Skip to content
✏️

Suggest Improvements

Help improve (ID: ) - Spot errors or suggest better descriptions

Purifying Waters - Ability ID 501

In-Game Description

"Hydration + Water Veil."

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)

Purifying Waters combines Water Veil and Hydration effects. On entry, surrounds the Pokémon with healing waters that restore 1/16 HP each turn. Grants immunity to burn status and removes burn on switching in. During rain, cures all status conditions at turn end.

Character count: 294

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Purifying Waters is a combination ability that merges the protective benefits of Water Veil with the status-cleansing power of Hydration. It provides both passive healing and comprehensive status protection under the right conditions.

Component Abilities

This ability inherits effects from two separate abilities:

  • Water Veil: Entry healing and burn immunity
  • Hydration: Rain-based status cleansing

Activation Conditions

Water Veil Component (Always Active)

  • On entry: Automatically surrounds the Pokémon with Aqua Ring
    • Provides 1/16 maximum HP healing at the end of each turn
    • Healing boosted by Big Root if held
    • Visual effect shows water veil surrounding the Pokémon
  • Burn immunity: Completely immune to burn status
  • Burn removal: Removes existing burn status when switching in

Hydration Component (Rain-Dependent)

  • Weather requirement: Any form of rain weather must be active
    • Regular rain (from Rain Dance)
    • Heavy rain (from Drizzle ability)
    • Primordial rain (from Primordial Sea)
  • Timing: Activates at the end of turn during rain
  • Status cure: Removes all major status conditions:
    • Burn (though already immune)
    • Freeze
    • Paralysis
    • Poison (including badly poisoned)
    • Sleep

Technical Implementation

c
// Purifying Waters inherits from both abilities
constexpr Ability PurifyingWaters = {
    .onEntry = WaterVeil.onEntry,         // Aqua Ring on entry
    .onEndTurn = Hydration.onEndTurn,     // Status healing in rain
    .onStatusImmune = WaterVeil.onStatusImmune, // Burn immunity
    .breakable = TRUE,                    // Can be suppressed
    .removesStatusOnImmunity = TRUE,      // Removes burn on entry
};

Detailed Effect Breakdown

Aqua Ring Healing (Entry Effect)

  • Grants STATUS3_AQUA_RING on entry if not already present
  • Heals 1/16 maximum HP at the end of each turn
  • Healing occurs during ENDTURN_AQUA_RING phase
  • Compatible with Big Root for 1.3x healing (approximately 1/12 HP)
  • Persists even if ability is later suppressed
  • Cannot be removed by normal means (unlike the move version)

Burn Immunity

  • Completely prevents burn status from being applied
  • Triggers immunity message when burn is attempted
  • Removes existing burn status when the Pokémon enters battle
  • Works against all burn sources including Flame Body, Scald, etc.

Rain Status Cleansing

  • Only activates when WEATHER_RAIN_ANY is present
  • Includes temporary rain, permanent rain, and primal rain
  • Removes all status conditions at end of turn
  • Uses AbilityHealMonStatus function for consistent behavior
  • Triggers appropriate healing messages

Important Interactions

Weather Interactions

  • Rain teams: Excellent synergy with Drizzle setters
  • Weather wars: Vulnerable to weather override
  • Primordial Sea: Works with all forms of rain weather
  • Cloud Nine/Air Lock: Disables rain-based healing component

Status Interactions

  • Burn immunity: Always active, not weather dependent
  • Sleep Talk: Can use Sleep Talk on turn you wake up in rain
  • Rest: Can use Rest and wake up same turn in rain
  • Toxic: Resets badly poisoned counter when cured
  • Status timing: Status damage occurs before cure

Healing Interactions

  • Aqua Ring: Stacks with other healing sources
  • Leftovers: Combines with passive item healing
  • Big Root: Boosts Aqua Ring healing to ~1/12 HP
  • Maximum HP: Cannot heal beyond full HP

Strategic Implications

Defensive Benefits

  • Passive sustain: Constant 1/16 HP healing provides longevity
  • Status immunity: Near-complete status protection on rain teams
  • Entry hazard cushion: Healing helps offset Stealth Rock damage
  • Burn wall: Excellent counter to physical attackers with Flame Body

Team Synergy

  • Rain team core: Perfect fit for rain-based strategies
  • Drizzle support: Pairs excellently with Politoed, Pelipper, Kyogre
  • Defensive pivot: Can switch into status moves safely
  • Wall potential: Sustained healing supports defensive roles

Competitive Usage

  • Rain sweeper support: Provides longevity for setup sweepers
  • Status absorber: Takes status moves for team
  • Anti-stall: Counters toxic and burn stall strategies
  • Weather dependency: Less reliable outside of dedicated rain teams

Counters and Limitations

Weather Counters

  • Sun/Sand/Hail: Override rain to disable status cleansing
  • Cloud Nine: Negates weather effects entirely
  • Air Lock: Similar to Cloud Nine, prevents weather benefits
  • Weather moves: Can be overridden by opposing weather setters

Ability Counters

  • Mold Breaker: Ignores ability effects entirely
  • Neutralizing Gas: Suppresses ability while active
  • Skill Swap/Role Play: Can steal or change the ability
  • Gastro Acid: Suppresses ability until switching

Strategic Counters

  • Taunt: Prevents Rest abuse in rain
  • Heal Block: Prevents all healing including Aqua Ring
  • Entry hazards: Chip damage that healing must offset
  • Multi-hit moves: Can overwhelm healing with repeated damage

Synergies and Team Support

Rain Team Partners

  • Drizzle setters: Politoed, Pelipper, Kyogre for permanent rain
  • Swift Swim sweepers: Kingdra, Ludicolo, Kabutops
  • Thunder users: Perfect accuracy Thunder in rain
  • Water-type attackers: STAB moves boosted in rain

Defensive Synergies

  • Wish support: Combines with team healing
  • Aromatherapy/Heal Bell: Backup status removal
  • Rapid Spin/Defog: Hazard removal for better longevity
  • Light Screen/Reflect: Damage reduction enhances healing

Item Synergies

  • Big Root: Boosts Aqua Ring healing significantly
  • Leftovers: Stacks with Aqua Ring for major sustain
  • Damp Rock: Extends rain duration for more status cures
  • Assault Vest: Special bulk with passive healing

Common Users and Applications

Ideal Candidates

  • Bulky Water types that benefit from sustained healing
  • Rain team defensive cores
  • Pokémon that fear status conditions
  • Mixed walls that need longevity

Competitive Roles

  • Rain team anchor: Provides reliability and sustain
  • Status absorber: Switches into status moves safely
  • Defensive pivot: Healing supports switching strategies
  • Setup support: Longevity helps setup sweepers

Version History and Notes

  • Elite Redux exclusive combination ability
  • Merges two classic defensive abilities into one powerful package
  • Benefits from 8-turn weather duration in Elite Redux
  • Breakable ability that can be suppressed by appropriate counters
  • Removes status on immunity, making it excellent against burn spreaders

Technical Notes

  • Ability ID 501 in the Elite Redux ability system
  • Inherits onEntry, onEndTurn, and onStatusImmune handlers
  • Uses standard AbilityHealMonStatus for consistent behavior
  • Breakable flag allows counterplay through ability suppression
  • removesStatusOnImmunity flag provides immediate burn cleansing

Elite Redux Ability Codex