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Dual Wield - Ability ID 433
In-Game Description
"Mega Launcher and Keen Edge moves hit twice for 70% damage."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Dual Wield causes moves boosted by Mega Launcher or Keen Edge to hit twice, with each hit dealing 70% of the move's normal damage. Works with beam moves, pulse moves, cannon moves, and blade moves. Total damage is 140% compared to single hit. Maintains secondary effects on both hits.
Character count: 294
Detailed Mechanical Explanation
For Discord/reference use
Core Mechanics
Dual Wield is an offensive ability that transforms certain moves into double-hitting attacks. When the user attempts a move that would be boosted by either Mega Launcher or Keen Edge, the ability converts it into a two-hit attack using the Parental Bond system.
Activation Conditions
- Move Type Requirement: Move must have either:
FLAG_MEGA_LAUNCHER_BOOST
(beam/pulse/cannon moves)FLAG_KEEN_EDGE_BOOST
(blade/cutting moves)
- Damage Calculation: Each hit deals 70% of the original move's power
- Total Damage: 140% of original damage (0.7 × 2 = 1.4)
- Hit Mechanics: Uses
PARENTAL_BOND_DUAL_WIELD
system
Mega Launcher Boosted Moves (Examples)
Beam/Pulse Moves:
- Water Gun, Hydro Pump, Ice Beam, Psybeam
- Aurora Beam, Hyper Beam, Solar Beam, Dragon Pulse
- Aura Sphere, Dark Pulse, Focus Blast, Flash Cannon
- Charge Beam, Signal Beam, Heal Pulse, Steam Eruption
- Origin Pulse, Fleur Cannon, Prismatic Laser, Dynamax Cannon
Projectile Moves:
- Sludge Bomb, Octazooka, Zap Cannon, Rock Blast
- Gunk Shot, Searing Shot, Anchor Shot, Scale Shot
- Meteor Beam, Shell Side Arm, many custom moves
Keen Edge Boosted Moves (Examples)
Blade/Cutting Moves:
- Karate Chop, Razor Wind, Guillotine (custom effect)
- Cut, Slash, Leaf Blade, Night Slash
- Psycho Cut, Air Cutter, Sacred Sword
- Many custom blade moves in Elite Redux
Technical Implementation
c
// Dual Wield ability definition
constexpr Ability DualWield = {
.onParentalBond = +[](ON_PARENTAL_BOND) -> MultihitType {
CHECK(IsMegaLauncherBoosted(battler, move) || gBattleMoves[move].flags & FLAG_KEEN_EDGE_BOOST);
return PARENTAL_BOND_DUAL_WIELD;
},
};
// Damage calculation in battle_util.c
case PARENTAL_BOND_DUAL_WIELD:
return UQ_4_12(0.7); // 70% damage per hit
Important Interactions
- Secondary Effects: Both hits can trigger secondary effects independently
- Contact Moves: Contact-based moves make contact on both hits
- Accuracy: Each hit is rolled for accuracy separately
- Critical Hits: Each hit can crit independently
- Substitutes: Can break substitute on first hit, damage Pokémon on second
- Abilities: Abilities like Sturdy, Focus Sash only block the first hit
- Items: Life Orb recoil applies after each hit
Move Selection Logic
The ability works through the IsMegaLauncherBoosted()
function which returns true if:
- Move has
FLAG_MEGA_LAUNCHER_BOOST
flag, OR - Move is a status move and user has Gunman ability, OR
- Move has
FLAG_KEEN_EDGE_BOOST
flag (direct check)
Damage Comparison
- Single Hit: 100% damage
- Dual Wield: 70% + 70% = 140% total damage
- Parental Bond: 100% + 25% = 125% total damage (for comparison)
- Skill Link Multi-Hit: Usually 125% (5 × 25%) but varies by move
Strategic Implications
- Power Boost: Effective 40% damage increase over single hits
- Multi-Hit Benefits: Breaks substitutes, triggers abilities multiple times
- Status Spreading: Doubles chance for secondary effects to trigger
- Synergy Potential: Excellent with abilities that trigger on hit
- Drawbacks: Vulnerable to Rocky Helmet, Rough Skin, Iron Barbs
Synergistic Abilities
- Mega Launcher: Boosts base power by 30%, then Dual Wield doubles hits
- Keen Edge: Boosts base power by 30%, then Dual Wield doubles hits
- Sheer Force: Prevents secondary effects but boosts power
- Life Orb: Boosts both hits but doubles recoil damage
Common Users
Dual Wield is particularly effective on:
- Special Attackers: With access to beam/pulse moves
- Physical Attackers: With blade/cutting moves
- Mixed Attackers: Who can utilize both move types
- Pokémon with good movepool coverage: Maximizing eligible moves
Counters and Limitations
- Rocky Helmet/Rough Skin: Double damage from contact moves
- Sturdy/Focus Sash: Only blocks first hit, not second
- Substitute: Can be broken by first hit, but limits second hit
- Protection moves: Block both hits completely
- Abilities: Lightning Rod, Storm Drain, etc. only redirect first hit
Competitive Usage Notes
- Move Selection: Prioritize moves with secondary effects
- Item Synergy: Life Orb for power, Choice items for consistency
- Team Support: Excellent for breaking through defensive cores
- Late Game: Powerful for cleaning up weakened teams
- Coverage: Wide movepool compatibility makes it versatile
Version History
- New ability introduced in Elite Redux
- Uses the Parental Bond system for implementation
- Unique in affecting both Mega Launcher and Keen Edge moves
- Part of Elite Redux's expanded ability roster
Related Abilities
- Mega Launcher: Base power boost for beam/pulse moves
- Keen Edge: Base power boost for blade/cutting moves
- Parental Bond: Similar double-hit mechanic with different power split
- Skill Link: Guarantees maximum hits for multi-hit moves