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Radio Jam (ID: 596)

Implementation Analysis

Core Mechanics

Radio Jam is implemented as an onAttacker callback in src/abilities.cc. The ability triggers when the user successfully hits an opponent with a sound-based move.

Trigger Conditions

  1. ShouldApplyOnHitAffect(target) - Standard hit effect validation
  2. CanBeDisabled(target) - Target must not already be disabled and not be protected by ability status immunity
  3. IsSoundMove(battler, move) - Move must have the FLAG_SOUND flag
  4. Random() % 100 < 20 - 20% chance to activate

Effect

When all conditions are met, the ability applies MOVE_EFFECT_DISABLE via AbilityStatusEffect(), which calls DisableLastUsedMove() on the target.

Sound Move Types

Sound moves include moves with the FLAG_SOUND flag such as:

  • Hyper Voice
  • Roar
  • Growl
  • Supersonic
  • Screech
  • Sing
  • And many others

Strategic Applications

Offensive Use

  • Excellent for disrupting setup sweepers who rely on specific moves
  • Can disable key coverage moves, forcing switches
  • Particularly effective against mono-attackers
  • Works well with sound-based movesets

Defensive Applications

  • Can disable powerful STAB moves
  • Useful for stalling strategies
  • Helps against Pokemon with limited movepools

Synergy Opportunities

  • Pairs well with other sound-based abilities like Liquid Voice, Punk Rock
  • Works with sound moves that have additional effects
  • Can be combined with moves that force the opponent to use specific moves

Competitive Considerations

Strengths

  • 20% chance provides consistent pressure without being overpowered
  • Works with a wide variety of sound moves
  • Can disable any move, including status moves
  • No immunities beyond standard disable immunity

Limitations

  • Only works with sound moves
  • Requires hitting the opponent first
  • Cannot disable if target is already disabled
  • Blocked by abilities that prevent status conditions

Counters

  • Soundproof ability blocks the triggering moves entirely
  • Abilities that prevent status conditions (Limber, etc.)
  • Substitute blocks the disable effect
  • Pokemon with diverse movepools are less affected

Extended In-Game Description

For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces) When this Pokemon hits opponents with sound-based moves, there's a 20% chance to disable their last used move. This electromagnetic interference disrupts the target's ability to repeat their previous attack, making it excellent for disrupting setup sweepers and forcing switches in competitive play.

Elite Redux Ability Codex