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Chloroplast - Ability ID 268
In-Game Description
"Weather Ball, Solar Beam/Blade, Growth act as if used in sun."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Chloroplast lets Weather Ball, Solar Beam, Solar Blade, and Growth act as if used in harsh sunlight. Weather Ball doubles power and becomes Fire-type. Solar moves charge instantly. Growth boosts Attack and Special Attack by 2 stages each instead of 1.
Character count: 295
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Chloroplast makes specific moves behave as if they were used during harsh sunlight conditions, regardless of the actual weather:
Weather Ball Enhancement
- Base power doubles from 50 to 100
- Type changes to Fire-type (same as during actual sun)
- Works even in no weather, rain, hail, or sandstorm
Solar Beam/Solar Blade Instant Charging
- Removes the charging turn requirement
- Moves execute immediately in one turn
- Same effect as using these moves in actual harsh sunlight
Growth Double Boost
- Attack stat increases by +2 stages instead of +1
- Special Attack stat increases by +2 stages instead of +1
- Provides the enhanced sun effect without requiring actual sun weather
Implementation Details
Battle Script Integration:
- Growth script checks for Chloroplast ability alongside actual sun weather
- Both Attack and Special Attack get the doubled boost when Chloroplast is present
- Solar moves skip charging phase when Chloroplast is active
- Weather Ball power calculation treats Chloroplast as sun condition
Code References:
- Defined in
abilities.cc
asconstexpr Ability Chloroplast = { .chloroplast = TRUE };
- Used in battle scripts via
jumpifability BS_ATTACKER, ABILITY_CHLOROPLAST
- Weather Ball implementation in
battle_util.c
checksHasChloroplast(battlerAtk)
Strategic Applications
Immediate Benefits:
- Enables immediate Solar Beam/Solar Blade usage without setup
- Provides powerful Weather Ball without weather dependency
- Makes Growth significantly more valuable as a setup move
Team Synergy:
- Works well with Pokémon that learn Solar moves naturally
- Benefits Grass-types that commonly have Growth in their movepool
- Provides fire coverage through Weather Ball without actual Fire typing
Weather Independence:
- Functions regardless of current weather conditions
- Cannot be negated by opposing weather effects
- Provides consistent solar-based benefits
Comparison to Related Abilities
vs. Chlorophyll:
- Chlorophyll provides Speed boost in sun
- Chloroplast provides move effects without weather dependency
vs. Solar Power:
- Solar Power boosts Special Attack but causes HP loss in sun
- Chloroplast enhances specific moves without stat changes or HP costs
vs. Drought:
- Drought creates actual sunlight weather
- Chloroplast simulates sun effects for specific moves only
Notable Interactions
- Big Leaves ability: Also provides Chloroplast effect alongside other benefits
- Solar Flare ability: Another ability that grants chloroplast functionality
- Pledge moves: Water Pledge and Grass Pledge also benefit from Chloroplast effects
- Healing moves: Morning Sun, Synthesis, and Moonlight get enhanced healing with Chloroplast
This ability effectively grants "selective sunlight" for specific moves, making it highly valuable for Pokémon that rely on solar-based strategies without requiring weather setup or risking weather wars with opponents.