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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