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Energy Siphon - Ability ID 748

In-Game Description

"Heals the user for 1/4 of the damage they deal."

Extended In-Game Description

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

Energy Siphon heals the user for 25% of all damage they deal to opponents. Works with any attack that causes damage, including physical, special, and multi-hit moves. Healing occurs immediately after damage is dealt. Minimum healing is 1 HP even for very weak attacks.

Character count: 287

Detailed Mechanical Explanation

For Discord/reference use

Core Mechanics

Energy Siphon is an offensive ability that provides self-sustaining healing based on damage output. Unlike traditional healing moves, this ability turns aggressive play into defensive value by converting damage dealt into HP recovery.

Activation Conditions

  • Damage requirement: Must deal damage to an opponent
  • Timing: Healing occurs immediately after damage calculation
  • Target requirement: Must have a target that takes damage
  • Health check: Will not activate if user is already at maximum HP
  • Healing check: Must pass CanBattlerHeal() check

Healing Calculation

c
// Energy Siphon healing formula
gBattleMoveDamage = -gHpDealt / 4;
if (!gBattleMoveDamage) gBattleMoveDamage = -1;
  • Healing amount: 25% (1/4) of damage dealt
  • Minimum healing: 1 HP guaranteed even for weak attacks
  • Rounding: Truncated (rounded down) to nearest integer
  • Maximum healing: No cap, scales with damage output

Technical Implementation

Energy Siphon uses the onAttacker trigger in the ability system:

  • Checks if on-hit effects should apply
  • Verifies user isn't at max HP
  • Confirms user can be healed
  • Calculates healing as negative damage (healing mechanic)
  • Uses the same battle script as other drain abilities

Important Interactions

  • Multi-hit moves: Heals after each individual hit
  • Critical hits: Healing scales with critical damage
  • Type effectiveness: More effective moves = more healing
  • Substitute: No healing if attacking a Substitute
  • Abilities that boost damage: Indirectly boost healing amount
  • Life Orb/Choice items: Damage boost increases healing

Move Compatibility

Works with all damaging moves:

  • Physical attacks (Earthquake, Close Combat, etc.)
  • Special attacks (Thunderbolt, Ice Beam, etc.)
  • Multi-hit moves (Bullet Seed, Rock Blast, etc.)
  • Priority moves (Quick Attack, Aqua Jet, etc.)
  • Spread moves (Surf, Earthquake in doubles)

Does NOT work with:

  • Status moves (no damage dealt)
  • Self-inflicted damage
  • Recoil damage to user
  • Fixed damage moves that don't use normal damage calculation

Strategic Implications

  • Aggressive sustainability: Rewards offensive play with healing
  • Wallbreaker synergy: High-damage attackers benefit most
  • Momentum maintenance: Healing while attacking maintains pressure
  • Anti-chip damage: Negates passive damage through combat
  • Late-game power: Becomes stronger as moves get more powerful

Battle Script Usage

Uses BattleScript_HydroCircuitAbsorbEffectActivated - the same script used by other 25% drain abilities like Hydro Circuit and Pure Love, ensuring consistent visual and audio feedback.

Comparison to Similar Abilities

  • Hydro Circuit: Same healing rate, but only on Water-type moves
  • Pure Love: Same healing rate, but only when target is infatuated
  • Reservoir: Heals 12.5% (1/8) instead of 25% (1/4)
  • Vampiric: Heals 10% (1/10) for punching moves only

Common Users

Energy Siphon is typically found on:

  • Offensive Pokémon that lack reliable recovery
  • Glass cannon attackers who need sustainability
  • Mixed attackers who benefit from any damage type
  • Pokémon with high attack stats and diverse movesets

Competitive Usage Notes

  • Bulky offense: Excellent on moderately bulky attackers
  • Life Orb synergy: Recoil can be partially offset by healing
  • Choice item users: Healing helps offset lack of recovery moves
  • Pivot moves: U-turn/Volt Switch provide healing while switching
  • Status immunity: Pairs well with abilities that prevent status

Counters

  • Non-damaging moves: Status moves bypass the healing entirely
  • Substitute: Blocks healing by preventing direct damage
  • Wonder Guard: Limits which moves can trigger healing
  • Heal Block: Prevents the healing effect from occurring
  • Magic Bounce: Reflects moves back without triggering healing

Synergies

  • Life Orb: Increased damage = increased healing, helps with recoil
  • Choice items: Healing compensates for inability to switch moves
  • Type-boosting items: More damage = more healing
  • Stat-boosting moves: Setup moves increase future healing
  • Multi-hit moves: Multiple healing instances per turn

Team Building Considerations

  • Entry hazard support: Helps chip opponents for easier KOs
  • Speed control: Pairs well with Thunder Wave/Sticky Web support
  • Wallbreakers: Benefits most from high-damage, low-accuracy moves
  • Pivot support: Works well with VoltTurn cores for chip healing

Version History

  • Elite Redux exclusive ability (ID 748)
  • Shares implementation pattern with other 25% drain abilities
  • Uses established battle script system for consistent presentation
  • Part of the expanded ability roster in Elite Redux

Elite Redux Ability Codex