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Razor Sharp - Ability ID 730

In-Game Description

"Critical hits also inflict bleeding."

Extended In-Game Description

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

Razor Sharp inflicts bleeding status on opponents when the Pokémon lands a critical hit. Bleeding deals 1/16 max HP damage per turn and prevents healing until cured. Only affects Pokémon that can normally be afflicted with status conditions. Rock and Ghost types are immune to bleeding effects.

Character count: 294

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Razor Sharp is an offensive ability that applies the bleeding status condition to opponents when the user lands a critical hit. Bleeding is a damaging status condition that deals consistent damage over time and prevents recovery.

Activation Conditions

  • Critical hit requirement: The attack must be a critical hit
  • Target requirements: Target must be able to receive status conditions
  • Damage requirement: The attack must successfully hit and deal damage
  • Status immunity: Respects all normal status immunity rules

Status Effect Details

  • Bleeding damage: Deals 1/16 of the target's maximum HP per turn
  • Timing: Damage occurs during the end-of-turn status damage phase
  • Healing prevention: Prevents all forms of healing while active
  • Stat buffs: Prevents stat increases while bleeding
  • Duration: Lasts until cured by normal status-curing methods

Technical Implementation

c
constexpr Ability RazorSharp = {
    .onAttacker = +[](ON_ATTACKER) -> int {
        CHECK(ShouldApplyOnHitAffect(target))
        CHECK(CanBleed(target))
        CHECK(gIsCriticalHit)

        return AbilityStatusEffect(MOVE_EFFECT_BLEED);
    },
};

Bleeding Status Mechanics

  • Damage calculation: BLEED_DAMAGE(hp) = hp / 16
  • Type immunities: Rock and Ghost types cannot be inflicted with bleeding
  • Minimum damage: Always deals at least 1 HP damage per turn
  • Magic Guard: Blocked by Magic Guard ability
  • Status priority: Cannot be applied if target already has a major status condition

Important Interactions

  • Critical hit synergy: Works with any move that can critical hit
  • Multi-hit moves: Each hit can potentially trigger if it crits
  • Contact moves: No contact requirement, works with all move types
  • Substitute: Cannot inflict bleeding on substitute users
  • Focus Sash/Sturdy: Bleeding damage can break these on subsequent turns

Status Cure Methods

  • Natural healing: Pecha Berry, Aromatherapy, Heal Bell
  • Switching: Does not cure by switching (unlike poison in some games)
  • Items: Full Heal, Status cure items
  • Moves: Refresh, Rest (clears all status)
  • Abilities: Natural Cure (on switch), Shed Skin (chance each turn)

Strategic Implications

  • Crit-focused builds: Synergizes with high critical hit ratio moves
  • Scope Lens/Razor Claw: Items that boost crit rate enhance ability
  • Super Luck: Ability that increases crit rate pairs well
  • Pressure application: Forces opponents to cure status or suffer damage
  • Anti-recovery: Shuts down healing strategies effectively

Common Users

  • Pokémon with naturally high critical hit ratios
  • Physical attackers with access to high-crit moves
  • Pokémon with Super Luck or similar abilities
  • Fast Pokémon that can apply pressure quickly

Competitive Usage Notes

  • Crit rate importance: Ability effectiveness scales with critical hit frequency
  • Move selection: Favor moves with high critical hit ratios
  • Item synergy: Critical hit boosting items maximize ability value
  • Team support: Benefits from crit rate support from teammates
  • Matchup dependent: Most effective against bulky, defensive teams

Counters

  • Type immunities: Rock and Ghost types completely immune
  • Status immunity: Abilities like Limber, Water Veil (if they block bleeding)
  • Clerics: Pokémon with Aromatherapy/Heal Bell
  • Natural Cure: Ability that removes status on switch
  • Lum Berry: Auto-cures bleeding status
  • Magic Guard: Prevents bleeding damage

Synergies

  • Super Luck: Doubles critical hit rate
  • Scope Lens/Razor Claw: Boosts critical hit rate
  • Focus Energy: Increases critical hit stage
  • High crit moves: Slash, Psycho Cut, Stone Edge
  • Speed control: Helps land critical hits before opponent can heal

Comparison to Similar Abilities

  • To The Bone: Also inflicts bleeding on crits but adds 1.5x crit damage
  • Poison Point: Inflicts poison on contact (30% chance)
  • Static: Inflicts paralysis on contact (30% chance)
  • Flame Body: Inflicts burn on contact (30% chance)

Version History

  • Elite Redux exclusive ability
  • Part of the expanded status condition system
  • Bleeding status introduced alongside this ability
  • Designed to reward critical hit focused gameplay

Meta Impact

  • Encourages critical hit rate investment in competitive play
  • Provides alternative win condition through status damage
  • Creates tension between offensive and defensive strategies
  • Adds complexity to healing and recovery management

Elite Redux Ability Codex