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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

Elite Redux Ability Codex