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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.