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Rampage - Ability ID 275
In-Game Description
"No recharge after a KO, if it usually would need to recharge."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Rampage eliminates the recharge turn required after using powerful moves like Hyper Beam and Giga Impact, but only when the user successfully KOs an opponent. This allows for devastating sweep potential with high-power moves that normally leave the user vulnerable.
Character count: 285
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Rampage is a powerful ability that removes the recharge limitation from moves with the EFFECT_RECHARGE
mechanic when the user successfully KOs an opponent.
Activation Conditions
- The Pokémon with Rampage must use a move that normally requires recharge (Hyper Beam, Giga Impact)
- The move must successfully KO the target
- When both conditions are met, the recharge requirement is completely removed
Technical Implementation
cpp
constexpr Ability Rampage = {
.onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int {
SetAbilityState(battler, ability, TRUE);
gVolatileStructs[battler].rechargeTimer = 0;
gBattleMons[battler].status2 &= ~(STATUS2_RECHARGE);
return FALSE;
},
.onBattlerFaintsFor = APPLY_ON_ATTACKER,
};
The ability triggers when an opponent faints and:
- Sets the recharge timer to 0
- Removes the
STATUS2_RECHARGE
flag - Allows the user to act normally on the next turn
Affected Moves
Currently in Elite Redux, only two moves have the EFFECT_RECHARGE
mechanic:
- Hyper Beam (Special, 150 BP, Normal-type)
- Giga Impact (Physical, 150 BP, Normal-type)
Normal Recharge Mechanics
Without Rampage, recharge moves work as follows:
- Move hits and deals damage
- User gains
STATUS2_RECHARGE
status rechargeTimer
is set to 2 turns- User cannot act on the following turn
- Recharge status is removed after the forced rest turn
Strategic Implications
- Late-game sweeping: Excellent for cleaning up weakened teams
- Momentum preservation: Maintains offensive pressure without vulnerability windows
- Risk management: Allows safe use of powerful moves when securing KOs
- Team positioning: Works best when opponents are already in KO range
Example Scenarios
- Successful KO: Dragonite uses Hyper Beam → KOs opponent → Can act immediately next turn
- Failed KO: Dragonite uses Hyper Beam → Opponent survives → Must recharge next turn
- Multi-KO potential: With proper setup, can chain multiple Hyper Beams without recharge
Interactions with Other Mechanics
- Choice items: Still locked into the same move, but no recharge penalty
- Parental Bond: Each hit can potentially trigger Rampage if it secures a KO
- Life Orb: Recoil damage still applies, but no recharge if KO is secured
- Substitute: Does not interfere with Rampage activation
Common Users in Elite Redux
Notable Pokémon that can have Rampage:
- Nidoking: Physical/Special mixed attacker with Sheer Force synergy
- Aerodactyl: High-speed physical sweeper with Rock Head
- Gyarados: Intimidate support with late-game sweep potential
- Dragonite: Multiple forms with Multiscale and Overwhelm support
- Cranidos: Early-game physical powerhouse with Sheer Force
- Genesect: Legendary with Neuroforce and Beast Boost synergy
- Blissey: Unexpected special tank with Pixilate and Magic Bounce
Competitive Usage Notes
- Tier placement: Primarily found on Tier 2-3 Pokémon for balance
- Role compression: Allows bulky attackers to also serve as late-game cleaners
- Meta positioning: Counters defensive stall strategies
- Speed requirements: Most effective on naturally fast Pokémon or with speed control
Counters and Counterplay
- Residual damage: Sandstorm, Toxic, etc. can prevent clean KOs
- Focus Sash/Sturdy: Prevents one-shot KOs that would trigger Rampage
- Substitute: Blocks the initial attack and prevents KO
- Priority moves: Can revenge kill before Rampage user acts again
- Status conditions: Sleep, paralysis can limit follow-up potential
Synergies
- Life Orb: Increased damage helps secure KOs despite recoil
- Choice Band/Specs: Massive power increase for guaranteed KOs
- Moxie: Attack boosts stack with Rampage for increasing sweep potential
- Dragon Dance/Nasty Plot: Setup sweeping becomes more reliable
- Multiscale/Sturdy: Defensive abilities help survive to use powerful moves
Version History
- Added in Elite Redux as part of the expanded ability system
- Designed to make recharge moves more viable in competitive play
- Currently paired with various legendary and pseudo-legendary Pokémon
- Balanced by limiting to specific Pokémon rather than reducing the effect