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Tentalock (N) - Ability ID 818

In-Game Description

"Grappler + Serpent Bind."

Extended In-Game Description

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

Tentalock combines Grappler and Serpent Bind effects. Trapping moves last 6 turns and deal 1/6 max HP damage each turn. Additionally, when trapping opponents, there's a 50% chance to reduce their Speed by one stage each turn while trapped.

Character count: 289

Detailed Mechanical Explanation

For Discord/reference use

Tentalock (N) is a combination innate ability that merges the effects of two distinct trapping abilities:

Core Mechanics

Grappler Component:

  • Extends the duration of trapping moves (Bind, Wrap, Clamp, etc.) to exactly 6 turns
  • Increases trapping damage from the standard 1/8 max HP to 1/6 max HP per turn
  • Stacks with Grip Claw item: 6 turns + 7 turns = 8 total turns when combined

Serpent Bind Component:

  • Adds a 50% chance per turn to reduce the trapped opponent's Speed by one stage
  • Speed reduction occurs during the end-of-turn phase while the target is trapped
  • Speed drops are cumulative and can stack up to -6 stages over multiple turns

Technical Implementation

c
// From battle_script_commands.c - Grappler trapping duration
if (hasGrappler && hasGripClaw)
    gVolatileStructs[gEffectBattler].wrapTurns = 8;
else if (hasGrappler)
    gVolatileStructs[gEffectBattler].wrapTurns = 6;  // Tentalock uses this

// From battle_util.c - Enhanced trapping damage
if (BATTLER_HAS_ABILITY(gBattleStruct->wrappedBy[gActiveBattler], ABILITY_GRAPPLER))
    gBattleMoveDamage = gBattleMons[gActiveBattler].maxHP / 6;  // 1/6 instead of 1/8

Affected Moves

All trapping moves benefit from Tentalock:

  • Bind
  • Wrap
  • Clamp
  • Fire Spin
  • Whirlpool
  • Sand Tomb
  • Magma Storm
  • Infestation
  • Thunder Cage
  • Snap Trap

Damage Calculations

Standard Trapping: 1/8 max HP per turn (12.5%) With Tentalock: 1/6 max HP per turn (~16.67%) Duration: Guaranteed 6 turns (vs. 4-5 turns normally)

Example against 300 HP target:

  • Standard: 37-38 damage × 4-5 turns = 148-190 total damage
  • Tentalock: 50 damage × 6 turns = 300 total damage
  • Plus potential Speed drops: -1 to -6 stages over 6 turns

Interactions and Synergies

Item Synergies:

  • Grip Claw: Extends duration to 8 turns (6 + 7 = 8 maximum)
  • Binding Band: Damage boost applies on top of Grappler's enhancement

Ability Interactions:

  • Magic Guard: Protects targets from trapping damage but not Speed drops
  • Clear Body/Full Metal Body: Prevents Speed stat reductions
  • Shed Shell: Allows immediate escape, negating all effects

Move Synergies:

  • Thunder Wave/Glare: Paralyze before trapping for double Speed reduction
  • Sticky Web: Entry hazard + trapping creates severe Speed control
  • Toxic Spikes: Poison damage stacks with trapping damage

Strategic Applications

Defensive Utility:

  • Guaranteed 6-turn trap duration provides consistent damage output
  • Speed reduction cripples fast sweepers and setup Pokemon
  • Forces switches while dealing significant residual damage

Offensive Pressure:

  • Enhanced damage (1/6 vs 1/8) makes trapping more threatening
  • Speed drops enable slower teammates to outspeed trapped foes
  • Creates setup opportunities for stat-boosting moves

Common Users

Tentagrewl (Water/Poison):

  • Stats: 100/80/90/90/130/110
  • Excellent defensive bulk with 100 HP and 130 Special Defense
  • Access to Clamp, Bind, and Whirlpool for trapping options
  • Water/Poison typing provides good defensive coverage
  • High Speed (110) allows outspeeding before trapping

Competitive Usage

Tier: Specialized utility ability Usage Rate: Moderate in bulky offense and stall teams Effectiveness: High against setup sweepers and frail attackers

Strengths:

  • Guaranteed extended trapping duration removes RNG
  • Significant damage output over 6 turns
  • Speed control disrupts opponent's game plan
  • Combines well with entry hazards and status moves

Weaknesses:

  • Relies on successfully landing trapping moves first
  • Countered by Shed Shell and Ghost-types
  • Setup time vulnerable to fast attackers
  • Magic Guard reduces effectiveness significantly

Counters and Counterplay

Direct Counters:

  • Shed Shell: Complete immunity to trapping effects
  • Ghost-types: Can switch out freely (Gen 6+ mechanics)
  • Magic Guard: Blocks trapping damage entirely
  • Clear Body/Full Metal Body: Prevents Speed reductions

Indirect Counters:

  • Taunt: Prevents setup moves while trapped
  • U-turn/Volt Switch: Pivot moves can help trapped teammates
  • Priority moves: Bypass Speed reductions when trapped
  • Substitute: Blocks initial trapping attempt

Version History

  • Elite Redux 1.0: Introduced as innate ability combination
  • Current: Stable implementation with consistent 6-turn duration and 1/6 damage

Competitive Notes

Tentalock represents a significant upgrade over standard trapping abilities, making it valuable for teams that want to control the battlefield through sustained pressure and Speed manipulation. The guaranteed 6-turn duration eliminates the randomness typically associated with trapping moves, while the enhanced damage and Speed reduction create meaningful win conditions against setup-heavy teams.

Elite Redux Ability Codex