Appearance
Wind Power - Ability ID 550
In-Game Description
"Charges up when hit by wind moves or Tailwind starts."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Wind Power grants the Pokémon the Charged status when hit by wind-based moves like Gust, Tailwind, Whirlwind, or Blizzard. The Charged status doubles the power of Electric-type moves until used. Only activates once per battle unless status is consumed, making it ideal for Electric sweepers.
Character count: 298
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
- Activation Condition: When hit by any move with the
airBased
property OR when Tailwind is set up on the field - Effect: Grants the STATUS3_CHARGED_UP status condition
- Single Use: Can only activate once per battle unless the charged status is consumed by using an Electric-type move
- Damage Boost: While charged, Electric-type moves deal 2x damage (200% power multiplier)
Technical Implementation
c
constexpr Ability WindPower = {
.onDefender = +[](ON_DEFENDER) -> int {
CHECK(ShouldApplyOnHitAffect(battler))
CHECK(gBattleMoves[move].airBased)
CHECK_NOT(gStatuses3[battler] & STATUS3_CHARGED_UP)
gStatuses3[battler] |= STATUS3_CHARGED_UP;
BattleScriptCall(BattleScript_ElectromorphosisActivates);
return TRUE;
},
};
Status3 Charged Up Effect
c
// In battle_util.c - damage calculation
if (gStatuses3[battlerAtk] & STATUS3_CHARGED_UP && moveType == TYPE_ELECTRIC)
MulModifier(&modifier, UQ_4_12(2.0));
Complete List of Wind-Based Moves
Primary Wind Moves:
- Gust, Razor Wind, Wing Attack, Whirlwind
- Aeroblast, Twister, Air Slash, Hurricane
- Tailwind (also activates from status setup)
Weather-Based Wind Moves:
- Blizzard, Icy Wind, Powder Snow
- Any move with the
airBased
flag
Special Interactions:
- Tailwind Setup: Activates when Tailwind status is applied to the field, not just when hit by the move
- Air Blower Ability: Pokemon with this ability automatically set Tailwind on entry, potentially triggering Wind Power on allies
Strategic Implications
- Electric Sweeper Setup: Perfect for Electric/Flying types like Wattrel and Kilowattrel
- Prediction Play: Opponents may avoid using wind moves against Wind Power users
- Team Synergy: Combines excellently with Tailwind support for both speed and power
- One-Time Nuke: Creates a powerful one-time Electric attack opportunity
Common Users
- Wattrel (Pre-evolution): Has Wind Power as a regular ability option
- Kilowattrel (Evolution): Has Wind Power as an innate ability, combining with other abilities
Competitive Usage Notes
- Priority Target: Wind Power users become high-priority targets when charged
- Electric Terrain Synergy: Pairs well with Electric Terrain for additional Electric move power
- Prediction Gameplay: Creates mind games around wind move usage
- Setup Sweeper Role: Ideal for late-game cleanup after getting charged
Counters
- Avoid Wind Moves: Don't use Gust, Tailwind, or other airBased moves against Wind Power users
- Priority Moves: KO before they can use their charged Electric attack
- Status Conditions: Sleep, paralysis, or other disabling effects prevent setup
- Taunt: Prevents setup moves but doesn't remove existing charge
Synergies
- Tailwind Teams: Natural fit with speed-based team compositions
- Electric Terrain: Stacks with terrain boost for massive Electric move power
- Flying-type STAB: Most Wind Power users are Electric/Flying for dual STAB benefits
- Choice Items: Locks into powerful charged Electric moves for consistent damage
Version History
- Elite Redux: Introduced as part of Generation 9 ability additions
- Interaction Update: May have interactions with new wind-based moves as they're added
- Balance Consideration: Single-use nature prevents excessive power accumulation
Damage Calculation Examples
Base Thunderbolt (90 BP):
- Normal: 90 BP
- With Wind Power (Charged): 180 BP
- With Electric Terrain + Charged: ~234 BP (1.3x terrain boost)
- With STAB + Charged: 270 BP (1.5x STAB)
Hurricane Setup Example:
- Opponent uses Hurricane (wind move) → Wind Power activates
- User becomes charged (STATUS3_CHARGED_UP)
- User's next Electric move deals double damage
- Status is consumed after use, requiring another wind move to reactivate