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Berserker Rage - Ability ID 480
In-Game Description
"Tipping Point + Rampage."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Berserker Rage combines Tipping Point and Rampage effects. When hit, raises Special Attack by 1 stage normally or maximizes it on critical hits. When the Pokémon KOs an opponent, it instantly recovers from recharge status, allowing immediate use of moves like Hyper Beam without waiting.
Character count: 287
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Berserker Rage is a hybrid ability that combines two distinct effects from the Tipping Point and Rampage abilities. It provides both defensive stat boosts when taking damage and offensive momentum when scoring KOs.
Dual Effect Components
Tipping Point Component (.onDefender)
- Triggers: When the Pokémon is hit by an attack
- Condition: Must be a hit that can apply on-hit effects (ShouldApplyOnHitAffect)
- Normal hits: Raises Special Attack by 1 stage
- Critical hits: Maximizes Special Attack (sets to +6 stages instantly)
- Stat requirements: Only works if Special Attack can be raised further
Rampage Component (.onBattlerFaints)
- Triggers: When the Pokémon KOs an opponent (APPLY_ON_ATTACKER)
- Effect: Instantly removes recharge status
- Mechanics:
- Sets rechargeTimer to 0
- Removes STATUS2_RECHARGE flag
- Allows immediate action on next turn
Technical Implementation
c
constexpr Ability BerserkerRage = {
.onDefender = TippingPoint.onDefender, // Stat boost when hit
.onBattlerFaints = Rampage.onBattlerFaints, // Recharge removal on KO
.onBattlerFaintsFor = APPLY_ON_ATTACKER, // Apply to attacker
};
// Tipping Point mechanics
.onDefender = +[](ON_DEFENDER) -> int {
CHECK(ShouldApplyOnHitAffect(battler))
CHECK(CanRaiseStat(battler, STAT_SPATK))
if (gIsCriticalHit) {
SetStatChanger(STAT_SPATK, 12); // Max boost (+6)
BattleScriptCall(BattleScript_TargetsStatWasMaxedOut);
} else {
SetStatChanger(STAT_SPATK, 1); // +1 stage
BattleScriptCall(BattleScript_TargetAbilityStatRaiseOnMoveEnd);
}
return TRUE;
}
// Rampage mechanics
.onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int {
SetAbilityState(battler, ability, TRUE);
gVolatileStructs[battler].rechargeTimer = 0;
gBattleMons[battler].status2 &= ~(STATUS2_RECHARGE);
return FALSE;
}
Recharge Move Interactions
The Rampage component works with any move that causes recharge status:
- Hyper Beam: Can use immediately after KO instead of waiting
- Giga Impact: No recharge turn needed after scoring KOs
- Blast Burn/Hydro Cannon/Frenzy Plant: Starter ultimate moves
- Roar of Time: Dialga's signature move
- Rock Wrecker: Rhyperior's signature move
Critical Hit Synergy
The ability heavily rewards landing critical hits:
- Normal scenario: Take damage → gain +1 Special Attack
- Critical hit scenario: Take damage → instantly max Special Attack (+6)
- Follow-up potential: High Special Attack enables powerful special moves
- Recharge recovery: Can immediately use powerful moves after KOs
Activation Conditions
- Tipping Point: Must be hit by an attack that can apply effects
- Special Attack raise: Must have room to increase Special Attack
- Rampage: Must score a KO while in recharge status
- Both effects: Can trigger in the same battle independently
Strategic Applications
Offensive Pressure
- Recharge spam: Use Hyper Beam/Giga Impact more freely
- KO momentum: Chain powerful moves without downtime
- Special sweeping: Critical hits can instantly set up special sweeps
- Mixed offense: Physical recharge moves + special attack boosts
Risk/Reward Gameplay
- Tank hits intentionally: Build Special Attack through damage
- Critical hit fishing: Moves like Focus Energy become valuable
- High-risk moves: Recharge moves become safer with KO potential
- Momentum swings: Can turn defensive hits into offensive opportunities
Counters and Limitations
Tipping Point Limitations
- Special Attack cap: Doesn't work if already at +6 Special Attack
- Physical attackers: Only boosts Special Attack, not Attack
- Effect immunity: Doesn't trigger on moves that can't apply effects
- Substitute: Blocked by Substitute protecting the target
Rampage Limitations
- KO requirement: Must actually KO the opponent to activate
- Recharge timing: Only helps if currently in recharge status
- Single use: Each KO only removes one recharge instance
- Status moves: Doesn't help with non-recharge status effects
Synergies
Critical Hit Support
- Focus Energy: Guarantees critical hits for max Special Attack boosts
- Scope Lens/Razor Claw: Increases critical hit chance
- Super Luck: Natural critical hit rate boosts
- High critical ratio moves: Moves with higher crit chances
Recharge Move Arsenal
- Hyper Beam: Standard powerful Normal-type option
- Giga Impact: Physical equivalent for coverage
- Blast Burn: Fire-type starter move
- Hydro Cannon: Water-type starter move
- Frenzy Plant: Grass-type starter move
Special Attack Utilization
- High base power specials: Maximize damage with boosted stats
- Coverage moves: Use stat boosts with diverse move types
- Choice items: Stack with Choice Specs for massive damage
- Life Orb: Compound damage boosts further
Competitive Usage
- Mixed attacker role: Use physical recharge moves and special follow-ups
- Momentum controller: Chain attacks without losing tempo
- Setup sweeper: Critical hits provide instant setup
- Anti-stall: Powerful moves can be used more freely
- High-risk high-reward: Rewards aggressive play patterns
Pokemon Suitability
Ideal for Pokémon with:
- High Special Attack: Can utilize the stat boosts effectively
- Mixed movepool: Access to both physical recharge and special moves
- Good bulk: Can survive hits to trigger Tipping Point effect
- Critical hit moves: Can reliably trigger maximum stat boosts
- Recharge move access: Can utilize the Rampage component
Version History
- Custom Elite Redux ability combining two existing effects
- Part of the expanded ability roster for enhanced strategic depth
- Designed to create high-risk, high-reward gameplay patterns
- Enables new archetype mixing recharge moves with special attacks