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Telekinetic - Ability ID 511
In-Game Description
"Casts Telekinesis on entry."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Telekinetic automatically casts Telekinesis on entry, lifting the user 3 feet off the ground for 3 turns. While levitating, all attacks targeting the user have perfect accuracy, but the user becomes immune to Ground-type moves and terrain effects. Cannot affect grounded Pokémon.
Character count: 294
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Telekinetic is a unique entry ability that automatically applies the Telekinesis move effect to its user upon switching in. This creates a double-edged effect where the user gains immunity to certain moves but becomes vulnerable to all attacks.
Activation Conditions
- Entry trigger: Activates immediately when the Pokémon enters battle
- Duration: Lasts for 3 turns after activation
- Auto-cast: Uses the Telekinesis move effect without consuming PP
- Species restrictions: Cannot activate on certain grounded species
Telekinesis Effect Details
When Telekinetic activates, the user gains the STATUS3_TELEKINESIS status, which provides:
- Levitation: Pokémon is lifted off the ground
- Perfect accuracy: All moves targeting the user have 100% accuracy
- Ground immunity: Becomes immune to Ground-type moves
- Terrain immunity: Unaffected by terrain effects (Electric, Grassy, Misty, Psychic)
Technical Implementation
c
// Telekinetic ability activates on entry
constexpr Ability Telekinetic = {
.onEntry = +[](ON_ENTRY) -> int {
return UseEntryMove(battler, ability, MOVE_TELEKINESIS, 0);
},
};
// Telekinesis move effect implementation
static void Cmd_settelekinesis(void) {
if (gStatuses3[gBattlerTarget] & (STATUS3_TELEKINESIS | STATUS3_ROOTED | STATUS3_SMACKED_DOWN) ||
gFieldStatuses & STATUS_FIELD_GRAVITY ||
IsTelekinesisBannedSpecies(gBattleMons[gBattlerTarget].species)) {
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 1);
} else {
gStatuses3[gBattlerTarget] |= STATUS3_TELEKINESIS;
gVolatileStructs[gBattlerTarget].telekinesisTimer = 3;
gBattlescriptCurrInstr += 5;
}
}
Banned Species
Certain grounded Pokémon cannot be affected by Telekinesis and thus cannot have this ability:
- Diglett and Dugtrio (including Alolan forms)
- Gengar-Mega (partially underground)
- Sand Castle Pokémon (Palossand)
- Other species with permanent ground connection
Status Interactions
- Smack Down: Immediately ends the Telekinesis effect
- Gravity: Prevents activation and ends existing effect
- Rooted: Cannot activate if user is rooted to the ground
- Magnet Rise: Does not stack with existing levitation effects
Turn Counter Management
c
// End of turn check for Telekinesis duration
case ENDTURN_TELEKINESIS:
if (gStatuses3[gActiveBattler] & STATUS3_TELEKINESIS) {
if (gVolatileStructs[gActiveBattler].telekinesisTimer == 0 ||
--gVolatileStructs[gActiveBattler].telekinesisTimer == 0) {
gStatuses3[gActiveBattler] &= ~(STATUS3_TELEKINESIS);
BattleScriptExecute(BattleScript_TelekinesisEndTurn);
}
}
Strategic Implications
Advantages:
- Entry pressure: Immediate battlefield control upon switching in
- Ground immunity: Complete immunity to Earthquake, Earth Power, etc.
- Terrain immunity: Unaffected by all terrain effects
- Setup protection: Can set up moves while immune to Ground attacks
Disadvantages:
- Perfect accuracy vulnerability: All attacks hit with 100% accuracy
- Limited duration: Only lasts 3 turns
- Gravity vulnerability: Completely negated by Gravity field effect
- Smack Down weakness: Instantly loses all benefits
Competitive Usage
- Anti-Ground: Excellent against Ground-type heavy teams
- Setup sweeper: Allows safe setup against Ground-type attacks
- Terrain denial: Prevents opponent from using beneficial terrain effects
- Entry hazard immunity: Immune to Spikes while levitating
- Risk vs reward: High-risk, high-reward ability requiring careful timing
Common Strategies
- Setup Abuse: Use the 3-turn immunity window to set up stat boosts
- Terrain Control: Deny opponent access to terrain-based strategies
- Anti-Earthquake: Counter common Ground-type coverage moves
- Pivot Tool: Switch in to absorb Ground attacks, then pivot out
Counters
Direct Counters:
- Gravity: Completely negates the ability and grounds the user
- Smack Down: Instantly removes all benefits
- Weather Ball (in Gravity): Becomes Rock-type and hits grounded targets
- High accuracy moves: Stone Edge, Focus Blast become guaranteed hits
Indirect Counters:
- Status moves: Perfect accuracy makes status moves unavoidable
- Multi-hit moves: Skill Link abilities become more threatening
- OHKO moves: Fissure, Guillotine become 30% accurate instead of failing
Ability Synergies
- Air Balloon: Extends levitation beyond 3 turns if balloon isn't popped
- Levitate: Redundant with Telekinetic's Ground immunity
- Magic Guard: Prevents residual damage while gaining perfect accuracy
- Sturdy: Ensures survival of at least one perfect accuracy attack
Team Synergies
- Gravity teams: Ironically, opposing Gravity can shut down the ability
- Terrain teams: Denies opponent access to terrain while maintaining your own
- Setup sweepers: Partners who can abuse the temporary immunity window
- Pivot cores: Pokémon that can switch in to absorb Ground moves
Version History
- Elite Redux exclusive ability
- Designed as a high-risk, high-reward entry ability
- Balances immunity benefits with perfect accuracy vulnerability
- Part of the expanded ability roster in Elite Redux
Interaction Notes
- Cannot be Skill Swapped while active (status-based, not ability-based after activation)
- Trace cannot copy the entry effect (occurs before Trace activation)
- Role Play copying occurs after the initial Telekinesis application
- Works with entry-based items like Focus Sash for survival strategies