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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

Elite Redux Ability Codex