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Low Blow - Ability ID 384

In-Game Description

"Attacks with 40BP Feint Attack on switch-in."

Extended In-Game Description

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

Low Blow automatically uses a 40 BP Feint Attack when switching in, targeting a random opponent. Dark-type physical attack that never misses and cannot be avoided by evasion boosts. Reduced from the move's normal 80 BP. Excellent for breaking Focus Sash items and Sturdy.

Character count: 285

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Low Blow is an aggressive entry ability that automatically uses a modified version of Feint Attack when the Pokémon switches into battle, forcing immediate offensive pressure with guaranteed chip damage.

Activation Conditions

  • Trigger: Activates immediately upon switching into battle
  • Target selection: Targets a random opponent in battle
  • Move properties: Uses Feint Attack with 40 BP instead of normal 80 BP
  • Type: Dark-type physical attack
  • Accuracy: Cannot miss (Feint Attack's inherent property)

Technical Implementation

c
constexpr Ability LowBlow = {
    .onEntry = +[](ON_ENTRY) -> int { 
        return UseEntryMove(battler, ability, MOVE_FEINT_ATTACK, 40); 
    },
};

The ability uses the UseEntryMove function to execute Feint Attack with reduced power on switch-in.

Feint Attack Mechanics

Based on the move's implementation:

  • Never misses: Bypasses all accuracy and evasion modifications
  • Physical attack: Uses user's Attack stat and target's Defense stat
  • Contact move: Makes contact for abilities like Static, Flame Body
  • Dark-type: Benefits from STAB on Dark-type users
  • Power: Reduced from 80 BP to 40 BP for balance

Important Interactions

  • STAB bonus: Dark-type users get 1.5x damage (40 BP becomes 60 effective BP)
  • Guaranteed hit: Cannot be avoided by evasion boosts or accuracy drops
  • Multi-target: In doubles, targets one random opponent
  • Priority: No priority; uses standard switch-in timing
  • Type effectiveness: Subject to normal type chart (resisted by Fighting, Dark, Fairy)

Strategic Implications

  • Guaranteed damage: Forces chip damage on every switch-in
  • Focus Sash breaker: 40 BP is sufficient to break Focus Sash items
  • Sturdy breaker: Can break Sturdy ability to enable KOs
  • Entry hazard synergy: Combines with Stealth Rock/Spikes for cumulative damage
  • Pivot strategy: Works excellently with U-turn/Volt Switch users
  • Mind games: Forces opponents to consider switching costs

Defensive Counterplay

  • Type resistance: Fighting, Dark, and Fairy types resist Dark attacks
  • Steel immunity: Steel types are immune to Dark-type moves in some contexts
  • Protect/Detect: Can block the entry move if predicted correctly
  • Intimidate: Reduces incoming damage by lowering Attack stat
  • Rocky Helmet: Deals contact damage back to the user
  • Rough Skin/Iron Barbs: Punishes the contact move with recoil

Common Users

Based on the ability implementation, this is typically found on:

  • Dark-type Pokémon with sneaky or underhanded themes
  • Pokémon with decent Attack stats to maximize damage potential
  • Pivot Pokémon designed to switch in and out frequently
  • Pokémon built for disrupting opponent's strategies

Competitive Usage Notes

  • Chip damage tool: Provides consistent damage output on switches
  • Hazard complement: Works well with entry hazards for KO setups
  • Pivot support: Excellent on U-turn/Volt Switch users
  • Anti-setup: Discourages opponent setup by forcing immediate damage
  • Sash breaking: Counters Focus Sash strategies effectively
  • Double battles: Random targeting can disrupt opponent positioning

Synergies

  • Life Orb: Boosts the entry move damage significantly (40 BP → 52 BP)
  • Choice Band: Increases damage output with Attack boost
  • Entry hazards: Stealth Rock + Low Blow creates immediate pressure
  • Pivot moves: U-turn/Volt Switch after dealing entry damage
  • Speed control: Works well with Thunder Wave or other speed control
  • Knock Off: Follows up by removing opponent's items

Counters

  • Type resistance: Fighting/Dark/Fairy types take reduced damage
  • Protective moves: Protect, Detect, Spiky Shield block the move
  • High Defense: Physically defensive Pokémon minimize damage
  • Contact punishment: Static, Flame Body, Effect Spore abilities
  • Aftermath: Can KO the user if Low Blow brings opponent to 1 HP
  • Rocky Helmet/Rough Skin: Punishes contact with recoil damage

Comparison to Similar Abilities

  • vs. Phantom Thief: Low Blow focuses on damage, Phantom Thief steals stats
  • vs. Entry hazards: Guaranteed single-target damage vs. team-wide pressure
  • vs. Intimidate: Offensive pressure vs. defensive stat reduction
  • vs. Weather abilities: Immediate damage vs. field condition setup

Tier Assessment

Tier: B+

  • Reliable and consistent effect that always provides value
  • Good utility for breaking defensive items and abilities
  • Excellent on pivot Pokémon and offensive teams
  • Not overpowered due to moderate damage and resistances
  • Solid choice for aggressive team compositions

Version History

  • Elite Redux custom ability (ID 384)
  • Part of the expanded ability roster beyond Generation VIII
  • Uses existing Feint Attack mechanics with entry trigger
  • Reduced power from 80 BP to 40 BP balances automatic activation

Technical Notes

  • Uses MOVE_FEINT_ATTACK (ID 185) with modified 40 BP
  • Triggers through onEntry ability hook in the battle engine
  • Benefits from all normal move mechanics (STAB, items, type effectiveness)
  • Subject to standard battle mechanics and damage calculation formulas
  • Cannot miss property is inherent to Feint Attack itself

Elite Redux Ability Codex