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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