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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:

  1. Complete Absorption

    • Negates all damage from Electric-type moves
    • Prevents secondary effects of Electric moves
    • Absorbs Electric-type status moves (Thunder Wave)
  2. 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

  1. Switch-in: Safe Electric immunity with healing bonus
  2. Doubles Support: Partner can heal with weak Electric moves
  3. Momentum: Free turn + healing vs Electric attacks
  4. Type Coverage: Removes Electric weakness entirely
  5. 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
  • 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

Elite Redux Ability Codex