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Daybreak - Ability ID 747

In-Game Description

"Burns the foe on contact. Also works on offense."

Extended In-Game Description

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

Daybreak guarantees burn on all contact moves, both offensive and defensive. Unlike Flame Body's 30% chance, this ability burns attackers 100% of the time when they use contact moves. Also burns defenders when the Daybreak user attacks with contact moves.

Character count: 284

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Daybreak is a unique contact-based ability that inflicts burn status on opponents through physical contact. It's one of the most reliable burn-inducing abilities in the game, working with 100% consistency rather than the typical 30% chance of similar abilities.

Activation Conditions

  • Contact requirement: Only activates when contact moves are used
  • Bi-directional: Works both defensively (when opponent attacks with contact) and offensively (when user attacks with contact)
  • No random chance: Unlike Flame Body, Static, or Poison Point, Daybreak has a 100% activation rate
  • Status immunity check: Will not activate if target cannot be burned (Fire types, current burn status, etc.)

Technical Implementation

c
ON_EITHER(Daybreak) {
    CHECK(ShouldApplyOnHitAffect(opponent))
    CHECK(CanBeBurned(opponent))
    CHECK(IsMoveMakingContact(move, gBattlerAttacker))

    AbilityStatusEffectSafe(MOVE_EFFECT_BURN, battler, opponent);
    return TRUE;
}

Key Differences from Similar Abilities

  • Flame Body: 30% chance to burn on contact (defensive only)
  • Daybreak: 100% chance to burn on contact (both offensive and defensive)
  • ON_EITHER: This macro makes it work bidirectionally, unlike most contact abilities

Contact Move Examples

Physical moves that trigger Daybreak:

  • Tackle, Body Slam, Thunder Punch
  • Earthquake, Stone Edge (non-contact moves do NOT trigger)
  • Flame Wheel, Flare Blitz (contact Fire moves)
  • U-turn, Volt Tackle

Non-contact moves that do NOT trigger:

  • Shadow Ball, Thunderbolt, Surf
  • Rock Slide, Earthquake
  • Air Slash, Dragon Pulse

Burn Status Effects

  • Damage: 1/16 max HP per turn
  • Attack reduction: Physical Attack reduced by 50%
  • Duration: Until switched out, KO'd, or cured
  • Stacking: Cannot stack with other major status conditions

Important Interactions

  • Fire-type immunity: Fire-type Pokémon cannot be burned
  • Guts ability: Opponent gains Attack boost if they have Guts
  • Magic Guard: Prevents burn damage but not the Attack reduction
  • Heatproof: Reduces burn damage from 1/16 to 1/32 HP per turn
  • Natural Cure: Cures burn when switching out
  • Ability suppression: Doesn't work under Mold Breaker effects

Multi-Hit Moves

  • Each hit of multi-hit contact moves can trigger Daybreak
  • First successful hit that connects will inflict burn
  • Subsequent hits won't re-inflict burn (already burned)

Strategic Implications

Offensive advantages:

  • Guaranteed burn on contact attacks creates powerful wallbreaking potential
  • Reduces opponent's physical attack by 50%
  • Chip damage from burn helps secure KOs

Defensive advantages:

  • Deters physical attackers from using contact moves
  • Punishes U-turn/Volt Switch users
  • Creates passive damage through burn

Team synergy:

  • Pairs well with Pokémon that can capitalize on burned opponents
  • Excellent for stall teams that benefit from residual damage
  • Strong deterrent against physical setup sweepers

Competitive Usage Notes

  • Physical walls: Excellent on bulky Pokémon that can survive contact hits
  • Revenge killers: Can guarantee burn when revenge killing with contact moves
  • Entry hazard synergy: Burn + Stealth Rock creates significant residual pressure
  • Wallbreaking: Contact attackers become incredibly dangerous with guaranteed burn

Counters

  • Fire-type Pokémon: Immune to burn entirely
  • Non-contact moves: Special attacks and non-contact physical moves avoid trigger
  • Remote attackers: Pokémon with strong special movesets
  • Ability suppression: Mold Breaker family abilities
  • Status condition prevention: Aromaveil, Misty Terrain protection
  • Substitute: Blocks direct contact with the ability user

Synergies

  • Rough Skin/Iron Barbs: Stack contact punishment effects
  • Rocky Helmet: Additional contact move punishment
  • Burn support moves: Will-O-Wisp for non-contact burn spreading
  • Hex/Infernal Parade: STAB moves that deal double damage to burned targets
  • Facade users: Team members that benefit from status conditions

Risk Management

For the user:

  • Vulnerable to special attackers
  • Fire-types can switch in safely
  • Status moves and entry hazards still threaten

For opponents:

  • Must rely on special attacks or non-contact physical moves
  • Physical setup becomes much more difficult
  • U-turn/Volt Switch strategies are heavily punished

Version History

  • Elite Redux exclusive ability
  • Designed as an enhanced version of contact burn abilities
  • Notable for 100% activation rate and bidirectional function
  • Part of the expanded ability roster for competitive diversity

Elite Redux Ability Codex