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Super Sniper - Ability ID 806

In-Game Description

"Sniper + Attacks hit switching foes with 1/2 Power."

Extended In-Game Description

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

Super Sniper combines Sniper's critical hit damage boost with pursuit mechanics. Critical hits deal 1.5× extra damage like Sniper. When an opponent switches out, this Pokémon automatically attacks the switching target with its selected move at half power, bypassing turn order.

Character count: 289

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Super Sniper is a combination ability that merges two distinct effects:

  1. Sniper Component: Increases critical hit damage multiplier from the standard 1.5× to 2.25× (1.5 × 1.5)
  2. Pursuit Component: Automatically attacks switching opponents with reduced power

Implementation Details

cpp
constexpr Ability SuperSniper = {
    .onOffensiveMultiplier =
        +[](ON_OFFENSIVE_MULTIPLIER) {
            // Inherit Sniper's crit damage boost
            Sniper.onOffensiveMultiplier(DELEGATE_OFFENSIVE_MULTIPLIER);
            // Apply 0.5× damage for pursuit attacks
            if (gProcessingExtraAttacks && gQueuedExtraAttackData[0].ability == ability) {
                MUL(0.5);
            }
        },
    .onPreemptAction = +[](ON_PREEMPT_ACTION) -> int {
        // Trigger on opponent switch attempts
        CHECK(gCurrentActionFuncId == B_ACTION_SWITCH)
        CHECK(gActionsByTurnOrder[GetBattlerTurnOrderNum(battler)] == B_ACTION_USE_MOVE)
        // Queue extra attack with selected move
        // ...
    },
};

Activation Conditions

Sniper Component:

  • Activates whenever the Pokémon lands a critical hit
  • Works with all damaging moves that can critically hit
  • Damage calculation: Base damage × Critical modifier (1.5×) × Super Sniper bonus (1.5×) = 2.25× total

Pursuit Component:

  • Triggers when an opponent attempts to switch out
  • Only works if the Super Sniper user has selected a damaging move that can target the switching Pokémon
  • Move targeting must be compatible (Selected, Both, Foes and Ally targets work; Random targets do not)
  • The selected move is executed immediately at 0.5× power before the switch completes

Affected Moves

  • All damaging moves for the critical hit component
  • Most direct-targeting moves for the pursuit component
  • Excluded from pursuit: Moves with random targeting, self-targeting moves

Strategic Implications

Offensive Usage:

  • Excellent for eliminating weakened opponents trying to escape
  • High critical hit rate moves become extremely threatening (2.25× damage on crits)
  • Pairs well with moves like Slash, Razor Leaf, or Stone Edge
  • Forces opponents to stay in battle rather than switch freely

Defensive Considerations:

  • Users become priority targets due to their switching punishment
  • Vulnerable to status moves and non-damaging strategies
  • Can be played around with U-turn/Volt Switch strategies

Example Damage Calculations

Base scenario: 100 Base Power move, no other modifiers

  • Normal hit: 100 damage
  • Critical hit with Super Sniper: 225 damage (100 × 1.5 crit × 1.5 Super Sniper)
  • Pursuit attack on switch: 50 damage (100 × 0.5 pursuit penalty)
  • Critical pursuit attack: 112.5 damage (100 × 1.5 crit × 1.5 Super Sniper × 0.5 pursuit)

Common Users

  • Decidueye (Mega form): Primary known user with ABILITY_SUPER_SNIPER as an innate ability
  • Often paired with high critical hit ratio moves and coverage moves

Competitive Usage Notes

  • Creates a "damned if you do, damned if you don't" scenario for opponents
  • Staying in risks massive critical hit damage
  • Switching out guarantees chip damage and potential KO on weakened Pokémon
  • Excellent for late-game cleanup and pressure

Counters

Direct Counters:

  • Ghost-types (immune to Normal/Fighting pursuit attacks)
  • Priority moves to KO before Super Sniper can act
  • U-turn/Volt Switch users can switch and potentially revenge kill

Indirect Counters:

  • Status moves (Sleep, Paralysis) to disable the threat
  • Defensive pivots that can tank both hits and crits
  • Stealth Rock + pursuit damage can overwhelm the user

Synergies

Items:

  • Scope Lens, Razor Claw: Increase critical hit rates to maximize Sniper component
  • Life Orb: Amplifies both normal hits and critical hits
  • Choice items: Lock into powerful moves for consistent threat

Abilities:

  • Often appears as innate ability alongside other offensive abilities
  • Pairs well with speed-boosting abilities to outpace switch attempts

Moves:

  • High crit-rate moves: Slash, Stone Edge, Razor Leaf
  • Wide coverage moves: Ensures pursuit hits are meaningful
  • Entry hazard support: Maximizes pursuit damage effectiveness

Version History

  • Introduced in Elite Redux as a combination ability
  • Part of the expanded ability system (ID 806)
  • Designed to create aggressive, anti-switching gameplay dynamics

Technical Notes

  • Uses the extra attack system (gQueuedExtraAttackData) for pursuit mechanics
  • Inherits Sniper's critical hit calculation through delegation
  • Pursuit attacks bypass normal turn order and execute immediately
  • Compatible with the majority of offensive moves in the game

Elite Redux Ability Codex