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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

Elite Redux Ability Codex