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Super Hot Goo - Ability ID 468

In-Game Description

"Inflicts burn and lowers Speed on contact."

Extended In-Game Description

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

Super Hot Goo combines Flame Body and Gooey effects. Contact moves have a 30% chance to inflict burn and always lower the attacker's Speed by one stage. Burns deal 1/16 max HP damage per turn. Speed reduction bypasses Substitute and ignores stat-lowering immunities through Mirror Armor.

Character count: 295

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Super Hot Goo is a hybrid defensive ability that combines the effects of two existing abilities: Flame Body and Gooey. When a Pokémon with Super Hot Goo is hit by a contact move, both effects trigger independently.

Activation Conditions

  • Contact requirement: Only triggers when hit by moves that make contact
  • Health requirement: User must not faint from the attack
  • No status immunity bypass: Burn effect respects normal burn immunity

Effect Components

Flame Body Component

  • Burn chance: 30% probability to inflict burn status on the attacker
  • Burn damage: Burned Pokémon takes 1/16 of maximum HP damage each turn
  • Status precedence: Cannot burn already-statused Pokémon (except in certain cases)
  • Fire immunity: Fire-type Pokémon cannot be burned

Gooey Component

  • Speed reduction: Always lowers attacker's Speed by 1 stage
  • Guaranteed activation: Unlike burn, speed reduction always occurs
  • Safeguard bypass: Explicitly ignores Safeguard protection
  • Mirror Armor interaction: Can trigger Mirror Armor to redirect the stat reduction

Technical Implementation

c
constexpr Ability SuperHotGoo = {
    .onAttacker = FlameBody.onAttacker,  // 30% burn chance
    .onDefender = +[](ON_DEFENDER) -> int { 
        return Gooey.onDefender(DELEGATE_DEFENDER) | FlameBody.onDefender(DELEGATE_DEFENDER); 
    },
};

Activation Sequence

  1. Pokémon with Super Hot Goo is hit by contact move
  2. Both Flame Body and Gooey effects check activation conditions
  3. Flame Body: 30% chance roll for burn infliction
  4. Gooey: Speed reduction always applies (if stat can be lowered)
  5. Battle messages display for any successful effects

Important Interactions

Status Conditions

  • Burn immunity: Fire types, already-burned Pokémon, and status immune Pokémon avoid burn
  • Lum Berry: Can cure burn immediately after infliction
  • Guts/Marvel Scale: Benefit from burn status if inflicted
  • Status absorption: Does not trigger on status-immune abilities like Limber

Stat Changes

  • Clear Body/White Smoke: Blocks speed reduction component
  • Mirror Armor: Can reflect speed reduction back to user
  • Contrary: Converts speed reduction to speed boost for attacker
  • Competitive/Defiant: Triggers from speed reduction

Battle Mechanics

  • Substitute: Prevents both effects when attacker is behind Substitute
  • Magic Guard: Prevents burn damage but not burn status
  • Multi-hit moves: Each hit can trigger effects independently
  • Mold Breaker: Does not bypass Super Hot Goo (ability is not breakable)

Strategic Applications

Defensive Usage

  • Physical wall support: Punishes physical attackers heavily
  • Speed control: Slows down physical sweepers attempting setup
  • Status spreading: Burn cripples physical attackers long-term
  • Switch punishment: Deters contact move users from switching in

Team Synergy

  • Trick Room: Benefits from opposing speed reduction
  • Toxic Spikes: Combines with burn for passive damage
  • Will-O-Wisp: Redundant with burn effect but provides backup
  • Thunder Wave: Can layer with speed reduction for full paralysis

Counters and Limitations

Direct Counters

  • Special attackers: Avoid contact entirely
  • Fire types: Immune to burn component
  • Clear Body/White Smoke: Blocks speed reduction
  • Magic Bounce: Can reflect status moves back
  • Lum Berry: Removes burn status immediately

Indirect Counters

  • Long-range attacks: Projectile and ranged moves avoid contact
  • Status immunity: Safeguard teams (though speed reduction bypasses)
  • Heal Bell/Aromatherapy: Team-wide status cure removes burn
  • Natural Cure: Switches out to cure burn status

Competitive Viability

Strengths

  • Dual punishment: Both immediate and long-term consequences
  • No immunity overlap: Few Pokémon resist both effects completely
  • Passive damage: Burn provides consistent chip damage
  • Speed control: Immediate impact on opponent's action economy

Weaknesses

  • Special attack vulnerability: No protection against special moves
  • RNG dependent: Burn effect relies on 30% probability
  • Status cure availability: Burn can be easily removed
  • Limited users: Typically found on slower, defensive Pokémon

Common Users Profile

  • Type preference: Often found on Fire/Steel, Fire/Rock, or similar defensive types
  • Role in team: Tank, physical wall, or slow pivot
  • Stat distribution: High HP and Defense, lower Speed
  • Move synergy: Recovery moves, status moves, defensive utilities

Version History

  • Elite Redux exclusive: Custom ability combining existing mechanics
  • Implementation: Uses delegate pattern to combine Flame Body + Gooey
  • Balance considerations: Provides strong physical deterrent without being oppressive
  • Flame Body: Provides the burn component (30% on contact)
  • Gooey: Provides the speed reduction component
  • Static: Similar contact-based status infliction (paralysis)
  • Poison Point: Similar contact-based status infliction (poison)
  • Rough Skin: Contact damage but no status effects

Elite Redux Ability Codex