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Bruteforce - Ability ID 758
In-Game Description
"Combines Reckless and Rock Head effects."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Bruteforce combines Reckless and Rock Head effects. Boosts recoil moves by 20% damage while preventing all recoil damage taken. Grants immunity to confusion status and removes confusion when hit by moves that would cause it. Perfect for aggressive attackers using high-risk moves.
Character count: 297
Detailed Mechanical Explanation
For Discord/reference use
Bruteforce is a powerful hybrid ability that combines the offensive capabilities of Reckless with the protective aspects of Rock Head, creating an ideal ability for aggressive physical attackers.
Core Mechanics
Reckless Component (Offensive Multiplier):
cpp
.onOffensiveMultiplier = +[](ON_OFFENSIVE_MULTIPLIER) {
if (gBattleMoves[move].flags & FLAG_RECKLESS_BOOST) MUL(1.2);
}
- Provides a 20% damage boost to moves with the FLAG_RECKLESS_BOOST flag
- Applies before other damage calculations
Rock Head Component (Status Immunity + Recoil Prevention):
cpp
.onStatusImmune = +[](ABILITY_ON_STATUS_IMMUNE) -> int {
CHECK(status & CHECK_CONFUSION)
return TRUE;
},
.noRecoil = TRUE,
.removesStatusOnImmunity = TRUE,
Affected Moves (FLAG_RECKLESS_BOOST)
Bruteforce provides a 20% damage boost to the following recoil moves:
- Jump Kick - High-power Fighting-type move with crash damage risk
- High Jump Kick - Higher power version of Jump Kick
- Double-Edge - High-power Normal-type move with 1/3 recoil
- Submission - Fighting-type move with 1/4 recoil
- Volt Tackle - Electric-type signature move with 1/3 recoil
- Head Smash - Rock-type move with 1/2 recoil
- Wood Hammer - Grass-type move with 1/3 recoil
- Flare Blitz - Fire-type move with 1/3 recoil
- Brave Bird - Flying-type move with 1/3 recoil
- Wild Charge - Electric-type move with 1/4 recoil
- Take Down - Normal-type move with 1/4 recoil
Activation Conditions
- Damage Boost: Automatically applies when using any move with FLAG_RECKLESS_BOOST
- Recoil Prevention: Prevents ALL recoil damage from any source
- Confusion Immunity: Blocks confusion status from any source
- Status Removal: Removes existing confusion when the immunity would trigger
Technical Implementation
The ability inherits its components from existing abilities:
Reckless.onOffensiveMultiplier
for the 20% damage boostRockHead.onStatusImmune
for confusion immunitynoRecoil = TRUE
prevents all recoil damageremovesStatusOnImmunity = TRUE
clears confusion when blocked
Damage Calculations
Example with Double-Edge (120 BP):
- Base damage: 120 BP
- With Bruteforce: 120 × 1.2 = 144 effective BP
- Normal recoil: 1/3 of damage dealt = 0 (prevented by Rock Head component)
- Net result: 20% more damage with no drawback
Example with High Jump Kick (130 BP):
- Base damage: 130 BP
- With Bruteforce: 130 × 1.2 = 156 effective BP
- Miss crash damage: 0 (prevented by Rock Head component)
- Net result: Massive damage boost with safety net
Strategic Implications
Offensive Advantages:
- Transforms risky recoil moves into safe, high-power options
- 20% damage boost makes recoil moves competitively viable
- Enables hit-and-run strategies without health loss
- Perfect for Choice Band/Life Orb sets
Defensive Advantages:
- Confusion immunity prevents self-damage and loss of control
- No recoil means sustained offensive pressure
- Removes need for healing support in many cases
Common Users
Mega Emboar (Primary User):
- Type: Fire/Fighting
- Stats: 110/148/137/70/90/80
- Innate ability alongside Hellblaze and Violent Rush
- Perfect synergy with signature moves like Flare Blitz
- Benefits from Fighting-type recoil moves like High Jump Kick
Competitive Usage Notes
Tier Placement: Extremely powerful for physical attackers Usage Rate: High on Pokémon with access to multiple recoil moves Common Sets:
- Choice Band for maximum immediate power
- Life Orb for flexibility without recoil stacking
- Assault Vest for special bulk while maintaining offense
Counters and Weaknesses
Direct Counters:
- Physical walls with high Defense stats
- Burn status to cripple physical attacks
- Intimidate users to reduce Attack stat
- Will-O-Wisp and other burn-inducing moves
Indirect Counters:
- Priority moves to revenge kill after setup
- Residual damage (Stealth Rock, Spikes, weather)
- Status moves other than confusion
- Speed control to outpace and KO
Synergies
Item Synergies:
- Choice Band: Massive immediate power without recoil drawback
- Life Orb: Extra damage boost, recoil prevention stacks well
- Leftovers: Passive recovery to offset other damage sources
Team Synergies:
- Entry hazard support: Forces switches to get KOs
- Speed control: Trick Room or Thunder Wave support
- Healing support: Wish passing for longevity
- Status clerics: For non-confusion status conditions
Move Synergies:
- Setup moves: Swords Dance, Bulk Up before sweeping
- Coverage moves: Non-recoil moves for type coverage
- Priority moves: Mach Punch, Quick Attack for revenge kills
Version History
Elite Redux Implementation:
- Added as part of the extended ability system
- Designed specifically for Mega Emboar's offensive role
- Balances high-risk moves with protective benefits
- Code implementation uses inheritance from Reckless and Rock Head
Interaction Notes
Does NOT stack with:
- Other Reckless-type abilities (if somehow obtained)
- Other recoil prevention abilities
DOES stack with:
- Life Orb damage boost (applied after Bruteforce boost)
- STAB (Same Type Attack Bonus)
- Type effectiveness multipliers
- Weather damage boosts (sun for Fire moves, etc.)
Special Interactions:
- Jump Kick/High Jump Kick crash damage completely prevented
- Confusion from Outrage/Thrash/Petal Dance blocked
- Self-inflicted confusion from berries prevented
- Confusion from moves like Dynamic Punch blocked
This ability represents the pinnacle of offensive ability design, removing the traditional risk-reward balance of recoil moves while providing additional utility through status immunity.