Skip to content
✏️

Suggest Improvements

Help improve (ID: ) - Spot errors or suggest better descriptions

Long Reach - Ability ID 203

In-Game Description

"Doesn't make contact. Boosts Phys. non-contact moves by 1.2x."

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)

Long Reach prevents the Pokémon from making contact with targets when using moves. Additionally, physical non-contact moves receive a 1.2x damage boost. This prevents contact-based abilities like Static or Flame Body from triggering while boosting ranged physical attacks.

Character count: 292

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Long Reach is a dual-purpose ability that both prevents contact and boosts specific moves. It fundamentally changes how the Pokémon interacts with opponents by eliminating direct contact while enhancing ranged physical attacks.

Primary Effects

  1. Contact Prevention: All moves used by the Pokémon are treated as non-contact moves
  2. Damage Boost: Physical non-contact moves receive a 1.2x damage multiplier

Activation Conditions

  • Contact prevention: Always active for all moves
  • Damage boost: Only applies to moves that are:
    • Physical split (not special or status)
    • Naturally non-contact moves

Technical Implementation

c
constexpr Ability LongReach = {
    .onOffensiveMultiplier =
        +[](ON_OFFENSIVE_MULTIPLIER) {
            if (IS_MOVE_PHYSICAL(move) && !gBattleMoves[move].contact) MUL(1.2);
        },
};

// Contact prevention in battle_util.c
bool32 IsMoveMakingContact(MoveEnum move, u8 battlerAtk) {
    if (!gBattleMoves[move].contact) {
        return FALSE;
    } else if (BattlerHasAbility(battlerAtk, ABILITY_LONG_REACH, TRUE)) {
        return FALSE;  // Long Reach prevents contact
    }
    // ... other contact checks
}

Contact-Based Abilities Avoided

Long Reach prevents triggering of contact-based abilities:

  • Static: No paralysis on contact
  • Flame Body: No burn on contact
  • Poison Point: No poison on contact
  • Rough Skin: No damage on contact
  • Iron Barbs: No damage on contact
  • Cute Charm: No infatuation on contact
  • Effect Spore: No status on contact

Boosted Move Categories

Physical non-contact moves that receive the 1.2x boost include:

  • Earthquake: Ground-type spread move
  • Rock Slide: Rock-type spread move with flinch chance
  • Magnitude: Variable power Ground-type move
  • Bulldoze: Ground-type speed-lowering move
  • Razor Leaf: Grass-type high-crit move
  • Rock Throw: Basic Rock-type throwing move
  • Bone Club/Bonemerang: Ground-type bone-based moves
  • Pin Missile: Multi-hit Bug-type move

Moves NOT Boosted

  • Contact moves: Even with Long Reach, these don't get the boost (e.g., Punch moves)
  • Special moves: Only physical moves qualify for the boost
  • Status moves: No damage to boost

Strategic Implications

Offensive Benefits

  • Safe attacking: Can use moves without fear of contact abilities
  • Damage boost: Enhanced physical ranged attacks
  • Multi-hit safety: Multi-hit moves won't trigger contact abilities repeatedly
  • Hazard immunity: Avoids Rocky Helmet and similar items

Defensive Considerations

  • No contact abilities: Can't trigger own contact-based abilities
  • Item interactions: Doesn't trigger items that require contact
  • Ability synergy: Pairs well with abilities that enhance physical attacks

Common Users

Based on the SpeciesList analysis, Long Reach appears on:

  • Fighting-types: Timburr line (Timburr, Gurdurr, Conkeldurr)
  • Grass-types: Various Grass starters and their evolutions
  • Water-types: Greninja line and other Water starters
  • Steel-types: Tinkaton line
  • Poison-types: Various Poison specialists
  • Mixed typings: Many Pokémon as innate ability

Competitive Usage Notes

  • Wall-breaking: Enhanced physical non-contact moves help break through defensive Pokémon
  • Safety: Allows aggressive play without contact punishment
  • Team support: Can safely use Earthquake in doubles without contact issues
  • Item synergy: Works well with Choice Band for massive damage boosts
  • Speed control: Bulldoze becomes a safer speed control option

Synergistic Abilities

When used as innate alongside other abilities:

  • Iron Fist: For contact punching moves (though Long Reach prevents contact)
  • Technician: Boosts weaker moves that Long Reach also enhances
  • Sheer Force: Additional damage boost for moves with secondary effects
  • Skill Link: Ensures multi-hit moves hit maximum times safely

Counters and Limitations

  • Special attackers: Long Reach provides no benefit against special moves
  • Status moves: No protection against non-contact status moves
  • Terrain effects: Doesn't prevent terrain-based effects
  • Weather damage: No protection from weather damage
  • Entry hazards: Doesn't prevent hazard damage

Item Interactions

  • Choice Band: Stacks with Long Reach's boost for massive damage
  • Life Orb: Additional damage boost at HP cost
  • Rocky Helmet: Long Reach prevents triggering opponent's Rocky Helmet
  • Protective Pads: Redundant with Long Reach's contact prevention

Notable Interactions

  • Shell Side Arm: Special case that can still make contact under certain conditions
  • Demolitionist: Other abilities can also prevent contact
  • Protective Pads: Item effect is redundant with Long Reach

Version History

  • Introduced in Generation VII as Decidueye's signature ability
  • In Elite Redux, enhanced with damage boost component
  • Available as both regular and innate ability on many Pokémon
  • Integrated into the 4-ability system as a versatile combat ability

Comparison to Similar Abilities

  • Protective Pads (item): Similar contact prevention but no damage boost
  • Magic Guard: Broader protection but no offensive benefit
  • Iron Fist: Boosts contact moves, opposite of Long Reach's focus

Elite Redux Ability Codex