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Shocking Maw - Ability ID 706
In-Game Description
"Strong Jaw + Bite moves have 50% paralysis chance."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Shocking Maw combines Strong Jaw and paralysis effects for bite moves. Strong Jaw boosts bite move power by 30% while each bite move has a 50% chance to paralyze the target. Works with Bite, Crunch, Fire Fang, Ice Fang, Thunder Fang, Poison Fang, Psychic Fangs, and other biting attacks.
Character count: 287
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Shocking Maw is a hybrid offensive ability that combines the power-boosting effects of Strong Jaw with the status-inflicting potential of paralysis on all bite moves. This creates a dual threat that increases both damage output and crowd control capabilities.
Implementation Analysis
From the codebase analysis in src/abilities.cc
:
c
constexpr Ability ShockingMaw = {
.onAttacker = ShockingJaws.onAttacker,
.onOffensiveMultiplier = StrongJaw.onOffensiveMultiplier,
};
The ability inherits two separate function pointers:
- onOffensiveMultiplier: From Strong Jaw - provides 1.3x damage multiplier
- onAttacker: From ShockingJaws - applies paralysis chance
Strong Jaw Component
c
constexpr Ability StrongJaw = {
.onOffensiveMultiplier =
+[](ON_OFFENSIVE_MULTIPLIER) {
if (gBattleMoves[move].flags & FLAG_STRONG_JAW_BOOST) MUL(1.3);
},
};
- Damage boost: 1.3x multiplier (30% increase)
- Move requirement: Move must have FLAG_STRONG_JAW_BOOST flag
- Always active: No conditions beyond move type
Paralysis Component (ShockingJaws)
c
constexpr Ability ShockingJaws = {
.onAttacker = +[](ON_ATTACKER) -> int {
CHECK(ShouldApplyOnHitAffect(target))
CHECK(CanBeParalyzed(battler, target))
CHECK(gBattleMoves[move].flags & FLAG_STRONG_JAW_BOOST)
CHECK(Random() % 2)
return AbilityStatusEffect(MOVE_EFFECT_PARALYSIS);
},
};
Activation Requirements
- Hit requirement:
ShouldApplyOnHitAffect(target)
- move must successfully hit - Paralysis immunity check:
CanBeParalyzed(battler, target)
- target must not be immune - Move flag check: Same FLAG_STRONG_JAW_BOOST requirement
- Random chance:
Random() % 2
- exactly 50% chance
Affected Moves
All moves with the FLAG_STRONG_JAW_BOOST flag, including:
- Bite (Dark, 60 BP)
- Crunch (Dark, 80 BP)
- Fire Fang (Fire, 65 BP)
- Ice Fang (Ice, 65 BP)
- Thunder Fang (Electric, 65 BP)
- Poison Fang (Poison, 50 BP)
- Psychic Fangs (Psychic, 85 BP)
- Hyper Fang (Normal, 80 BP)
- Super Fang (Normal, variable)
- Other bite/jaw-based moves
Damage Calculations
With Shocking Maw, bite moves receive:
- Base damage: Normal move power
- Strong Jaw boost: × 1.3 multiplier
- Type effectiveness: Normal STAB and type chart
- Critical hits: Can still crit normally
- Other modifiers: Life Orb, Choice items, etc. still apply
Example: Crunch (80 BP) becomes effectively 104 BP (80 × 1.3)
Status Effect Mechanics
- Paralysis chance: Exactly 50% on each successful hit
- Paralysis effects:
- Speed reduced to 25% of original
- 25% chance to be unable to move each turn
- No stacking: Cannot paralyze already paralyzed targets
- Immunity bypassing: Does not bypass Ground-type immunity to paralysis
- Priority: Paralysis application occurs after damage calculation
Strategic Applications
Offensive Advantages
- High damage output: 30% damage boost makes bite moves significantly stronger
- Crowd control: 50% paralysis chance provides excellent status pressure
- Multi-hit potential: Each bite move hit can potentially paralyze
- Type coverage: Bite moves span multiple types for coverage
Team Synergy
- Speed control: Paralysis supports slower teammates
- Setup enabling: Paralyzed opponents struggle to interrupt setup
- Revenge killing: Strong Jaw boost helps secure KOs
- Status spreading: Can cripple multiple opponents over time
Limitations and Counterplay
Inherent Limitations
- Move dependence: Only works with specific bite moves
- Status immunity: Electric types and Limber ignore paralysis
- Accuracy dependence: Must hit to apply both damage and status
- Random element: 50% chance means unreliable status application
Counters and Responses
- Limber ability: Complete immunity to paralysis
- Electric types: Natural paralysis immunity
- Lum Berry: Instant status cure
- Substitute: Blocks status application (but not damage boost)
- Contact punishment: Abilities like Static still trigger on contact moves
Competitive Usage
Ideal Users
- Physical attackers: Pokémon with high Attack stats
- Diverse movesets: Pokémon that learn multiple bite moves
- Bulky attackers: Can tank hits while applying status pressure
- Priority users: Can potentially paralyze faster threats
Common Strategies
- Lead pressure: Early paralysis can cripple fast setup sweepers
- Wallbreaking: 30% damage boost helps break through defensive walls
- Speed control: Paralysis enables slower team members to outspeed
- Status spreading: Multiple bite moves for type coverage and status
Metagame Impact
- Anti-speed: Directly counters speed-based strategies
- Consistent threat: Every bite move becomes a potential game-changer
- Team building consideration: Forces opponents to consider paralysis immunity
- Move selection pressure: May influence opponent's item and ability choices
Interactions with Other Abilities
Beneficial Synergies
- Guts: Teammate benefits from being paralyzed
- Quick Feet: Teammate gets speed boost from paralysis
- Facade users: Double damage when statused
Negative Interactions
- Own team paralysis: Cannot paralyze own teammates
- Substitute blocking: Subs block status but not damage boost
- Mold Breaker: Can bypass some immunities but not type-based ones
Version Notes
- Elite Redux specific: Part of the expanded ability roster
- ID assignment: Ability ID 706 in the current build
- Balance consideration: Combines two strong effects for powerful synergy
- Implementation: Clean combination of existing ability components
Technical Notes
- Flag dependency: Both components require FLAG_STRONG_JAW_BOOST
- Order of operations: Damage boost calculated before status application
- Random generation: Uses standard battle RNG for paralysis chance
- Status effect timing: Applied via standard
AbilityStatusEffect
function
This ability represents a perfect fusion of offensive power and battlefield control, making every bite move a potential game-changing attack through both enhanced damage and debilitating status effects.