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Trickster - Ability ID 481

In-Game Description

"Uses Disable on switch-in."

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)

Trickster automatically uses Disable on switch-in, targeting any alive opponent. Disable prevents the target from using their last-used move for several turns. If multiple opponents exist, targets the first alive opponent found. A cunning ability that disrupts enemy strategies.

Character count: 295

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Trickster is a disruptive entry ability that automatically casts Disable when switching into battle. This creates immediate pressure by limiting the opponent's moveset upon entry.

Activation Conditions

  • Trigger: Activates on switch-in (onEntry)
  • Target selection: Targets the first alive opponent found
    • Checks opposing side positions in order
    • Must find at least one alive opponent to activate
  • Move execution: Uses the actual Disable move with all its properties

Technical Implementation

c
// Trickster implementation in abilities.cc
constexpr Ability Trickster = {
    .onEntry = +[](ON_ENTRY) -> int { 
        return UseEntryMove(battler, ability, MOVE_DISABLE, 0); 
    },
};

The UseEntryMove function:

  • Finds the first alive opponent
  • Queues Disable as an extra attack
  • Uses standard move targeting and execution
  • Returns true if successful, false if no valid targets

Disable Move Details

From MoveList.textproto:

  • Type: Normal-type status move
  • Accuracy: 100% (cannot miss)
  • PP: 20 (not relevant for ability usage)
  • Effect: EFFECT_DISABLE
  • Target: Selected opponent
  • Description: "Psychically disables one of the foe's moves"
  • Duration: Several turns (typically 4-7 turns)

Important Interactions

  • Move selection: Targets the opponent's last-used move
  • No previous move: If opponent hasn't used a move yet, Disable fails
  • Multiple opponents: Only targets one opponent (first alive found)
  • Accuracy: 100% accurate when used by Trickster
  • Timing: Occurs immediately on switch-in before other actions
  • Ability suppression: Doesn't work if ability is suppressed

Strategic Applications

  • Lead disruption: Excellent on lead Pokémon to disable setup moves
  • Revenge killer: Disable the move that KO'd your previous Pokémon
  • Stall breaking: Disable recovery moves or key defensive options
  • Pivot support: Disable threats before pivoting out
  • Momentum control: Force opponent into suboptimal plays

Target Priority Logic

c
// Target selection from UseEntryMove in battle_util.c
int opposingBattler = BATTLE_OPPOSITE(battler);
for (i = 0; i < 2; opposingBattler ^= BIT_FLANK, i++) {
    if (IsBattlerAlive(opposingBattler)) {
        target = opposingBattler;
        break;
    }
}

Competitive Usage Notes

  • Entry hazard synergy: Combines well with hazard setting
  • U-turn/Volt Switch: Create disable pressure then pivot
  • Choice item counters: Disable the locked-in move
  • Setup prevention: Stop dangerous setup sweepers
  • Psychic immunity: Doesn't affect Dark-type opponents (Disable is affected by type immunity)

Limitations

  • Single use per switch-in: Only activates once when entering
  • Requires previous move: Target must have used a move to disable
  • Single target: Can't disable multiple opponents simultaneously
  • Type immunity: Dark-types are immune to Disable (Normal-type move blocked by Dark immunity)
  • Substitute: Blocked by Substitute
  • Mental Herb: Target can use Mental Herb to cure Disable

Counters

  • Dark-type Pokémon: Immune to Disable due to type immunity
  • Substitute: Blocks the Disable effect
  • Mental Herb: Cures Disable immediately
  • Ability suppression: Mold Breaker, Neutralizing Gas
  • Switching: Target can switch out to escape Disable
  • Taunt immunity: Some abilities prevent status moves

Synergies

  • Entry hazards: Stealth Rock, Spikes for chip damage
  • Pivot moves: U-turn, Volt Switch, Flip Turn
  • Status moves: Combine with other disruptive status
  • Pursuit trappers: Trap opponents forced into bad positions
  • Setup sweepers: Create opportunities for teammates to set up

Battle Format Considerations

  • Singles: Highly effective for momentum control
  • Doubles: Less reliable due to multiple targets and faster pace
  • Switching games: Excellent in formats with frequent switching
  • Stall teams: Disrupts opposing stall strategies effectively

Similar Abilities

  • Other entry abilities: Intimidate, Download, Trace (different effects)
  • Status on entry: None others specifically use status moves
  • Disable effects: Only Cursed Body triggers Disable on contact

Version History

  • Elite Redux custom ability
  • Part of the extended ability system (480+ IDs)
  • Designed for disruptive switch-in pressure
  • Uses the standard Disable move mechanics

Elite Redux Ability Codex