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Raging Goddess - Ability ID 721

In-Game Description

"Rampage + Hyper Aggressive."

Extended In-Game Description

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

Raging Goddess combines two powerful effects. Moves hit twice with the second hit dealing 25% damage like Hyper Aggressive. Additionally, like Rampage, eliminates recharge after knocking out an opponent from moves that normally require recharge, allowing for relentless combat.

Character count: 295

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Raging Goddess is a combination ability that merges the effects of Rampage and Hyper Aggressive, making it one of the most powerful offensive abilities in Elite Redux. It provides both multi-hit capabilities and recharge elimination.

Component Abilities

Rampage Component

  • Recharge elimination: When this Pokémon knocks out an opponent with a move that normally requires recharge (like Hyper Beam, Blast Burn, etc.), the recharge requirement is completely eliminated
  • Timing: Activates immediately when the opponent faints from the attack
  • Effect: Sets gVolatileStructs[battler].rechargeTimer = 0 and clears STATUS2_RECHARGE

Hyper Aggressive Component

  • Multi-hit mechanic: All moves hit twice using the Parental Bond system
  • First hit: 100% power (full damage)
  • Second hit: 25% power (quarter damage)
  • Hit count: Always exactly 2 hits per move

Technical Implementation

cpp
// From src/abilities.cc
constexpr Ability RagingGoddess = {
    .onBattlerFaints = Rampage.onBattlerFaints,
    .onParentalBond = ParentalBond.onParentalBond,
    .onBattlerFaintsFor = APPLY_ON_ATTACKER,
};

// Rampage effect - eliminates recharge on KO
.onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int {
    SetAbilityState(battler, ability, TRUE);
    gVolatileStructs[battler].rechargeTimer = 0;
    gBattleMons[battler].status2 &= ~(STATUS2_RECHARGE);
    return FALSE;
},

// Hyper Aggressive effect - double hit
.onParentalBond = +[](ON_PARENTAL_BOND) -> MultihitType { 
    return PARENTAL_BOND_HYPER_AGGRESSIVE; 
},

Multi-Hit Mechanics Details

  • Uses PARENTAL_BOND_HYPER_AGGRESSIVE system
  • Hit count: GetParentalBondCount() returns 2
  • Damage calculation:
    • Turn 0 (first hit): 100% damage
    • Turn 1 (second hit): UQ_4_12(0.25) = 25% damage
  • Total damage: 125% of original move power per use

Recharge Move Interactions

Affected moves include:

  • Hyper Beam, Giga Impact
  • Frenzy Plant, Blast Burn, Hydro Cannon
  • Rock Wrecker, Roar of Time, Spacial Rend
  • Any move with the recharge flag

Interaction with multi-hit:

  1. Move hits twice (100% + 25% damage)
  2. If either hit causes a KO, recharge is eliminated
  3. Can immediately use another move next turn

Strategic Implications

  • Ultimate sweeper ability: Combines damage multiplication with recharge removal
  • Momentum preservation: Never gets locked into recharge after securing KOs
  • Devastating with powerful moves: Hyper Beam becomes a spammable 125% power move with KOs
  • Status move utility: Even status moves hit twice, doubling success chances
  • Contact move synergy: Each hit can trigger contact-based effects

Move Compatibility

Works with:

  • All damaging moves (hit twice)
  • Status moves (applied twice)
  • Single-target and multi-target moves
  • Priority moves
  • Recharge moves (no recharge on KO)

Doesn't work with:

  • Multi-hit moves (they don't get additional hits)
  • Moves that specifically prevent multi-hit

Common Strategies

  • Recharge move spam: Use Hyper Beam/Giga Impact without fear of recharge
  • Sweeping builds: Focus on high-power moves to secure KOs
  • Status spreading: Double-chance status moves like Will-O-Wisp
  • Breaking Focus Sash: Multi-hit breaks through Focus Sash/Sturdy

Competitive Advantages

  • No recharge vulnerability: Eliminates the main weakness of powerful moves
  • Effective 125% power: Every move becomes significantly stronger
  • Momentum control: Can chain KOs without interruption
  • Utility doubling: Status moves become much more reliable

Counters and Limitations

  • Ghost immunity: Normal/Fighting moves can't hit Ghost types
  • Protection moves: Protect blocks both hits
  • Ability suppression: Mold Breaker, Neutralizing Gas disable it
  • Rocky Helmet: Takes damage from both hits if making contact
  • Static/Flame Body: Can trigger from either hit

Synergies

  • Life Orb: Boosts both hits (but takes recoil twice)
  • Choice items: Locked into powerful moves, but no recharge penalty
  • Contact effects: Items like Expert Belt boost both hits
  • Critical hits: Each hit can crit independently

Notable Users

Raging Goddess is typically found on:

  • Legendary or pseudo-legendary Pokémon
  • Late-game boss battles
  • Pokémon designed for ultimate offensive presence
  • Special event or postgame encounters

Version Notes

  • Elite Redux exclusive ability
  • One of the most powerful combination abilities
  • Designed for endgame challenge encounters
  • Resistant to Fort Knox ability suppression effects

Elite Redux Ability Codex