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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