Appearance
Jump Scare - Ability ID 718
In-Game Description
"Attacks with Astonish on first switch-in."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Jump Scare automatically uses Astonish when the Pokémon switches into battle, but only on the first entry per battle. Astonish is a 40 power Ghost-type move with priority +3 that causes flinching. The one-time restriction prevents repeated switch abuse while maintaining surprise factor.
Character count: 295
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Jump Scare is an entry hazard ability that automatically uses the move Astonish when switching into battle. The ability has a one-time restriction per battle to prevent abuse through repeated switching.
Activation Conditions
- Entry timing: Triggers immediately upon switching into battle
- One-time use: Only activates on the first switch-in per battle
- Persistent tracking: Uses single-use ability counter system
- No restrictions: Works regardless of opponent's type or abilities
Move Properties (Astonish)
- Type: Ghost-type physical move
- Power: 40 base power
- Accuracy: 100% accuracy
- Effect: 100% chance to cause flinching
- Priority: +3 (moves before most other moves)
- PP: 10 (though irrelevant for ability use)
- Contact: Yes, triggers contact-based abilities
Technical Implementation
c
constexpr Ability JumpScare = {
.onEntry = +[](ON_ENTRY) -> int {
CHECK_NOT(GetSingleUseAbilityCounter(battler, ability))
SetSingleUseAbilityCounter(battler, ability, TRUE);
return UseEntryMove(battler, ability, MOVE_ASTONISH, 0);
},
.persistent = TRUE,
};
Important Interactions
- Flinch mechanics: Target cannot move that turn if they haven't acted yet
- Priority system: +3 priority means it goes before most moves
- Contact move: Triggers abilities like Static, Rough Skin, etc.
- Ghost typing: Cannot affect Normal or Fighting types
- One-time counter: Persists through the entire battle
- Switch timing: Activates before opponent can act
Strategic Implications
- Surprise factor: Catches opponents off-guard on first switch
- Momentum control: High priority flinch can disrupt opponent's setup
- Entry threat: Forces opponents to consider switch-in timing
- Limited use: Cannot be spammed through repeated switching
- Type coverage: Ghost-type attack provides unique damage typing
Battle Timing
- Pokémon switches into battle
- Jump Scare checks if already used this battle
- If not used, sets counter and uses Astonish
- Astonish targets opposing Pokémon with +3 priority
- 40 damage dealt (if not immune) and 100% flinch applied
Competitive Usage
- Lead potential: Strong on lead Pokémon for immediate pressure
- Pivot abuse: One-time strong switch-in option
- Setup disruption: Can interrupt opponent's setup attempts
- Psychological pressure: Opponents must respect the threat
- Limited utility: Effectiveness decreases after first use
Counters and Limitations
- Type immunity: Normal and Fighting types are immune
- Ghost-type resistance: Ghost types resist the damage
- One-time only: Cannot be used again in the same battle
- Contact drawbacks: User takes contact-based damage/effects
- Protect/Detect: Can be blocked by protection moves
- Substitute: Doesn't break through Substitute
Synergies
- Intimidate: Combines well with attack-lowering entry
- Choice items: Doesn't lock into Astonish, preserves item flexibility
- Pivot moves: U-turn/Volt Switch after using the ability
- Setup moves: Can flinch opponent before they boost
- Entry hazards: Combines with Stealth Rock for chip damage
Pokemon Distribution
- Found as innate ability on certain Ghost-type Pokémon
- Typically on Pokémon with mischievous or startling themes
- Complements naturally bulky or support-oriented Pokémon
- Often paired with other entry abilities or intimidation effects
Version History
- Custom ability in Elite Redux
- Designed to provide entry pressure without being overpowered
- One-time restriction prevents switch abuse
- Uses existing Astonish move for consistency