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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 clearsSTATUS2_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:
- Move hits twice (100% + 25% damage)
- If either hit causes a KO, recharge is eliminated
- 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