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Inversion is a field-controlling ability that automatically establishes Inverse Room when the Pokémon enters battle. This fundamentally changes the battle dynamic by reversing all type effectiveness calculations for all Pokémon on the field.
Activation Conditions
- Trigger: Activates automatically when the Pokémon with Inversion enters battle
- Duration: Exactly 3 turns (INVERSE_ROOM_DURATION_SHORT)
- Field status: Sets STATUS_FIELD_INVERSE_ROOM
- Reactivation: Cannot be triggered again while Inverse Room is already active
Type Effectiveness Reversal
Inverse Room completely reverses the type effectiveness chart:
- Super effective (2x) becomes Not very effective (0.5x)
- Not very effective (0.5x) becomes Super effective (2x)
- Normal effectiveness (1x) remains unchanged
- No effect (0x) remains no effect
Technical Implementation
c
constexpr Ability InverseRoom = {
.onEntry = +[](ON_ENTRY) -> int {
CHECK_NOT(gFieldStatuses & STATUS_FIELD_INVERSE_ROOM)
gFieldTimers.started.inverseRoom = TRUE;
gFieldStatuses |= STATUS_FIELD_INVERSE_ROOM;
gFieldTimers.inverseRoomTimer = INVERSE_ROOM_DURATION_SHORT; // 3 turns
BattleScriptPushCursorAndCallback(BattleScript_InversedRoomActivated);
return TRUE;
},
};
Type Effectiveness Examples
With Inverse Room active:
- Fire vs Water: Normally not very effective (0.5x) → becomes super effective (2x)
- Water vs Fire: Normally super effective (2x) → becomes not very effective (0.5x)
- Electric vs Ground: Normally no effect (0x) → remains no effect (0x)
- Normal vs Ghost: Normally no effect (0x) → remains no effect (0x)
- Fighting vs Normal: Normally normal effectiveness (1x) → remains normal (1x)
Battle Messages
- On activation: "{POKÉMON}'s Inverse Room set up Inverse Room!"
- Field effect: "The type effectiveness were inverted!"
- On end: "The inverted dimensions returned to normal!"
Duration and Timing
- Timer: 3 turns from activation
- End of turn: Timer decreases at end of each turn
- Permanent effects: Some room moves can set permanent duration with special flags
- Turn 0: Activates immediately on entry, timer starts counting
Important Interactions
- Ability negation: Disabled by Clueless ability being on the field
- Miracle Eye: Can interact with Inverse Room calculations (double negation)
- Inverse Battle flag: Game can have multiple inversion effects that interact
- Multiple inversions: Effects can stack or cancel each other out
- Weather independence: Works regardless of weather conditions
- Entry hazards: Does not affect entry hazard damage calculations
Strategic Implications
- Team building: Requires complete rethinking of type matchups
- Lead potential: Excellent as a lead Pokémon to set field conditions
- Coverage moves: Previously resisted moves become super effective
- Defensive typing: Resistances become weaknesses and vice versa
- Speed control: 3-turn duration means limited window of opportunity
Competitive Usage
- Anti-meta potential: Counters common type effectiveness strategies
- Surprise factor: Can catch opponents off-guard with reversed matchups
- Team support: Benefits teammates with normally poor type matchups
- Short duration: Limited 3-turn window requires immediate capitalize
- One-time use: Cannot reactivate during battle once field effect ends
Counters and Limitations
- Clueless ability: Completely negates Inverse Room while on field
- Field condition override: Other room moves can replace Inverse Room
- Switch timing: Opponents can switch to better matchups during effect
- Duration management: Only 3 turns to capitalize on reversed effectiveness
- Entry timing: Vulnerable if switched in during opponent's attack turn
Pokémon That Learn This Ability
Based on the ability's unique nature and implementation:
- Likely exclusive to specific legendary or mythical Pokémon
- Pokémon with reality-warping or dimension-controlling themes
- Psychic-type Pokémon with space/time manipulation abilities
Synergies
- Room moves: Pairs with other room effects for field control
- Trick Room: Can combine with speed reversal for total battle reversal
- Entry hazards: Opponents may switch more, triggering hazard damage
- U-turn/Volt Switch: Pivot moves gain value with changing field conditions
- Priority moves: Become more valuable with unpredictable type matchups
Version History
- Elite Redux exclusive: Custom ability not found in official games
- Field condition system: Uses the same mechanics as Trick Room and Wonder Room
- Duration balance: 3-turn limit prevents overpowered field control
- Entry activation: Automatic trigger makes it immediately impactful
Ability Suppression Effects
- Mold Breaker line: Does not prevent field effect once established
- Neutralizing Gas: Does not disable already active field conditions
- Simple Beam/Worry Seed: Changing ability doesn't remove field effect
- Gastro Acid: Suppressing ability doesn't end ongoing Inverse Room
Technical Notes
- Uses the same timer system as other room effects
- Shares field status bit with Inverse Room move effect
- Prevented from activating if field status already set
- Integrates with existing type effectiveness calculation system
- Battle script system handles all messages and animations