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Desolate Sun - Ability ID 746
In-Game Description
"Desolate Land + Earth Eater."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Desolate Sun creates extremely harsh sunlight that lasts until the user switches out and nullifies all Water-type moves. Additionally, the user heals 25% of their max HP when hit by Ground-type moves. Combines weather control with Ground immunity for strong defensive utility.
Character count: 294
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Desolate Sun is a powerful combination ability that merges two distinct defensive mechanics: permanent weather control and move-type absorption. It provides both offensive support through weather manipulation and defensive utility through Ground-type immunity with healing.
Component Abilities Analysis
Desolate Land Component
- Weather Effect: Creates extremely harsh sunlight (WEATHER_SUN_PRIMAL)
- Duration: Permanent until the user switches out or faints
- Water Nullification: All Water-type moves become unusable while active
- Fire Boost: Fire-type moves receive 50% damage boost
- Solar Moves: Solar Beam/Solar Blade fire immediately without charge turn
- Weather Override: Cannot be overridden by normal weather moves
Earth Eater Component
- Ground Absorption: Absorbs all Ground-type moves targeting the user
- HP Recovery: Heals 25% of max HP when absorbing Ground moves
- No Damage: Ground moves deal 0 damage and trigger healing instead
- Move Immunity: Complete immunity to Ground-type damage
- Breakable: Effect can be suppressed by Mold Breaker-type abilities
Technical Implementation
c
// Current implementation is incomplete - only has randomizerBanned flag
constexpr Ability DesolateSun = {
.randomizerBanned = TRUE,
};
// Should be implemented as combination ability:
constexpr Ability DesolateSun = {
.onEntry = +[](ON_ENTRY) -> int {
return DesolateLand.onEntry(DELEGATE_ENTRY);
},
.onAbsorb = +[](ON_ABSORB) -> int {
return EarthEater.onAbsorb(DELEGATE_ABSORB);
},
.randomizerBanned = TRUE,
};
Weather Mechanics
- Primal Weather: Uses ENUM_WEATHER_SUN_PRIMAL (value 5)
- Permanent Duration: Unlike regular sun (8 turns), lasts until user switches
- Priority: Overrides all other weather except Delta Stream
- Water Nullification: All Water moves fail with "There's no relief from this heat!"
- Fire Enhancement: Fire moves get 1.5x damage multiplier
- Solar Synergy: Solar Beam/Solar Blade skip charge turn
Ground Absorption Mechanics
- Trigger Condition: Any Ground-type move targeting the user
- Healing Amount: 25% of max HP restored
- Priority: Occurs before move damage calculation
- Status Moves: Also absorbs Ground-type status moves like Spikes
- Multi-Hit: Each hit of multi-hit Ground moves triggers absorption
- Indirect Damage: Does not protect against indirect Ground damage (hazards)
Strategic Applications
Offensive Support
- Fire Team Core: Essential for Fire-type sweepers and setup
- Solar Beam Users: Enables immediate Solar Beam/Solar Blade usage
- Water Counter: Completely shuts down Water-type attackers
- Weather Control: Maintains permanent sun for team synergy
Defensive Utility
- Ground Immunity: Complete protection from Earthquake, Earth Power
- Recovery Source: Reliable healing when opponents use Ground moves
- Hazard Protection: Absorbs Ground-type entry hazards
- Pivot Capability: Can switch in on predicted Ground moves for free healing
Competitive Viability
- Role: Weather setter + defensive pivot
- Tier: Extremely powerful due to permanent weather + immunity
- Usage: Central to sun teams, anti-Ground core member
- Restrictions: Banned from randomizer due to power level
Key Interactions
Positive Synergies
- Chlorophyll: Team members get doubled Speed in permanent sun
- Solar Power: Special attackers get 50% damage boost
- Fire Types: All Fire moves boosted, Water moves nullified
- Drought: Redundant but ensures sun if ability is suppressed
- Heat Rock: No effect since weather is permanent anyway
Notable Counters
- Ability Suppression: Mold Breaker, Neutralizing Gas disable both effects
- Delta Stream: Only weather that can override Desolate Land
- Cloud Nine/Air Lock: Negates weather effects but not Ground absorption
- Role Play/Skill Swap: Can copy or remove the ability
- Non-Ground Physical: Must rely on other move types for damage
Common Matchups
- vs Water Types: Completely walls them with move nullification
- vs Ground Types: Absorbs their STAB for healing
- vs Fire Types: Provides permanent sun support
- vs Grass Types: Solar moves become immediately usable
- vs Rock/Steel: Often carry Ground moves for coverage
Team Building Considerations
- Sun Team Core: Perfect permanent weather setter
- Fire-Type Support: Enables Fire spam strategies
- Ground Counter: Reliable switch-in for Ground attacks
- Defensive Pivot: Healing on switch provides longevity
- Weather Wars: Dominates weather control battles
Weaknesses and Limitations
- Single Ability Slot: Takes up the primary ability slot
- Switch Dependence: Weather ends when user switches out
- Limited Coverage: Still vulnerable to other move types
- Setup Vulnerable: Can be setup on if lacking offensive presence
- Ability Disruption: Vulnerable to ability-changing effects
Version History
- Elite Redux Addition: Custom combination ability
- Implementation Status: Currently incomplete (placeholder only)
- Design Intent: Combine premier weather control with Ground immunity
- Balance Consideration: Banned from randomizer due to power level
Recommended Implementation
The ability should combine both component abilities' effects:
- On entry: Activate extremely harsh sunlight (like Desolate Land)
- On absorption: Heal from Ground moves (like Earth Eater)
- Maintain both effects simultaneously for full utility
- Keep randomizer ban due to combined power level