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Raging Moth - Ability ID 453

In-Game Description

"Fire moves hits twice, both hits at 70% power."

Extended In-Game Description

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

Raging Moth causes all Fire-type moves to hit twice consecutively, with each hit dealing 70% of the move's original power. This results in 140% total damage output. Both hits can trigger effects like Flame Body or items like Focus Sash separately. Perfect for breaking through defensive tactics.

Character count: 296

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Raging Moth is an offensive ability that enhances Fire-type moves by making them hit twice in succession. Each individual hit deals 70% of the move's base power, resulting in a total damage multiplier of 1.4x (140% of original damage).

Activation Conditions

  • Move type requirement: Only Fire-type moves trigger this ability
  • All Fire moves affected: Works on both physical and special Fire-type attacks
  • No move restrictions: Affects all Fire moves regardless of power, accuracy, or effect
  • Parental Bond system: Uses the same underlying mechanics as Parental Bond ability

Technical Implementation

c
// Raging Moth uses parental bond system for Fire moves
constexpr Ability RagingMoth = {
    .onParentalBond = +[](ON_PARENTAL_BOND) -> MultihitType {
        CHECK(moveType == TYPE_FIRE)  // Only Fire moves
        return PARENTAL_BOND_DUAL_WIELD;  // 70% power per hit
    },
};

// Power calculation: each hit = 0.7x original power
case PARENTAL_BOND_DUAL_WIELD:
    return UQ_4_12(0.7);  // 70% power multiplier

Damage Calculation

  • First hit: 70% of move's base power
  • Second hit: 70% of move's base power
  • Total damage: 140% of original move power
  • Both hits: Use same accuracy roll, type effectiveness, and critical hit determination

Important Interactions

  • Multi-hit moves: Fire-type multi-hit moves (like Flame Burst) hit even more times
  • Contact effects: Both hits can trigger contact-based abilities like Flame Body or Static
  • Item interactions: Each hit can trigger items like Rocky Helmet or Rough Skin
  • Substitute breaking: Can break Substitute with first hit, damage opponent with second
  • Focus Sash/Sturdy: First hit can trigger these, second hit can potentially KO
  • Type effectiveness: Both hits use same type matchup calculation
  • Critical hits: Both hits have independent critical hit chances

Strategic Implications

  • Damage output: 40% increase in Fire-type move damage
  • Multi-hit benefits: Breaks through Focus Sash, Substitute, and Disguise more reliably
  • Contact punishment: Triggers contact-based revenge effects twice
  • Accuracy advantage: Only one accuracy check for both hits
  • Critical synergy: Doubled critical hit opportunities on Fire moves

Synergistic Move Combinations

High-power Fire moves become devastating:

  • Fire Blast: 110 → 154 effective power (2 × 77)
  • Flamethrower: 90 → 126 effective power (2 × 63)
  • Overheat: 130 → 182 effective power (2 × 91), but stat drop still applies once
  • Sacred Fire: 100 → 140 effective power with burn chance on each hit

Contact Fire moves trigger abilities twice:

  • Flare Blitz: Recoil calculated on total damage, but contact effects trigger twice
  • Fire Punch: Each hit can trigger Static, Flame Body, etc.
  • Fire Fang: Each hit has independent flinch and burn chances

Counters and Weaknesses

  • Non-Fire moves: Ability provides no benefit to non-Fire type attacks
  • Contact abilities: Flame Body, Static, and Rocky Helmet punish twice as hard
  • Rough Skin/Iron Barbs: Double damage to the user on contact moves
  • Multi-Scale/Shadow Shield: Only broken after first hit
  • Ability suppression: Mold Breaker, Neutralizing Gas disable the effect

Team Building Considerations

  • Fire-type specialists: Maximizes damage output of Fire-type attackers
  • Mixed attackers: Benefits both physical and special Fire moves equally
  • Wallbreakers: Excellent for breaking through defensive cores
  • Late-game sweepers: Increased damage helps secure KOs
  • Sun teams: Pairs well with sun boost for Fire moves (1.5x × 1.4x = 2.1x total)

Competitive Applications

  • Substitute breaker: Reliably breaks Substitute + deals damage
  • Focus item counter: Bypasses Focus Sash and Focus Band consistently
  • Disguise counter: Breaks Mimikyu's Disguise and deals damage same turn
  • Endure/Sturdy punishment: Can potentially KO through survival abilities
  • Priority breaking: Can break priority users' Focus Sash

Common Users

  • Fire-type Pokémon who rely heavily on Fire-type STAB moves
  • Mixed attackers with strong Fire-type coverage
  • Wallbreakers who need maximum Fire-type damage output
  • Pokémon with access to high-power Fire moves like Fire Blast or Overheat

Notable Move Interactions

  • Will-O-Wisp: Not affected (status move, not Fire-type attack)
  • Burn Up: Still removes Fire typing after both hits
  • Fire-type Z-moves: Z-power calculated on original power, then doubled
  • Choice items: Still locked into the Fire move after using it
  • Life Orb: Recoil damage applies to each hit separately

Weather Interactions

  • Sun: Fire moves get 1.5x boost, combined with Raging Moth = 2.1x total damage
  • Rain: Fire moves get 0.5x reduction, combined with Raging Moth = 0.7x total damage
  • Harsh sun: Fire moves cannot be weakened by water, full 2.1x damage potential

Version History

  • Custom Elite Redux ability
  • Uses proven Parental Bond mechanics for reliability
  • Designed to make Fire-type specialists more viable
  • Balanced around 140% damage output to avoid being overpowered

Elite Redux Ability Codex