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To The Bone - Ability ID 731
In-Game Description
"Critical hits get a 1.5x boost and inflict bleeding."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
To The Bone boosts critical hit damage by 50% and causes all critical hits to inflict bleeding. Bleeding deals 1/16 max HP damage each turn like poison. Only critical hits can trigger bleeding through this ability. Excellent for high crit rate Pokémon.
Character count: 285
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
To The Bone is a hybrid offensive ability that combines critical hit damage amplification with status infliction. It has two distinct effects that work together to create a powerful synergy.
Critical Hit Damage Boost
- Damage multiplier: Critical hits deal 1.5x additional damage (stacks with base crit multiplier)
- Calculation: Normal crit (2x) becomes 3x damage with To The Bone
- Type independence: Works with all move types and categories
- Timing: Damage boost applies during damage calculation phase
Bleeding Infliction
- Trigger condition: Only activates on critical hits
- Status effect: Inflicts bleeding status condition on the target
- Damage formula: 1/16 of target's maximum HP per turn (minimum 1 HP)
- Timing: Bleeding damage occurs at end of turn, after other effects
- Duration: Permanent until switched out, cured, or fainted
Technical Implementation
c
// To The Bone combines two existing ability effects:
constexpr Ability ToTheBone = {
.onAttacker = RazorSharp.onAttacker, // Bleeding on crit
.onOffensiveMultiplier = Sniper.onOffensiveMultiplier, // 1.5x crit damage
};
// RazorSharp effect - bleeding on critical hits
.onAttacker = +[](ON_ATTACKER) -> int {
CHECK(ShouldApplyOnHitAffect(target))
CHECK(CanBleed(target))
CHECK(gIsCriticalHit) // Only triggers on crits
return AbilityStatusEffect(MOVE_EFFECT_BLEED);
}
// Sniper effect - 1.5x critical hit damage
.onOffensiveMultiplier = +[](ON_OFFENSIVE_MULTIPLIER) {
if (isCrit) MUL(1.5);
}
Bleeding Mechanics
- Damage calculation:
BLEED_DAMAGE(maxHP) = maxHP / 16
- Minimum damage: Always deals at least 1 HP damage
- Status type: Primary status condition (like burn, poison, paralysis)
- Immunity: Rock-type and Ghost-type Pokémon are immune to bleeding
- Magic Guard interaction: Bleeding damage is blocked by Magic Guard
- Healing: Can be cured by items, moves, or abilities that cure status conditions
Critical Hit Synergy
The ability creates a powerful synergy loop:
- High critical hit rate increases bleeding application frequency
- Bleeding damage softens targets for future attacks
- Enhanced critical damage ensures meaningful impact when crits occur
- Status condition provides ongoing pressure even after switching
Activation Requirements
- Critical hit required: Both effects only activate on critical hits
- Target must be hittable: Standard hit/miss calculation applies first
- No self-infliction: Cannot cause bleeding on the user
- Status susceptibility: Target must be able to receive bleeding status
Important Interactions
- Focus Energy/Lucky Chant: Abilities that affect crit rates indirectly affect bleeding frequency
- Super Luck: Pokémon with high natural crit rates maximize this ability's potential
- Scope Lens/Razor Claw: Items that boost crit rate increase bleeding application
- Multi-hit moves: Each hit can potentially trigger bleeding if it crits
- Substitute: Bleeding bypasses Substitute and damages the real Pokémon
- Taunt: Doesn't prevent the ability from working
Bleeding Status Details
- End-turn timing: Occurs during end-of-turn status damage phase
- Stacking: Does not stack with multiple applications
- Priority: Processed alongside other status conditions
- Switch immunity: Switching out removes bleeding status
- Fainting: Bleeding can cause fainting if HP drops to 0
Strategic Applications
- Crit-focused builds: Excellent on Pokémon with high crit ratios or crit-boosting moves
- Pressure builds: Bleeding provides consistent chip damage over time
- Switching punishment: Forces opponents to stay in or lose HP
- Stall breaking: Continuous damage helps break defensive strategies
- Setup deterrent: Makes it risky for opponents to set up against the user
Competitive Viability
- High-tier ability: Combines immediate damage boost with lasting effects
- Meta relevance: Strong in formats where critical hits are prominent
- Team synergy: Works well with hazard damage and other chip sources
- Versatility: Effective on both physical and special attackers
Common Users
- Pokémon with naturally high critical hit ratios
- Users of high-crit moves (Slash, Cross Chop, Stone Edge)
- Pokémon with access to Focus Energy or similar setup moves
- Offensive Pokémon that can benefit from both immediate and sustained damage
Counters and Limitations
- Crit immunity: Abilities like Battle Armor or Shell Armor negate both effects
- Status immunity: Pokémon immune to status conditions avoid bleeding
- Type immunity: Rock and Ghost types cannot be inflicted with bleeding
- Magic Guard: Completely negates bleeding damage
- Healing: Aromatherapy, Heal Bell, and similar moves cure bleeding
- Low crit rate: Pokémon with poor critical hit chances rarely activate the ability
Synergistic Moves and Items
- High-crit moves: Slash, Psycho Cut, Cross Chop, Stone Edge
- Crit-boosting items: Scope Lens, Razor Claw, Lucky Punch
- Setup moves: Focus Energy, Laser Focus
- Multi-hit moves: Pin Missile, Bullet Seed (multiple crit chances)
- Always-crit moves: Frost Breath, Storm Throw (guaranteed activation)
Version History
- Elite Redux exclusive: Custom ability not found in official games
- Design philosophy: Combines offensive power with status pressure
- Balance consideration: Requires critical hits to function, preventing overpowered consistency
Damage Calculations
Normal critical hit: 2.0x damage
To The Bone critical hit: 3.0x damage (2.0 × 1.5)
Bleeding damage per turn: Target Max HP ÷ 16 (minimum 1)
Example with 400 HP target:
- Normal crit with 100 BP move: ~200 damage
- To The Bone crit: ~300 damage
- Bleeding per turn: 25 damage
Notable Interactions
- Sniper stacking: If a Pokémon somehow has both abilities, effects would stack to 2.25x crit damage
- Life Orb: Bleeding damage is not boosted by Life Orb
- Weather: Bleeding damage is not affected by weather conditions
- Abilities: Can trigger other on-damage abilities when bleeding damage is taken