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Rose Garden - Ability ID 761
In-Game Description
"Spreads two layers of Toxic Spikes on switch-in."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Rose Garden instantly spreads two layers of Toxic Spikes on the opponent's side when the Pokémon enters battle. Any grounded enemy that switches in will be badly poisoned, taking increasing damage each turn. Flying types and Poison types are immune to this effect.
Character count: 297
Detailed Mechanical Explanation
For Discord/reference use
Rose Garden is an entry hazard ability that automatically sets two layers of Toxic Spikes on the opponent's side of the field when the Pokémon with this ability enters battle.
Core Mechanics
cpp
constexpr Ability RoseGarden = {
.onEntry = +[](ON_ENTRY) -> int {
u8 targetSide = GetOppositeSide(battler);
CHECK(gSideTimers[targetSide].toxicSpikesAmount < 2)
gSideTimers[targetSide].toxicSpikesAmount = 2;
gSideStatuses[targetSide] |= SIDE_STATUS_TOXIC_SPIKES;
gBattlerTarget = targetSide;
BattleScriptPushCursorAndCallback(BattleScript_RoseGarden);
return TRUE;
},
};
Activation Conditions
- Triggers on switch-in (including initial battle entry)
- Only activates if the opponent's side has fewer than 2 layers of Toxic Spikes
- If the opponent already has 2 layers, the ability does nothing
Toxic Spikes Layer Effects
Based on the battle system implementation:
- 1 layer: Incoming Pokémon are inflicted with regular poison (STATUS1_POISON)
- 2 layers: Incoming Pokémon are inflicted with badly poisoned/toxic poison (STATUS1_TOXIC_POISON)
- Rose Garden immediately sets 2 layers, ensuring maximum poison effect
Technical Implementation
cpp
// Entry hazard check logic
if (gSideTimers[GetBattlerSide(gActiveBattler)].toxicSpikesAmount >= 2)
gBattleMons[gActiveBattler].status1 |= STATUS1_TOXIC_POISON;
else
gBattleMons[gActiveBattler].status1 |= STATUS1_POISON;
Affected Pokémon
- Grounded Pokémon: Take badly poisoned status when switching in
- Flying types: Immune to Toxic Spikes (not grounded)
- Levitate users: Immune to Toxic Spikes (not grounded)
- Poison types: Absorb the Toxic Spikes, removing them from the field
- Steel types: Immune to poison status, unaffected
Interactions with Other Abilities/Mechanics
- Magic Guard: Prevents Toxic Spikes damage but still applies the status
- Poison Heal: Heals instead of taking damage from the poison status
- Rapid Spin/Defog: Can remove the Toxic Spikes from the field
- Heavy-Duty Boots: Prevents the Toxic Spikes effect entirely
Strategic Implications
- Immediate field control: Sets maximum hazard pressure instantly on switch-in
- Passive damage: Forces opponent to take increasing damage over time
- Switch punishment: Discourages opponent switching
- Team support: Benefits from Poison-type teammates who can absorb hazards safely
Damage Calculations
Badly Poisoned (Toxic) Damage per turn:
- Turn 1: 1/16 of max HP
- Turn 2: 2/16 of max HP
- Turn 3: 3/16 of max HP
- And so on, increasing each turn
Common Users
- Roserade (Elite Redux form): Primary user with Grass/Poison typing
- Synergizes with Poison typing (immune to own Toxic Spikes)
- High Speed (125) allows quick hazard setting
- Mixed offensive stats (145 Atk/SpAtk) for immediate pressure
Competitive Usage Notes
- Lead potential: Excellent for setting immediate hazard pressure
- Defensive pivoting: Forces switches while setting hazards
- Anti-setup: Prevents opponent setup sweepers with passive damage
- Wallbreaking support: Gradual damage helps break through defensive cores
Counters
- Heavy-Duty Boots: Complete immunity to entry hazards
- Rapid Spin users: Cloyster, Donphan, Forretress can remove hazards
- Defog users: Flying types that can clear the field
- Magic Bounce: Reflects the hazard back to the user's side
- Poison types: Absorb and remove the Toxic Spikes
Synergies
- Spikes/Stealth Rock setters: Stack multiple hazard types
- Pursuit users: Trap Pokémon trying to escape poison damage
- Healing support: Keep Rose Garden user healthy for multiple entries
- U-turn/Volt Switch: Maintain momentum while setting hazards
Version History
- Introduced in Elite Redux as a unique entry hazard ability
- Part of the expanded ability system for signature Pokémon effects