Appearance
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
- Contact Prevention: All moves used by the Pokémon are treated as non-contact moves
- 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