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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:

  1. onOffensiveMultiplier: From Strong Jaw - provides 1.3x damage multiplier
  2. 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

  1. Hit requirement: ShouldApplyOnHitAffect(target) - move must successfully hit
  2. Paralysis immunity check: CanBeParalyzed(battler, target) - target must not be immune
  3. Move flag check: Same FLAG_STRONG_JAW_BOOST requirement
  4. 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.

Elite Redux Ability Codex