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Blur - Ability ID 809

In-Game Description

"Uses Speed as defense stat when hit by contact."

Extended In-Game Description

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

When hit by contact moves, the Pokémon uses its Speed stat instead of Defense or Special Defense for damage calculations. This makes fast Pokémon extremely tanky against physical attacks like Tackle, Punch moves, and Earthquake while remaining vulnerable to special projectiles.

Character count: 290

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Blur replaces the defender's Defense or Special Defense stat with their Speed stat when calculating damage from contact moves. This stat substitution occurs during the defensive stat calculation phase of damage calculation.

Activation Conditions

  • Trigger: When the Pokémon with Blur is hit by a contact move
  • Contact Move Definition: Moves with the contact = TRUE flag in their move data
  • Target Application: Applied to the Pokémon with Blur when defending

Technical Implementation

cpp
constexpr Ability Blur = {
    .onChooseDefensiveStat = +[](ON_CHOOSE_DEFENSIVE_STAT) -> int {
        CHECK(IsMoveMakingContact(move, gBattlerAttacker))
        return STAT_SPEED;
    },
    .onChooseDefensiveStatFor = APPLY_ON_TARGET,
};

The ability hooks into the onChooseDefensiveStat callback which is called during damage calculation in CalcDefenseStat(). When a contact move hits, it returns STAT_SPEED instead of the default STAT_DEF or STAT_SPDEF.

Contact Moves (Examples)

Physical Contact Moves:

  • Tackle, Scratch, Pound
  • Punch moves (Mach Punch, Thunder Punch, etc.)
  • Bite, Crunch
  • Earthquake, Rock Slide
  • Slash, Cut
  • Most physical melee attacks

Special Contact Moves:

  • Petal Dance
  • Grass Knot
  • Some signature special moves

Non-Contact Moves (Not Affected)

  • Flamethrower, Ice Beam, Thunderbolt
  • Hyper Beam, Solar Beam
  • Psychic, Shadow Ball
  • Most projectile-based moves
  • Most special attacks

Damage Calculation Formula

When hit by contact moves:

  • Normal: Damage = (Attack × Move Power) / Defense
  • With Blur: Damage = (Attack × Move Power) / Speed

Numerical Impact

For a Pokémon with:

  • Defense: 70
  • Special Defense: 70
  • Speed: 140

Against a contact move, effective bulk is doubled (140 vs 70).

Interactions with Other Mechanics

  • Stat Boosts: Speed boosts increase defensive effectiveness
  • Stat Drops: Speed drops reduce defensive effectiveness
  • Items:
    • Choice Scarf boosts Speed → increased bulk
    • Iron Ball reduces Speed → decreased bulk
    • Assault Vest has no effect on Blur
  • Abilities:
    • Speed Boost indirectly increases bulk over time
    • Paralysis status condition reduces effective Defense
    • Unaware ignores opponent's Speed boosts when calculating damage

Bypassing Effects

  • Long Reach: Prevents moves from making contact, so Blur won't activate
  • Protective Pads: Held by attacker prevents contact, so Blur won't activate
  • Punching Glove: For punch moves, prevents contact

Strategic Implications

Strengths:

  • Excellent against physical sweepers
  • Synergizes with Speed-boosting moves/abilities
  • Makes fast, frail Pokémon surprisingly bulky against contact moves
  • Effective against priority contact moves

Weaknesses:

  • Completely ineffective against special projectiles
  • Vulnerable to status moves
  • Speed drops severely impact bulk
  • Paralysis cripples both offense and defense

Example Damage Calculations

Scenario: Opponent's 252 Atk Garchomp Earthquake vs Blur Pokémon

  • Base Stats: 70 HP / 70 Def / 140 Spe
  • Without Blur: 85-100% damage (likely OHKO)
  • With Blur: 42-50% damage (easy 2HKO)

Common Users

Based on the codebase, Pokémon with Blur ability include:

  • High-speed Pokémon as regular or innate ability
  • Pokémon with 125+ Speed stats
  • Often paired with other speed-based abilities like Unburden or Speed Boost

Competitive Usage Notes

  • Role: Defensive pivot against physical attackers
  • Synergy: Works well with speed control and priority moves
  • Counters: Special attackers, status moves, Trick Room
  • Team Support: Provides unique defensive profile

Counters

  • Special Attackers: Completely bypass the ability
  • Status Moves: Sleep, paralysis, toxic
  • Speed Control: Trick Room, Thunder Wave
  • Non-Contact Physical: Moves like Rock Slide, Earthquake (if non-contact)

Synergies

  • Speed Boost: Gradually increases bulk
  • Choice Scarf: Immediate Speed boost
  • Tailwind: Team speed support
  • U-turn/Volt Switch: Maintains momentum while using bulk

Version History

  • Elite Redux: Introduced as part of the expanded ability system
  • ID 809: Part of the 800+ custom ability range
  • Counterpart: Pairs with Elude (ABILITY_ELUDE) which uses Speed for non-contact moves

Elite Redux Ability Codex