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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

Elite Redux Ability Codex