Appearance
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
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// 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