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Showdown Mode - Ability ID 542

In-Game Description

"Ambush + Violent Rush."

Extended In-Game Description

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

Showdown Mode combines the devastating effects of Ambush and Violent Rush on the first turn after switching in. The Pokémon gains guaranteed critical hits on all attacks plus boosts Attack by 20% and Speed by 50% for explosive opening turns that can catch opponents off guard.

Character count: 286

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Showdown Mode is a combination ability that merges two powerful first-turn abilities:

Ambush Component:

  • Guarantees critical hits on all moves during the first turn after switching in
  • Critical hits ignore defensive stat boosts and deal 1.5x damage

Violent Rush Component:

  • Boosts Attack stat by 20% (multiplier of 6/5 = 1.2x) on the first turn
  • Boosts Speed by 50% (multiplier of 150/100 = 1.5x) on the first turn

Activation Conditions

  • Triggers automatically upon switching into battle
  • Effects only last for the first turn after switch-in
  • Both volatile flags (showdownMode and violentRush) are set simultaneously
  • The ability announces itself with a switch-in message

Technical Implementation

c
constexpr Ability ShowdownMode = {
    .onEntry = +[](ON_ENTRY) -> int {
        gVolatileStructs[battler].showdownMode = gVolatileStructs[battler].started.showdownMode = TRUE;
        return SwitchInAnnounce(B_MSG_SWITCHIN_SHOWDOWN_MODE);
    },
};

Critical Hit Logic:

c
// In battle_script_commands.c - Always Critical section
if (gVolatileStructs[battlerAtk].showdownMode) {
    return ALWAYS_CRIT;
}

Attack Boost:

c
// In battle_util.c - Attack stat calculation
if (gVolatileStructs[battler].showdownMode) statBase = statBase * 6 / 5; // +20%

Speed Boost:

c
// In battle_main.c - Speed calculation
if (gVolatileStructs[battlerId].showdownMode) speed = (speed * 150) / 100; // +50%

Turn Cleanup:

c
// Effects are cleared after the first turn unless battler was just switched in
CLEAR_ONE_TURN(showdownMode)
CLEAR_ONE_TURN(violentRush)

Numerical Values

  • Attack Boost: +20% (1.2x multiplier)
  • Speed Boost: +50% (1.5x multiplier)
  • Critical Hit Rate: 100% (guaranteed on all moves)
  • Duration: First turn only after switch-in

Affected Moves

  • Critical Hits: All offensive moves that can normally crit
  • Attack Boost: All physical moves benefit from the Attack increase
  • Speed Boost: Affects turn order and speed-based calculations

Interactions with Other Abilities/Mechanics

  • Stacks with other stat boosts: The 20% Attack boost applies before other multipliers
  • Speed boost affects turn order: Can allow slower Pokémon to outspeed opponents
  • Critical hits bypass defensive boosts: Ignores opponent's Defense/Special Defense stat increases
  • Works with held items: Scope Lens, Lucky Punch, etc. are redundant for crit rate but may still provide other benefits
  • Compatible with move effects: Works with high-crit moves, but they're already guaranteed to crit

Strategic Implications

  • Wallbreaker Role: Guaranteed crits ignore defensive setups like Reflect/Light Screen effects on damage calculation
  • Revenge Killer: Speed boost allows revenge killing faster threats
  • Lead Potential: Devastating opening turn can force immediate switches
  • Momentum Control: Can break through defensive cores with guaranteed critical damage

Example Damage Calculations

Scenario: Level 50 Pokémon with 252 Attack EVs using a 100 Base Power move

Without Showdown Mode:

  • Base Attack: ~200
  • Move Power: 100
  • Damage: ~Normal damage calculation

With Showdown Mode:

  • Base Attack: ~240 (200 × 1.2)
  • Move Power: 100
  • Critical Hit: 1.5x damage multiplier
  • Total effective multiplier: 1.8x normal damage (1.2 × 1.5)

Common Users

Pokémon that benefit most from Showdown Mode typically:

  • Have high base Attack stats to maximize the boost
  • Appreciate the speed control for revenge killing
  • Want to break through defensive teams quickly
  • Need help with immediate offensive presence

Competitive Usage Notes

  • Priority: Extremely high in offensive team compositions
  • Timing: Best used as a switch-in against predicted defensive plays
  • Synergy: Pairs well with Choice items for continued pressure after the first turn
  • Terrain/Weather: Speed boost can help set up beneficial field conditions

Counters

  • Ghost-types: Immune to Normal/Fighting moves that rely on the Attack boost
  • Intimidate: Can partially offset the Attack boost (-1 stage vs +20% base)
  • Priority Moves: Can bypass the speed advantage entirely
  • Protect/Detect: Forces the ability to waste its one-turn window
  • Defensive typing: Steel/Rock types can still tank even boosted critical hits

Synergies

  • Choice Band/Specs: Extends offensive pressure beyond the first turn
  • Life Orb: Stacks with the Attack boost for maximum damage
  • High base power moves: Maximizes the critical hit damage
  • Coverage moves: Ensures super-effective hits with guaranteed crits

Version History

  • Introduced as a combination ability merging Ambush (guaranteed first-turn crits) and Violent Rush (first-turn Attack/Speed boosts)
  • Part of Elite Redux's expanded ability system
  • Designed to create explosive opening turns for offensive Pokémon

Elite Redux Ability Codex