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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

Elite Redux Ability Codex