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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.

Elite Redux Ability Codex