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Loose Quills - Ability ID 401
In-Game Description
"Sets a layer of Spikes when hit (contact move)."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Loose Quills automatically sets a layer of Spikes on the opponent's side when hit by any contact move. Can set up to 3 layers maximum. Each layer deals 12.5%, 16.7%, or 25% of max HP damage when opponents switch in. Perfect for punishing physical attackers and controlling switches.
Character count: 282
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Loose Quills is a defensive ability that automatically sets up Spikes entry hazards when the Pokémon is hit by contact moves. This creates a passive punishment for physical attackers while providing excellent team support through hazard control.
Activation Conditions
- Contact requirement: Only triggers when hit by moves that make physical contact
- Hit requirement: The move must successfully hit and deal damage
- Layer limit: Will not activate if the opponent already has 3 layers of Spikes
- No self-damage: Does not activate on self-inflicted damage or recoil
Technical Implementation
c
// Loose Quills shares implementation with Scrapyard ability
constexpr Ability LooseQuills = {
.onDefender = Scrapyard.onDefender,
};
// Scrapyard/Loose Quills implementation
constexpr Ability Scrapyard = {
.onDefender = +[](ON_DEFENDER) -> int {
CHECK(DidMoveHit())
CHECK(IsMoveMakingContact(move, attacker))
CHECK(gSideTimers[BATTLE_OPPOSITE(battler)].spikesAmount < 3)
BattleScriptCall(BattleScript_DefenderSetsSpikeLayer_Scrapyard);
return TRUE;
},
};
Spikes Damage Calculation
- 1 layer: 12.5% of max HP (1/8)
- 2 layers: 16.7% of max HP (1/6)
- 3 layers: 25% of max HP (1/4)
Damage is calculated based on the switching Pokémon's maximum HP and is not affected by type effectiveness.
Contact Move Examples
Triggers on:
- Physical attacks like Tackle, Quick Attack, Thunder Punch
- Most Fighting, Normal, and physical moves
- U-turn, Volt Switch (if physical contact versions)
Does NOT trigger on:
- Special attacks (Thunderbolt, Flamethrower, etc.)
- Non-contact physical moves (Earthquake, Rock Slide)
- Status moves
- Moves that miss or are blocked
Important Interactions
- Long Reach: Moves with Long Reach will not trigger Loose Quills
- Protective Pads: Held item prevents contact, so no Spikes are set
- Magic Guard: Still sets Spikes even if the defender takes no damage
- Substitute: Sets Spikes when Substitute is hit by contact moves
- Multi-hit moves: Only triggers once per multi-hit attack sequence
Strategic Applications
- Physical wall utility: Punishes common physical attackers
- Team support: Provides passive hazard setting without move slots
- Switch control: Forces opponents to think twice about switching
- Entry hazard stacking: Can combine with Stealth Rock and Toxic Spikes
- Revenge utility: Punishes the attacker even if you're knocked out
Synergies
- Stealth Rock setters: Maximize entry hazard damage
- Toxic Spikes users: Create multiple hazard layers
- Spin blockers: Ghost-types prevent hazard removal
- Sturdy/Focus Sash: Guarantees at least one Spikes layer
- Rocky Helmet: Stacks recoil damage with hazard setting
Counters and Limitations
- Special attackers: Completely avoid triggering the ability
- Non-contact moves: Earthquake, Rock Slide, etc. don't trigger
- Hazard removal: Rapid Spin, Defog clear the Spikes
- Magic Bounce: Reflects the Spikes back to your side
- Flying types/Levitate: Immune to Spikes damage
- Heavy-Duty Boots: Negates Spikes damage on switch-in
Competitive Viability
- Defensive utility: Excellent on bulky physical walls
- Passive support: Provides team utility without sacrificing moveslots
- Meta dependent: More valuable in physical-heavy metagames
- Hazard control: Part of comprehensive entry hazard strategies
- Prediction reward: Rewards switching into predicted physical attacks
Common Users
- Defensive Grass-types (especially those weak to U-turn)
- Steel-type walls that can tank physical hits
- Pokémon with high physical Defense stats
- Team supporters that don't need four attacking moves
Version History
- Introduced in Elite Redux as ability ID 401
- Shares exact implementation with Scrapyard ability
- Part of the expanded ability roster for defensive utility
Related Abilities
- Scrapyard: Identical effect and implementation
- Iron Barbs: Damages contact attackers instead of setting hazards
- Rough Skin: Similar contact punishment concept
- Toxic Debris: Sets Toxic Spikes instead of regular Spikes