Appearance
Rhythmic
Ability ID: 640 Type: Regular Ability
In-Game Description: "Deals 10% more damage for each repeated move use."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
Each consecutive use of the same move increases damage by 10%. No maximum cap (unlike Metronome item). Turn 1: 100%, Turn 2: 110%, Turn 3: 120%, etc. Resets when switching moves or when moves fail. Stacks with similar effects. By turn 10 reaches 200% damage. Excellent synergy with Choice items.
Character count: 295
Detailed Mechanical Explanation (Discord/Reference)
Rhythmic works similarly to the Metronome item but with unlimited scaling potential. Each consecutive use of the same move increases damage output by exactly 10%.
Core Implementation
cpp
constexpr Ability Rhythmic = {
.onOffensiveMultiplier = +[](ON_OFFENSIVE_MULTIPLIER) {
MulModifier(modifier, UQ_4_12(1.0) + 10 * gBattleStruct->sameMoveTurns[battler]);
},
};
Damage Progression
- Turn 1: 100% damage (base, no boost)
- Turn 2: 110% damage (+10%)
- Turn 3: 120% damage (+20% total)
- Turn 4: 130% damage (+30% total)
- Turn 10: 200% damage (+100% total)
- No Cap: Continues scaling indefinitely
Trigger Conditions
- Same Move Requirement: Must use the exact same move consecutively
- Successful Hit: Move must not fail (
MOVE_RESULT_NO_EFFECT
) - Ability to Act: Battler must not be unable to use moves
Reset Conditions
Counter resets to 0 when:
- A different move is used
- The move fails completely
- The battler was unable to use the move
- During Parental Bond's first hit (doesn't increment)
Numerical Effects
- Base Formula:
1.0 + (10 * sameMoveTurns)
- Increment: Exactly 10% per consecutive use
- Scaling Type: Linear, additive progression
- No Maximum: Unlike similar mechanics, has no built-in cap
Interactions
Comparison to Metronome Item
Aspect | Rhythmic Ability | Metronome Item |
---|---|---|
Boost per use | Fixed 10% | Variable (typically 20%) |
Maximum cap | None (unlimited) | 100% (capped) |
Item requirement | No item needed | Requires holding Metronome |
Availability | Always active | Item must be obtained |
Synergy Effects
- Echoed Voice: Uses same
sameMoveTurns
counter, potentially stacking effects - Choice Items: Excellent synergy since they lock you into one move
- Potential Metronome Stack: Could theoretically stack with Metronome item if available
Special Cases
- Move Variations: Different forms of the same move (e.g., Hidden Power types) count as different moves
- Parental Bond: First hit doesn't increment counter, second hit gets current bonus
- Unlimited Scaling: In extended battles, damage can theoretically reach 300%+
- Turn Tracking: Each battler has independent counters
Notes
- High Risk/High Reward: Commitment to one move provides exponential damage growth
- No Item Slot Cost: Frees up held item for other strategies
- Strategic Depth: Encourages move prediction and strategic commitment
- Potentially Overpowered: Unlimited scaling could become game-breaking in extended battles
- Choice Item Synergy: Natural partnership with Choice Band/Specs/Scarf