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Thermal Exchange - Ability ID 575

In-Game Description

"Ups Attack when hit by Fire. Immune to burn."

Extended In-Game Description

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

Thermal Exchange boosts Attack by one stage when hit by Fire-type moves and grants complete immunity to burn status. The Attack boost applies immediately after taking damage from any Fire attack. Burn cannot be inflicted by moves, abilities, or items. Stacks with other stat boosts.

Character count: 282

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Thermal Exchange provides two distinct defensive effects against Fire-type attacks:

  1. Attack Boost on Fire Damage: When the Pokémon is hit by a Fire-type move that would deal damage, its Attack stat is raised by +1 stage immediately after damage calculation.

  2. Complete Burn Immunity: The Pokémon cannot be inflicted with burn status through any means, including moves like Will-O-Wisp, abilities like Flame Body, or items like Flame Orb.

Activation Conditions

  • Attack Boost: Triggers on onDefender when:

    • ShouldApplyOnHitAffect(battler) is true (standard on-hit ability check)
    • moveType == TYPE_FIRE (move must be Fire-type)
    • CanRaiseStat(battler, STAT_ATK) is true (Attack can still be raised)
  • Burn Immunity: Triggers on onStatusImmune when:

    • status & CHECK_BURN is true (any burn status attempt)

Technical Implementation

cpp
constexpr Ability ThermalExchange = {
    .onDefender = +[](ON_DEFENDER) -> int {
        CHECK(ShouldApplyOnHitAffect(battler))
        CHECK(moveType == TYPE_FIRE)
        CHECK(CanRaiseStat(battler, STAT_ATK))

        SetStatChanger(STAT_ATK, 1);
        BattleScriptCall(BattleScript_TargetAbilityStatRaiseOnMoveEnd);
        return TRUE;
    },
    .onStatusImmune = +[](ABILITY_ON_STATUS_IMMUNE) -> int {
        CHECK(status & CHECK_BURN)
        return TRUE;
    },
    .breakable = TRUE,
    .removesStatusOnImmunity = TRUE,
};

Affected Fire-Type Moves

All moves with TYPE_FIRE classification trigger the Attack boost, including but not limited to:

  • Flamethrower, Fire Blast, Overheat
  • Fire Punch, Blaze Kick, Flame Charge
  • Heat Wave, Lava Plume, Eruption
  • Hidden Power Fire, Tera Blast (when Fire-type)
  • Fire-type Z-moves and Max Moves

Interactions with Other Abilities/Mechanics

Stat Stage Mechanics:

  • Each trigger raises Attack by exactly +1 stage (50% boost at +1, 100% at +2, etc.)
  • Maximum Attack boost is +6 stages (+300% total)
  • Stacks with other Attack-boosting effects (items, moves, abilities)
  • Can be reset by moves like Clear Smog or abilities like Clear Body opponents

Burn Immunity Details:

  • Prevents burn from direct status moves (Will-O-Wisp, Thunder Wave variants)
  • Blocks burn from secondary effects (Scald 30% chance, Lava Plume, etc.)
  • Stops burn from abilities (Flame Body, Flaming Jaws, etc.)
  • Negates burn from held items (Flame Orb)
  • removesStatusOnImmunity = TRUE means existing burns are cured upon gaining this ability

Strategic Implications

Offensive Pressure:

  • Turns Fire-type attacks into setup opportunities
  • +1 Attack significantly improves physical damage output
  • Multiple Fire hits can quickly max out Attack stat
  • Particularly effective against Fire-type spam teams

Fire-Type Matchup Reversal:

  • Completely reverses the typical Fire vs Steel/Ice dynamic
  • Ice-types with this ability become Fire-type checks instead of victims
  • Creates psychological pressure for Fire-type users

Team Synergy:

  • Excellent on physical attackers that fear burn status
  • Pairs well with moves that benefit from Attack boosts (physical STAB, coverage)
  • Good on defensive pivots that can tank Fire moves and gain offensive presence

Example Damage Calculations

Assuming base 100 Attack Pokémon with neutral nature:

  • Base: 100 Attack = 236 final Attack stat at level 50
  • +1 Stage: 150% = 354 Attack (50% increase)
  • +2 Stages: 200% = 472 Attack (100% increase)
  • +6 Stages: 400% = 944 Attack (300% increase, maximum)

Common Users in Elite Redux

Based on proto data analysis:

  • Various Ice-type Pokémon (creating Fire/Ice type interactions)
  • Steel-types that benefit from Fire resistance and Attack boosts
  • Physical attackers that want burn immunity
  • Defensive Pokémon that can pivot and gain offensive presence

Competitive Usage Notes

Strengths:

  • Excellent Fire-type deterrent
  • Provides both offensive and defensive utility
  • No drawbacks or negative effects
  • Reliable activation conditions

Counters:

  • Special Fire-type moves still boost Attack but don't rely on Attack stat
  • Non-Fire status moves (Thunder Wave, Toxic, Sleep Powder)
  • Stat-clearing moves (Clear Smog, Haze)
  • Abilities that prevent stat boosts (Clear Body on opponents)

Synergies:

  • Physical STAB moves to utilize Attack boosts
  • Priority moves for immediate pressure after boost
  • Protective moves to avoid other status conditions
  • Entry hazard support to wear down Fire-types switching in

Version History

  • Added in Elite Redux as ability ID 575
  • Breakable ability (affected by Mold Breaker, Teravolt, Turboblaze)
  • Functions identically to the official Pokémon games implementation

Elite Redux Ability Codex