Appearance
Hydro Circuit - Ability ID 423
In-Game Description
"Electric moves +50%; Water moves siphon 25% damage."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Hydro Circuit boosts Electric-type moves by 50% and heals the user for 25% of damage dealt when using Water-type moves. Both effects work simultaneously on Water/Electric attacks. Healing requires the target not be at full HP and can heal the user. Great for dual-type coverage.
Character count: 297
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Hydro Circuit is a dual-effect ability that provides both offensive and recovery benefits. It combines damage amplification for Electric moves with HP siphoning from Water moves, making it particularly powerful for Electric/Water dual-type Pokémon.
Activation Conditions
Electric Move Boost:
- Multiplier: 1.5x damage (50% increase)
- Move requirement: Any Electric-type move
- Timing: Applies during damage calculation
Water Move Healing:
- Healing amount: 25% of damage dealt (gHpDealt / 4, minimum 1 HP)
- Move requirement: Any Water-type move that deals damage
- Target conditions: Target cannot be at full HP
- User conditions: User must be able to heal (not at full HP)
- Timing: Triggers after damage is dealt
Technical Implementation
cpp
// From abilities.cc - HydroCircuit ability
constexpr Ability HydroCircuit = {
.onAttacker = +[](ON_ATTACKER) -> int {
CHECK(ShouldApplyOnHitAffect(battler))
CHECK_NOT(BATTLER_MAX_HP(battler))
CHECK(CanBattlerHeal(battler))
CHECK(moveType == TYPE_WATER)
gBattleMoveDamage = -gHpDealt / 4;
if (!gBattleMoveDamage) gBattleMoveDamage = -1;
BattleScriptCall(BattleScript_HydroCircuitAbsorbEffectActivated);
return TRUE;
},
.onOffensiveMultiplier = Transistor.onOffensiveMultiplier,
};
// Electric boost uses Transistor logic:
// if (moveType == TYPE_ELECTRIC) MUL(1.5);
Dual-Type Move Interactions
Electric/Water moves: Both effects apply simultaneously
- Damage is boosted by 1.5x from Electric typing
- User heals for 25% of the boosted damage dealt
- Examples: No natural Electric/Water moves exist, but with abilities like Electrify
Important Interactions
- Healing calculation: Based on actual damage dealt to target
- Minimum healing: Always heals at least 1 HP if conditions are met
- Substitute: Healing works against substitute (HITMARKER_IGNORE_SUBSTITUTE)
- Multi-hit moves: Healing triggers once per hit for Water moves
- Status immunity: No special status protections
- Ability suppression: Doesn't work if ability is suppressed
Battle Script Behavior
asm
BattleScript_HydroCircuitAbsorbEffectActivated::
manipulatedamage DMG_TO_HP_FROM_ABILITY
orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE
healthbarupdate BS_ATTACKER
datahpupdate BS_ATTACKER
printstring STRINGID_ATTACKERREGAINEDHEALTH
Strategic Implications
Offensive benefits:
- STAB synergy: Excellent on Water/Electric types with dual STAB
- Coverage moves: Makes Electric moves more threatening
- Mixed attacking: Supports both physical and special movesets
Defensive benefits:
- Sustain: Water moves provide reliable healing
- Longevity: Allows for extended battles with proper Water move usage
- Health management: Can offset recoil or entry hazard damage
Common Users
Confirmed Users:
- Mega Lanturn: Electric/Water with perfect typing synergy
- Has ABILITY_HYDRO_CIRCUIT as all three abilities
- Innate abilities: Radiance, Storm Drain
- Stats favor special attacking (126 SpA)
Competitive Usage Notes
- Type synergy: Incredible on Electric/Water Pokémon
- Move selection: Prioritize Water moves with high damage output
- Setup potential: Healing enables longer setup sequences
- Mixed coverage: Electric boost makes coverage moves more viable
- Sustainability: Water moves provide consistent healing source
Optimal Movesets
Special Attacker (Mega Lanturn example):
- Surf/Hydro Pump (STAB + healing)
- Thunderbolt/Thunder (STAB + boost)
- Ice Beam (coverage)
- Volt Switch (STAB + boost + pivot)
Physical Options:
- Waterfall/Liquidation (STAB + healing)
- Thunder Punch/Wild Charge (STAB + boost)
- U-turn (utility)
Counters
- Ability suppression: Mold Breaker, Neutralizing Gas
- Healing prevention: Heal Block stops Water move healing
- Type resistances: Ground types resist Electric boost
- Substitute: Can limit healing effectiveness
- Priority moves: Fast KOs before healing accumulates
Synergies
Team support:
- Rain teams: Boosts Water move power and accuracy
- Electric Terrain: Boosts Electric moves further (doesn't stack with ability)
- Choice items: Maximizes damage for better healing
- Life Orb: Recoil can be offset by Water move healing
Status moves:
- Thunder Wave: Benefits from Electric boost if it dealt damage
- Toxic Spikes: Setup support for wearing down switch-ins
Ability Comparison
Similar abilities:
- Transistor: Electric boost only (no healing)
- Torrent/Swarm: Type boost when low HP (conditional)
- Volt Absorb: Electric immunity + healing (different activation)
- Water Absorb: Water immunity + healing (different activation)
Unique aspects:
- Only ability combining type boost with damage-based healing
- Works on different move types (Electric boost, Water heal)
- Healing scales with damage output
Version History
- Elite Redux custom ability (ID 423)
- Dual-type synergy ability for Electric/Water combinations
- Part of the expanded ability roster for enhanced Pokémon diversity