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Wildfire - Ability ID 717
In-Game Description
"Attacks with Fire Spin on entry."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Wildfire automatically uses Fire Spin upon switching into battle, dealing 50 base power Fire-type damage and trapping the opponent for 2-5 turns. The trapped opponent takes 1/8 max HP damage each turn and cannot switch out until the trap ends. Perfect for securing KOs.
Character count: 295
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Wildfire is an entry ability that automatically triggers Fire Spin when the Pokémon switches into battle. This creates immediate offensive pressure by dealing damage and trapping the opponent.
Activation Conditions
- Entry trigger: Activates when the Pokémon enters battle (switching in or being sent out)
- Move execution: Uses Fire Spin with 50 base power, 90% accuracy
- Trap effect: Traps the opponent for 2-5 turns (random duration)
- Damage type: Fire-type special attack using the user's Special Attack stat
Fire Spin Mechanics
- Base power: 50 (Fire-type special move)
- Accuracy: 90%
- Trap duration: 2-5 turns (randomly determined)
- Trap damage: 1/8 of the opponent's maximum HP per turn
- Switch prevention: Opponent cannot switch out while trapped
Technical Implementation
c
// Wildfire triggers Fire Spin on entry
constexpr Ability Wildfire = {
.onEntry = +[](ON_ENTRY) -> int {
return UseEntryMove(battler, ability, MOVE_FIRE_SPIN, 0);
},
};
Important Interactions
- Accuracy check: Fire Spin can miss on entry, negating the trap effect
- Type effectiveness: Fire Spin follows normal type effectiveness rules
- Substitute: Trapped Pokémon behind Substitute still takes trap damage
- Rapid Spin: Can remove the trap effect early
- Ghost-type: Ghost-types can still switch out despite being trapped
- Switching items: Shed Shell allows switching out of traps
Strategic Implications
- Immediate pressure: Forces opponent into unfavorable position on switch-in
- Trap synergy: Excellent for securing KOs on weakened opponents
- Pivot disruption: Prevents opponent from freely switching out
- Damage accumulation: Continuous trap damage adds up over time
- Prediction reward: Switching into predicted moves gains free trap setup
Ideal Users
- Offensive Fire-types: Pokémon that can capitalize on the initial damage
- Pivot Pokémon: Those that frequently switch in and out
- Trap specialists: Pokémon designed around trapping strategies
- Revenge killers: Can trap and finish off weakened opponents
Synergies
- Magma Storm: Combining with stronger trapping moves for more damage
- Mean Look/Block: Additional trapping effects for redundancy
- Toxic Spikes: Trap damage combined with poison for faster KOs
- Stealth Rock: Entry hazards compound the switching punishment
- Heat Rock: Extends sun duration if using Fire-type moves
Counters
- Ghost-types: Can switch out despite being trapped
- Rapid Spin: Removes trap effect immediately
- Shed Shell: Allows switching out of any trap
- Magic Guard: Prevents trap damage entirely
- Substitute: Can block the initial Fire Spin from hitting
Competitive Usage Notes
- Lead potential: Excellent for applying immediate pressure as a lead
- Switch-in punishment: Discourages opponent from switching frequently
- Stallbreaker: Continuous damage helps break through defensive play
- Double switch: Can trap predicted switches for guaranteed damage
- Risk vs reward: Missing Fire Spin wastes the ability activation
Ability Timing
- Priority: Activates immediately upon entry before any other actions
- Move slot: Does not use up a move slot or PP
- Status conditions: Can still activate if the user is statused
- Flinch immunity: Entry abilities cannot be prevented by flinching
Version History
- Elite Redux exclusive: Custom ability not present in official games
- Trapping category: Part of the expanded trapping move ecosystem
- Entry ability: Follows standard entry ability mechanics and timing