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Spike Armor - Ability ID 537

In-Game Description

"30% chance to bleed on contact or offense."

Extended In-Game Description

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

Spike Armor has a 30% chance to inflict bleeding on contact moves, both when attacking and being attacked. Bleeding causes 1/16 max HP damage per turn. Rock and Ghost types are immune to bleeding, as are Pokemon already afflicted with status conditions.

Character count: 290

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

  • Trigger Rate: 30% chance to inflict bleeding
  • Activation Conditions:
    • Must be a contact move (checked via IsMoveMakingContact)
    • Triggers both when using contact moves (onAttacker) and when hit by contact moves (onDefender)
    • Target must be able to bleed (CanBleed check)
  • Effect: Inflicts bleeding status condition on the target

Bleeding Status Condition

  • Damage: 1/16 of max HP per turn (minimum 1 HP if calculation results in 0)
  • Duration: Until cured, switched out, or battle ends
  • Type: Primary status condition (mutually exclusive with burn, poison, paralysis, etc.)

Technical Implementation

cpp
ON_EITHER(SpikeArmor) {
    CHECK(ShouldApplyOnHitAffect(opponent))
    CHECK(CanBleed(opponent))
    CHECK(IsMoveMakingContact(move, gBattlerAttacker))
    CHECK(Random() % 100 < 30)

    AbilityStatusEffectSafe(MOVE_EFFECT_BLEED, battler, opponent);
    return TRUE;
}

#define BLEED_DAMAGE(hp) (hp / 16)

Bleeding Immunity

Pokemon immune to bleeding:

  • Type Immunity: Rock-type and Ghost-type Pokemon
  • Status Immunity: Pokemon already affected by any primary status condition
  • Ability Immunity: Pokemon with abilities that prevent status conditions
  • Special Cases: Mycelium Might can override some immunities

Contact Moves That Trigger Spike Armor

Any move with the contact flag, including but not limited to:

  • Physical moves like Tackle, Body Slam, Earthquake (if contact-based)
  • Multi-hit moves like Fury Attack, Pin Missile
  • Priority moves like Quick Attack, Mach Punch
  • Does NOT trigger on non-contact moves like Psychic, Flamethrower, Surf

Strategic Implications

Offensive Usage:

  • Punishes physical attackers that rely on contact moves
  • Creates chip damage over time to wear down opponents
  • Pairs well with defensive strategies and stall tactics

Defensive Usage:

  • Deters contact-based physical attackers
  • Provides passive damage without requiring setup
  • Especially effective against fast physical sweepers

Common Users

Based on proto analysis, Spike Armor is found on several Pokemon including:

  • Various defensive and bulky Pokemon
  • Some offensive Pokemon as either main or innate ability
  • Multiple evolution lines with different ability combinations

Competitive Usage Notes

  • Meta Role: Anti-physical deterrent ability
  • Team Synergy: Works well with defensive cores and status-spreading teams
  • Timing: Most effective early-game when opponents haven't taken other status damage
  • Prediction: Forces opponents to consider non-contact alternatives

Counters and Limitations

Direct Counters:

  • Rock and Ghost types (complete immunity)
  • Pokemon with status immunity abilities
  • Non-contact move users (special attackers, projectile moves)
  • Clerics with status healing moves

Situational Limitations:

  • Only 30% activation rate makes it unreliable
  • Blocked by existing status conditions
  • Magic Guard prevents bleeding damage
  • Substitute blocks the ability from triggering

Synergies

Ability Synergies:

  • Magic Guard (on teammates) - protects from bleeding damage
  • Guts (on opponents) - can backfire by boosting Attack
  • Status immunity abilities provide protection

Move Synergies:

  • Status moves to apply conditions before bleeding can trigger
  • Entry hazards to complement chip damage strategy
  • Healing moves to outlast bleeding effects

Item Synergies:

  • Leftovers/recovery items to offset bleeding damage
  • Status-healing berries as safety nets
  • Rocky Helmet for additional contact punishment

Version History

  • Introduced in Elite Redux as part of the expanded ability system
  • Part of the bleeding status condition mechanic unique to Elite Redux
  • Ability ID 537 in the ability enum system

Elite Redux Ability Codex