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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
  • 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

Elite Redux Ability Codex