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Water Veil - Ability ID 41
In-Game Description
"Burn-immune. Casts Aqua Ring on entry."
Extended In-Game Description
For use in Elite Redux extended ability UI (280-300 chars max)
Water Veil prevents burn status completely and automatically casts Aqua Ring upon entering battle. The Aqua Ring effect heals 1/16 max HP each turn. Big Root boosts healing by 50%. The healing stacks with other recovery effects and continues until the Pokémon switches out or faints.
Character count: 284
Detailed Mechanical Explanation
For Discord/reference use
WATER VEIL is a protective ability that provides burn immunity and automatic Aqua Ring recovery.
Activation Mechanics:
- Burn Immunity: Completely prevents burn status via onStatusImmune hook
- Auto Aqua Ring: Automatically applies STATUS3_AQUA_RING on switch-in
- Entry Message: "{Pokémon} enveloped itself in a veil made of water."
- Requirement: Only activates if the Pokémon doesn't already have Aqua Ring status
Burn Immunity:
- Complete Protection: Cannot be burned by any move, ability, or item
- Status Removal: If burned before gaining this ability, burn is immediately cured
- Immunity Override: Cannot be bypassed by moves like Corrosive or abilities like Mold Breaker
- Message: Shows standard "It doesn't affect [Pokémon]!" when burn is attempted
Aqua Ring Mechanics:
- Healing Amount: Restores 1/16 (6.25%) of max HP each turn
- Big Root Boost: Healing increased to 1/16 × 1.5 = 9.375% max HP with Big Root held
- Absorbant Synergy: Healing increased by additional 50% if Pokémon also has Absorbant ability
- Turn Priority: Heals during end-of-turn phase, specifically during ENDTURN_AQUA_RING step
- Conditions: Only heals if Pokémon is not at full HP, can heal, and is still conscious
Interaction Rules:
- vs Other Recovery: Stacks with Leftovers, Rain Dish, Ice Body, and other healing effects
- vs Heal Block: Aqua Ring healing is blocked by Heal Block status
- vs Magic Guard: Pokémon with Magic Guard still receive Aqua Ring healing
- Switching: Aqua Ring status is lost when the Pokémon switches out
- Taunt/Encore: Cannot be prevented since it's an automatic ability effect
Technical Implementation:
c
constexpr Ability WaterVeil = {
.onEntry = +[](ON_ENTRY) -> int {
CHECK_NOT(gStatuses3[battler] & STATUS3_AQUA_RING)
gStatuses3[battler] |= STATUS3_AQUA_RING;
BattleScriptPushCursorAndCallback(BattleScript_BattlerEnvelopedItselfInAVeil);
return TRUE;
},
.onStatusImmune = +[](ABILITY_ON_STATUS_IMMUNE) -> int {
CHECK(status & CHECK_BURN)
return TRUE;
},
.breakable = TRUE,
.removesStatusOnImmunity = TRUE,
};
Competitive Notes:
- Provides excellent longevity with consistent healing
- Hard counters Will-O-Wisp and other burn strategies
- Synergizes well with defensive sets and stall tactics
- Big Root is a strong held item choice to maximize healing
- Can be Skill Swapped, Role Played, or Traced for strategic value
- Vulnerable to Gastro Acid, Worry Seed, and other ability-suppressing effects
Comparison to Similar Abilities:
- vs Magma Armor: Identical burn immunity, but Magma Armor doesn't provide Aqua Ring
- vs Heatproof: Water Veil provides immunity, Heatproof only reduces Fire damage and burn damage
- vs Water Absorb: Different defensive niche - immunity vs healing from attacks
- vs Aqua Ring (move): Automatic activation vs manual setup, but same healing effect
Version History:
- Gen 3-4: Burn immunity only
- Elite Redux: Enhanced with automatic Aqua Ring effect on switch-in