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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