Appearance
Multi Headed (Ability #347)
Overview
Multi Headed is an Elite Redux exclusive ability that grants Pokemon the power to attack multiple times based on their anatomical structure. This ability transforms any attacking move into a multi-hit assault, with the number of strikes determined by the Pokemon's head count.
Core Mechanics
Hit Calculation
- Two-Headed Pokemon: All attacks hit twice (similar to Parental Bond Hyper Aggressive)
- Three-Headed Pokemon: All attacks hit three times (unique mechanic)
- Damage: Each hit deals full damage (no reduction like standard Parental Bond)
Technical Implementation
cpp
// From src/abilities.cc lines 3669-3676
constexpr Ability MultiHeaded = {
.onParentalBond = +[](ON_PARENTAL_BOND) -> MultihitType {
if (gBaseStats[gBattleMons[battler].species].flags & F_TWO_HEADED)
return PARENTAL_BOND_HYPER_AGGRESSIVE;
if (gBaseStats[gBattleMons[battler].species].flags & F_THREE_HEADED)
return PARENTAL_BOND_THREE_HEADED;
return MULTIHIT_SINGLE;
},
.resistsFortKnox = TRUE,
};
Head Count Determination
Pokemon head counts are defined in their species data through flags:
F_TWO_HEADED
flag: Enables 2-hit attacksF_THREE_HEADED
flag: Enables 3-hit attacksheads: X
field: Species data specifying exact head count
Strategic Applications
Offensive Power
- Substitute Breaking: Multi-hits easily destroy Substitutes in 1-2 strikes
- Focus Sash Bypass: Multiple hits bypass Focus Sash/Sturdy completely
- Damage Stacking: Full damage on each hit creates overwhelming offensive pressure
- Status Spreading: Contact moves can trigger multiple status effects
Defensive Considerations
- Recoil Amplification: Pokemon with recoil moves take damage for each hit
- Contact Punishment: Abilities like Rough Skin, Static, or Flame Body trigger multiple times
- Rocky Helmet: Each hit triggers Rocky Helmet damage
- King's Rock/Razor Fang: Multiple flinch chances per attack
Competitive Analysis
Strengths
- Unmatched Damage Output: Full damage multi-hits surpass most other abilities
- Fort Knox Resistance: One of only two abilities that bypasses Fort Knox protection
- Versatile Application: Works with any attacking move type
- Meta Disruption: Forces opponents to reconsider defensive strategies
Weaknesses
- Contact Move Risks: Significantly more dangerous against contact-punishing abilities
- PP Consumption: Still uses only 1 PP despite multiple hits
- Accuracy Dependence: Miss chance applies to entire attack sequence
- Priority Moves: Each hit is still subject to priority calculations
Tier Placement: S-Tier
Multi Headed ranks among the most powerful abilities in Elite Redux due to its:
- Unconditional activation on all attacks
- Full damage scaling per hit
- Fort Knox bypass capability
- Universal move compatibility
Notable Pokemon
Three-Headed (3 Hits Per Attack)
- Dugtrio: Ground-type with exceptional Speed and Attack
- Magneton: Electric/Steel with powerful special attacks
- Dodrio: Normal/Flying with high Speed and diverse movepool
Two-Headed (2 Hits Per Attack)
- Doduo: Early-game powerhouse with Multi Headed access
- Weezing: Defensive tank that becomes offensive threat
- Girafarig: Psychic/Normal with balanced offensive stats
- Deino/Zweilous: Dark/Dragon types with significant power
- Binacle: Rock/Water with Strong Jaw synergy
- Klink: Steel type with defensive utility
Ability Interactions
Fort Knox Bypass
Multi Headed is explicitly coded to resist Fort Knox (line 3675), making it one of only two abilities that can bypass this defensive fortress:
cpp
.resistsFortKnox = TRUE,
Parental Bond System Integration
The ability leverages the existing Parental Bond mechanics:
PARENTAL_BOND_HYPER_AGGRESSIVE
: 2-hit implementationPARENTAL_BOND_THREE_HEADED
: 3-hit implementation (unique to Multi Headed)
Contact Move Synergies
- Strong Jaw: Each hit benefits from jaw move damage boost
- Tough Claws: Contact moves get boosted per hit
- Iron Fist: Punching moves receive multiple damage boosts
Move Compatibility
Optimal Moves
- High Base Power: Maximizes the multi-hit advantage
- Contact Moves: Synergizes with contact-boosting abilities (with risk consideration)
- Status Moves: Can trigger multiple status chances
- Priority Moves: Maintains priority across all hits
Problematic Moves
- Recoil Moves: Multiplies self-damage significantly
- Multi-Hit Moves: May interact unpredictably with native multi-hit mechanics
- Moves with Secondary Effects: Each hit can trigger effects independently
Code References
Primary Implementation
- File:
src/abilities.cc
- Lines: 3669-3676
- Ability Map: Line 9192
Related Systems
- Flag Definitions:
include/pokemon.h
(F_TWO_HEADED, F_THREE_HEADED) - Hit Count Logic:
src/battle_script_commands.c
lines 986-999 - Species Data:
proto/SpeciesList.textproto
(heads field)
Battle Integration
- Parental Bond System:
src/battle_util.c
lines 7330-7334 - Hit Count Calculation:
GetParentalBondCount
function
Conclusion
Multi Headed represents the pinnacle of offensive abilities in Elite Redux, offering unparalleled damage potential through anatomically-justified multi-hit mechanics. Its Fort Knox bypass capability and full damage scaling make it a cornerstone ability for competitive play, though careful consideration of contact move risks and opponent team composition remains essential for optimal utilization.
The ability's thematic integration with Pokemon anatomy (actual head counts) combined with its devastating mechanical impact creates a unique and memorable gameplay experience that exemplifies Elite Redux's innovative approach to ability design.