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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