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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

The ability should combine both component abilities' effects:

  1. On entry: Activate extremely harsh sunlight (like Desolate Land)
  2. On absorption: Heal from Ground moves (like Earth Eater)
  3. Maintain both effects simultaneously for full utility
  4. Keep randomizer ban due to combined power level

Elite Redux Ability Codex