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Hubris - Ability ID 533

In-Game Description

"KOs raise SpAtk by one stage."

Extended In-Game Description

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

Hubris boosts the Pokémon's Special Attack by one stage each time it knocks out an opponent with a damaging move. The boost only occurs when the Pokémon with Hubris directly causes the KO through damage, not through status effects, entry hazards, or weather damage. Multiple KOs stack.

Character count: 285

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Hubris is the Special Attack equivalent of Moxie, triggering when the Pokémon with this ability knocks out an opponent through direct damage.

Activation Conditions

  • Must directly KO an opponent with a damaging move (power > 0)
  • The Pokémon with Hubris must be the attacker that deals the finishing blow
  • Only triggers when using the selected move during the turn
  • Does not activate from:
    • Status moves
    • Indirect damage (poison, burn, entry hazards, weather)
    • Recoil damage
    • Abilities like Aftermath or Rough Skin

Technical Implementation

cpp
constexpr Ability Hubris = {
    .onBattlerFaints = GrimNeigh.onBattlerFaints,  // Uses same logic as Grim Neigh
    .onBattlerFaintsFor = APPLY_ON_ATTACKER,       // Only applies to the attacker
};

// Shared implementation with Grim Neigh:
.onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int { 
    return MoxieClone(battler, STAT_SPATK); 
},

// MoxieClone function checks:
static int MoxieClone(int battler, int stat) {
    CHECK(HasAttackerFaintedTarget())  // Validates proper KO conditions
    CHECK(ChangeStatBuffs(battler, 1, stat, MOVE_EFFECT_AFFECTS_USER | STAT_BUFF_DONT_SET_BUFFERS, NULL))
    BattleScriptCall(BattleScript_RaiseStatOnFaintingTarget);
    return TRUE;
}

Numerical Values

  • Stat boost: +1 stage to Special Attack per KO
  • Maximum boost: +6 stages (400% of base Special Attack)
  • Boost stacking: Each additional KO adds another +1 stage
  • Stage calculation: Each stage = 50% increase (1.5x, 2.0x, 2.5x, 3.0x, 3.5x, 4.0x)

Interactions with Other Abilities/Mechanics

  • Stacks with: Choice Specs, Life Orb, other stat-boosting items/abilities
  • Blocked by: Clear Body, White Smoke, Full Metal Body (prevents stat reduction, not boost)
  • Reset by: Switching out, Haze, Clear Smog, stat-resetting moves
  • Copyable: Can be copied by Trace, Role Play, Skill Swap
  • Suppressible: Affected by Gastro Acid, Core Enforcer

Strategic Implications

  • Sweeping potential: Exceptional for special attackers in late-game scenarios
  • Snowball effect: Each KO makes subsequent KOs easier to achieve
  • Team synergy: Benefits from entry hazard support to weaken opponents
  • Risk/reward: Requires aggressive positioning to secure KOs

Example Damage Calculations

Base 100 Special Attack Pokémon at level 50:

  • +0 stages: 100 Special Attack
  • +1 stage (1 KO): 150 Special Attack (+50%)
  • +2 stages (2 KOs): 200 Special Attack (+100%)
  • +3 stages (3 KOs): 250 Special Attack (+150%)
  • +6 stages (6 KOs): 400 Special Attack (+300%)

Common Users in Elite Redux

Based on game data, Hubris appears on various special attacking Pokémon, typically those with:

  • High base Special Attack stats
  • Good offensive movepools
  • Solid Speed or bulk to survive initial exchanges

Competitive Usage Notes

  • Best in: Late-game cleanup scenarios, versus weakened teams
  • Struggles against: Bulky special walls, priority users, stat resetters
  • Team support needed: Entry hazards, status support, pivoting moves
  • Timing critical: Most effective when opponent's team is already damaged

Counters

  • Stat manipulation: Haze, Clear Smog, Topsy-Turvy
  • Defensive abilities: Wonder Guard (if type immune), Magic Guard users
  • Priority moves: Sucker Punch, Aqua Jet, Ice Shard
  • Passive damage: Forcing switches through status/hazards before KOs

Synergies

  • Life Orb: Increased damage output to secure more KOs
  • Choice items: Higher initial power, but locks into moves
  • Speed control: Tailwind, Thunder Wave support
  • Entry hazards: Stealth Rock, Spikes for damage chip
  • Pivoting support: U-turn, Volt Switch to bring in safely

Version History

  • Elite Redux implementation: Uses the proven Moxie framework adapted for Special Attack
  • Consistency: Shares exact mechanics with Moxie (Physical) and Grim Neigh (Special Attack)
  • Balance consideration: Requires direct KOs, preventing easy abuse through indirect damage

Elite Redux Ability Codex