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Infernal Rage - Ability ID 432
In-Game Description
"Fire-type moves are boosted by 35% with 5% recoil."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Infernal Rage boosts Fire-type moves by 35% but inflicts 5% recoil damage after using them. Recoil is calculated from damage dealt with minimum of 1 HP lost. Works with all Fire moves including special and physical attacks. Ideal for aggressive Fire-type sweepers seeking maximum power.
Character count: 286
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Infernal Rage is an offensive ability that significantly boosts Fire-type moves while imposing a recoil penalty. It provides a substantial 35% damage boost to all Fire-type attacks but causes the user to take recoil damage equal to 5% of the damage dealt.
Activation Conditions
- Move type requirement: Only Fire-type moves trigger the ability
- Damage boost: All Fire moves receive a 1.35x multiplier
- Recoil calculation: 5% of damage dealt (minimum 1 HP)
- Timing: Boost applies during damage calculation, recoil occurs after attack
Technical Implementation
c
constexpr Ability InfernalRage = {
.onRecoil = +[](ON_RECOIL) -> int {
CHECK(moveType == TYPE_FIRE);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_RECOIL_NORMAL;
return max(damage / 20, 1); // 5% recoil with minimum 1 HP
},
.onOffensiveMultiplier =
+[](ON_OFFENSIVE_MULTIPLIER) {
if (moveType == TYPE_FIRE) MUL(1.35); // 35% boost
},
};
Recoil Mechanics
- Calculation: Recoil = max(damage_dealt / 20, 1)
- Minimum damage: Always takes at least 1 HP recoil
- Type restriction: Only Fire moves cause recoil
- Self-KO: Can cause the user to faint from recoil damage
- Rock Head interaction: Rock Head prevents recoil from this ability
Important Interactions
- Multi-hit moves: Each hit triggers separate recoil calculation
- Critical hits: Recoil based on actual damage dealt (including crit bonus)
- Substitute: User still takes recoil even when behind Substitute
- Magic Guard: Prevents recoil damage completely
- Rock Head: Negates all recoil from this ability
- Reckless: Does NOT boost recoil moves from this ability (only affects specific recoil moves)
Move Compatibility
Boosted Fire Moves:
- All Fire-type attacks (Flamethrower, Fire Blast, Overheat, etc.)
- Physical Fire moves (Flare Blitz, Fire Punch, Sacred Fire)
- Multi-hit Fire moves (each hit gets boost and recoil)
- Special Fire moves with secondary effects
Non-Boosted Moves:
- Non-Fire type moves receive no boost or recoil
- Status moves that don't deal damage
Strategic Implications
- Glass cannon playstyle: High reward but self-damaging
- Life Orb synergy: Stacks with Life Orb for massive damage output
- Choice item compatibility: Works with Choice Band/Specs for extreme damage
- Sweeper potential: Excellent for revenge killing and cleaning up
- Risk vs reward: Must balance damage output with survivability
Damage Calculations
Example scenarios:
- Deal 200 damage → Take 10 recoil (200/20)
- Deal 50 damage → Take 3 recoil (50/20 rounded up)
- Deal 10 damage → Take 1 recoil (minimum)
- Deal 400 damage → Take 20 recoil (400/20)
Common Users
- Fire-type attackers with high offensive stats
- Pokémon with access to powerful Fire moves
- Glass cannon sweepers
- Revenge killers needing extra damage
- Pokémon with Rock Head (negates recoil)
Competitive Usage Notes
- Life Orb alternative: Provides similar damage boost without item slot
- Choice item synergy: Stacks multiplicatively with Choice items
- Late-game cleaner: Excellent for finishing weakened teams
- STAB stacking: Fire types get 1.5x STAB + 1.35x ability = 2.025x total
- Recoil management: Requires careful HP management
Synergies
- Rock Head: Completely negates recoil drawback
- Magic Guard: Prevents recoil while keeping damage boost
- Life Orb: Stacks for 1.35 × 1.3 = 1.755x damage (with double recoil)
- Choice items: Multiplicative stacking for extreme damage
- Sun teams: Fire moves already boosted in harsh sunlight
- Drought: Pairs well with sun-boosted Fire moves
Counters
- Water/Rock/Dragon types: Resist Fire moves
- Flash Fire: Immune to Fire moves entirely
- Thick Fat: Resists Fire moves
- Intimidate: Reduces physical Fire move damage
- Burn: Halves physical Fire move damage
- Pressure: Forces more recoil through PP usage
Risk Management
- HP thresholds: Monitor HP to avoid recoil KO
- Priority moves: Vulnerable to revenge killing after recoil
- Entry hazards: Compound the self-damage problem
- Status conditions: Burn particularly problematic for physical attackers
- Weather: Rain reduces Fire move effectiveness
Team Building Considerations
- Rapid Spin/Defog support: Clear hazards to reduce cumulative damage
- Wish/Heal Bell support: Provide recovery and status cure
- Trick Room teams: Slow, powerful attackers benefit most
- Sun teams: Natural synergy with Fire-type focus
- Late-game cleaner: Position as endgame sweeper
Comparison to Similar Abilities
- Reckless: Boosts specific recoil moves by 20% (different move pool)
- Sheer Force: Removes secondary effects for 30% boost (no recoil)
- Life Orb: 30% boost with 10% recoil (item-based)
- Tough Claws: 30% boost to contact moves (no recoil)
Version History
- Elite Redux custom ability
- Designed for high-risk, high-reward Fire-type gameplay
- Part of the expanded ability system for more strategic depth