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Atomic Burst - Ability ID 416
In-Game Description
"Electromorphosis + Galvanize."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
When hit by any move, becomes charged up, doubling the power of the next Electric-type move used. Additionally, all Normal-type moves become Electric-type moves with 1.2x power boost and grant STAB if the user is Electric-type. Charged status is consumed after one Electric move use.
Character count: 283
Detailed Mechanical Explanation
For Discord/reference use
Atomic Burst is a hybrid defensive/offensive ability that combines two distinct mechanics from existing abilities:
Core Mechanics
1. Electromorphosis Component (Charge-Up Effect)
- Activation: Triggers when the user is hit by any damaging move
- Effect: Grants STATUS3_CHARGED_UP status
- Power Boost: Next Electric-type move deals 2.0x damage (100% increase)
- Single Use: Charged up status is consumed after using one Electric-type move
- Restrictions: Cannot stack - hitting a already charged Pokémon won't add additional charges
2. Galvanize Component (Type Conversion)
- Conversion: All Normal-type moves become Electric-type moves
- Power Boost: Converted moves receive the standard "ate" ability boost (typically ~1.2x)
- STAB Interaction: Electric-type users gain STAB on converted Normal moves
- Move Pool Expansion: Grants access to Electric-type coverage through Normal moves
Technical Implementation
cpp
constexpr Ability AtomicBurst = {
.onDefender = Electromorphosis.onDefender, // Charge when hit
ATE_ABILITY(TYPE_ELECTRIC), // Normal→Electric conversion
};
Charge-Up Mechanism:
cpp
.onDefender = +[](ON_DEFENDER) -> int {
CHECK(ShouldApplyOnHitAffect(battler))
CHECK_NOT(gStatuses3[battler] & STATUS3_CHARGED_UP)
gStatuses3[battler] |= STATUS3_CHARGED_UP;
BattleScriptCall(BattleScript_ElectromorphosisActivates);
return TRUE;
}
Type Conversion Mechanism:
cpp
.onMoveType = +[](ON_MOVE_TYPE) -> int {
CHECK(moveType == TYPE_NORMAL)
*ateBoost = TRUE; // Grants power boost
return TYPE_ELECTRIC + 1; // Converts to Electric
},
.onStab = +[](ON_STAB) -> int {
return moveType == TYPE_ELECTRIC; // STAB for Electric moves
}
Damage Calculations
Base Scenario: 100 BP Normal move on neutral Electric-type user
- Standard: 100 BP Normal move (no STAB)
- With Atomic Burst: 100 BP → Electric-type → 100 × 1.2 (ate boost) × 1.5 (STAB) = 180 BP
- When Charged: 180 BP × 2.0 (charged) = 360 BP effective power
Affected Moves
High-Value Normal Moves That Benefit:
- Hyper Beam (150 BP) → 150 × 1.2 × 1.5 × 2.0 = 540 BP when charged
- Giga Impact (150 BP) → Same as Hyper Beam
- Double-Edge (120 BP) → 432 BP when charged
- Body Slam (85 BP) → 306 BP when charged
- Quick Attack (40 BP) → 144 BP when charged (priority maintained)
- Extreme Speed (80 BP) → 288 BP when charged (priority maintained)
Utility Moves:
- Thunder Wave remains unchanged (already Electric)
- Status moves like Toxic, Will-O-Wisp unaffected
Interactions with Other Mechanics
Positive Synergies:
- Electric Terrain: Boosts Electric-type moves by additional 30%
- Choice Band/Specs: Stacks multiplicatively with charged bonus
- Life Orb: Stacks with all bonuses
- Electric-type teammates: Can set up Electric Terrain support
Ability Interactions:
- Mold Breaker: Completely negates both components
- Lightning Rod/Volt Absorb: Can absorb the converted Electric moves
- Motor Drive: Gets Speed boost from converted moves
- Dry Skin: Takes damage from converted moves in rain
Strategic Applications
Offensive Sets:
- Choice Band: Hyper Beam becomes 810 BP effective power when charged
- Life Orb: Flexible move selection with powerful charged attacks
- Mixed Attacker: Utilizes both physical and special Normal moves
Defensive Applications:
- Tank Build: Use the charge-up as a deterrent against physical attackers
- Pivot: Get charged, then switch to maintain the boost
- Revenge Killer: Come in on a hit, get charged, revenge kill with priority
Common Users:
- Arceus-Electric: Massive movepool benefits from conversion
- Regigigas: Slow Start compensated by massive charged Normal moves
- Porygon-Z: Special attacker with diverse Normal movepool
Competitive Usage Notes
Strengths:
- Versatility: Functions as both defensive and offensive tool
- Move Pool Expansion: Grants Electric-type coverage through Normal moves
- Unpredictable: Opponents must respect both uncharged and charged states
- STAB Synergy: Electric-types gain significant coverage expansion
Weaknesses:
- Predictable Timing: Opponents know when you're charged
- Single Use: Must get hit again to recharge
- Ground Immunity: Converted moves become ineffective against Ground-types
- Voltage Absorption: Vulnerable to Electric-immune abilities
Counters:
- Ground-types: Immune to all converted moves
- Lightning Rod/Volt Absorb: Redirect and absorb converted attacks
- Mold Breaker users: Completely shut down the ability
- Special Walls: Can tank even charged special attacks
Synergistic Teammates
Electric Terrain Setters:
- Tapu Koko: Sets terrain for additional Electric boost
- Pincurchin: Provides terrain support
Pivoting Support:
- U-turn/Volt Switch users: Help maintain charged status
- Slow pivots: Allow safe entry after getting charged
Version History
Previous Implementation: Originally designed as a counter-attack ability that triggered 50 BP Hyper Beam when hit super-effectively.
Current Implementation: Redesigned as a combination ability merging Electromorphosis (charge when hit) with Galvanize (Normal→Electric conversion), creating a more versatile and strategically interesting ability.
Design Philosophy: The change moved from a reactive defensive ability to a proactive offensive tool that rewards both taking hits and utilizing diverse movesets.