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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)