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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
  • 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

Elite Redux Ability Codex