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Water Absorb - Ability ID 11
In-Game Description
"Heals 25% of max HP when hit by a Water-type move."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
This Pokémon absorbs Water-type moves completely, converting them into energy that restores 25% of its maximum HP. Provides complete immunity to Water damage, secondary effects like stat drops, and even Scald's burn chance. Fire-types can safely switch into any Water attack with this.
Character count: 285
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Water Absorb provides Water-type immunity with healing benefit:
Complete Absorption
- Negates all damage from Water-type moves
- Prevents secondary effects (stat drops, etc.)
- Works on all Water moves including status moves
Healing Mechanism
- Restores exactly 25% of maximum HP (maxHP / 4)
- Minimum 1 HP healing if calculation rounds down
- Still absorbs at full HP (no overflow damage)
Technical Implementation
Code Structure (src/abilities.cc
):
cpp
constexpr Ability WaterAbsorb = {
.onAbsorb = +[](ON_ABSORB) -> int {
CHECK(moveType == TYPE_WATER)
return ABSORB_RESULT_HEAL;
},
.breakable = TRUE,
};
Identical implementation to Volt Absorb but checking for Water-type.
Healing Calculation
For various HP values:
- 404 HP Pokémon: Heals 101 HP per trigger
- 352 HP Pokémon: Heals 88 HP per trigger
- 4 HP Pokémon: Heals 1 HP (minimum)
Strategic Implications
Type Advantage Negation
- Fire-types lose Water weakness
- Ground/Rock-types become viable Water switch-ins
- Removes 4x weakness for Fire/Rock, Fire/Ground
Defensive Utility
- Safe switch into Scald (no burn risk)
- Absorbs Surf/Muddy Water in doubles
- Negates rain-boosted Water moves
Recovery Option
- 25% healing is significant
- Can full heal in 4 Water attacks
- Partner healing in doubles
Interactions with Other Abilities/Mechanics
- Storm Drain: Would redirect but Water Absorb triggers
- Dry Skin: Has Water Absorb effect plus weather interaction
- Mold Breaker: Bypasses Water Absorb
- Freeze-Dry: Ice-type move, not absorbed
- Soak: Changes target to Water-type, not absorbed
Common Water Absorb Users
- Poliwrath: Fighting/Water with absorption
- Toxapex: Poison/Water defensive wall
- Lanturn: Water/Electric with dual absorptions
- Mantine: Water/Flying special wall
- Lapras: Water/Ice bulky support
Double Battle Applications
Surf Spam: Partner uses Surf for healing + damage Water Pledge: Healing while setting up combos Scald Support: Risk-free healing from partner
Competitive Usage Notes
- S-tier on Fire/Ground/Rock types
- Excellent defensive ability
- Enables new defensive cores
- Counters rain teams effectively
- Provides momentum through free switches
Mathematical Analysis
Against common Water moves:
- Hydro Pump (110 BP): 0 damage, heal 25%
- Scald (80 BP): 0 damage, heal 25%, no burn
- Surf in doubles: Damages enemies, heals ally
- Aqua Jet priority: 0 damage, heal 25%
Counters
- Freeze-Dry: Super effective on Water, not absorbed
- Grass moves: Alternative coverage
- Electric moves: Alternative coverage
- Mold Breaker: Ignores ability
- Status moves: Toxic, Thunder Wave work normally
Synergies
- Fire-types: Remove major weakness
- Ground-types: Defensive synergy
- Rain teams: Absorb opposing rain-boosted attacks
- Substitute: Bait Water moves safely
- Wish/Protect: Stack recovery options
Related Abilities
- Volt Absorb: Electric-type equivalent
- Flash Fire: Fire absorption with boost
- Sap Sipper: Grass absorption with Attack boost
- Earth Eater: Ground absorption with healing
- Dry Skin: Includes Water Absorb plus rain healing
Weather Considerations
In rain:
- Absorbs boosted Water moves (1.5x becomes 0x)
- Doesn't boost healing amount
- Excellent rain counter
AI Behavior
The AI recognizes Water Absorb and:
- Avoids Water moves entirely
- May heal allies intentionally in doubles
- Switches to alternative coverage
- Respects the immunity when choosing moves
Version History
- Gen III+: Consistent 25% healing mechanic
- Elite Redux: Identical function with strategic importance