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Flame Body - Ability ID 49
In-Game Description
"30% chance to burn on contact. Also works on offense."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
Flame Body has a 30% chance to inflict burn status on any Pokémon that makes contact with attacks, whether attacking or defending. The burned Pokémon takes 1/16 max HP damage each turn and has Attack reduced by 50%. Also doubles egg hatching speed when in party. Fire-types cannot be burned.
Character count: 289
Detailed Mechanical Explanation
For Discord/reference use
FLAME BODY is a contact-triggered status ability that can inflict burn on both offensive and defensive interactions.
Activation Mechanics:
- Trigger: Any contact move made by or against the Flame Body user
- Activation Rate: 30% chance (Random() % 100 < 30)
- Target: The opposing Pokémon that initiated contact
- Script: Uses AbilityStatusEffectSafe(MOVE_EFFECT_BURN) with standard burn animation
Contact Requirements:
Move Must Make Contact:
- Checked via
IsMoveMakingContact(move, gBattlerAttacker)
- Blocked by Long Reach ability or Protective Pads item
- Special case: Shell Side Arm counts as contact when damage category swaps
- Checked via
Hit Confirmation:
- Uses
ShouldApplyOnHitAffect(opponent)
which requires:- Move hit successfully (
DidMoveHit()
) - Target is still alive (
IsBattlerAlive()
)
- Move hit successfully (
- Uses
Burn Eligibility:
- Checked via
CanBeBurned(opponent)
:- No existing status condition
- Not Fire-type (immune to burn)
- Not protected by status immunity effects
- Checked via
Burn Status Effects:
- Damage: 1/16 of max HP per turn at end of turn
- Attack Reduction: Physical attack reduced by 50%
- Duration: Permanent until cured or switched out
- Interactions: Can be cured by Natural Cure, Heal Bell, Aromatherapy, etc.
Bidirectional Functionality:
Unlike most contact abilities, Flame Body works in both directions:
c
ON_EITHER(FlameBody) {
// Uses ON_EITHER_ABILITY macro for both onAttacker and onDefender
}
As Attacker: When Flame Body user attacks with contact moves As Defender: When opponent attacks Flame Body user with contact moves
Field Effect - Egg Hatching:
In the overworld, Flame Body doubles egg hatching speed:
c
// In egg_hatch.c - GetEggStepsToSubtract()
if (ability == ABILITY_MAGMA_ARMOR || ability == ABILITY_FLAME_BODY || ability == ABILITY_SUPER_HOT_GOO)
return 2; // Double egg steps
Ability Combinations:
Super Hot Goo (Custom Elite Redux ability):
- Combines Flame Body with Gooey
- Retains full Flame Body functionality
- Adds Speed reduction on contact
Technical Implementation:
c
ON_EITHER(FlameBody) {
CHECK(ShouldApplyOnHitAffect(opponent))
CHECK(CanBeBurned(opponent))
CHECK(IsMoveMakingContact(move, gBattlerAttacker))
CHECK(Random() % 100 < 30)
AbilityStatusEffectSafe(MOVE_EFFECT_BURN, battler, opponent);
return TRUE;
}
constexpr Ability FlameBody = {
ON_EITHER_ABILITY(FlameBody),
};
Competitive Applications:
- Physical Wall Support: Deters physical attackers with burn threat
- Breeding Utility: Essential for efficient egg hatching
- Contact Punish: Works on both offense and defense unlike Static/Poison Point
- Status Spreading: Can burn on your own attacks, spreading chip damage
Counters and Limitations:
- Fire-types: Completely immune to burn status
- Non-contact moves: No activation (Earthquake, Psychic, etc.)
- Long Reach: Prevents contact entirely
- Protective Pads: Blocks contact effects
- Guts/Marvel Scale: Turn burn into advantage
- Magic Guard: Prevents burn damage (but not Attack reduction)
Strategic Considerations:
- More threatening on defensive Pokémon due to guaranteed contact from attacks
- Offensive use requires careful move selection (contact moves only)
- Excellent deterrent against physical setup sweepers
- Pairs well with Will-O-Wisp for consistent burn spreading
- Especially valuable in formats with limited status moves
Version History:
- Gen 3: Contact-based burn chance introduced
- Elite Redux: Retains 30% activation rate, works bidirectionally