Appearance
From the Shadows - Ability ID 702
In-Game Description
"Attacks trap and have a 20% flinch chance when moving first."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
From the Shadows traps the target with every attack, preventing escape like Block. When the user moves first in a turn, attacks gain a 20% chance to flinch. The trap effect applies regardless of flinch success. Creates pressure through speed control and escape denial.
Character count: 284
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
From the Shadows is an offensive ability that combines trapping mechanics with conditional flinch chance. It has two distinct effects that trigger on successful attacks.
Primary Effect: Trapping
- Always active: Every successful attack traps the target
- Escape prevention: Target cannot switch out or flee
- Similar to moves: Block, Mean Look, Spider Web
- Persistent: Effect remains until the user switches out or faints
- Override protection: Bypasses most switching abilities and items
Secondary Effect: Flinch Chance
- Speed dependent: Only triggers when moving first in turn order
- 20% chance: Applied to eligible moves when speed condition is met
- Move restrictions: Only works on moves that can normally cause flinch
- Turn order check: Compares battler turn positions, not raw speed stats
Activation Conditions
- Attack requirement: Must successfully hit the target
- Move eligibility: For flinch, move must be able to have extra flinch chance
- Speed priority: For flinch, user must act before target in turn order
- No immunities: Target must not be immune to the specific effects
Technical Implementation
c
// From the Shadows implementation
constexpr Ability FromTheShadows = {
.onAttacker = +[](ON_ATTACKER) -> int {
CHECK(ShouldApplyOnHitAffect(target))
CHECK(GetBattlerTurnOrderNum(target) >= gCurrentTurnActionNumber)
// 20% flinch chance when moving first
if (CanMoveHaveExtraFlinchChance(move) && Random() % 100 < 20) {
AbilityStatusEffectDirect(MOVE_EFFECT_FLINCH);
}
// Always trap the target
CHECK_NOT(gBattleMons[target].status2 & STATUS2_ESCAPE_PREVENTION)
gBattleMons[target].status2 |= STATUS2_ESCAPE_PREVENTION;
gVolatileStructs[target].battlerPreventingEscape = battler;
BattleScriptCall(BattleScript_AnnounceTargetTrapped);
return TRUE;
},
};
Turn Order Mechanics
- Priority moves: User with higher priority moves first regardless of speed
- Speed ties: Determined by actual speed stats and random factors
- Trick Room: Slower Pokémon move first, affecting flinch activation
- Action timing: Checks position in turn queue, not raw speed values
Important Interactions
- Multi-hit moves: Each hit can potentially flinch and trap applies once
- Substitute: Trapping effect works through Substitute
- Ghost types: Cannot be trapped by normal means, but this ability bypasses immunity
- Arena Trap immunity: Flying types and Levitate are still trapped
- Magnet Rise: Doesn't prevent trapping from this ability
Flinch Mechanics Detail
- Move compatibility: Only works on moves that can normally have flinch chance
- Status moves: Generally don't qualify for extra flinch chance
- Already flinching moves: Stacks with natural flinch chance
- Flinch immunity: Inner Focus and similar abilities prevent the flinch
- Same turn: Flinch only affects the next turn, not current action
Strategic Applications
- Speed control: Encourages investment in speed for flinch consistency
- Trapping utility: Guarantees targets can't escape prediction
- Revenge killing: Excellent for revenge scenarios with speed advantage
- Setup prevention: Traps setup sweepers and forces confrontation
- Pivot denial: Prevents opponents from switching momentum
Counters and Limitations
- Speed control: Slower opponents avoid flinch chance
- Priority moves: Can bypass speed-based flinch activation
- Flinch immunity: Inner Focus, Shield Dust block flinch component
- Ghost immunity: Ghost types cannot be trapped (traditional rules)
- U-turn/Volt Switch: May allow escape before trap applies
- Fainting: User fainting releases all trapped targets
Team Synergies
- Speed support: Tailwind, Agility support maximizes flinch chance
- Priority moves: Ensures first move advantage for activation
- Choice items: Speed boost items increase flinch reliability
- Trick Room teams: Can work as anti-setup in reverse speed scenarios
- Entry hazards: Trapped opponents take guaranteed damage
Competitive Usage Notes
- Role compression: Combines speed-based offense with trapping utility
- Prediction tool: Forces opponents into specific play patterns
- Anti-switching: Excellent against momentum-based strategies
- Setup counter: Traps and potentially flinches setup attempts
- Speed tier important: Effectiveness tied to speed investment and team support
Move Compatibility
Flinch chance works with moves that can normally have enhanced flinch rates:
- Physical attacks: Most contact and non-contact physical moves
- Special attacks: Most damaging special moves
- Multi-hit moves: Each hit can trigger flinch independently
- Status moves: Generally excluded from flinch enhancement
Version History
- Custom ability in Elite Redux
- Part of the expanded ability roster
- Designed for speed-based offensive pressure
- Combines classic trapping with modern flinch mechanics
Thematic Design
From the Shadows represents an ambush predator that strikes from concealment, trapping prey while using speed and surprise to create openings. The ability rewards aggressive, fast-paced play while providing utility through escape denial.