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Combat Specialist - Ability ID 462

In-Game Description

"Boosts the power of punching and kicking moves by 1.3x."

Extended In-Game Description

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

Combat Specialist boosts the power of punching and kicking moves by 30%. Affects punches like Fire Punch, Ice Punch, Thunder Punch, Focus Punch, and Mach Punch. Also affects kicks like Double Kick, High Jump Kick, Blaze Kick, and Mega Kick. Combines Iron Fist and Striker effects perfectly.

Character count: 290

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Combat Specialist is a versatile offensive ability that combines the effects of Iron Fist and Striker abilities, providing a 1.3x (30%) power boost to both punching and kicking moves. This dual-category boost makes it exceptionally valuable for Pokémon with diverse physical movesets.

Activation Conditions

  • Move requirement: Must use a move with FLAG_IRON_FIST_BOOST or FLAG_STRIKER_BOOST flags
  • Power multiplier: 1.3x damage boost applied to base power
  • Timing: Applied during damage calculation phase
  • Stacking: Multiplies with other damage modifiers (STAB, type effectiveness, etc.)

Affected Moves

Punching Moves (Iron Fist boosted):

  • Fire Punch: Fire-type punch with burn chance
  • Ice Punch: Ice-type punch with freeze chance
  • Thunder Punch: Electric-type punch with paralysis chance
  • Dynamic Punch: Fighting-type punch with confusion
  • Focus Punch: High-power Fighting-type delayed punch
  • Mach Punch: Priority Fighting-type punch
  • Mega Punch: Normal-type high-power punch
  • Comet Punch: Multi-hit Normal-type punch
  • Dizzy Punch: Normal-type punch with confusion chance
  • Bullet Punch: Priority Steel-type punch
  • Drain Punch: Fighting-type punch with healing
  • Hammer Arm: Fighting-type punch that lowers Speed
  • Shadow Punch: Ghost-type punch that never misses
  • Sky Uppercut: Fighting-type uppercut that hits Fly users

Kicking Moves (Striker boosted):

  • Double Kick: Two-hit Fighting-type kick
  • High Jump Kick: High-power Fighting-type jumping kick
  • Blaze Kick: Fire-type kick with critical hit chance
  • Mega Kick: High-power Normal-type kick
  • Low Kick: Fighting-type kick with variable power
  • Rolling Kick: Fighting-type kick with flinch chance
  • Jump Kick: Fighting-type jumping kick (weaker version)
  • Triple Kick: Three-hit Fighting-type kick with increasing power
  • Stomp: Normal-type stomping attack
  • High Horsepower: Ground-type powerful kick

Technical Implementation

c
constexpr Ability CombatSpecialist = {
    .onOffensiveMultiplier =
        +[](ON_OFFENSIVE_MULTIPLIER) {
            // Delegate to both Iron Fist and Striker abilities
            IronFist.onOffensiveMultiplier(DELEGATE_OFFENSIVE_MULTIPLIER);
            Striker.onOffensiveMultiplier(DELEGATE_OFFENSIVE_MULTIPLIER);
        },
};

// Move flagging system
int IsIronFistBoosted(int battler, MoveEnum move) {
    if (gBattleMoves[move].flags & FLAG_IRON_FIST_BOOST) return TRUE;
    // Additional conditions for special cases
    return FALSE;
}

int IsStrikerBoosted(int battler, MoveEnum move) {
    if (gBattleMoves[move].flags & FLAG_STRIKER_BOOST) return TRUE;
    // Additional conditions for special cases  
    return FALSE;
}

Important Interactions

  • Power multiplication: 1.3x boost applies to base power before other calculations
  • STAB stacking: Combines multiplicatively with Same Type Attack Bonus
  • Type effectiveness: Multiplies with super-effective/not very effective modifiers
  • Critical hits: Boost applies before critical hit calculation
  • Item synergy: Stacks with Life Orb, Choice items, and type-boosting items
  • Weather effects: Can combine with sun/rain boosts for certain move types
  • Multi-hit moves: Each hit receives the full 1.3x multiplier

Strategic Implications

  • Movepool versatility: Supports both punching and kicking moves equally
  • Type coverage: Works across multiple types (Normal, Fighting, Fire, Ice, Electric, etc.)
  • Priority moves: Boosts Mach Punch and Bullet Punch for priority damage
  • Mixed attackers: Valuable for Pokémon with both punching and kicking moves
  • Physical sweepers: Excellent for physical attackers with diverse contact moves

Common Users

Combat Specialist is typically found on:

  • Fighting-type Pokémon with diverse physical movesets
  • Pokémon with access to elemental punches and kicks
  • Physical attackers that learn both move categories
  • Martial arts-themed Pokémon
  • Pokémon designed for close-quarters combat

Competitive Usage Notes

  • Movepool requirement: Only valuable if the Pokémon learns multiple boosted moves
  • Contact dependency: Most boosted moves make contact, vulnerable to Rough Skin, etc.
  • Physical focus: Purely beneficial for physical attackers
  • Type diversity: Allows effective coverage across multiple types
  • Priority utility: Enhances priority moves like Mach Punch for speed control

Counters

  • Intimidate: Reduces Attack stat, diminishing the boosted damage
  • Burn status: Halves physical attack power, negating much of the boost
  • Defense boosts: Bulk Up, Cosmic Power, and defensive items reduce impact
  • Contact punishers: Rough Skin, Iron Barbs, Rocky Helmet damage on contact
  • Ghost immunity: Normal-type punches and kicks are ineffective
  • Protect/Detect: Blocks the boosted attacks entirely
  • Will-O-Wisp: Burns the attacker to reduce damage output

Synergies

  • Life Orb: Multiplies damage further at cost of recoil
  • Choice Band: Another 1.5x multiplier for huge damage output
  • Type-boosting items: Expert Belt, Fist Plate, etc. for additional boosts
  • Speed control: Thunder Wave, Trick Room to ensure attack opportunities
  • Entry hazards: Stealth Rock weakens opponents before powerful attacks
  • Healing moves: Drain Punch becomes more effective with the boost
  • Setup moves: Bulk Up, Swords Dance to maximize damage potential

Damage Calculations

  • Base calculation: (Base Power × 1.3) × other modifiers
  • Example: Fire Punch (75 BP) becomes effectively 97.5 BP before other modifiers
  • With STAB: Fire Punch on Fire-type becomes ~146 effective BP
  • Super effective: Fire Punch vs Grass becomes ~195 effective BP
  • Maximum boost: With STAB + super effective + Choice Band = ~292 effective BP

Version History

  • Elite Redux exclusive: Custom ability not found in official games
  • Design purpose: Combines Iron Fist and Striker into single ability
  • Balance consideration: 30% boost balanced by move type restrictions
  • Movepool dependency: Effectiveness varies greatly by Pokémon's available moves
  • Iron Fist: Boosts only punching moves by 1.2x (weaker)
  • Striker: Boosts only kicking moves by 1.3x (single category)
  • Strong Jaw: Boosts biting moves instead of punches/kicks
  • Mega Launcher: Boosts pulse/aura moves with similar multiplier
  • Tough Claws: Boosts all contact moves by 1.3x (broader but includes non-punches/kicks)

Elite Redux Ability Codex