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Clap Trap - Ability ID 531
In-Game Description
"Counters contact with 50BP Snap Trap."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Clap Trap counters contact moves by immediately using Snap Trap with 50 base power against the attacker. The Steel-type retaliation traps opponents for 4-5 turns while dealing damage. Only activates when hit by contact moves, providing excellent defensive utility and battlefield control.
Character count: 288
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
- Trigger Condition: Only activates when the user is hit by a contact move
- Retaliation Move: Uses Snap Trap (MOVE_SNAP_TRAP) with fixed 50 base power
- Type: Steel-type move (inherits from Snap Trap)
- Accuracy: 85% (inherits from Snap Trap base accuracy)
- Target: The attacking Pokémon that made contact
Technical Implementation
cpp
constexpr Ability SnapTrapWhenHit = {
.onDefender = +[](ON_DEFENDER) -> int {
CHECK(ShouldApplyOnHitAffect(attacker))
CHECK(IsMoveMakingContact(move, attacker))
UseOutOfTurnAttack(battler, attacker, ability, MOVE_SNAP_TRAP, 50);
return FALSE;
},
};
Snap Trap Move Details
- Base Power: 100 (but Clap Trap uses fixed 50 power)
- Type: Steel
- Effect: EFFECT_TRAP - traps target for 4-5 turns
- PP: 10
- Accuracy: 85%
- Contact: No
- Category: Physical
Activation Conditions
- Required: User must be hit by a contact move
- Blocked by:
- Non-contact moves (special attacks, status moves, etc.)
- Magic Guard protecting the attacker
- Moves that don't make contact (Earthquake, Surf, etc.)
Contact Moves (Examples)
- Physical attacks: Tackle, Punch moves, Bite moves, most physical attacks
- Special contact moves: Grass Knot, Draining Kiss
- Multi-hit contact: Fury Swipes, Pin Missile (triggers on each hit)
Trapping Effect
- Target cannot switch out for 4-5 turns (random duration)
- Takes 1/8 of target's max HP damage each turn while trapped
- Trapping ends early if the user switches out or faints
- Trapped Pokémon can still attack normally
Strategic Implications
- Defensive Utility: Punishes physical attackers while providing board control
- Damage Over Time: Combines immediate retaliation with ongoing trap damage
- Switch Prevention: Forces opponents to commit to battle or use specific escape moves
- Steel Typing: Benefits from Steel-type STAB users and resists common types
Damage Calculation
- Uses the user's Attack stat vs target's Defense stat
- Fixed 50 base power regardless of Snap Trap's normal 100 power
- Can receive STAB bonus if user is Steel-type
- Affected by type effectiveness (Steel vs target's typing)
Common Users
Based on proto analysis:
- Stunfisk (Galarian): Has Clap Trap as an ability option
- Various Steel-types: Likely distributed to defensive Steel-type Pokémon
Competitive Usage Notes
- Tank Role: Excellent on defensive Pokémon that expect to take contact moves
- Pivot Punishment: Deters U-turn, Volt Switch, and other contact pivot moves
- Physical Wall: Enhances the role of defensive Pokémon against physical attackers
- Setup Counter: Punishes setup sweepers that rely on contact moves
Counters
- Special Attackers: Completely avoid triggering the ability
- Non-contact Physical: Earthquake, Rock Slide, etc. don't trigger
- Ghost-types: Immune to Steel-type Snap Trap damage
- Magic Guard: Prevents the user from taking trap damage
- Rapid Spin/Defog: Can remove trap effects
Synergies
- Steel-types: Gain STAB on the Snap Trap retaliation
- Defensive Items: Leftovers, Rocky Helmet stack with trap damage
- Entry Hazards: Combine with Spikes/Stealth Rock for additional pressure
- Status Moves: Sleep/Paralyze trapped opponents for maximum value
Version History
- Elite Redux Custom: Introduced as ABILITY_SNAP_TRAP_WHEN_HIT (ID 531)
- Elite Redux Implementation: Uses UseOutOfTurnAttack system with fixed 50 power
- Current Status: Active ability in Elite Redux v2024+