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Fighter - Ability ID 509

In-Game Description

"Boosts Fight.-type moves by 1.2x, or 1.5x when below 1/3 HP."

Extended In-Game Description

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

Fighter boosts Fighting-type moves by 20% at high HP and 50% when at 1/3 HP or below. The damage multiplier increases when the Pokémon becomes desperate, making it excellent for clutch situations. Works with all Fighting-type attacks and stacks with other multipliers.

Character count: 296

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Fighter is an offensive ability that provides variable damage boosts to Fighting-type moves based on the user's current HP percentage. It follows the standard "Swarm" ability pattern but applies to Fighting-type moves instead of Bug-type.

Activation Conditions

  • Move type requirement: Only affects Fighting-type moves
  • HP-based scaling:
    • Above 1/3 HP: 1.2x damage multiplier (20% boost)
    • At or below 1/3 HP: 1.5x damage multiplier (50% boost)
  • Always active: No setup required, passive ability

Technical Implementation

c
// Fighter uses SWARM_MULTIPLIER for Fighting-type moves
#define SWARM_MULTIPLIER(type)
    if (moveType == TYPE_FIGHTING) {
        if (gBattleMons[battler].hp <= (gBattleMons[battler].maxHP / 3))
            MUL(1.5);  // 50% boost when low HP
        else
            MUL(1.2);  // 20% boost when healthy
    }

HP Threshold Calculation

  • 1/3 HP threshold: Calculated as maxHP ÷ 3 (rounded down)
  • Dynamic scaling: Boost changes immediately when crossing threshold
  • Examples:
    • 300 HP Pokémon: High boost at 100 HP or below
    • 301 HP Pokémon: High boost at 100 HP or below
    • 302 HP Pokémon: High boost at 100 HP or below
    • 303 HP Pokémon: High boost at 101 HP or below

Important Interactions

  • Stacking: Multiplies with Life Orb, Choice items, STAB, and type advantages
  • Move variety: Affects all Fighting-type moves (physical, special, status moves with damage)
  • Multi-hit moves: Each hit gets the full multiplier
  • Type-changing moves: Only affects moves that are Fighting-type when used
  • Ability suppression: Doesn't work if ability is suppressed by Mold Breaker effects

Strategic Implications

  • Risk-reward gameplay: Encourages staying at low HP for maximum power
  • Clutch potential: Can turn around battles with desperate 50% boost
  • HP management: Synergizes with moves like Endure, Focus Sash, or Sturdy
  • Late-game power: Becomes more powerful as battle progresses
  • Consistent boost: Even healthy Pokémon get 20% boost to Fighting moves

Common Fighting-Type Moves Affected

  • Physical: Close Combat, Superpower, Hammer Arm, Mach Punch
  • Special: Focus Blast, Aura Sphere, Vacuum Wave
  • Priority: Mach Punch, Vacuum Wave, Bullet Punch (if Fighting-type)
  • Multi-hit: Arm Thrust, Triple Kick

Optimal Usage Strategies

  • Focus Sash builds: Guarantee survival to reach low HP threshold
  • Substitute + Berry: Stay at low HP while maintaining safety
  • Endure combinations: Deliberately reach 1 HP for maximum boost
  • Life Orb synergy: Stack damage multipliers for massive power
  • Choice item synergy: Lock into boosted Fighting moves

Team Synergy

  • Fighting-type specialists: Maximizes STAB Fighting moves
  • Mixed attackers: Benefits both physical and special Fighting moves
  • Revenge killers: Come in low HP to revenge kill with boosted priority
  • Late-game sweepers: Clean up weakened teams with boosted moves

Counters and Limitations

  • Type immunity: Ghost-types completely avoid Fighting moves
  • Intimidate: Reduces physical Fighting move effectiveness
  • Burn: Halves physical Fighting move damage
  • Rocky Helmet/Iron Barbs: Punishes contact Fighting moves
  • Defensive typing: Steel, Psychic, Flying resist Fighting moves

Comparison to Similar Abilities

  • Swarm: Same mechanics but for Bug-type moves
  • Blaze/Torrent/Overgrow: Same pattern for Fire/Water/Grass types
  • Guts: Boosts Attack when statused instead of HP-based
  • Reckless: Boosts recoil moves instead of type-specific moves

Competitive Viability

  • Tier placement: Solid ability for Fighting-type attackers
  • Usage scenarios: Best on frail offensive Fighting-types
  • Meta considerations: Effective against common Normal/Dark/Steel types
  • Item synergy: Works well with Focus Sash, Life Orb, Choice items
  • Speed tier importance: Often needs priority moves or speed control

Notable Users

Ideal for Pokémon with:

  • High Attack or Special Attack stats
  • Access to diverse Fighting-type moves
  • Naturally frail defensive stats
  • Good speed or priority move access
  • Ability to set up or use Focus Sash

Version History

  • Elite Redux implementation following standard Swarm ability pattern
  • Consistent with other type-specific damage boosting abilities
  • Part of the expanded ability roster for greater team diversity

Elite Redux Ability Codex