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Anger Shell - Ability ID 554

In-Game Description

"Applies Shell Smash when reduced below 1/2 HP."

Extended In-Game Description

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

When this Pokémon's HP drops below half from an attack, it triggers Shell Smash effects: raising Attack, Special Attack, and Speed by 2 stages each while lowering Defense and Special Defense by 1 stage each. Only activates once per battle when crossing the threshold.

Character count: 293

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics:

  • Triggers when HP drops from above 50% to below 50% in a single hit
  • Applies identical stat changes to the Shell Smash move
  • Only activates once per battle encounter (ability state is set to prevent re-triggering)

Activation Conditions:

  • Must have HP above 50% before taking damage
  • Must have HP below 50% after taking damage
  • Must be hit by an attack (not passive damage)
  • Must not be on the last hit of a multi-hit move
  • At least one offensive stat (Attack/Special Attack/Speed) must be raiseable
  • Cannot be prevented by abilities like Clear Body

Stat Changes Applied:

Attack: +2 stages
Special Attack: +2 stages  
Speed: +2 stages
Defense: -1 stage
Special Defense: -1 stage

Technical Implementation:

c
constexpr Ability AngerShell = {
    .onDefender = +[](ON_DEFENDER) -> int {
        CHECK(CheckHalfHpAbility(battler, attacker))
        CHECK_NOT(GetAbilityState(battler, ability))
        CHECK(CanRaiseStat(battler, STAT_ATK) || CanRaiseStat(battler, STAT_SPATK) || CanRaiseStat(battler, STAT_SPEED))

        SetAbilityState(battler, ability, TRUE);
        BattleScriptCall(BattleScript_AngerShell);
        return TRUE;
    },
};

Interactions:

  • Works with substitute (checks actual HP, not substitute HP)
  • Cannot be suppressed by abilities like Gastro Acid once triggered
  • Stat changes can still be prevented by Clear Body, White Smoke, etc.
  • Does not activate from self-inflicted damage or recoil
  • Compatible with Contrary (would invert the stat changes)

Strategic Implications:

  • Transforms defensive Pokémon into immediate offensive threats
  • Risk/reward mechanic - trading bulk for power when weakened
  • Excellent on Pokémon with recovery moves to repeatedly threaten the threshold
  • Pairs well with Focus Sash or Sturdy to guarantee survival

Common Users:

  • Coalossal (Fire/Rock type with defensive stats)
  • Various Rock-type Pokémon with high defensive stats

Competitive Usage:

  • Strong in formats where taking damage is inevitable
  • Creates immediate pressure when Pokémon reaches low HP
  • Forces opponents to either finish the Pokémon quickly or face a boosted sweeper
  • Excellent comeback mechanic for bulky offensive Pokémon

Counters:

  • Multi-hit moves (won't trigger on final hit)
  • Status moves that don't deal damage
  • Abilities that prevent stat changes (Clear Body, White Smoke)
  • Priority moves to finish off weakened Pokémon
  • Phasing moves (Roar, Whirlwind) to remove stat boosts

Synergies:

  • Recovery moves (Recover, Roost) to repeatedly threaten the threshold
  • Focus Sash/Sturdy to guarantee survival and activation
  • Shell Bell/Leftovers for passive recovery
  • Moves that benefit from multiple stat boosts (mixed attackers)

Version History:

  • Introduced in Elite Redux as ability ID 554
  • Based on Shell Smash move mechanics from Generation V
  • Functions as a defensive ability that becomes offensive under pressure

Elite Redux Ability Codex