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Electromorphosis - Ability ID 448

In-Game Description

"Charges up when getting hit."

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)

Electromorphosis charges up the Pokémon when it takes damage from any attack. Once charged, the next Electric-type move used by the Pokémon deals double damage. The charge effect is consumed after using an Electric-type move with base power, resetting the cycle.

Character count: 284

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Electromorphosis is an offensive ability that transforms damage taken into offensive power. When the Pokémon is hit by any damaging move, it gains a "charged up" status that doubles the power of its next Electric-type attack.

Activation Conditions

  • Trigger: Taking damage from any attack that triggers the onDefender callback
  • Status check: Only activates if the Pokémon is not already charged up
  • Hit requirement: Must pass the ShouldApplyOnHitAffect check
  • One-time effect: Cannot stack multiple charges

Power Boost Mechanics

  • Multiplier: 2.0x damage for Electric-type moves when charged
  • Move requirement: Only affects moves with base power (attacking moves)
  • Type restriction: Only Electric-type moves receive the boost
  • Consumption: The charge is consumed after using any Electric-type move with power

Technical Implementation

c
constexpr Ability Electromorphosis = {
    .onDefender = +[](ON_DEFENDER) -> int {
        CHECK(ShouldApplyOnHitAffect(battler))
        CHECK_NOT(gStatuses3[battler] & STATUS3_CHARGED_UP)

        gStatuses3[battler] |= STATUS3_CHARGED_UP;
        BattleScriptCall(BattleScript_ElectromorphosisActivates);
        return TRUE;
    },
};

// In damage calculation:
if (gStatuses3[battlerAtk] & STATUS3_CHARGED_UP && moveType == TYPE_ELECTRIC) 
    MulModifier(&modifier, UQ_4_12(2.0));

// Charge consumption:
if (currentMoveType == TYPE_ELECTRIC && gBattleMoves[gCurrentMove].power)
    gStatuses3[gBattlerAttacker] &= ~STATUS3_CHARGED_UP;

Important Interactions

  • Status moves: Electric-type status moves don't consume the charge
  • Multi-hit moves: Each hit can trigger the ability, but only one charge is gained
  • Substitute: The ability can still activate even if protected by Substitute
  • Contact requirement: Not required - any hit can trigger the charge
  • Ability bypass: Mold Breaker and similar abilities don't prevent the charge gain

Charge Duration

  • Persistence: The charge lasts until consumed or the Pokémon switches out
  • Switch out: Charge is lost when switching out
  • Fainting: Charge is lost when fainting
  • Turn limit: No turn limit - charge persists indefinitely until used

Strategic Applications

  • Pivot strategy: Take a hit, then pivot to an Electric-type move for massive damage
  • Revenge killing: Use defensive switches to gain charges for counterattacks
  • Momentum shifts: Transform opponent's offensive pressure into your own advantage
  • Type coverage: Makes Electric-type moves significantly more threatening

Synergies

  • Focus Sash: Survive powerful hits to guarantee a charge
  • Assault Vest: Tank special attacks while gaining charges
  • Electric-type STAB: Combines with same-type attack bonus for massive damage
  • Choice items: Locked Electric moves become extremely powerful after charging
  • Life Orb: Stacks with the charge bonus for even higher damage output

Comparison to Similar Abilities

  • Rattled: Gives Speed boost instead of power boost
  • Justified: Triggered by Dark moves only, boosts Attack stat
  • Stamina: Boosts Defense instead of next move's power
  • Anger Point: Requires critical hit, maxes Attack stat

Competitive Viability

  • Offensive pressure: Creates immediate threat after taking damage
  • Unpredictable: Opponents must consider the charged state in their calculations
  • Risk/reward: Requires taking damage to gain benefit
  • Electric synergy: Most effective on Pokémon with strong Electric-type movesets

Common Users

  • Electric-type Pokémon with good mixed bulk
  • Pokémon with powerful Electric-type coverage moves
  • Defensive pivots that can absorb hits reliably
  • Pokémon with recovery moves to maintain longevity

Counters

  • Status moves: Use non-damaging moves to avoid triggering the ability
  • Indirect damage: Poison, burn, and entry hazards don't trigger the charge
  • Ability suppression: Mold Breaker prevents the ability from activating
  • Type immunity: Ground-types are immune to Electric attacks even when charged
  • Priority moves: Strike before the charged Electric move can be used

Version Notes

  • Custom ability created for Elite Redux
  • Part of the expanded ability roster for strategic depth
  • Shares the charged up status with other charging abilities like Wind Power
  • Activation message uses STRINGID_ELECTROMORPHOSIS_ACTIVATES (ID 686)

Elite Redux Ability Codex