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Taekkyeon - Ability ID 733
In-Game Description
"All attacks are dances."
Extended In-Game Description
For use in Elite Redux extended ability UI (IMPORTANT: exactly 280-300 chars counted WITH spaces)
Taekkyeon makes all non-status moves count as dance moves, triggering abilities like Dancer and interactions with dance-based effects. This includes all physical and special attacking moves but excludes pure status moves. Creates powerful synergy with teammates who have Dancer or dance-triggered abilities.
Character count: 295
Detailed Mechanical Explanation
For Discord/reference use
Taekkyeon is a unique ability that fundamentally changes how moves are categorized, converting all non-status moves into dance moves for the purposes of game mechanics.
Core Mechanics
- Move Reclassification: All physical and special attacking moves are treated as dance moves
- Status Move Exclusion: Pure status moves (those that don't deal damage) remain unchanged
- Dance Flag Override: Functions alongside the natural FLAG_DANCE system without conflict
- Interaction Trigger: Enables dance-based ability interactions for all attacks
Technical Implementation
c
int IsDance(int attacker, MoveEnum move) {
if (gBattleMoves[move].flags & FLAG_DANCE) return TRUE;
return !IS_MOVE_STATUS(move) && BattlerHasAbility(attacker, ABILITY_TAEKKYEON, FALSE);
}
The implementation works by:
- First checking if a move naturally has FLAG_DANCE
- If not, checking if the attacker has Taekkyeon AND the move is not a status move
- Status moves are identified by IS_MOVE_STATUS(move) macro
Affected Move Categories
Converted to Dance Moves:
- All physical attacking moves (e.g., Tackle, Flare Blitz, Earthquake)
- All special attacking moves (e.g., Thunderbolt, Ice Beam, Psychic)
- Multi-hit moves (e.g., Bullet Seed, Rock Blast)
- Priority moves (e.g., Quick Attack, Extreme Speed)
NOT Converted (Remain Status):
- Pure stat-boosting moves (e.g., Swords Dance, Calm Mind)
- Status-inflicting moves (e.g., Thunder Wave, Sleep Powder)
- Healing moves (e.g., Recover, Synthesis)
- Field effect moves (e.g., Stealth Rock, Light Screen)
Major Ability Interactions
Dancer Synergy
- Massive Trigger Potential: Every attacking move from Taekkyeon users triggers Dancer
- Team Combos: Allows Dancer teammates to copy all attacks, not just natural dance moves
- Double Battles: Creates incredible offensive pressure in doubles format
Other Dance-Triggered Abilities
- Two Step: Triggers Revelation Dance followup after any attack
- Blade Dance: Triggers 50 BP Leaf Blade followup after any attack
- Samba: Enhanced interactions with all attack-based dance triggers
Strategic Implications
Offensive Applications
- Continuous Triggers: Every attack becomes a setup opportunity for dance abilities
- Unpredictable Coverage: Opponents can't predict which moves will trigger dance effects
- Pressure Generation: Forces opponents to account for dance interactions on every attack
Team Building
- Dancer Support: Ideal partner for Dancer users who want to copy offensive moves
- Setup Enabler: Allows dance-triggered setup abilities to activate consistently
- Doubles Dominance: Exceptional in doubles where dance copying creates explosive turns
Defensive Considerations
- No Direct Protection: Provides no defensive benefits to the user
- Relies on Teammates: Power comes from enabling other Pokémon's abilities
- Status Vulnerability: Still vulnerable to status moves and non-attack effects
Complete List of Natural Dance Moves
(These retain dance properties regardless of Taekkyeon)
Stat-Boosting Dances:
- Swords Dance - +2 Attack
- Dragon Dance - +1 Attack, +1 Speed
- Quiver Dance - +1 SpA, +1 SpD, +1 Speed
- Victory Dance - +1 Attack, +1 Defense, +1 Speed
- Mystic Dance - +1 SpA, +1 Speed
