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Wishmaker - Ability ID 496
In-Game Description
"Uses Wish on entry 3 times per battle."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Automatically uses Wish upon entering battle, setting up delayed healing that restores half of the user's max HP on the following turn. This self-healing ability can only be activated 3 times per battle, making it a valuable but limited source of HP recovery.
Character count: 292
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Wishmaker provides automatic access to the Wish move upon entry, creating delayed healing without requiring turn investment or move slot dedication. The ability has a battle-long usage limit for balance.
Activation Conditions
- Trigger: Automatically activates when switching into battle
- Usage limit: Maximum 3 activations per battle
- Move used: Wish (restores 50% max HP after 1 turn delay)
- Persistence: Usage counter persists across switches and status
- Reset: Counter resets only when the battle ends
Technical Implementation
c
constexpr Ability Wishmaker = {
.onEntry = +[](ON_ENTRY) -> int {
CHECK(GetSingleUseAbilityCounter(battler, ability) < 3)
SetSingleUseAbilityCounter(battler, ability,
GetSingleUseAbilityCounter(battler, ability) + 1);
return UseEntryMove(battler, ability, MOVE_WISH, 0);
},
.persistent = TRUE, // Counter persists across switches
};
Wish Move Mechanics
- Type: Normal
- Category: Status
- Effect: Heals 50% of user's maximum HP
- Delay: Takes effect at the end of the next turn
- Self-targeting: Always heals the user, not allies
- Reliability: Cannot miss or fail once activated
Usage Counter System
- Initial state: 0 uses remaining at battle start
- Increment: +1 each time ability activates
- Limit check: Ability fails if counter ≥ 3
- Persistence: Counter maintained across switches, status, fainting
- Reset: Only resets when leaving battle entirely
Strategic Applications
- Entry healing: Guarantees healing without turn investment
- Switch-in safety: Provides recovery for risky switches
- Stall support: Enhances defensive strategies
- HP management: Helps maintain crucial HP thresholds
- Pivot utility: Safe switching with healing benefit
Timing Considerations
Turn 1 (switch-in):
- Wishmaker activates Wish
- Counter increments to 1
- No immediate healing
Turn 2:
- Wish healing takes effect (50% max HP restored)
- Can act normally while receiving healing
Usage Strategy
First activation (early game):
- Safe switch-in healing
- Establishes presence without risk
Second activation (mid-game):
- Emergency healing during pressure
- Maintains crucial HP for abilities/items
Third activation (late game):
- Final emergency healing
- Must be used strategically
Competitive Applications
- Defensive walls: Enhanced staying power
- Pivot Pokémon: Safe switching with recovery
- Status absorbers: Can afford status with healing
- Setup sweepers: Healing support during setup
- Stall teams: Additional recovery layer
Synergies
Item combinations:
- Leftovers: Stack passive healing effects
- Rocky Helmet: Tank hits while healing
- Choice items: Healing compensates for lock-in risk
Ability combinations (in 4-ability system):
- Regenerator: Multiple forms of switching recovery
- Natural Cure: Status removal + healing
- Magic Guard: Prevents indirect damage while healing
Limitations
- Usage cap: Only 3 uses per battle total
- Delayed healing: No immediate HP recovery
- Turn investment: Requires switching to activate
- Predictable: Opponent knows healing is coming
- Battle-long limit: Cannot exceed 3 uses regardless of duration
Counters
- Heal Block: Prevents Wish healing entirely
- Fast offense: Overwhelm before healing matters
- Taunt: Doesn't affect entry activation but limits options
- Pressure: Force frequent switching to waste uses
- Status moves: Poison/burn can offset healing
Optimal Usage Patterns
Conservative play:
- Save uses for critical moments
- Use only when below 50% HP
- Preserve for late-game scenarios
Aggressive play:
- Use early for safe switches
- Enable riskier plays with healing backup
- Trade uses for battlefield advantage
Team Building Considerations
- Switching games: Excellent for pivot-heavy teams
- Defensive cores: Provides additional recovery layer
- Stall teams: Enhances passive defensive strategies
- Balanced teams: Safety net for key Pokémon
Version History
- Elite Redux custom ability for enhanced recovery options
- Limited usage prevents infinite healing loops
- Designed to reward strategic switch timing
- Part of expanded utility ability system