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Cold Plasma - Ability ID 471

In-Game Description

"Electric type moves now inflict burn instead of paralysis."

Extended In-Game Description

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

Cold Plasma converts Electric-type moves to inflict burn status instead of paralysis. This includes all Electric moves with paralysis chances like Thunderbolt, Discharge, and Thunder Wave. The burn applies the same probability as the original paralysis effect. Great for disrupting bulky foes.

Character count: 297

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Cold Plasma is a status conversion ability that modifies the secondary effects of Electric-type moves. When a Pokémon with Cold Plasma uses an Electric-type move that would normally have a chance to inflict paralysis, it instead has the same chance to inflict burn status.

Activation Conditions

  • Move type requirement: Only affects Electric-type moves
  • Status effect requirement: Only affects moves that normally inflict paralysis
  • Automatic activation: Triggers whenever using qualifying Electric moves
  • Probability unchanged: Uses the same chance as the original paralysis effect

Affected Moves

Electric-type moves that normally inflict paralysis:

  • Thunderbolt (10% paralysis → 10% burn)
  • Thunder (30% paralysis → 30% burn)
  • Discharge (30% paralysis → 30% burn)
  • Thunder Wave (100% paralysis → 100% burn)
  • Spark (30% paralysis → 30% burn)
  • Thunder Punch (10% paralysis → 10% burn)
  • Thundershock (10% paralysis → 10% burn)
  • Bolt Strike (20% paralysis → 20% burn)

Technical Implementation

Status: This ability appears to be defined in the proto files but not yet implemented in the core battle engine. The implementation would likely involve:

c
// Hypothetical implementation in abilities.cc
constexpr Ability ColdPlasma = {
    .onModifyMoveEffect = 
        +[](ON_MODIFY_MOVE_EFFECT) {
            if (GetMoveType(move) == TYPE_ELECTRIC && 
                moveEffect == MOVE_EFFECT_PARALYSIS) {
                return MOVE_EFFECT_BURN;
            }
            return moveEffect;
        },
};

Important Interactions

  • Type effectiveness: Electric moves still follow normal type effectiveness
  • Immunities: Fire types and Pokémon with Water Veil are immune to burn
  • Existing status: Cannot burn already statused Pokémon
  • Limber immunity: Limber Pokémon are not affected by this ability change
  • Status move conversion: Thunder Wave becomes a 100% burn move

Strategic Implications

  • Offensive utility: Burn reduces Attack stat, helping against physical attackers
  • Damage over time: Burn deals consistent damage unlike paralysis
  • Speed control: Loses speed reduction effect of paralysis
  • Wall breaking: More effective against defensive Pokémon than paralysis
  • Type synergy: Works well with Fire-type coverage moves

Burn vs Paralysis Comparison

Burn advantages:

  • Deals 1/16 max HP damage each turn
  • Reduces Attack stat by 50%
  • Better against physical walls
  • More consistent damage output

Paralysis advantages:

  • Reduces Speed by 50%
  • 25% chance to be unable to move
  • Speed control utility
  • Better against fast setup sweepers

Potential Users

This ability would be ideal for:

  • Electric-type Pokémon with mixed offensive stats
  • Pokémon that want to pressure physical attackers
  • Team builds focusing on residual damage
  • Pokémon with Fire-type coverage moves

Competitive Considerations

  • Anti-physical: Excellent against physical attackers
  • Stall breaking: Burn helps overcome defensive strategies
  • Trade-offs: Loses speed control utility of paralysis
  • Synergy potential: Pairs well with other burn-inducing effects
  • Counterplay: Fire types become complete immunities

Implementation Status

Note: This ability is currently defined in the proto files but does not appear to have active implementation in the battle engine. The mechanical analysis above is based on the described functionality and standard Elite Redux ability patterns.

Version History

  • Added to Elite Redux proto files as ability ID 471
  • Implementation pending in core battle system
  • Represents unique status conversion mechanic

Synergies

  • Hex/Venoshock: Boosted damage against burned targets
  • Fire-type moves: Thematic synergy with burn status
  • Guts: Ironically helps opposing Guts users
  • Facade: Boosts opposing Facade users' power

Counters

  • Fire-type Pokémon: Immune to burn status
  • Water Veil: Ability prevents burn
  • Aromatherapy/Heal Bell: Removes burn status
  • Lum Berry: Cures burn status once
  • Switching: Removes burn when switching out

Elite Redux Ability Codex