What it does
Cud Chew works in two stages. First, the carrier eats a held berry normally — either when HP drops to the trigger threshold or through another activation method. Then, at the end of the following turn, the same effect fires again, as if the berry were eaten a second time.
With a Sitrus Berry, that's two separate heals of 1/4 max HP — totaling 1/2 max HP from a single item. With a Figy Berry (1/3 HP recovery tied to nature), both activations together approach 2/3 max HP. The second activation is free — no item slot, no extra turn spent.
The timing matters. The second activation happens at end of the next turn, not immediately. There's a window between the first eat and the follow-up where the opponent can land a KO and cancel the second heal entirely.
Who runs it
Farigiraf is the only Champions carrier. It almost always runs Sitrus Berry or a Figy Berry variant alongside this ability. The 1% usage rate reflects the reality: Armor Tail tends to offer more decisive tactical value, and Cud Chew only pays off when Farigiraf actually survives long enough for the second heal.
How to use it
The ideal sequence: Farigiraf takes damage, drops past the berry threshold, heals once. Next turn it soaks more hits or uses Trick Room, and at the end of that turn it heals again. Two heals from one item slot — you get roughly half your HP back without spending anything extra.
You don't need to engineer the berry activation manually. The second activation is automatic once the first happens. What you do need is a turn of survival after the first eat.
Tips & strategy
Pairing with Trick Room slows the overall match tempo, which gives Farigiraf more time to collect the second heal before being removed. Fast offense teams that can press knockouts every turn are the main thing that shuts this ability down.
The berry is consumed after the first activation, so Cud Chew gives you the effect twice — not the item back. You still only have one berry for the whole match.