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Serpent Bind (N) - Ability ID 819

In-Game Description

"50% chance to trap, then drop the their speed by -1 each turn."

Extended In-Game Description

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

Serpent Bind gives attacks a 50% chance to trap the target, preventing escape or switching. Once trapped, the victim's speed drops by one stage each turn they remain on the field. The binding effect persists until the user faints or switches out, maintaining constant pressure.

Character count: 297

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

  • Trigger: On successful attack against a target
  • Activation Chance: 50% per attack that connects
  • Trap Effect: Applies STATUS2_ESCAPE_PREVENTION to the target
  • Speed Reduction: Reduces target's speed stat stage by 1 each turn while trapped
  • Duration: Persists until the user faints or switches out

Implementation Status

CURRENTLY NOT IMPLEMENTED - The ability exists in the codebase as a placeholder:

cpp
constexpr Ability SerpentBind = {
    .breakable = TRUE,
};

Expected Implementation Pattern

Based on similar abilities in the codebase, the implementation would likely follow this pattern:

cpp
constexpr Ability SerpentBind = {
    .onAttacker = +[](ON_ATTACKER) -> int {
        CHECK(gBattleMoves[move].power) // Only on damaging moves
        CHECK(Random() % 100 < 50) // 50% chance
        CHECK_NOT(gBattleMons[target].status2 & STATUS2_ESCAPE_PREVENTION) // Not already trapped
        
        gBattleMons[target].status2 |= STATUS2_ESCAPE_PREVENTION;
        gVolatileStructs[target].battlerPreventingEscape = battler;
        BattleScriptCall(BattleScript_AnnounceTargetTrapped);
        return TRUE;
    },
    .onEndTurn = +[](ON_END_TURN) -> int {
        // Check for trapped opponents and reduce their speed
        int any = FALSE;
        for (int target = 0; target < gBattlersCount; target++) {
            FILTER(IsBattlerAlive(target))
            FILTER(gBattleMons[target].status2 & STATUS2_ESCAPE_PREVENTION)
            FILTER(gVolatileStructs[target].battlerPreventingEscape == battler)
            FILTER(CanLowerStat(target, STAT_SPEED))
            
            gBattlerTarget = target;
            AbilityStatusEffect(MOVE_EFFECT_SPEED_MINUS_1);
            any = TRUE;
        }
        return any;
    },
    .breakable = TRUE,
};

Technical Details

  • Trap Mechanism: Uses the same system as Mean Look, Block, and Arena Trap
  • Speed Reduction: Applied via MOVE_EFFECT_SPEED_MINUS_1 status effect
  • Stat Stage Range: Speed can be reduced to minimum (-6 stages)
  • Breakable: Can be suppressed by Mold Breaker, Teravolt, Turboblaze

Interactions with Other Mechanics

Escape Prevention Interactions

  • Ghost-types: In Gen 6+, Ghost-types can escape from most trapping effects
  • Shed Shell: Holders can switch out despite being trapped
  • Run Away: Allows the holder to always flee from wild Pokemon
  • U-turn/Volt Switch: May still allow switching despite trap status

Speed Reduction Interactions

  • Contrary: Would reverse the speed drop into a speed boost
  • Mirror Armor: Would reflect the speed drop back to the user
  • Clear Body/White Smoke: Prevents the speed reduction
  • Minimum Stage: Speed reduction stops at -6 stages

Strategic Applications

Offensive Use

  • Stat Pressure: Forces opponents into increasingly disadvantageous speed tiers
  • Setup Prevention: Prevents opponents from switching to answers
  • Endgame Control: Eliminates opponent switching options late in battle

Defensive Use

  • Revenge Killing: Trapped, slowed opponents become easier targets
  • Entry Hazard Support: Forces opponents to take Stealth Rock damage repeatedly
  • Status Support: Combines well with poison/burn for gradual KOs

Counters and Answers

Direct Counters

  • Shed Shell: Complete immunity to the trapping effect
  • Ghost-types: Natural escape ability in most generations
  • Magic Bounce: Reflects the initial trap attempt
  • Substitute: May block the initial trapping attempt

Stat Protection

  • Clear Body family: Prevents speed reduction entirely
  • Contrary: Turns speed drops into speed boosts
  • White Herb: Resets negative stat changes once per battle
  • Lum Berry: May cure some associated status conditions

Competitive Usage Notes

Tier Assessment

  • Viability: High - Combines board control with stat pressure
  • Usage Niche: Anti-meta positioning against switch-heavy teams
  • Synergy Requirements: Benefits from speed control and entry hazards

Common Users

Based on the (N) designation, this would be an innate ability, so specific Pokemon would naturally possess it rather than it being distributed widely.

Team Support

  • Entry Hazards: Stealth Rock, Spikes force repeated damage
  • Status Moves: Toxic, Will-O-Wisp for additional pressure
  • Priority Moves: Compensate for reduced speed tiers
  • U-turn/Volt Switch: Maintain momentum despite binding

Version History

  • Elite Redux: Introduced as ability ID 819
  • Current Status: Placeholder implementation only
  • Implementation Priority: Requires full coding of trap + stat reduction mechanics
  • Salt Circle: Similar trapping mechanism on entry
  • Arena Trap: Pure trapping without stat modification
  • Mean Look: Move-based equivalent of trapping effect
  • Speed Boost: Opposite effect (speed increases over time)

Notes for Developers

  • The description contains a typo: "drop the their speed" should be "drop their speed"
  • Implementation would require both onAttacker and onEndTurn callbacks
  • Should respect existing trap immunity mechanics (Ghost-types, Shed Shell)
  • Speed reduction should follow standard stat stage modification rules

Elite Redux Ability Codex