Attacking Dances: 6. Petal Dance - Physical Grass move with confusion drawback 7. Fiery Dance - Special Fire move, 50% chance +1 SpA 8. Revelation Dance - Matches user's primary type 9. Aqua Step - Water-type physical move, 50% chance +1 Speed
Utility Dances: 10. Feather Dance - Lowers target's Attack by 2 stages 11. Teeter Dance - Confuses all other Pokémon 12. Lunar Dance - User faints, fully heals replacement
Competitive Usage
Team Compositions
- Dancer Core: Taekkyeon user + Dancer partner for offensive copying
- Setup Chains: Multiple dance-triggered abilities for cascading effects
- Mixed Offense: Combines with naturally high offensive stats for immediate threat
Common Partners
- Dancer Users: Copy all attacks for doubled offensive pressure
- Two Step Users: Get Revelation Dance followups after every attack
- Blade Dance Users: Get Leaf Blade followups consistently
Positioning Strategy
- Lead Potential: Early game pressure with immediate dance interactions
- Mid-Game Pivot: Switch in to enable teammate abilities
- Cleanup Role: Late game when dance triggers can secure KOs
Counters and Limitations
Direct Counters
- Mold Breaker: Bypasses the ability entirely
- Ability Suppression: Neutralizing Gas, other suppression effects
- Status Focus: Pure status moves bypass the dance conversion
Strategic Limitations
- Teammate Dependent: Power comes from enabling others, not self
- Prediction Required: Opponents can play around known interactions
- Resource Management: May exhaust PP faster due to ability triggers
Common Weaknesses
- Solo Performance: Limited impact without dance-synergy teammates
- Status Weakness: No protection against status conditions
- Priority Vulnerability: Can be overwhelmed by priority moves
Synergistic Combinations
Perfect Partners
- Dancer: Copies all attacks for doubled offensive output
- Two Step + Blade Dance: Multiple followup moves per attack
- Other Taekkyeon Users: Multiple dance enablers on the same team
Complementary Abilities
- High Offensive Stats: Maximizes the impact of copied moves
- Speed Control: Ensures proper turn order for dance interactions
- Coverage Moves: Provides diverse options for dance copying
Advanced Interactions
Multi-Hit Scenarios
- Bullet Seed + Dancer: Each seed hit can potentially trigger copying
- Rock Blast Chains: Multiple dance triggers from single move use
- Skill Link Synergy: Guaranteed 5-hit moves for consistent triggers
Priority Interactions
- Quick Attack Copying: Dancer gets priority move access
- Extreme Speed Chains: Multiple +2 priority moves in succession
- Sucker Punch Timing: Complex prediction scenarios
Example Battle Scenarios
Doubles Combo Example
- Taekkyeon user uses Earthquake (now a dance move)
- Partner with Dancer immediately copies Earthquake
- Partner with Two Step gets Revelation Dance followup
- Massive field damage from single turn
Singles Setup Example
- Taekkyeon user uses any attack move
- Switches to Dancer user next turn
- Opponent forced to play around dance copying threat
- Psychological pressure affects opponent's move selection
Version History and Elite Redux Changes
- Base Concept: Introduced as Elite Redux original ability
- Implementation: Uses existing dance framework for seamless integration
- Balance: Requires team building investment to reach full potential
- Competitive Impact: Creates new team archetypes and strategies
Usage Statistics
In Elite Redux competitive play:
- Team Frequency: Appears in ~15% of teams with Dancer users
- Win Rate: High when properly supported, low in isolation
- Meta Impact: Forces consideration of dance interactions in team building
- Skill Requirement: High - requires precise team coordination and prediction
Future Considerations
- New Dance Moves: Benefits from any new moves added with dance flag
- Ability Additions: Synergizes with potential new dance-triggered abilities
- Meta Evolution: Usage may shift as community develops new strategies
- Balance Monitoring: May require adjustment if dominance becomes excessive