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Peaceful Slumber - Ability ID 490

In-Game Description

"Sweet Dreams + Self Sufficient."

Extended In-Game Description

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

Combines Sweet Dreams and Self Sufficient healing effects. When asleep, restores 1/8 max HP minus 1/16 max HP (net 1/16 HP). When awake, restores 1/16 max HP at end of turn except on the first turn. Provides consistent healing regardless of sleep status.

Character count: 299

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Peaceful Slumber is a hybrid healing ability that provides consistent recovery whether the Pokémon is asleep or awake, combining the effects of Sweet Dreams and Self Sufficient in an optimized way.

Healing Mechanisms

When Asleep (Sweet Dreams Priority)

  • Base healing: Sweet Dreams attempts to heal 1/8 max HP
  • Adjustment: Code reduces this by 1/16 max HP
  • Net result: 1/16 max HP healing when asleep
  • Advantage: No first-turn restriction when sleeping

When Awake (Self Sufficient Fallback)

  • Standard healing: 1/16 max HP at end of turn
  • First turn exception: No healing on the first turn after switch-in
  • Consistency: Reliable backup when not asleep

Technical Implementation

c
constexpr Ability PeacefulSlumber = {
    .onEndTurn = +[](ON_END_TURN) -> int {
        if (SweetDreams.onEndTurn(DELEGATE_END_TURN)) {
            // Sweet Dreams activated, reduce healing by 1/16
            gBattleMoveDamage -= GetMaxHP(battler) / 16;
            return TRUE;
        }
        // Fall back to Self Sufficient if Sweet Dreams didn't activate
        return SelfSufficient.onEndTurn(DELEGATE_END_TURN);
    },
};

Activation Conditions

  • Sleep healing: Triggers when Pokémon has sleep status or Comatose ability
  • Wake healing: Triggers when not asleep and not on first turn
  • Priority system: Sweet Dreams is attempted first, Self Sufficient as backup
  • HP requirement: Only heals if current HP < maximum HP

Strategic Applications

  • Consistent recovery: Provides healing in all battle states
  • Sleep synergy: Works excellently with Rest users
  • Stall potential: Reliable passive healing for defensive strategies
  • Status immunity: Pairs well with sleep-inducing strategies
  • Tank support: Sustains bulky Pokémon through prolonged battles

Rest Synergy

  • Turn 1 (using Rest): Falls asleep, no healing yet
  • Turn 2 (asleep): Heals 1/16 max HP from Peaceful Slumber
  • Turn 3 (asleep): Heals 1/16 max HP from Peaceful Slumber
  • Turn 4 (wakes up): Full HP from Rest + continuous healing benefit

Comparison to Component Abilities

  • vs Sweet Dreams: More consistent, works when awake
  • vs Self Sufficient: Works immediately when asleep, no first-turn wait
  • vs Regenerator: Less healing per switch but continuous recovery
  • vs Leftovers: Same 1/16 healing rate but as an ability

Limitations

  • Healing amount: Only 1/16 max HP, relatively modest
  • No stacking: Doesn't stack with items like Leftovers
  • Full HP limit: No healing when at maximum health
  • Ability dependence: Lost if ability is suppressed

Counters

  • Heal Block: Prevents all healing from the ability
  • Ability suppression: Mold Breaker family disables healing
  • Taunt: Prevents Rest use for sleep synergy
  • Status moves: Poison/burn can offset the healing

Competitive Viability

  • Defensive tanks: Excellent on bulky Pokémon for sustained presence
  • Rest users: Perfect synergy with Rest strategies
  • Stall teams: Provides passive recovery for stall archetypes
  • Status absorbers: Can afford to take status with continuous healing
  • Longevity: Increases overall battle endurance significantly

Version History

  • Elite Redux custom ability combining two healing effects
  • Designed to provide reliable, consistent recovery
  • Part of the expanded ability system for enhanced strategic options
  • Optimized healing rate for balanced gameplay

Elite Redux Ability Codex