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Qigong - Ability ID 762
In-Game Description
"Always hits. Fighting Spirit + Rampage."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Qigong ensures all moves never miss while converting Normal-type moves to Fighting-type with STAB. Additionally, eliminates recharge requirements after successfully KOing opponents with high-power moves like Hyper Beam, enabling devastating sweep potential with perfect accuracy and reliability.
Character count: 295
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Qigong is a powerful hybrid ability that combines three distinct mechanical effects:
- Perfect Accuracy: All moves used by the Pokémon will always hit, regardless of accuracy calculations, evasion, or weather conditions
- Fighting Spirit Component: Converts all Normal-type moves to Fighting-type and grants STAB for Fighting-type moves
- Rampage Component: Eliminates recharge requirements after successfully KOing opponents
Activation Conditions
Always Hits Component
- Trigger: Every move used by the Pokémon
- Effect:
return ACCURACY_ALWAYS_HITS;
- Scope: Applies to all moves, including those with naturally low accuracy
Fighting Spirit Component
- Move Type Conversion:
- Converts Normal-type moves to Fighting-type
- Grants the "Ate" boost (1.2x power multiplier) for converted moves
- Code:
ATE_ABILITY(TYPE_FIGHTING)
- STAB Mechanics:
- Fighting-type moves receive STAB even if Fighting isn't the Pokémon's natural type
- Converted Normal moves also receive STAB as they become Fighting-type
Rampage Component
- Trigger: Successfully KOing an opponent with a recharge move
- Effect: Removes recharge status and timer
- Implementation:cpp
.onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int { SetAbilityState(battler, ability, TRUE); gVolatileStructs[battler].rechargeTimer = 0; gBattleMons[battler].status2 &= ~(STATUS2_RECHARGE); return FALSE; }
Technical Implementation
cpp
constexpr Ability Qigong = {
.onBattlerFaints = Rampage.onBattlerFaints,
.onOffensiveMultiplier = FightingSpirit.onOffensiveMultiplier,
.onMoveType = FightingSpirit.onMoveType,
.onAccuracy = +[](ON_ACCURACY) { return ACCURACY_ALWAYS_HITS; },
.onBattlerFaintsFor = Rampage.onBattlerFaintsFor,
.onStab = FightingSpirit.onStab,
};
Affected Moves
Always Hits All Moves Including:
- Low accuracy moves (Thunder, Blizzard, Hypnosis, etc.)
- OHKO moves (Fissure, Horn Drill, etc.)
- Status moves with accuracy checks
- All damaging moves regardless of base accuracy
Normal → Fighting Conversion Examples:
- Hyper Beam → Fighting-type with no recharge after KO
- Giga Impact → Fighting-type with no recharge after KO
- Return/Frustration → Fighting-type with STAB
- Quick Attack → Fighting-type priority move with STAB
- Body Slam → Fighting-type with STAB and paralysis chance
Recharge Moves Affected:
- Hyper Beam
- Giga Impact
- Blast Burn
- Hydro Cannon
- Frenzy Plant
- Rock Wrecker
- Roar of Time
- Prismatic Laser
Interactions with Other Mechanics
Weather Interactions
- Always Hits overrides weather accuracy modifiers:
- Thunder still hits in clear weather
- Blizzard hits outside of hail/snow
- Hurricane hits in any weather condition
Evasion/Accuracy Modifiers
- Completely ignores evasion boosts on target
- Ignores accuracy drops on user
- Overrides moves that modify accuracy (Sand Attack, Double Team effects)
Ability Interactions
- Wonder Guard: Still blocks non-super effective moves despite perfect accuracy
- Magic Guard: Doesn't prevent the Fighting-type conversion or accuracy boost
- Bulletproof: Still blocks bullet/ball moves despite perfect accuracy
Strategic Implications
Offensive Advantages
- Reliable Sweeper: Hyper Beam becomes a reliable KO move with no drawback
- Perfect Coverage: Never miss key moves in crucial moments
- STAB Boost: Normal moves gain Fighting STAB and 1.2x Ate multiplier
- Chain Sweeping: Can continuously use powerful recharge moves
Competitive Usage Notes
- Extremely powerful on physically offensive Pokémon with good Normal move pools
- Ideal for late-game sweeping scenarios
- Pairs excellently with Choice items (no recharge means no need to switch)
- Dangerous with Z-Moves converted to Fighting-type
Counters
- Type Resistances: Ghost-types immune to Fighting moves
- Sturdy/Focus Sash: Prevents OHKO sweeps
- Priority Moves: Can revenge kill before Qigong user acts
- Will-O-Wisp/Thunder Wave: Status can cripple physical attackers
- Intimidate: Reduces physical attack power
Synergies
- Choice Band: Maximizes the power of converted Fighting moves
- Life Orb: Boosts all moves while maintaining perfect accuracy
- Silk Scarf: Boosts Normal moves before conversion
- Black Belt: Boosts Fighting-type moves after conversion
- Normalize: Converts all moves to Normal first, then Qigong converts to Fighting
Example Damage Calculations
With Choice Band on a 120 Attack Pokémon using Hyper Beam (150 BP):
- Base Power: 150
- Fighting Spirit Boost: 150 × 1.2 = 180
- STAB: 180 × 1.5 = 270 effective BP
- Choice Band: 270 × 1.5 = 405 effective BP
- Perfect accuracy ensures this devastating attack never misses
- No recharge if it KOs the target
Common Users
Qigong is typically found on:
- Physically offensive Normal-types with diverse movepools
- Late-game sweepers designed for cleaning up weakened teams
- Pokémon with access to powerful recharge moves
- Mixed attackers that can utilize both the accuracy and type conversion
Version History
- Elite Redux: Introduced as ID 762
- Design Intent: Create a high-risk, high-reward sweeping ability
- Balance Considerations: Countered by Ghost-types and priority moves
Competitive Tier Assessment
Power Level: S-Tier in appropriate team compositions Usage Rate: High in offensive teams, moderate overall Versatility: Excellent on physical attackers, limited on special attackers Meta Impact: Significant threat requiring specific counterplay preparation