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Sand Pit - Ability ID 745

In-Game Description

"Attacks with 20BP Sand Tomb on switch-in."

Extended In-Game Description

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

Sand Pit automatically uses Sand Tomb with 20 base power when the Pokémon switches into battle. The attack targets all opposing Pokémon and traps them in quicksand for 2-5 turns, dealing Ground-type damage each turn. Cannot miss and ignores accuracy checks. Perfect for entry hazard control.

Character count: 291

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Sand Pit is an offensive entry ability that automatically uses a weakened version of Sand Tomb when the Pokémon switches into battle. This creates immediate battlefield control by trapping opponents.

Implementation Details

c
constexpr Ability SandPit = {
    .onEntry = +[](ON_ENTRY) -> int { return UseEntryMove(battler, ability, MOVE_SAND_TOMB, 20); },
};

The ability uses the UseEntryMove function with:

  • Move: MOVE_SAND_TOMB
  • Base Power: 20 (instead of Sand Tomb's normal 50 power)
  • Trigger: On switch-in (.onEntry)

Sand Tomb Move Properties

  • Type: Ground
  • Category: Physical
  • Normal Power: 50 (reduced to 20 by this ability)
  • Accuracy: 90% (but entry moves typically don't miss)
  • Effect: EFFECT_TRAP - traps target for 2-5 turns
  • Target: Selected opponent
  • PP: 10 (irrelevant for ability usage)

Activation Conditions

  • Switch-in trigger: Activates when the Pokémon enters battle
  • Valid targets: Must have at least one opposing Pokémon
  • No immunities: Works regardless of opponent's abilities or types
  • Single use: Activates once per switch-in

Trap Mechanics

Once Sand Tomb hits:

  • Duration: Traps for 2-5 turns (random)
  • Damage per turn: 1/8 of target's max HP
  • Movement restriction: Target cannot switch out
  • Turn-by-turn damage: Occurs at end of each turn
  • Multiple targets: Can trap multiple opponents in doubles/triples

Technical Implementation Notes

The UseEntryMove function handles:

  • Target selection (all valid opposing battlers)
  • Power override (20 instead of normal move power)
  • Animation and message display
  • Battle script execution
  • Damage calculation with custom power

Important Interactions

  • Type effectiveness: Ground-type, so doesn't affect Flying types or Pokémon with Levitate
  • Ability interactions: Can be blocked by abilities like Sturdy or Wonder Guard
  • Item interactions: Affected by items like Ground Gem or Soft Sand
  • Weather effects: No special weather interactions
  • Terrain effects: Not affected by terrain since it's not grounded when used

Strategic Applications

  • Entry hazard alternative: Provides immediate battlefield control
  • Pivot punishment: Punishes opponents for switching
  • Doubles synergy: Can trap multiple opponents simultaneously
  • Stall breaking: Forces trapped opponents to stay and take damage
  • Setup enabler: Buys time for team setup while opponents are trapped

Limitations

  • Type immunity: Completely ineffective against Flying types and Levitate users
  • Low damage: 20 base power makes it more utility than damage
  • Single activation: Only works once per switch-in
  • No accuracy bypass: Unlike some entry moves, this can still miss
  • Ground immunity: Common immunities reduce effectiveness

Comparison to Similar Abilities

  • Versus status entry moves: Provides damage instead of status
  • Versus weather abilities: More direct battlefield impact
  • Versus stat-changing entries: Immediate trapping vs. long-term benefits
  • Versus other trap moves: Weaker but automatic activation

Competitive Viability

  • Role compression: Combines entry presence with field control
  • Doubles potential: More valuable in multi-target formats
  • Niche usage: Useful on specific team archetypes
  • Prediction reward: Benefits from good switch timing
  • Meta dependent: Effectiveness varies with Flying-type usage

Pokémon That Could Use This Ability

This ability would be thematically appropriate for:

  • Ground-type Pokémon with sandy/desert themes
  • Pokémon associated with traps or pits
  • Defensive Pokémon that want to control switches
  • Desert-dwelling species

Synergistic Moves and Items

  • Arena Trap: Stack with Arena Trap for enhanced trapping
  • Binding Band: Extends trap damage duration
  • Grip Claw: Guarantees maximum trap duration (5 turns)
  • Soft Sand: Boosts the Ground-type damage
  • Leftovers: Sustain while opponents take trap damage

Counters and Counterplay

  • Flying types: Complete immunity to Ground-type moves
  • Levitate ability: Immune to Ground-type attacks
  • Rapid switching: Minimize exposure to the ability
  • Ghost types: Can switch out despite being trapped (generation dependent)
  • Shed Shell: Holder can switch out of traps
  • Teleport/U-turn: Priority switching moves may escape

Version History and Elite Redux Context

  • Elite Redux addition: Custom ability not in base games
  • Power balancing: 20 power prevents it from being overpowered
  • Entry move system: Uses established UseEntryMove framework
  • Competitive integration: Designed for strategic depth without being oppressive

This ability represents Elite Redux's philosophy of creating unique, strategic abilities that add depth without overwhelming power levels.

Elite Redux Ability Codex