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Magma Armor - Ability ID 40

In-Game Description

"Frostbite-immune. Takes 30% less dmg from Water/Ice-type moves."

Extended In-Game Description

For use in Elite Redux extended ability UI (280-300 chars max)

Magma Armor grants complete immunity to the frostbite status condition and reduces damage from Water and Ice-type moves by 30%. This defensive ability is particularly effective against Ice-type Pokemon and moves that inflict frostbite. The resistance helps mitigate common weaknesses.

Character count: 287

Detailed Mechanical Explanation

For Discord/reference use

MAGMA ARMOR is a defensive ability that provides both status immunity and type-based damage reduction.

Defensive Mechanics:

  • Type Resistance: Reduces damage from Water and Ice-type moves by 30% (0.7x multiplier)
  • Activation: Applied during damage calculation via onDefensiveMultiplier hook
  • Stacking: Does not stack with other resistances; calculated as part of overall damage formula

Status Immunity:

  • Frostbite Immunity: Complete immunity to frostbite status condition
  • Removal: Automatically removes frostbite if inflicted while ability is active (removesStatusOnImmunity = TRUE)
  • Breakable: Ability can be suppressed by Mold Breaker, Neutralizing Gas, etc.

Frostbite Status Effects (What Magma Armor Prevents):

  1. Turn Damage: 1/16 max HP per turn (Gen 7+ mechanics)
  2. Special Attack Reduction: Halves Special Attack stat when using special moves
  3. Duration: Permanent until cured (unlike burn, no self-recovery)
  4. Healing: Cured by Fire-type moves with FLAG_THAW_USER, status healing items/moves

Interaction Rules:

  • vs Mold Breaker: Magma Armor is suppressed; Pokemon can be frostbitten and takes full damage
  • vs Trace/Role Play: Can be copied by other Pokemon
  • vs Skill Swap: Can be swapped with other abilities
  • vs Gastro Acid: Ability is suppressed temporarily

Technical Implementation:

c
constexpr Ability MagmaArmor = {
    .onDefensiveMultiplier =
        +[](ON_DEFENSIVE_MULTIPLIER) {
            if (moveType == TYPE_WATER || moveType == TYPE_ICE) RESISTANCE(.7);
        },
    .onStatusImmune = +[](ABILITY_ON_STATUS_IMMUNE) -> int {
        CHECK(status & CHECK_FROSTBITE)
        return TRUE;
    },
    .breakable = TRUE,
    .removesStatusOnImmunity = TRUE,
};

Damage Calculation:

  • RESISTANCE(.7) macro applies 0.7x multiplier to both resistance and modifier values
  • Applied during damage calculation after type effectiveness but before other modifiers
  • Stacks multiplicatively with other damage reductions

Competitive Analysis:

Strengths:

  • Hard counter to frostbite-based strategies
  • Reliable damage reduction against common offensive types
  • Passive ability requiring no setup or activation

Weaknesses:

  • Limited to only two types (Water/Ice)
  • Provides no offensive benefit
  • Can be bypassed by ability-suppressing moves/abilities
  • 30% reduction is moderate compared to some other defensive abilities

Synergies:

  • Excellent on Pokemon weak to Water/Ice moves
  • Pairs well with Fire-types who naturally resist Ice but may be weak to Water
  • Valuable in metas with prevalent Water/Ice attackers

Pokemon That Benefit Most:

  • Fire-types with Water weakness (Magma Armor negates the weakness partially)
  • Pokemon in lower speed tiers that need to tank hits
  • Defensive walls that can afford a passive ability slot

Version History:

  • Gen 3-4: Only prevented freezing (not frostbite, which didn't exist)
  • Gen 5+: Continued freeze immunity
  • Elite Redux: Enhanced with frostbite immunity and Water/Ice resistance
  • Water Veil: Burn immunity (opposite status condition)
  • Limber: Paralysis immunity
  • Immunity: Poison immunity
  • Insomnia: Sleep immunity
  • Own Tempo: Confusion immunity

Elite Redux Ability Codex