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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