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Volt Absorb - Ability ID 10
In-Game Description
"Heals 25% of max HP when hit by an Electric-type move."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
This Pokémon absorbs Electric-type moves completely, converting them into energy that restores 25% of its maximum HP. Provides complete immunity to Electric damage and effects like paralysis from Thunder Wave. Absolutely perfect for Water/Flying types to remove their 4x Electric weakness.
Character count: 289
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Volt Absorb provides Electric-type immunity with healing benefit:
Complete Absorption
- Negates all damage from Electric-type moves
- Prevents secondary effects of Electric moves
- Absorbs Electric-type status moves (Thunder Wave)
Healing Effect
- Restores exactly 25% of maximum HP
- Minimum 1 HP if calculation rounds to 0
- No healing if already at full HP (still absorbs)
Technical Implementation
Code Structure (src/abilities.cc
):
cpp
constexpr Ability VoltAbsorb = {
.onAbsorb = +[](ON_ABSORB) -> int {
CHECK(moveType == TYPE_ELECTRIC)
return ABSORB_RESULT_HEAL;
},
.breakable = TRUE,
};
Healing Calculation (src/battle_util.c
):
c
gBattleMoveDamage = gBattleMons[battler].maxHP / 4;
if (gBattleMoveDamage == 0)
gBattleMoveDamage = 1;
gBattleMoveDamage *= -1; // Negative = healing
Key Properties
- Breakable: Bypassed by Mold Breaker abilities
- Priority: Triggers before damage calculation
- Multi-hit: Only heals once per move
- Status moves: Also absorbed (Thunder Wave fails)
Healing Examples
For a Pokémon with 400 HP:
- Thunder hits: Heal 100 HP
- Thunderbolt hits: Heal 100 HP
- Thunder Wave: No damage, no paralysis, heal 100 HP
- Electroweb: No damage, no speed drop, heal 100 HP
Strategic Implications
- Switch-in: Safe Electric immunity with healing bonus
- Doubles Support: Partner can heal with weak Electric moves
- Momentum: Free turn + healing vs Electric attacks
- Type Coverage: Removes Electric weakness entirely
- Sustain: Built-in recovery mechanism
Interactions with Other Abilities/Mechanics
- Lightning Rod: Would redirect but Volt Absorb takes priority
- Motor Drive: Similar immunity but Speed boost instead
- Mold Breaker: Bypasses Volt Absorb entirely
- Normalize: Makes all moves Normal-type, avoiding absorption
- Ion Deluge: Can create more Electric moves to absorb
Competitive Usage Notes
- S-tier ability for Water/Flying types
- Provides crucial Electric immunity
- Healing is significant (25% is substantial)
- Excellent on defensive pivots
- Can bait predictable Electric attacks
Double Battle Strategies
Heal Support: Partner uses weak Electric move for healing Discharge Spam: Partner with Telepathy uses Discharge Redirection: Combine with Follow Me for guaranteed healing
Common Volt Absorb Users
- Jolteon: Pure Electric with healing option
- Lanturn: Water/Electric defensive pivot
- Thundurus: Flying/Electric with recovery
- Various Water-types needing Electric coverage
Mathematical Efficiency
Switching into predicted Electric moves:
- Turn 1: Take 0 damage, heal 25%
- Effective HP swing: 50%+ (damage prevented + healing)
- Can fully heal in 4 Electric hits
Counters
- Ground moves: Alternative super effective damage
- Mold Breaker: Ignores the ability
- Non-Electric coverage: Use other move types
- Status moves: Toxic, Will-O-Wisp still work
- Entry hazards: Damage on switch-in
Synergies
- Water-types: Remove Electric weakness
- Flying-types: Remove 4x Electric weakness
- Wish support: Stack healing effects
- Substitute: Protect while baiting Electric moves
- Baton Pass chains: Safe Electric immunity
Related Absorb Abilities
- Water Absorb: Identical but for Water-type
- Flash Fire: Fire immunity with power boost
- Sap Sipper: Grass immunity with Attack boost
- Earth Eater: Ground immunity with healing
- Levitate: Ground immunity without healing
AI Behavior
The AI recognizes Volt Absorb and will:
- Avoid using Electric moves
- Switch to non-Electric attackers
- May use Electric moves to heal allies in doubles
- Prioritize other super effective coverage
Version History
- All Generations: Consistent 25% healing from Electric moves
- Elite Redux: Functions identically with enhanced AI integration