Skip to content
✏️

Suggest Improvements

Help improve (ID: ) - Spot errors or suggest better descriptions

Super Strain - Ability ID 487

In-Game Description

"KOs lower Attack by 1. Take 25% recoil damage."

Extended In-Game Description

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

This ability modifies recoil damage calculation and triggers when the user causes an opponent to faint. Recoil moves deal 25% damage to user instead of normal recoil rates. When user KOs opponent, attacker's Attack stat drops by 1 stage automatically.

Character count: 287

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Super Strain combines recoil modification with a debuffing KO effect, creating a unique risk-reward dynamic where powerful recoil moves become more viable while providing offensive punishment.

Dual Effect Components

Recoil Modification

  • Effect: All recoil moves deal exactly 25% of damage dealt as recoil
  • Calculation: max(damage_dealt / 4, 1) HP lost
  • Minimum: Always at least 1 HP recoil damage
  • Override: Replaces normal recoil calculations
  • Message: Uses B_MSG_RECOIL_STRAIN for battle text

KO Debuff Effect

  • Trigger: When this Pokemon causes an opponent to faint
  • Effect: Lowers the user's Attack stat by 1 stage
  • Target: Self-debuff after successful KO
  • Timing: Occurs immediately after opponent faints
  • Message: Shows stat reduction battle text

Technical Implementation

c
constexpr Ability SuperStrain = {
    .onRecoil = +[](ON_RECOIL) -> int {
        // Modify recoil to 25% of damage dealt
        u32 recoilDamage = max(damage / 4, 1);
        gBattleMoveDamage = recoilDamage;
        BattleScriptCall(B_MSG_RECOIL_STRAIN);
        return TRUE;
    },
    .onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int {
        // Lower Attack by 1 stage after KO
        ChangeStatBuffs(STAT_ATK, -1, MOVE_EFFECT_AFFECTS_USER | 
                       STAT_BUFF_DONT_SET_BUFFERS | MOVE_EFFECT_CERTAIN, 
                       ability);
        BattleScriptCall(BattleScript_LowerStatOnFaintingTarget);
        return TRUE;
    },
    .onBattlerFaintsFor = APPLY_ON_ATTACKER,
};

Recoil Move Interactions

Common recoil moves affected:

  • Double-Edge: 120 BP, normally 1/3 recoil → 25% recoil
  • Head Smash: 150 BP, normally 1/2 recoil → 25% recoil
  • Flare Blitz: 120 BP, normally 1/3 recoil → 25% recoil
  • Brave Bird: 120 BP, normally 1/3 recoil → 25% recoil
  • Wild Charge: 90 BP, normally 1/4 recoil → 25% recoil

Damage Calculation Examples

Head Smash (150 BP, normally 50% recoil):

  • Deals 300 damage to opponent
  • Normal recoil: 150 damage to self (50%)
  • Super Strain recoil: 75 damage to self (25%)
  • Benefit: 75 HP saved per use

Double-Edge (120 BP, normally 33% recoil):

  • Deals 240 damage to opponent
  • Normal recoil: 80 damage to self (33%)
  • Super Strain recoil: 60 damage to self (25%)
  • Benefit: 20 HP saved per use

Strategic Applications

  • Recoil sweeper: Makes high-power recoil moves more viable
  • Self-limiting offense: Attack reduction prevents excessive sweeping
  • Risk mitigation: Reduces recoil damage for sustainability
  • Balanced aggression: Powerful moves with built-in balancing
  • KO punishment: Discourages reckless offensive play

Recoil Move Synergies

Optimal move choices:

  • Head Smash: Massive damage with reduced recoil
  • Flare Blitz: Reliable Fire STAB with less self-damage
  • Brave Bird: Flying coverage with improved sustainability
  • Double-Edge: Strong Normal STAB with manageable recoil

KO Effect Strategy

Attack reduction implications:

  • First KO: -1 Attack stage (67% physical damage)
  • Second KO: -2 Attack stage (50% physical damage)
  • Third KO: -3 Attack stage (40% physical damage)
  • Diminishing returns: Each KO makes subsequent KOs harder

Competitive Usage

  • Glass cannon: High power with built-in limitations
  • Recoil specialist: Enables recoil move strategies
  • Self-regulating: Prevents excessive snowballing
  • Risk-reward: Powerful but with consequences
  • Balanced sweeper: Strong offense with natural slowdown

Item Synergies

Enhanced sustainability:

  • Leftovers: Offset remaining recoil damage
  • Life Orb: Stack damage boost (though adds more recoil)
  • Choice Band: Maximize initial Attack before reduction
  • Sitrus Berry: Emergency healing for recoil damage

Limitations

  • Self-debuffing: KOs reduce own offensive power
  • Recoil remains: Still takes 25% recoil damage
  • Attack dependency: Physical moves become weaker over time
  • Momentum loss: Each KO reduces future potential
  • Magic Guard immunity: Some Pokemon immune to recoil

Counters

  • Defensive walls: High HP tanks survive recoil moves
  • Attack boosts: Items/abilities that offset Attack reduction
  • Special attacks: Switch to special moves after Attack drops
  • Priority moves: Quick revenge kills
  • Status moves: Don't trigger Attack reduction

Advanced Strategy

KO management:

  • Plan KO order carefully
  • Switch out to reset Attack stages
  • Use special moves after Attack drops
  • Time KOs for maximum benefit

Recoil optimization:

  • Choose moves with highest recoil normally
  • Head Smash gets maximum benefit
  • Avoid low-recoil moves (less improvement)

Double Battle Applications

  • Spread damage: Recoil moves hit multiple targets
  • Partner support: Attack reduction doesn't affect ally
  • Field control: High-power moves with manageable cost
  • Switching coordination: Reset Attack stages through switching

Version History

  • Elite Redux custom ability for balanced recoil strategies
  • Designed to make recoil moves more viable
  • Part of risk-reward ability design philosophy
  • Creates unique offensive archetype with built-in limitations

Elite Redux Ability Codex