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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