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Stygian Rush - Ability ID 558

In-Game Description

"Dark-type moves get +1 priority at max HP."

Extended In-Game Description

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

Stygian Rush grants +1 priority to all Dark-type moves when the Pokémon is at maximum HP. This allows Dark-type attacks to move before most other moves in battle. The priority boost is lost if the Pokémon takes any damage, making it a high-risk, high-reward ability.

Character count: 291

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

  • Priority Boost: +1 priority to Dark-type moves when at max HP
  • HP Requirement: Must be at exactly 100% HP (gBattleMons[battlerId].hp == gBattleMons[battlerId].maxHP)
  • Type Check: Uses GetTypeBeforeUsingMove() to determine if move is Dark-type before STAB/ability modifications

Technical Implementation

cpp
constexpr Ability DarkGaleWings = {
    .onPriority = GALE_WINGS_CLONE(TYPE_DARK),
};

#define GALE_WINGS_CLONE(type)                               \
    +[](ON_PRIORITY) -> int {                                \
        CHECK(GetTypeBeforeUsingMove(move, battler) == type) \
        CHECK(BATTLER_MAX_HP(battler))                       \
        return 1;                                            \
    }

Activation Conditions

  1. Type Requirement: Move must be Dark-type before any type changes
  2. HP Requirement: Pokémon must be at exactly maximum HP
  3. Priority Calculation: Adds +1 to the move's base priority

Complete List of Affected Moves

All Dark-type moves benefit from this ability, including:

  • Physical Dark Moves: Bite, Crunch, Knock Off, Sucker Punch, Throat Chop, etc.
  • Special Dark Moves: Dark Pulse, Shadow Ball, Snarl, Nasty Plot (status), etc.
  • Status Dark Moves: Taunt, Torment, Embargo, Hone Claws (if Dark-type), etc.

Interactions with Other Mechanics

  • STAB: Works independently of STAB bonuses
  • Type-changing Abilities: Move type is checked before abilities like Pixilate modify it
  • Item Effects: Unaffected by items that change move types
  • Multi-hit Moves: Each hit retains the priority boost if HP condition is met
  • Other Priority Abilities: Stacks with Quick Claw but conflicts with abilities like Stall

Strategic Implications

Advantages

  • Fast Revenge Killing: Sucker Punch becomes +2 priority at max HP
  • Early Game Control: Dark Pulse, Snarl get priority on switch-in
  • Status Move Priority: Taunt and other Dark status moves move first
  • Sweep Prevention: Can interrupt setup with priority Dark moves

Limitations

  • One-time Use: Lost after taking any damage
  • HP Dependency: Stealth Rock, Spikes, or any chip damage disables it
  • Type Restriction: Only benefits Dark-type moves
  • Predictable: Opponents can play around the known HP requirement

Example Damage Calculations

Standard Priority Dark Pulse (Max HP):

  • Base Priority: 0 → +1 with Stygian Rush
  • Moves before most standard moves (priority 0)
  • Still slower than Quick Attack (+1) and Extreme Speed (+2)

Sucker Punch with Stygian Rush:

  • Base Priority: +1 → +2 with Stygian Rush
  • Moves before almost all moves except Extreme Speed
  • Extremely powerful for revenge killing

Common Users

  • Dark-type Pokémon: Natural STAB synergy with the ability
  • Mixed Attackers: Can utilize both physical and special Dark moves
  • Lead Pokémon: Benefit from guaranteed max HP on switch-in
  • Glass Cannons: High-risk, high-reward playstyle fits the ability

Competitive Usage Notes

Optimal Team Roles

  • Lead Pokémon: Guaranteed activation on battle start
  • Switch-in Threats: Priority Dark moves on entry
  • Revenge Killers: Priority Sucker Punch for guaranteed KOs
  • Anti-Setup: Priority Taunt to prevent setup

Common Strategies

  • Entry Hazard Synergy: Partner with hazard setters to limit opponent's switching
  • Focus Sash Users: Maintain max HP for longer periods
  • Choice Item Users: Lock into powerful priority Dark moves

Counters

Direct Counters

  • Entry Hazards: Stealth Rock immediately disables the ability
  • Multi-hit Moves: First hit disables ability for subsequent hits
  • Status Moves: Toxic, Will-O-Wisp reduce HP and disable ability
  • Weather Damage: Sandstorm/Hail chip damage

Strategic Counter-play

  • Fairy-types: Immune to Dark-type moves entirely
  • Priority Moves: +2 or higher priority moves still go first
  • Protect Users: Can scout and waste the priority advantage
  • Bulky Setup: Tank the priority hit and set up afterward

Synergies

Ability Synergies

  • Life Orb: Maximize damage but lose HP after attacking
  • Choice Band/Specs: Lock into powerful priority moves
  • Focus Sash: Helps maintain max HP longer

Move Synergies

  • Sucker Punch: Becomes +2 priority for supreme revenge killing
  • Knock Off: Priority utility removal
  • Dark Pulse: Special priority for coverage
  • Taunt: Priority status prevention

Version History

  • Elite Redux: Custom ability based on Gale Wings mechanics
  • Implementation: Uses GALE_WINGS_CLONE macro for consistent behavior
  • Type Variant: Part of a series including Gale Wings (Flying), Tidal Rush (Water), etc.
  • Gale Wings (Flying-type variant)
  • Tidal Rush (Water-type variant)
  • Flaming Soul (Fire-type variant)
  • Volt Rush (Electric-type variant)
  • Frozen Soul (Ice-type variant)
  • Early Grave (Ghost-type variant)
  • Cute Antecedence (Fairy-type variant)

Elite Redux Ability Codex