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Itchy Defense - Ability ID 476
In-Game Description
"Causes infestation when hit by a contact move."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Itchy Defense automatically traps attackers with Infestation when hit by contact moves. The trapped opponent suffers 1/8 maximum HP damage each turn for 4-5 turns and cannot switch out. Works only against contact moves that successfully hit, making it a strong deterrent against physical attackers.
Character count: 298
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Itchy Defense is a defensive ability that automatically inflicts the Infestation trapping effect on any attacker that hits the user with a contact move. This creates a powerful deterrent against physical attackers by punishing direct contact.
Activation Conditions
- Contact requirement: The attacking move must have the contact flag
- Hit requirement: The move must successfully connect (not miss, be blocked by Protect, etc.)
- Damage requirement: The ability checks ShouldApplyOnHitAffect, so it likely requires actual damage
- Status check: Will not trigger if the attacker is already trapped (STATUS2_WRAPPED)
Trapping Effect Details
- Damage: 1/8 of the trapped Pokémon's maximum HP per turn
- Duration: 4-5 turns (randomly determined)
- Base duration: 4-5 turns (Random() % 2 + 4)
- With Grip Claw: 7 turns
- Move association: The trap is treated as if caused by the move Infestation
- Switch prevention: Trapped Pokémon cannot switch out or flee
Technical Implementation
c
// Itchy Defense triggers when hit by contact moves
constexpr Ability ItchyDefense = {
.onDefender = +[](ON_DEFENDER) -> int {
CHECK(ShouldApplyOnHitAffect(attacker)) // Must be valid hit
CHECK(IsMoveMakingContact(move, attacker)) // Must be contact move
CHECK_NOT(gBattleMons[attacker].status2 & STATUS2_WRAPPED) // Not already trapped
// Apply trap status
gBattleMons[attacker].status2 |= STATUS2_WRAPPED;
// Set duration (4-5 turns, 7 with Grip Claw)
if (GetBattlerHoldEffect(battler, TRUE) == HOLD_EFFECT_GRIP_CLAW)
gVolatileStructs[attacker].wrapTurns = 7;
else
gVolatileStructs[attacker].wrapTurns = (Random() % 2) + 4;
// Set as Infestation effect
gBattleStruct->wrappedMove[attacker] = MOVE_INFESTATION;
gBattleStruct->wrappedBy[attacker] = battler;
BattleScriptCall(BattleScript_AttackerBecameInfested);
return TRUE;
},
};
Important Interactions
- Multiple hits: Each contact hit can potentially trigger, but won't stack if already trapped
- Substitute: Contact moves that hit substitute will not trigger the ability
- Magic Guard: Trapped Pokémon with Magic Guard will not take the end-of-turn damage
- Shed Shell: Pokémon holding Shed Shell can still switch out despite being trapped
- Ghost types: In Gen 6+, Ghost types can still switch out despite being trapped
- Rapid Spin: Can remove the trap status from the trapped Pokémon
Status Priority and Timing
- Activation timing: Triggers immediately after taking damage from contact move
- End-of-turn damage: Occurs during end-of-turn effects, dealing 1/8 max HP
- Duration countdown: Decreases by 1 each turn until reaching 0
- Trap release: Pokémon is freed when duration reaches 0
Grip Claw Interaction
The ability specifically checks if the defending Pokémon (with Itchy Defense) has Grip Claw:
- Extended duration: Increases trap duration from 4-5 turns to 7 turns
- Strategic use: Makes the ability more threatening with proper item support
AI Behavior
The AI recognizes this ability and will:
- Contact avoidance: Avoid using contact moves when possible
- Trap evaluation: Uses AI_SCORE_WRAP to evaluate the threat level
- Move selection: May prefer special/non-contact moves against this ability
Contact Move Examples
Triggers on: Tackle, Scratch, Bite, Thunder Punch, Ice Punch, Close Combat, U-turn Doesn't trigger on: Thunderbolt, Surf, Earthquake, Rock Slide, Stealth Rock
Strategic Implications
- Physical deterrent: Heavily discourages physical attackers
- Switch control: Can trap key threats and prevent pivoting
- Residual damage: Provides consistent damage over multiple turns
- Item synergy: Works well with Grip Claw for extended trapping
- Defensive utility: Punishes common physical moves like U-turn and contact priority moves
Common Users
- Defensive Pokémon that frequently take contact moves
- Pokémon with high defensive stats that can survive to activate the effect
- Stall-oriented team members looking to punish physical attackers
Competitive Usage Notes
- Anti-physical: Excellent against physical sweepers and U-turn users
- Trap damage: Provides chip damage that can wear down bulky threats
- Switch advantage: Can force favorable matchups by preventing switches
- Multi-hit weakness: Abilities like Skill Link can potentially activate multiple times
- Item dependency: Grip Claw significantly improves effectiveness
Counters
- Special moves: Use non-contact moves to avoid triggering
- Long Reach: Ability makes contact moves non-contact
- Shed Shell: Allows escape from trap status
- Magic Guard: Prevents end-of-turn damage from trap
- Ghost typing: Can switch out despite being trapped (Gen 6+)
- Rapid Spin: Can remove trap status
- Substitute: Blocks the ability from triggering
Synergies
- Grip Claw: Extends trap duration from 4-5 turns to 7 turns
- Binding Band: Increases trap damage from 1/8 to 1/6 max HP
- Bulky builds: High defensive stats ensure survival to activate effect
- Status moves: Can use the trapped turns to set up or inflict status
- Entry hazards: Combine with hazards to maximize damage over time
Version History
- New ability in Elite Redux
- Uses modern binding mechanics (1/8 HP damage per turn)
- Follows Gen 6+ trap escape rules for Ghost types
- AI properly evaluates the threat level
Related Abilities
- Rough Skin: Also punishes contact moves but with immediate damage
- Iron Barbs: Similar to Rough Skin but Steel-type themed
- Aftermath: Punishes fainting from contact moves
- Flame Body/Static/Poison Point: Inflict status from contact moves
- Gooey/Tangling Hair: Reduce Speed from contact moves