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Impulse - Ability ID 551
In-Game Description
"Non-contact moves use the Speed stat for damage."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
Non-contact moves use Speed stat for damage instead of Attack/Special Attack. Opposite of Momentum - greatly benefits special attackers with high Speed. Most special moves are non-contact. Speed investment provides both offense and turn order. Seen on electric speedsters like Zebstrika.
Character count: 287
Detailed Mechanical Explanation
For Discord/reference use
IMPULSE transforms Speed into offensive power for all non-contact moves, creating unique special attacking opportunities.
Core Mechanics:
- Trigger: Any non-contact move
- Effect: Replaces Attack/SpA with Speed in damage formula
- Stage Application: Speed stages apply instead of offensive stages
- Complete Replacement: Full stat substitution
Technical Implementation:
cpp
constexpr Ability Impulse = {
.onChooseOffensiveStat =
+[](ON_CHOOSE_OFFENSIVE_STAT) {
if (!(gBattleMoves[move].contact)) *atkStatToUse = STAT_SPEED;
},
};
Affected Moves:
Special Non-Contact (vast majority):
- Thunderbolt, Thunder, Discharge, Electro Ball
- Flamethrower, Fire Blast, Heat Wave, Overheat
- Ice Beam, Blizzard, Freeze-Dry
- Psychic, Psyshock, Psycho Boost
- Hurricane, Air Slash, Aeroblast
- Hydro Pump, Surf, Scald, Water Pulse
- Energy Ball, Giga Drain, Solar Beam
Physical Non-Contact:
- Earthquake, Earth Power, Bulldoze
- Rock Slide, Stone Edge, Rock Blast
- Razor Leaf, Seed Bomb
- Icicle Spear, Icicle Crash
- Poison Sting, Pin Missile
Pokemon with Impulse:
As Changeable Ability:
- Zebstrika (Electric) - Base 116 Speed
- Wattrel (Electric/Flying) - Base 70 Speed
- Kilowattrel (Electric/Flying) - Evolution
As Innate Ability:
- One unidentified Pokemon in species data
Strategic Applications:
Stat Optimization:
- Max Speed EVs = Max damage
- Timid/Jolly nature for +10% damage
- No investment needed in SpA/Atk
Item Synergy:
- Choice Scarf: 1.5x Speed = 1.5x damage
- Choice Specs: Still 1.5x on special moves
- Life Orb: Standard 1.3x boost
- Salac Berry: Speed boost = damage boost
Setup Potential:
- Agility/Rock Polish = +2 damage stages
- Tailwind support = 2x damage
- Speed Boost ability = incremental power
Damage Comparison:
Kilowattrel Example:
- Special Attack: 300 (base 100)
- Speed: 375 (base 125)
- Using Thunderbolt: 25% more damage with Speed
Move Selection Strategy:
Prioritize Coverage:
- Most special moves are non-contact
- Wide movepool access maintained
- Type coverage unaffected
Avoid Contact:
- Grass Knot (contact special)
- Physical contact moves
- Unless necessary for coverage
Speed Synergy:
- Electro Ball (power scales with speed)
- Weather speed abilities
- Priority moves still useful
Counters:
Speed Control:
- Trick Room (complete reversal)
- Paralysis (halves damage)
- Sticky Web, Icy Wind
- Tailwind on opposing side
Priority Moves: Bypass speed entirely
Special Walls: High SpDef still matters
Notable Interactions:
Unique Cases:
- Psyshock/Psystrike: Use Speed but target Defense
- Body Press: Likely uses Defense as normal
- Foul Play: Unaffected
- Electro Ball: Double benefit from speed
Weather Speed:
- Swift Swim + Rain
- Chlorophyll + Sun
- Sand Rush + Sand
- Slush Rush + Hail
Common Sets:
Kilowattrel @ Choice Specs
- Hurricane
- Thunderbolt
- Heat Wave
- Volt Switch
Zebstrika @ Life Orb
- Thunderbolt
- Overheat
- Hidden Power Ice
- Volt Switch
Competitive Analysis:
Impulse creates special attackers from speed demons, particularly valuable on Pokemon with naturally high Speed but mediocre Special Attack. The ability essentially provides "double value" from Speed investment - both turn order and raw power. Most effective on special attackers due to move distribution.
Comparison to Similar:
- Momentum: Contact moves only
- Terminal Velocity: Adds 20% of Speed
- Slipstream: Different calculation
Version Notes:
- Elite Redux exclusive
- Affects both physical and special non-contact
- Part of stat-replacement ability series