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Drake Of Rage - Ability ID 811
In-Game Description
"Tinted Lens + Rampage"
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Doubles damage of not very effective moves like Tinted Lens. When this Pokémon knocks out a foe, it immediately recovers from recharge effects and removes recharge status, allowing consecutive use of powerful moves like Hyper Beam without the mandatory rest turn.
Character count: 297
Detailed Mechanical Explanation
For Discord/reference use
Drake Of Rage combines two powerful abilities into one devastating package:
Tinted Lens Component
- Effect: Doubles the power of "not very effective" moves
- Activation: When
typeEffectivenessMultiplier <= UQ_4_12(.5)
(0.5x or less effectiveness) - Implementation: Uses
RESISTANCE(2)
macro which applies a 2x multiplier to both resistance and damage modifier - Coverage: Affects moves with 0.25x and 0.5x type effectiveness
cpp
.onOffensiveMultiplier = +[](ON_OFFENSIVE_MULTIPLIER) {
if (typeEffectivenessMultiplier <= UQ_4_12(.5)) RESISTANCE(2);
},
Rampage Component
- Effect: Removes recharge status when knocking out an opponent
- Activation: When the Pokémon with this ability faints an enemy battler
- Implementation:
- Sets ability state to TRUE (tracking activation)
- Resets
gVolatileStructs[battler].rechargeTimer = 0
- Removes
STATUS2_RECHARGE
flag from the battler's status2
- Affected Moves: Hyper Beam, Giga Impact, Rock Wrecker, Roar of Time, Frenzy Plant, Blast Burn, Hydro Cannon, and other recharge moves
cpp
.onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int {
SetAbilityState(battler, ability, TRUE);
gVolatileStructs[battler].rechargeTimer = 0;
gBattleMons[battler].status2 &= ~(STATUS2_RECHARGE);
return FALSE;
},
Damage Calculation Examples
Tinted Lens Effect:
- Fire move vs Water-type: 0.5x → 1.0x (100% damage instead of 50%)
- Electric move vs Ground-type: 0x → 0x (no effect on immunities)
- Grass move vs Fire/Flying: 0.25x → 0.5x (50% damage instead of 25%)
Rampage Scenarios:
- Use Hyper Beam → KO opponent → No recharge turn → Can attack immediately next turn
- Use Giga Impact → KO opponent → No recharge turn → Can switch or attack freely
Strategic Implications
Offensive Advantages:
- Makes "not very effective" coverage moves viable for dealing neutral damage
- Enables consecutive use of the most powerful moves in the game
- Particularly devastating on high-attack Pokémon with broad movepools
- Synergizes with Choice items since recharge removal allows switching
Competitive Usage:
- Ideal Users: High-attack Dragon-types, Normal-types with diverse coverage
- Common Movesets: Hyper Beam/Giga Impact + coverage moves of different types
- Team Role: Wallbreaker and late-game sweeper
- Timing: Most effective when opponent has weakened teams for easy KOs
Interactions and Edge Cases
Ability Interactions:
- Mold Breaker/Teravolt/Turboblaze: Cannot bypass this ability (it's offensive, not defensive)
- Neutralizing Gas: Suppresses both components while active
- Skill Swap/Role Play: Both effects transfer together as one ability
- Trace: Can copy the full combined ability
Move Interactions:
- Multi-hit moves: Each hit can trigger Tinted Lens bonus, Rampage only triggers on final KO
- Future Sight/Doom Desire: Rampage effect applies when the delayed move KOs
- Substitute: Rampage triggers when breaking substitute if it causes fainting
- Recoil moves: Rampage activates even if user faints from recoil
Status Interactions:
- Sleep/Paralysis: Rampage removes recharge but doesn't cure other status conditions
- Choice Lock: Recharge removal allows switching out of Choice lock
- Encore: Rampage doesn't break Encore, but allows consecutive use of encored recharge move
Counters and Counterplay
Direct Counters:
- Ghost-types: Immune to Normal-type recharge moves like Hyper Beam
- Rocky Helmet/Rough Skin: Punish contact recharge moves
- Sturdy/Focus Sash: Prevent OHKO and deny Rampage activation
Strategic Counters:
- Priority moves: Strike before recharge moves can be used
- Status moves: Cripple with sleep, paralysis, or burn
- Defensive walls: Tank hits and stall out with recovery
- Speed control: Use Trick Room or Thunder Wave to outspeed
Synergies
Item Synergies:
- Life Orb: Boosts already powerful moves further
- Choice Band/Specs: Maximum power output, switching enabled by Rampage
- Normalium Z: Turns Hyper Beam into devastating Z-move with no recharge on KO
Team Synergies:
- Entry hazards: Chip damage helps secure KOs for Rampage
- Dual screens: Protection while setting up for sweeps
- Healing support: Keep ability user healthy for multiple Rampage chains
Move Synergies:
- Setup moves: Dragon Dance, Swords Dance before Rampage chain
- Coverage moves: Utilize Tinted Lens for neutral damage on resists
- High-power moves: Hyper Beam, Giga Impact, Outrage for maximum impact
Version History
- Introduced: Elite Redux as combination ability
- Current Status: Active in competitive formats
- Usage Rate: High in offensive teams, moderate overall
Notable Users
While specific Pokémon data would need to be checked in the species files, this ability would be most effective on:
- High-attack Dragon-types (natural synergy with "Drake" theme)
- Physical attackers with diverse movepools
- Pokémon with access to powerful recharge moves
- Wallbreakers that can reliably secure KOs