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Pyro Shells (Ability #397)
Basic Information
- Type: Follow-up Attack Enhancement
- Target: Same as triggering move
- Activation: After using any Mega Launcher-boosted move
- Follow-up Move: Outburst (50 BP)
Detailed Mechanics
Implementation Details
File: /Users/joel/Github/eliteredux/eliteredux-source/src/abilities.cc
(Lines 4095-4102)
cpp
constexpr Ability PyroShells = {
.onAttacker = +[](ON_ATTACKER) -> int {
CHECK(IsMegaLauncherBoosted(battler, move))
CHECK(AdjustFollowupMoveTarget(battler, &target, move, FOLLOWUP_STANDARD))
return UseAttackerFollowUpMove(battler, target, ability, MOVE_OUTBURST, 50);
},
};
Triggering Conditions
The ability activates when:
- The user executes any move with the
mega_launcher: true
flag - The move successfully targets an opponent
- Standard follow-up targeting conditions are met
Mega Launcher-Boosted Moves
Pyro Shells triggers on any move that benefits from Mega Launcher (1.3x power boost), including but not limited to:
Notable Trigger Moves:
- Water Pulse - High PP, reliable trigger
- Aura Sphere - Always hits, Fighting-type coverage
- Dark Pulse - 20% flinch chance
- Dragon Pulse - Strong Dragon-type option
- Heal Pulse - Even status moves trigger the effect
- Origin Pulse - Powerful signature move
- Techno Blast - Variable typing based on Drive
- Zap Cannon - 120 BP with guaranteed paralysis
- Hyper Beam - 150 BP with recharge
Follow-up Move: Outburst
Move Data: /Users/joel/Github/eliteredux/eliteredux-source/proto/MoveList.textproto
(Lines 12488-12502)
- Base Power: 250 (reduced to 50 by ability)
- Type: Normal
- Effect: EFFECT_EXPLOSION (user faints)
- Target: FOES_AND_ALLY
- Accuracy: 100%
- PP: 5
- Description: "The user explodes to inflict terrible damage even while fainting itself."
Critical Note: When triggered by Pyro Shells, Outburst does NOT cause the user to faint - only the follow-up damage is applied.
Strategic Applications
Offensive Utility
- Double Damage: Every Mega Launcher move becomes a two-hit combo
- Coverage Enhancement: Normal-type follow-up provides neutral coverage
- Bulky Breaker: 50 additional BP helps break through defensive walls
- Chip Damage: Consistent extra damage accumulates over time
Combo Potential
- Water Pulse → Outburst: Reliable combo with confusion chance
- Aura Sphere → Outburst: Never-miss Fighting + Normal coverage
- Zap Cannon → Outburst: Paralysis setup with guaranteed follow-up
- Dark Pulse → Outburst: Flinch chance with immediate punishment
Competitive Advantages
- Pseudo-Parental Bond: Similar to the banned ability but type-restricted
- Move Diversity: Works with both physical and special Mega Launcher moves
- Status Integration: Even status moves like Heal Pulse trigger the effect
- Type Coverage: Normal follow-up hits most types neutrally
Pokémon with Pyro Shells
Primary Users
Magmortar - Third ability slot
- Stats: 75/95/67/125/95/83 (BST: 540)
- Typing: Fire
- Role: Special attacker with beam move focus
- Innates: Molten Down, Dual Wield, Flash Fire
Mega Toucannon - Third innate ability
- Stats: Enhanced from base Toucannon
- Typing: Normal/Flying
- Role: Mixed attacker with projectile moves
- Other Innates: Steel Barrel, Iron Barrage
Optimal Movesets
Magmortar Example:
- Core Moves: Fire Blast, Aura Sphere, Thunderbolt, Focus Blast
- Mega Launcher Triggers: Aura Sphere (Fighting coverage + guaranteed hit)
- Coverage: Thunder/Thunderbolt for Water-types
- Utility: Taunt or Substitute for setup prevention
Related Abilities
Similar Follow-up Mechanics
- Volcano Rage (#382): Fire moves → 50 BP Eruption
- Thundercall (#388): Electric moves → 20% power Smite
- High Tide (#503): Water moves → 50 BP Surf
- Frost Burn (#475): Fire moves → 40 BP Ice Beam
- Aftershock (#491): Any powered move → 65 BP Magnitude
Key Differences
- Type Restriction: Only works with Mega Launcher moves
- Consistent Power: Always 50 BP regardless of trigger
- Wide Move Pool: Large variety of triggering moves
- No Type Requirement: Unlike elemental follow-ups
Competitive Analysis
Strengths
- Damage Output: Significant DPS increase on Mega Launcher users
- Move Flexibility: Works with diverse move types and categories
- Reliable Activation: Many common moves trigger the effect
- Breaking Point: Helps overcome defensive thresholds
Weaknesses
- Move Pool Dependency: Requires access to Mega Launcher moves
- Predictable Pattern: Opponents can anticipate the follow-up
- Type Limitation: Only Normal-type follow-up damage
- No Immunity Bypass: Can be blocked by Ghost-types or abilities
Tier Justification: Medium
- Pros: Consistent damage boost, works with common moves, good coverage
- Cons: Restricted move pool, predictable pattern, no special mechanics
- Verdict: Strong ability for beam/pulse-focused attackers but not game-breaking
Battle Applications
Team Synergy
- Choice Item Users: Locked moves become more threatening
- Wallbreakers: Extra damage helps overcome bulky threats
- Coverage Pokémon: Diverse Mega Launcher moves provide type flexibility
- Setup Sweepers: More immediate pressure even before boosts
Counters and Limitations
- Ghost-types: Immune to Normal-type follow-up damage
- High Defense: Bulky physical walls can tank the extra 50 BP
- Priority Moves: Can interrupt before follow-up resolves
- Ability Suppression: Neutralizing Gas disables the effect
Conclusion
Pyro Shells is a solid offensive ability that enhances Pokémon focused on beam and pulse attacks. While not as versatile as unrestricted follow-up abilities, its synergy with the diverse Mega Launcher move pool makes it a reliable damage amplifier. The ability shines on special attackers like Magmortar who naturally learn multiple triggering moves, effectively giving them a pseudo-Parental Bond effect for their signature attack style.
The 50 BP follow-up provides meaningful damage without being overpowered, making Pyro Shells a well-balanced ability that rewards strategic movepool construction and type coverage planning.