Appearance
Hyper Aggressive (Ability ID: 358)
In-Game Description
"Moves hit twice. Second hit does 25% damage."
Extended In-Game Description (280-300 chars)
Makes all moves hit twice in succession. The first hit deals normal damage, while the second hit deals 25% of the original damage. This ability affects all damaging moves regardless of type or category, providing significant damage output increases at the cost of predictability.
Character count: 285
Detailed Mechanical Explanation
Hyper Aggressive is a powerful offensive ability that causes all damaging moves to hit twice, with the second hit dealing reduced damage.
Core Implementation
Located in /Users/joel/Github/eliteredux/eliteredux-source/src/abilities.cc
at line 3774-3776:
cpp
constexpr Ability HyperAggressive = {
.onParentalBond = ParentalBond.onParentalBond,
};
The ability inherits the exact same implementation as Parental Bond, which is defined at line 1982-1985:
cpp
constexpr Ability ParentalBond = {
.onParentalBond = +[](ON_PARENTAL_BOND) -> MultihitType { return PARENTAL_BOND_HYPER_AGGRESSIVE; },
.resistsFortKnox = TRUE,
};
Damage Calculation Mechanics
Hit Count Logic
The ability is processed in /Users/joel/Github/eliteredux/eliteredux-source/src/battle_script_commands.c
at line 988-992:
cpp
int GetParentalBondCount(int battler, MultihitType parentalBondType) {
switch (parentalBondType) {
case PARENTAL_BOND_HYPER_AGGRESSIVE:
// ... other cases
return 2;
Damage Multiplier Logic
The damage reduction for the second hit is handled in /Users/joel/Github/eliteredux/eliteredux-source/src/battle_util.c
at line 7330-7332:
cpp
u16 GetParentalBondMultiplier(MultihitType parentalBondType, int turn) {
switch (parentalBondType) {
case PARENTAL_BOND_HYPER_AGGRESSIVE:
REQUIRE(turn)
return UQ_4_12(0.25);
This means:
- First hit (turn 0): 100% damage (no modifier applied)
- Second hit (turn 1): 25% damage (0.25x multiplier)
Strategic Analysis
Damage Output Comparison
- Total damage multiplier: 1.25x (100% + 25% = 125% of original damage)
- Compared to Parental Bond: Identical mechanics and damage output
- Advantage over standard moves: 25% damage increase
Battle Applications
Offensive Benefits:
- Consistent damage boost: Every damaging move gets 25% more total damage
- Breaking substitutes/sashes: Two hits can break Focus Sash, Sturdy, and Disguise
- Multi-hit synergy: Works with items like King's Rock for multiple flinch chances
- Status spreading: Moves with secondary effects (like paralysis) get two chances to activate
Strategic Considerations:
- Predictable pattern: Opponents know exactly when the second hit will occur
- Fort Knox vulnerability: Completely negated by Fort Knox and Wonder Skin abilities
- Priority interaction: Both hits maintain the same priority level
- Contact moves: Both hits make contact if the original move does
Pokémon Distribution
Hyper Aggressive appears on 79 different Pokémon in Elite Redux, making it one of the more common offensive abilities. It appears as both:
- Regular ability: Available through normal ability slots
- Innate ability: Always active regardless of ability slot
Competitive Viability
Tier Assessment: A-Tier
Hyper Aggressive is a consistently powerful offensive ability that provides reliable damage increases.
Strengths:
- Universal applicability: Works with all damaging moves
- Substantial damage boost: 25% increase is significant
- Breaking utility: Can break through defensive options
- No setup required: Always active
Weaknesses:
- Fort Knox counter: Completely shut down by defensive abilities
- Diminishing returns: Less effective against already bulky targets
- Predictable timing: Opponents can play around the two-hit pattern
Best Use Cases
- Physical attackers: Maximizes the damage boost on high-power physical moves
- Multi-effect moves: Double chances for secondary effects to activate
- Breaking strategies: Reliable way to break through defensive options
- Item synergy: Excellent with contact-based held items
Related Abilities
Identical Mechanics
- Parental Bond (#185): Exact same implementation and damage calculation
Similar Multi-Hit Abilities
- Multi Headed (#347): 2-3 hits based on species flags, different damage ratios
- Primal Maw (#420): Double hits specifically for bite moves
- Dual Wield (#433): Double hits for specific move categories
Countered By
- Fort Knox (#341): Completely negates the ability
- Wonder Skin (#147): Blocks the multi-hit effect
Technical Implementation Notes
Code Structure
The ability uses the onParentalBond
hook system, which is Elite Redux's framework for handling multi-hit abilities. This system:
- Checks for ability activation during move execution
- Returns MultihitType to determine hit count and damage modifiers
- Applies damage reduction through the GetParentalBondMultiplier function
- Maintains move properties across all hits (accuracy, critical hit chance, etc.)
Integration Points
- Battle engine: Hooks into damage calculation pipeline
- Move execution: Modifies hit count during move processing
- Animation system: Handles visual effects for multiple hits
- Sound system: Manages audio cues for each hit
Version History
Hyper Aggressive was introduced as part of Elite Redux's expanded ability system, designed to provide more offensive options while maintaining balance through the Fort Knox counter-system.
Summary
Hyper Aggressive is a straightforward but powerful offensive ability that increases damage output by 25% through a two-hit mechanic. While it shares identical mechanics with Parental Bond, its widespread distribution makes it a common sight in competitive play. The ability excels at breaking through defensive strategies and providing consistent damage increases, though it remains vulnerable to Fort Knox-style counters.