Appearance
Jaws of Carnage - Ability ID 438
In-Game Description
"Devours 1/2 of the foe when defeating it."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Jaws of Carnage heals the Pokémon when it defeats an opponent. Restores 50% max HP when defeating foes with biting moves (Thunder Fang, Crunch, etc.) or 25% with other moves. Works only when not at full HP. Powerful ability for sustained battles and sweeping teams.
Character count: 287
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Jaws of Carnage is a recovery ability that triggers when the Pokémon defeats an opponent, providing different healing amounts based on the move used to secure the knockout.
Activation Conditions
- KO requirement: Must defeat an opponent to trigger
- HP requirement: Only activates when the user is not at maximum HP
- Healing capability: Must be able to heal (no Heal Block, etc.)
- Move dependence: Healing amount varies by move type
Healing Mechanics
- Biting moves (50% healing): When the finishing move has FLAG_STRONG_JAW_BOOST
- Examples: Bite, Crunch, Thunder Fang, Ice Fang, Fire Fang, Poison Fang
- Calls BattleScript_HandleJawsOfCarnageEffect (50% max HP)
- Other moves (25% healing): When finishing move lacks FLAG_STRONG_JAW_BOOST
- All non-biting moves
- Calls BattleScript_HandleSoulEaterEffect (25% max HP)
Technical Implementation
c
constexpr Ability JawsOfCarnage = {
.onBattlerFaints = +[](ON_BATTLER_FAINTS) -> int {
CHECK_NOT(BATTLER_MAX_HP(battler)) // Must not be at full HP
CHECK(CanBattlerHeal(battler)) // Must be able to heal
if (gBattleMoves[gCurrentMove].flags & FLAG_STRONG_JAW_BOOST)
BattleScriptCall(BattleScript_HandleJawsOfCarnageEffect); // 50% heal
else
BattleScriptCall(BattleScript_HandleSoulEaterEffect); // 25% heal
return TRUE;
},
.onBattlerFaintsFor = APPLY_ON_ATTACKER, // Applies to the attacker
};
Battle Scripts
assembly
BattleScript_HandleJawsOfCarnageEffect::
tryhealpercenthealth BS_STACK_1, 50, BattleScript_Return ; 50% heal
goto BattleScript_HandleSoulEaterEffect_AfterHeal
BattleScript_HandleSoulEaterEffect::
tryhealpercenthealth BS_STACK_1, 25, BattleScript_Return ; 25% heal
BattleScript_HandleSoulEaterEffect_AfterHeal:
orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE
healthbarupdate BS_STACK_1
datahpupdate BS_STACK_1
printstring STRINGID_STACKREGAINEDHEALTH
waitmessage B_WAIT_TIME_LONG
return
Strong Jaw Boost Moves
Moves that trigger 50% healing (FLAG_STRONG_JAW_BOOST):
- Bite - Dark-type physical move
- Crunch - Dark-type physical move, lowers Defense
- Thunder Fang - Electric-type, can paralyze and flinch
- Ice Fang - Ice-type, can freeze and flinch
- Fire Fang - Fire-type, can burn and flinch
- Poison Fang - Poison-type, can badly poison
- Bug Bite - Bug-type, steals and eats held Berry
- Psychic Fangs - Psychic-type, breaks Light Screen/Reflect
- Various other biting/jaw-based moves
Important Interactions
- Heal Block: Prevents the ability from working
- Maximum HP: No effect if already at full health
- Multi-KO: Can trigger multiple times in a single turn
- Substitute: Healing ignores Substitute when displaying HP bar
- Priority: Healing occurs immediately after the KO
Strategic Applications
- Sweeping potential: Sustains sweepers through multiple KOs
- Biting move synergy: Rewards using thematic jaw-based attacks
- Bulk enhancement: Effectively increases survivability in long battles
- Team support: Allows for more aggressive play patterns
Competitive Usage
- Physical sweepers: Pairs well with Pokemon that learn multiple biting moves
- Mixed attackers: Can use both biting and non-biting moves strategically
- Endgame closers: Excellent for cleaning up weakened teams
- Stallbreaking: Sustained healing allows pressure on defensive teams
Synergies
- Strong Jaw: Combines excellently for both damage and healing
- Life Orb: Recoil damage offset by frequent healing
- Choice items: Sustains through locked-in attacks
- Biting move coverage: Thunder Fang, Ice Fang, Fire Fang for type coverage
Counters and Limitations
- Heal Block: Completely prevents the healing effect
- Priority moves: Can KO before healing triggers
- Maximum HP: No benefit when already healthy
- Non-KO damage: Doesn't heal from chip damage or status
- Substitute: Can block the finishing blow
Team Building Considerations
- Move selection: Prioritize Pokemon with access to multiple biting moves
- Coverage planning: Use elemental fangs for type coverage
- Entry hazard support: Helps secure KOs for healing triggers
- Speed control: Ensures the Pokemon can land finishing blows
Notable Users
Pokemon that can effectively utilize Jaws of Carnage typically have:
- Access to multiple biting moves
- Good physical attack stats
- Decent bulk to survive until healing
- Speed or priority to secure KOs
Version Notes
- Introduced in Elite Redux as an enhanced version of similar healing abilities
- Part of the expanded ability system with 4-ability mechanics
- Balances aggressive play with sustainable recovery
- Encourages thematic movepool usage with biting attacks