What it does
Super Fang deals typeless fixed damage equal to exactly half the target's current HP. No Defense calculation, no type multipliers — a Pokémon with 200 max HP takes 100 damage on the first hit regardless of its Defense stat. The highest-bulk targets in the game go to half HP in one move. That's the entire case for Super Fang.
The damage halves each hit: first Super Fang takes the target from 100% to 50%, second from 50% to 25%, third from 25% to ~12.5%. Theoretically it never quite KOs by itself — the target always has half of whatever HP remains — so a final hit from a different move is needed to finish.
Ghost-type Pokémon are fully immune to typeless moves. Check for Ghost before using.
Who runs it
Maushold at 79% is the standout user. Maushold's own physical Attack isn't its selling point — Super Fang is. No matter how bulky the opponent is, Maushold cuts them down. In doubles, that creates immediate KO conditions for a partner on the following turn.
Dedenne at 50% adds type-agnostic damage output to an Electric/Fairy that would otherwise be limited by type coverage gaps.
Noivern at 28% uses its high Speed to fire Super Fang before most opponents can act — getting the 50% cut in on turn one, then the partner cleans up. Speed advantage is what makes Noivern's version especially consistent.
Morpeko sees low usage.
How to use it
Super Fang is best against the opponent's tankiest Pokémon. The bulkier the target, the more Super Fang outperforms a normal damage move — normal moves still have to fight through Defense stats and type resistances. Super Fang bypasses both.
In doubles, the core play: use Super Fang turn one on the target your partner is about to attack, cutting it to half HP. The partner then needs roughly half the normal damage to KO. This two-step pattern is more reliable than hoping a single nuke hits hard enough — the threshold is always 50% regardless of what defensive investment the opponent made.
Remember the Ghost immunity. Ghost-type is common in Champions, so check the target's typing in preview.
Tips & strategy
The value of Super Fang scales with the target's bulk. Against glass-cannon builds, any strong move finishes the job — the fixed-damage bypass isn't needed. Against stall walls or high-Defense setups, Super Fang does more useful work than ten normal attacks combined.
Focus Sash interaction: if the opponent has a Sash and full HP, Super Fang takes them to exactly 50% — the Sash doesn't activate (Sash triggers at 1HP from a KO hit, not from a halving). Second hit from Super Fang goes to 25%, still no Sash. You'd need a lethal hit to trigger it. This is worth knowing when you're trying to play around Sash users.
Under Trick Room, slower users like Maushold act first. First-turn HP halving under Trick Room sets up the slow heavy hitters behind it to clean up without needing full damage calculations.