Skip to content
✏️

Suggest Improvements

Help improve (ID: ) - Spot errors or suggest better descriptions

Rage Point - Ability ID 703

In-Game Description

"Gets a 1.5x boost while statused. Raises offenses when crit."

Extended In-Game Description

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

Rage Point boosts all offensive moves by 50% while the Pokémon has any status condition. When the Pokémon takes a critical hit, both Attack and Special Attack are raised by one stage. Also negates burn's Attack drop and freeze's Special Attack drop.

Character count: 295

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Rage Point is a dual-purpose ability that provides both offensive enhancement while statused and stat boosts when taking critical hits. It has three main components:

  1. 1.5x offensive multiplier while having any status condition
  2. +1 Attack and Special Attack when taking a critical hit
  3. Negates Attack drop from burn and Special Attack drop from freeze

Activation Conditions

  • Status boost: Active whenever the Pokémon has any major status condition
  • Critical hit response: Triggers when the Pokémon takes (not deals) a critical hit
  • Status drop negation: Always active for burn and freeze penalties

Status Conditions Recognized

The ability recognizes any of these status conditions via HasAnyStatusOrAbility():

  • Burn
  • Freeze
  • Paralysis
  • Poison (including badly poisoned)
  • Sleep
  • Comatose ability (counts as sleep status)
  • Blood Stain status (custom Elite Redux status)

Technical Implementation

c
// Rage Point implementation from abilities.cc
constexpr Ability RagePoint = {
    .onDefender = +[](ON_DEFENDER) -> int {
        CHECK(ShouldApplyOnHitAffect(battler))
        CHECK(gIsCriticalHit)  // Only triggers on critical hits taken
        CHECK(CanRaiseStat(battler, STAT_ATK) || CanRaiseStat(battler, STAT_SPATK))
        
        BattleScriptCall(BattleScript_RagePointActivates);
        return TRUE;
    },
    .onOffensiveMultiplier = +[](ON_OFFENSIVE_MULTIPLIER) {
        if (HasAnyStatusOrAbility(battler)) MUL(1.5);  // 50% boost while statused
    },
    .negatesBurnAtkDrop = TRUE,    // Ignores burn's Attack penalty
    .negatesFrzSpatkDrop = TRUE,   // Ignores freeze's Special Attack penalty
};

Critical Hit Stat Boost

When taking a critical hit, the battle script attempts to raise both stats:

  1. First tries to raise Attack by +1 stage
  2. Then tries to raise Special Attack by +1 stage
  3. Only shows stat change animation if at least one stat can be raised
  4. Won't activate if both stats are already at maximum (+6)

Offensive Multiplier Details

  • Multiplier: Exactly 1.5x (50% increase)
  • Move types affected: All offensive moves (physical, special, status moves that deal damage)
  • Stacking: Multiplies with other damage modifiers
  • Timing: Applied during damage calculation phase

Important Interactions

  • Self-inflicted status: Works with self-induced status like from Rest or Flame Orb
  • Ability-based status: Comatose ability counts as having sleep status
  • Status immunity: If immune to status effects, the boost won't apply
  • Critical hit immunity: Abilities like Battle Armor prevent the stat boost trigger
  • Stat boost prevention: Abilities like Clear Body can prevent the stat raises

Strategic Applications

  • Status Orb synergy: Flame Orb/Toxic Orb provide permanent status for consistent boost
  • Rest abuse: Can use Rest for healing while maintaining offensive boost
  • Mixed attacker: Benefits both physical and special moves equally
  • Revenge killer: Stat boosts from critical hits help with revenge killing
  • Status absorber: Can switch into status moves for the boost

Burn and Freeze Negation

The ability provides additional utility by negating status penalties:

  • Burn normally: Reduces Attack by 50%
  • With Rage Point: Attack reduction is completely negated
  • Freeze normally: Reduces Special Attack by 50%
  • With Rage Point: Special Attack reduction is completely negated

Competitive Viability

Strengths:

  • Consistent damage boost with status condition
  • Defensive response to critical hits
  • Negates major status penalties
  • Works with both physical and special movesets

Weaknesses:

  • Requires status condition for primary benefit
  • Critical hit response is situational
  • Status condition may still cause other negative effects
  • Vulnerable to status condition removal

Common Users

  • Mixed attackers who benefit from both stat boosts
  • Pokémon with access to status-inducing items
  • Bulky offensive Pokémon that can survive critical hits
  • Pokémon with naturally high critical hit rates (to trigger opponent crits)

Synergies

  • Status Orbs: Flame Orb, Toxic Orb for permanent status
  • Rest: Maintains boost while sleeping
  • Guts: Stacks multiplicatively for massive physical damage
  • Magic Guard: Prevents status damage while keeping boost
  • Substitute: Protects from status while maintaining boost effect

Counters

  • Status prevention: Safeguard, Misty Terrain, Taunt
  • Status clearing: Aromatherapy, Heal Bell, cleric support
  • Critical hit prevention: Lucky Chant, Battle Armor, Shell Armor
  • Stat reset: Haze, Clear Smog, stat-resetting moves
  • Ability suppression: Mold Breaker, Neutralizing Gas

Version History

  • New ability introduced in Elite Redux
  • Combines offensive and defensive utility
  • Part of the expanded ability roster for increased strategic depth

Elite Redux Ability Codex