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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)
- Must be a contact move (checked via
- 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