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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:
- Sniper Component: Increases critical hit damage multiplier from the standard 1.5× to 2.25× (1.5 × 1.5)
- 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