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Magma Eater - Ability ID 467
In-Game Description
"Predator + Molten Down."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Magma Eater combines predatory healing with molten type advantages. Restores 25% HP when fainting an opponent through direct attacking moves. Additionally, Fire-type moves deal 2x damage against Rock-type Pokemon instead of normal effectiveness. Excellent for aggressive Fire-type attackers.
Character count: 291
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Magma Eater is a dual-effect offensive ability that combines two powerful combat mechanics: predatory healing and molten type manipulation. This ability makes its user exceptionally dangerous in battle by rewarding successful KOs and providing type advantage coverage.
Healing Component (SoulEater Effect)
- Trigger: When the Pokémon with Magma Eater faints an opponent through a direct attacking move
- Effect: Restores 25% of the user's maximum HP
- Timing: Healing occurs immediately after the opponent faints
- Requirements:
- Must not be at full HP already
- Must be able to heal (not affected by Heal Block)
- Opponent must faint from the user's direct attack
Type Effectiveness Component (MoltenDown Effect)
- Trigger: When using a Fire-type move against a Rock-type target
- Effect: Fire-type moves deal 2x damage to Rock-type Pokémon instead of normal effectiveness
- Coverage: Transforms neutral matchup into super effective damage
- Stacking: Works with other damage modifiers and STAB
Technical Implementation
c
// Magma Eater combines two existing ability effects
constexpr Ability MagmaEater = {
.onBattlerFaints = SoulEater.onBattlerFaints, // 25% HP restore on KO
.onTypeEffectiveness = MoltenDown.onTypeEffectiveness, // Fire vs Rock = 2x
.onBattlerFaintsFor = APPLY_ON_ATTACKER,
};
// Healing effect (25% HP recovery)
BattleScript_HandleSoulEaterEffect::
tryhealpercenthealth BS_STACK_1, 25, BattleScript_Return
// Type effectiveness modification
.onTypeEffectiveness = +[](ON_TYPE_EFFECTIVENESS) -> int {
CHECK(moveType == TYPE_FIRE)
CHECK(defType == TYPE_ROCK)
*mod = UQ_4_12(2.0); // 2x damage multiplier
return TRUE;
},
Important Interactions
- Multi-hit moves: Only heals once per opponent fainted, not per hit
- Indirect damage: Healing doesn't trigger from burns, poison, entry hazards, etc.
- Full HP: No healing occurs if already at maximum HP
- Heal Block: Healing component blocked by Heal Block status
- Type effectiveness: Fire vs Rock becomes 2x instead of 1x (neutral)
- STAB interaction: Stacks with Same Type Attack Bonus multiplicatively
- Weather: Fire power boost from sun stacks with type effectiveness bonus
Strategic Applications
- Sweeping potential: Healing allows extended battles and multiple KOs
- Rock-type coverage: Gives Fire-type attackers better matchup coverage
- Aggressive playstyle: Rewards offensive momentum and direct confrontation
- HP management: Can recover from chip damage through successful KOs
- Type coverage: Improves Fire-type movesets against typically resistant Rock types
Ideal Users
- Fire-type attackers with diverse movepools
- Mixed attackers who can reliably score KOs
- Pokémon with high offensive stats to secure faints
- Sweepers who benefit from mid-battle healing
- Rock-type coverage seekers in Fire-type focused teams
Competitive Advantages
- Sustained offense: Healing extends staying power in battle
- Type coverage improvement: Better matchups against Rock-type walls
- Snowball potential: Each KO makes subsequent battles easier
- Pressure creation: Forces opponents to play around healing threat
- Versatile threat: Combines offensive and defensive utility
Counters and Limitations
- Heal Block: Completely negates healing component
- Indirect damage: Burns, poison, and hazards don't trigger healing
- Rock/Water or Rock/Ground types: Still resist Fire despite type modification
- Defensive walls: Must actually faint opponents to benefit from healing
- Priority moves: Can be revenge killed before healing activates
- Status conditions: Sleep, paralysis can prevent follow-up attacks
Synergies
- Life Orb: Recoil damage offset by healing from KOs
- Choice items: Locked moves still trigger healing on KO
- Sun teams: Fire power boost stacks with type effectiveness
- Entry hazard support: Chip damage helps secure KO thresholds
- Flame Charge/Dragon Dance: Speed boost + healing creates powerful setup
- Fire Blast/Flamethrower: Reliable Fire moves to trigger Rock effectiveness
Team Composition
- Sun setters: Drought users to boost Fire move power
- Entry hazard setters: Stealth Rock, Spikes to weaken opponents
- Speed control: Thunder Wave, Trick Room to ensure attack order
- Rock-type lures: Draw in Rock types for super effective Fire attacks
- Offensive cores: Partners that can also score KOs for momentum
Usage Notes
- Primary mode: Best used as an aggressive attacker rather than defensive pivot
- Target selection: Prioritize Rock-type opponents when possible
- HP monitoring: Most effective when not at full health to maximize healing
- Move selection: Ensure access to reliable Fire-type attacking moves
- Timing: Consider healing potential when choosing between opponents to target
Version History
- Elite Redux exclusive: Custom combination ability
- Component abilities: Based on existing SoulEater (Predator) and MoltenDown effects
- Balance considerations: 25% healing is standard for KO-based healing abilities
- Type effectiveness: 2x multiplier provides meaningful but not overwhelming advantage