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Woodland Curse - Ability ID 807

In-Game Description

"Uses Forest's Curse on Entry. Adds Grass type on contact."

Extended In-Game Description

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

Upon entering battle, automatically uses Forest's Curse on a random opponent, adding Grass typing. When opponents make contact with this Pokémon, they also gain Grass as a third type. Only affects non-Grass types. The type addition persists until switching out.

Character count: 288

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Woodland Curse is a dual-trigger ability that operates on two distinct conditions:

  1. Entry Effect: Automatically uses Forest's Curse (move ID 571) when the Pokémon enters battle
  2. Contact Effect: Adds Grass typing to opponents that make physical contact

Technical Implementation

Entry Effect

cpp
.onEntry = +[](ON_ENTRY) -> int { 
    return UseEntryMove(battler, ability, MOVE_FORESTS_CURSE, 0); 
}
  • Triggers Forest's Curse move automatically on entry
  • Forest's Curse is a status move with 100% accuracy, 20 PP
  • Effect: EFFECT_THIRD_TYPE with argument TYPE_GRASS
  • Adds Grass as the target's third type (type3)

Contact Effect

cpp
ON_EITHER(WoodlandCurse) {
    CHECK(ShouldApplyOnHitAffect(opponent))
    CHECK(IsMoveMakingContact(move, gBattlerAttacker))
    CHECK_NOT(IS_BATTLER_OF_TYPE(opponent, TYPE_GRASS))
    
    gBattleMons[opponent].type3 = TYPE_GRASS;
    PREPARE_TYPE_BUFFER(gBattleTextBuff1, gBattleMons[opponent].type3);
    gStackBattler1 = opponent;
    BattleScriptCall(BattleScript_StackBecameTheTypeFull);
    return TRUE;
}

Activation Conditions

Entry Effect

  • Activates immediately when Pokémon switches in or battle begins
  • No conditions other than successful entry

Contact Effect

  • Requires physical contact between moves
  • Only affects opponents that don't already have Grass typing
  • Must pass the ShouldApplyOnHitAffect check (ability not suppressed, target alive, etc.)

Type System Mechanics

Third Type Addition

  • Uses the type3 field in the battle data structure
  • Pokémon can have up to 3 types simultaneously (type1, type2, type3)
  • Grass type is added as the third type, not replacing existing types
  • If target already has Grass typing (any of type1, type2, or type3), the effect fails

Type Effectiveness Interactions

  • Added Grass typing affects all type effectiveness calculations
  • Makes the target weak to Fire, Ice, Flying, Bug, and Poison moves
  • Makes the target resist Water, Electric, Grass, and Ground moves
  • Target gains immunity to powder moves and Leech Seed

Strategic Implications

Offensive Usage

  • Creates additional type weaknesses on opponents
  • Particularly effective against Water, Ground, Rock types
  • Forces type-based strategic recalculations from opponents

Defensive Usage

  • Contact moves become risky for physical attackers
  • Creates mind games around contact vs. non-contact move selection
  • Punishes common physical moves like Earthquake, Close Combat, etc.

Affected Moves

All moves flagged with FLAG_CONTACT trigger the contact effect, including:

  • Most physical attacks (Tackle, Punch moves, etc.)
  • Some special moves that make contact (Grass Knot, etc.)
  • Multi-hit contact moves trigger on each hit

Interactions with Other Abilities/Mechanics

Ability Interactions

  • Suppressed by Gastro Acid, Core Enforcer, etc.
  • Long Reach, Protective Pads prevent contact effect
  • Does not interact with abilities that change move types

Item Interactions

  • Protective Pads prevent the contact effect
  • No interaction with type-enhancing items (plates, etc.)

Move Interactions

  • Moves that change typing (Reflect Type, etc.) can remove the added Grass type
  • Baton Pass does not transfer the type change
  • U-turn/Volt Switch removes the type change when switching

Example Scenarios

Entry Effect

Turn 1: Opponent's Swampert (Water/Ground) is on field
Player sends out Pokémon with Woodland Curse
-> Forest's Curse automatically targets Swampert
-> Swampert becomes Water/Ground/Grass type
-> Now weak to Grass moves (4x), Ice moves (4x), Bug moves (2x)

Contact Effect

Turn 2: Opponent's Machamp uses Close Combat (contact move)
-> Woodland Curse activates on contact
-> Machamp becomes Fighting/Grass type
-> Now weak to Fire, Ice, Flying, Psychic, Fairy moves

Damage Calculations

The type addition affects damage calculations immediately:

Example: Fire Blast vs. Swampert after Woodland Curse

  • Original: Fire vs Water/Ground = 0.5x (resisted by Water)
  • After Curse: Fire vs Water/Ground/Grass = 1x (neutral, Water resists but Grass is weak)

Common Users

This is a custom Elite Redux ability, so users depend on the specific ROM hack's distribution.

Competitive Usage Notes

  • High-impact entry ability that immediately affects type matchups
  • Contact punishment creates additional pressure on physical attackers
  • Most effective against defensive Pokémon that rely on type resistances
  • Can backfire if opponent switches to a Pokémon that benefits from Grass typing

Counters

  • Non-contact moves completely avoid the contact effect
  • Grass-type Pokémon are immune to both effects
  • Abilities like Long Reach, items like Protective Pads
  • Rapid switching to remove type changes
  • Ability suppression moves (Gastro Acid, etc.)

Synergies

  • Pairs well with Fire/Ice/Flying moves to exploit created weaknesses
  • Works with moves that hit on switch-in (Pursuit-like effects)
  • Combines with other type-changing abilities for complex interactions

Version History

  • Added in Elite Redux as ability ID 807
  • Part of the expanded ability system beyond Generation 8

Elite Redux Ability Codex