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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

Elite Redux Ability Codex