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Aftershock - Ability ID 491

In-Game Description

"Follows up damaging moves with Magnitude."

Extended In-Game Description

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

After using any damaging move, the Pokémon automatically follows up with Magnitude at 65 power. This Ground-type tremor hits all adjacent Pokémon, including allies in double battles. The follow-up attack can only occur if the original move successfully targets an opponent.

Character count: 285

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Aftershock automatically triggers a secondary Magnitude attack after any successful damaging move, creating seismic follow-up damage that affects all adjacent Pokémon on the battlefield.

Activation Conditions

  • Trigger: After using any damaging move with power > 0
  • Success requirement: Original move must not result in MOVE_RESULT_NO_EFFECT
  • Target validation: Must successfully target an opponent
  • Power: Fixed at 65 base power for Magnitude
  • Type: Ground-type attack with all Ground-type interactions

Technical Implementation

c
constexpr Ability Aftershock = {
    .onAttacker = +[](ON_ATTACKER) -> int {
        CHECK(gBattleMoves[move].power) // Must be damaging move
        u8 target = AdjustFollowupMoveTarget(battler, FOLLOWUP_STANDARD);
        return UseAttackerFollowUpMove(battler, target, MOVE_MAGNITUDE, 65);
    },
};

Magnitude Move Properties

  • Base power: 65 (fixed for this ability)
  • Type: Ground
  • Category: Physical
  • Target: All adjacent Pokémon (FOES_AND_ALLY)
  • Accuracy: 100%
  • Effects: Standard Ground-type interactions

Strategic Applications

  • Area damage: Hits multiple targets for additional damage output
  • Ground coverage: Provides Ground-type attacks regardless of user's type
  • Combo potential: Works with any damaging move for consistent follow-up
  • Pressure tool: Forces opponents to consider seismic follow-ups
  • Multi-target utility: Excellent in double battles for field control

Double Battle Considerations

  • Ally damage: Can harm partner Pokémon, requiring careful positioning
  • Flying immunity: Flying-types and Levitate users avoid the follow-up
  • Wide spread: Affects all adjacent positions simultaneously
  • Positioning strategy: Requires tactical awareness of battlefield layout

Move Synergies

Excellent triggers:

  • High-power moves: Follow devastating attacks with seismic damage
  • Multi-hit moves: Each successful hit can potentially trigger Aftershock
  • Status moves with damage: Moves like Knock Off gain seismic follow-up

Considerations:

  • Contact moves: Original move makes contact, follow-up doesn't
  • Priority moves: Fast attacks followed by immediate Ground damage
  • Special attacks: Special moves followed by physical Ground attack

Type Interactions

  • Super effective against: Fire, Electric, Poison, Rock, Steel
  • Not very effective against: Bug, Grass
  • No effect on: Flying-types and Levitate users
  • STAB potential: Ground-types get STAB on the follow-up attack

Limitations

  • Flying immunity: Flying-types completely avoid the follow-up
  • Ally damage: Can harm partners in double battles
  • One follow-up: Only triggers once per successful attack
  • Ground typing: Limited by Ground-type coverage and immunities
  • Fixed power: Always 65 base power regardless of original move

Counters

  • Flying-types: Immune to the Magnitude follow-up
  • Levitate: Ability grants immunity to Ground moves
  • Protect variants: Can protect against the follow-up attack
  • Air Balloon: Item provides temporary Ground immunity
  • Telepathy: Ally ability prevents friendly fire damage

Competitive Usage

  • Physical attackers: Excellent on physical sweepers for extra damage
  • Mixed coverage: Provides Ground attacks for non-Ground types
  • Field control: Controls battlefield positioning in doubles
  • Anti-switch: Discourages switching with follow-up pressure
  • Breaking focus: Sash/Sturdy breaking potential with dual hits

Team Building Considerations

  • Flying allies: Partner with Flying-types to avoid friendly fire
  • Magnet Rise: Temporary immunity for Ground-weak allies
  • Air Balloon: Protect important allies from seismic damage
  • Earthquake synergy: Stack with Earthquake for massive Ground damage

Version History

  • Elite Redux custom ability for seismic battle mechanics
  • Designed to create unique follow-up attack patterns
  • Fixed power ensures balanced damage output
  • Part of expanded ability system for enhanced combat dynamics

Elite Redux Ability Codex