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Toxic Debris - Ability ID 402

In-Game Description

"Sets a layer of Toxic Spikes when hit by contact moves."

Extended In-Game Description

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

Toxic Debris automatically sets a layer of Toxic Spikes on the opponent's side when hit by any contact move. Each layer poisons switching Pokémon: one layer causes regular poison, two layers cause badly poisoned. Maximum of two layers possible. Excellent for passive hazard control and chip damage.

Character count: 298

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Toxic Debris is a defensive ability that automatically sets up entry hazards whenever the Pokémon is damaged by a contact move. The ability provides passive board control by punishing physical attackers with hazard placement.

Activation Conditions

  • Move requirement: The attacking move must make contact with the Pokémon
  • Hit requirement: The move must successfully connect and deal damage
  • Layer limit: Will only activate if the opponent's side has fewer than 2 Toxic Spikes layers
  • Timing: Activates immediately after taking damage from the contact move

Toxic Spikes Mechanics

  • Layer 1: Causes regular poison (lose 1/8 HP per turn) to grounded Pokémon that switch in
  • Layer 2: Causes badly poisoned status (damage increases each turn: 1/16, 2/16, 3/16, etc.)
  • Maximum layers: 2 layers total can be set on each side
  • Absorption: Poison-type Pokémon absorb all layers when switching in
  • Immunity: Flying-type, Levitate, and other non-grounded Pokémon are unaffected

Technical Implementation

c
constexpr Ability ToxicDebris = {
    .onDefender = +[](ON_DEFENDER) -> int {
        CHECK(DidMoveHit())                                          // Move must hit
        CHECK(IsMoveMakingContact(move, attacker))                   // Must be contact move
        CHECK(gSideTimers[BATTLE_OPPOSITE(battler)].toxicSpikesAmount < 2)  // Max 2 layers

        BattleScriptCall(BattleScript_DefenderSetsToxicSpikeLayer);  // Set the layer
        return TRUE;
    },
};

Important Interactions

  • Multi-hit moves: Each hit can potentially trigger the ability (if layers available)
  • Substitute: Ability won't activate if the Pokémon is behind a substitute
  • Ability suppression: Doesn't work if ability is suppressed (Mold Breaker, etc.)
  • Battle message: Displays "Poison spikes were scattered around [opponent's] feet!"
  • Contact moves only: Non-contact moves (Earthquake, Flamethrower, etc.) won't trigger

Contact Move Examples

Common contact moves that trigger Toxic Debris:

  • Physical attacks: Tackle, Body Slam, Earthquake (wait, Earthquake isn't contact)
  • Punch moves: Fire Punch, Ice Punch, Thunder Punch
  • Slashing moves: Slash, Night Slash, Psycho Cut
  • Biting moves: Bite, Crunch, Fire Fang

Non-contact moves that DON'T trigger:

  • Earthquake, Rock Slide, Flamethrower
  • Most special attacks
  • Projectile moves like Rock Throw

Strategic Implications

  • Passive hazard setting: Forces entry hazards without using move slots
  • Physical deterrent: Discourages contact move usage against the Pokémon
  • Team support: Benefits the entire team by controlling switches
  • Chip damage accumulation: Provides consistent damage over time
  • Stall synergy: Excellent on defensive teams that want to wear down opponents

AI Considerations

The AI recognizes Toxic Debris as a hazard-setting ability and will:

  • Evaluate the benefit of setting Toxic Spikes layers
  • Consider switching to non-contact moves when possible
  • Factor hazard value into damage calculations

Common Users

Toxic Debris is typically found on:

  • Defensive Poison-type Pokémon
  • Tank Pokémon that can survive multiple contact moves
  • Pokémon designed for hazard stacking strategies
  • Support Pokémon that benefit teams through passive effects

Competitive Usage Notes

  • Entry hazard support: Complements traditional hazard setters
  • Anti-physical: Particularly effective against physical attackers
  • Residual damage: Provides consistent chip damage throughout battle
  • Switch punishment: Makes opponent's switching more costly
  • Stealth Rock synergy: Works well with other entry hazards for maximum pressure

Counters

  • Non-contact moves: Use special attacks or non-contact physical moves
  • Rapid Spin/Defog: Remove the hazards after they're set
  • Poison-types: Switch in Poison-types to absorb the Toxic Spikes
  • Magic Guard: Pokémon with Magic Guard ignore poison damage
  • Ability suppression: Mold Breaker bypasses the ability entirely
  • Steel/Poison immunity: These types can't be poisoned

Synergies

  • Stealth Rock: Combines with other hazards for maximum entry damage
  • Spikes: Stacks with regular Spikes for even more switch punishment
  • Sticky Web: Speed reduction plus poison creates switching nightmares
  • Toxic Spill: Other Toxic Spikes setting abilities for faster setup
  • Pressure/Unnerve: Other passive abilities that punish opponents

Hazard Interaction Details

  • Maximum effectiveness: 2 layers of Toxic Spikes + 3 layers of Spikes + Stealth Rock
  • Clearing methods: Rapid Spin, Defog, and Court Change can remove hazards
  • Poison absorption: Only Poison-types absorb Toxic Spikes, not other hazards
  • Flying immunity: Flying-types avoid all ground-based hazards
  • Heavy-Duty Boots: Completely negate all entry hazard damage

Version History

  • New ability introduced in Elite Redux
  • Part of the expanded ability roster for enhanced strategic depth
  • Fills the niche of passive hazard setting through defensive play
  • Complements existing hazard-based strategies and team compositions

Elite Redux Ability Codex