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Suppress - Ability ID 498

In-Game Description

"Uses Torment on switch-in."

Extended In-Game Description

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

Upon entering the battlefield, automatically uses Torment on the opponent, preventing them from using the same move consecutively. This Dark-type status move forces the enemy to alternate between different attacks, disrupting repetitive strategies.

Character count: 286

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Suppress automatically inflicts the Torment status condition upon entry, forcing opponents to constantly change their move selection and preventing repetitive attack patterns.

Activation Conditions

  • Trigger: Activates immediately when switching into battle
  • Target: Automatically targets an opposing Pokémon
  • Move used: Torment (Dark-type status move)
  • Effect: Inflicts torment status condition
  • Guarantee: Cannot miss when used by this ability

Technical Implementation

c
constexpr Ability Suppress = {
    .onEntry = +[](ON_ENTRY) -> int { 
        return UseEntryMove(battler, ability, MOVE_TORMENT, 0); 
    },
};

Torment Status Condition

  • Effect: Prevents using the same move twice in a row
  • Duration: Permanent until cured or target switches out
  • Restriction: Must alternate between different moves
  • Type: Dark-type status move (affected by type interactions)
  • Category: Status move (no damage dealt)

Move Selection Impact

Before Torment:

  • Turn 1: Thunderbolt
  • Turn 2: Thunderbolt (allowed)
  • Turn 3: Thunderbolt (allowed)

After Torment:

  • Turn 1: Thunderbolt
  • Turn 2: Cannot use Thunderbolt (must use different move)
  • Turn 3: Can use Thunderbolt again
  • Turn 4: Cannot use Thunderbolt (must alternate)

Strategic Applications

  • Repetition disruption: Stops powerful move spamming
  • Choice item counters: Forces Choice users into suboptimal moves
  • Setup disruption: Prevents repeated stat boosting
  • Prediction tool: Forces opponent into readable patterns
  • Offensive pressure: Reduces opponent's move flexibility

Target Interactions

Excellent against:

  • Choice item users (Specs, Band, Scarf)
  • Single-move spammers (Earthquake, Boomburst)
  • Setup sweepers (repeated Calm Mind, Swords Dance)
  • STAB abusers (Pokémon relying on one powerful move)

Less effective against:

  • Mixed attackers (multiple viable moves)
  • Support Pokémon (various utility moves)
  • Status spreaders (multiple different status moves)
  • Diverse movesets (many attack options)

Curing Methods

  • Switching out: Removes torment status naturally
  • Aromatherapy/Heal Bell: Team-wide status cure
  • Mental Herb: Instant torment cure (if applicable)
  • Natural Cure: Removes on switch-out
  • Refresh: Self-cure move

Double Battle Applications

  • Single target: Only affects one opposing Pokémon
  • Partner protection: Doesn't affect ally Pokémon
  • Strategic targeting: Choose which opponent to torment
  • Field control: Reduces one opponent's offensive options

Competitive Usage

  • Anti-meta: Counters common repetitive strategies
  • Disruption: Forces opponents into suboptimal plays
  • Entry utility: Provides immediate battlefield impact
  • Support role: Helps team by limiting opponent options
  • Prediction game: Creates mind games around move selection

Choice Item Interactions

Choice Band/Specs/Scarf users:

  • Locked into one move normally
  • Torment forces them to Struggle after first use
  • Must switch or use Struggle (40 BP, recoil damage)
  • Creates significant disadvantage for Choice users

Synergies

Team support:

  • Entry hazards: Stack damage while limiting moves
  • Status spreaders: Combine with other disruptive effects
  • Prediction users: Easier to predict forced move changes
  • Trappers: Prevent switching to escape torment

Item synergies:

  • Rocky Helmet: Punish forced contact moves
  • Leftovers: Sustain while opponent struggles with limits
  • Choice items: Ironically good for user after tormenting opponent

Counters

  • Switching: Simple escape from torment status
  • Diverse movesets: Multiple viable moves reduce impact
  • Status immunity: Some abilities prevent status conditions
  • Mental Herb: Instant cure for torment
  • Team cures: Aromatherapy/Heal Bell support

Limitations

  • Single target: Only affects one opponent at a time
  • Switch escape: Easy to remove by switching
  • Movepool dependent: Less effective against diverse attackers
  • No damage: Doesn't deal direct damage
  • One activation: Only triggers once per switch-in

Dark-Type Interactions

  • Type immunity: Normal-types immune to Dark moves
  • Effectiveness: Not affected by type chart (status move)
  • STAB: User gets STAB if Dark-type (though no damage)
  • Ability interactions: Affected by Dark-type ability interactions

Prediction Applications

  • Forced alternation: Opponent must constantly change moves
  • Pattern recognition: Easier to predict opponent's next move
  • Move baiting: Force opponent into disadvantageous moves
  • Setup opportunities: Predict non-threatening moves for setup

Version History

  • Elite Redux custom ability for move restriction control
  • Based on the existing Torment move mechanics
  • Designed to counter repetitive strategies
  • Part of expanded disruption ability system

Elite Redux Ability Codex