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Whiplash - Ability ID 722

In-Game Description

"Physical attacks lower defense."

Extended In-Game Description

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

Whiplash lowers the target's Defense by one stage when hitting with physical attacks. Each target can only be affected once per turn. Works with all physical moves including multi-hit attacks. The Defense drop occurs after damage, helping break through defensive walls and support teammates.

Character count: 291

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Whiplash is an offensive ability that weakens the target's defensive capabilities through physical attacks. When the user hits a target with any physical move, the target's Defense stat is lowered by one stage.

Activation Conditions

  • Move type requirement: Only physical moves trigger the ability
  • Hit requirement: The move must successfully hit and deal damage
  • Once per turn per target: Each individual target can only have their Defense lowered once per turn by this ability
  • Multiple targets: In multi-target scenarios, each opponent can be affected separately

Technical Implementation

c
constexpr Ability Whiplash = {
    .onAttacker = +[](ON_ATTACKER) -> int {
        CHECK(ShouldApplyOnHitAffect(target))
        CHECK(IS_MOVE_PHYSICAL(move))
        CHECK(StatLowerableOrMirrorArmor(target, STAT_DEF))

        int affected = GetOncePerTurnAbilityCounter(battler, ability);
        CHECK_NOT(affected & (1 << target))

        SetOncePerTurnAbilityCounter(battler, ability, affected | (1 << target));
        return AbilityStatusEffect(MOVE_EFFECT_DEF_MINUS_1);
    },
};

Important Interactions

  • Timing: Defense drop occurs after damage calculation
  • Multi-hit moves: Only triggers once per target per turn, not per hit
  • Contact vs non-contact: Works with both contact and non-contact physical moves
  • Substitute: Cannot lower Defense through Substitute
  • Mirror Armor: Blocked by Mirror Armor (Defense drop reflected back)
  • Clear Body/White Smoke: Blocked by stat-lowering immunity abilities
  • Mist/Safeguard: Blocked by team-wide stat protection

Move Compatibility

  • All physical moves: Every physical attack can trigger Whiplash
  • Priority moves: Works with Fake Out, Extreme Speed, etc.
  • Multi-hit moves: Rock Blast, Bullet Seed, etc. (once per turn limit still applies)
  • Recoil moves: Double-Edge, Brave Bird, etc.
  • Contact moves: Tackle, Return, Close Combat, etc.
  • Non-contact physical: Rock Slide, Earthquake, etc.

Strategic Applications

  • Wall breaking: Excellent for wearing down defensive Pokémon
  • Team support: Weakens targets for teammates to finish
  • Sweeper setup: Creates opportunities for physical sweepers
  • Pivot utility: Can weaken foes before switching
  • Anti-stall: Pressures defensive strategies

Defensive Counterplay

  • Stat reset: Haze, Clear Smog reset Defense drops
  • Stat immunity: Clear Body, White Smoke, Full Metal Body
  • Stat reflection: Mirror Armor reflects the Defense drop
  • Substitute: Blocks the stat drop effect
  • Special attackers: Unaffected by Defense drops
  • Evasion: Missing attacks prevents ability activation

Team Synergies

  • Physical sweepers: Benefit from pre-weakened targets
  • Entry hazard setters: Combine with Stealth Rock for chip damage
  • Pivot moves: U-turn/Volt Switch after weakening foes
  • Choice item users: Can weaken multiple targets before switching
  • Mixed attackers: Can use both physical and special moves

Common Users

  • Physical attackers who want utility beyond just damage
  • Pokémon with good Speed and multiple physical moves
  • Lead Pokémon that can pressure early game
  • Pivot Pokémon that switch frequently
  • Pokémon with priority moves for guaranteed activation

Competitive Usage Notes

  • Early game pressure: Excellent for gaining early advantages
  • Mid-game utility: Helps break through defensive cores
  • Late game cleanup: Weakens remaining walls for sweepers
  • Doubles/Multi-battles: Can affect multiple targets per turn
  • Risk/reward: Must use physical moves to gain utility

Version History

  • Elite Redux exclusive ability
  • Designed as a physical attack utility ability
  • Balanced with once-per-turn limitation to prevent excessive stacking
  • Part of the expanded ability roster for strategic diversity

Elite Redux Ability Codex