Explore the effects of Other Flags in Pokémon Mystery Dungeon: Rescue Team DX, from damage modifiers to status ailments like burn, freeze, and poison.
Flag #0: Deals damage with no special effects.
Flag #1: Deals damage with no special effects, but PP does not decrement. This is your basic A Button attack and infinite-use.
Flag #2: This move has no effect. No non-glitched move uses this flag.
Flag #3: The target's damage doubles if they are Digging.
Flag #4: The target's damage doubles if they are Flying or are Bouncing.
Flag #5: Recoil damage: the user loses 1/4 of their maximum HP. Furthermore, PP does not decrement. This is used by Struggle.
Flag #6: 10% chance to burn the target. Only used by Flame Wheel.
Flag #7: 10% chance to burn the target.
Flag #8: 10% chance to freeze the target.
Flag #9: The user goes into the resting Paused status after this move's use to recharge, but only if a target is hit.
Flag #10: Applies the Focus Energy status to the user, boosting their critical hit rate for 3-4 turns.
Flag #11: This move has a boosted critical-hit rate. Since the critical rate variable handles this, this flag is pointless; these moves have higher values already.
Flag #12: The target suffers 9,999 damage (essentially a one-hit KO), though if immune to the move type it's 0. Used by Fissure.
Flag #13: The target suffers 9,999 damage (essentially a one-hit KO), though if immune to the move type it's 0. Used by Sheer Cold and Guillotine.
Flag #14: Essentially the same as the previous, but without the type resistance condition, but since this "move" (One-Shot) is typeless it's irrelevant.
Flag #15: The target has a 10% chance to become constricted (unable to act while suffering several turns of damage).
Flag #16: The target has a 10% chance to become constricted (unable to act while suffering several turns of damage). Damage suffered doubles if the target is Diving.
Flag #17: Damage doubles if the target is diving.
Flag #18: The target will be unable to move.
Flag #19: The target has an 18% chance to become poisoned.
Flag #20: This move has a 10% chance to lower the target's Sp. Def. by one stage.
Flag #21: This move has a 10% chance to lower the target's Defense by one stage.
Flag #22: This move has a 10% chance to raise the user's Attack by one stage.
Flag #23: This move has a 10% chance to raise the user's Defense by one stage.
Flag #24: This move has a 10% chance to poison the target.
Flag #25: The damage dealt is doubled if the target is Flying or Bouncing. This also has a 15% chance to make the target cringe.
Flag #26: This move has a 10% chance to lower the target's movement speed by one stage.
Flag #27: This move has a 10% chance to raise the user's Attack, Sp. Atk., Sp. Def., and movement speed by one stage each.
Flag #28: This move has a 10% chance to confuse the target.
Flag #29: This move has a 50% chance to lower the target's Sp. Atk. by one stage.
Flag #30: This move has a 50% chance to lower the target's Sp. Def. by one stage.
Flag #31: This move has a 50% chance to lower the target's Defense by one stage.
Flag #32: This move has a 40% chance to poison the target.
Flag #33: This move has a 50% chance to burn the target.
Flag #34: This move has a 10% chance to paralyze the target.
Flag #35: This move has a 15% chance to paralyze the target.
Flag #36: This move has a 10% chance to make the target cringe.
Flag #37: This move has a 20% chance to make the target cringe.
Flag #38: This move has a 25% chance to make the target cringe.
Flag #39: This move has a 30% chance to make the target cringe.
Flag #40: This move has a 40% chance to make the target cringe.
Flag #41: This move has a 30% chance to confuse the target.
Flag #42: This move has a 20% chance to do one of these: burn, freeze, or paralyze the target.
Flag #43: This move has a 20% chance to raise the user's Attack by one stage.
Flag #44: This move has a 10% chance to burn the target.
Flag #45: The target can become infatuated, provided they are of the opposite gender of the user.
Flag #46: This move paralyzes the target. Used by Disable.
Flag #47: This move has a 35% chance to make the target cringe.
Flag #48: This move deals fixed damage: 55 HP.
Flag #49: This move deals fixed damage: 65 HP.
Flag #50: This move paralyzes the target. Used by Stun Spore.
Flag #51: This move has a 10% chance to paralyze the target.
Flag #52: This move puts the target to sleep.
Flag #53: The target begins to yawn.
Flag #54: This move has a 10% chance to paralyze the target.
Flag #55: This move prevents the target from moving.
Flag #56: The target suffers 9,999 damage (essentially a one-hit KO), though if immune to the move type it's 0. Used by Horn Drill.
Flag #57: This move confuses the target.
Flag #58: This move poisons the target.
Flag #59: This move paralyzes the target.
Flag #60: This move paralyzes the target.
Flag #61: This move deals damage and paralyzes the target.
Flag #62: If this move hits, then the user's Attack and Defense are lowered by one stage.
Flag #63: If this move hits, then the target's movement speed is lower by one stage.
Flag #64: If this move hits, then the target is confused.
Flag #65: If this move hits, then the target's Sp. Def. is lowered by two stages.
Flag #66: The target is thrown 10 spaces in a random direction or until it hits a wall, losing 5 HP in the latter case. Fails on boss floors with cliffs.
Flag #67: The user's and target's current HP are adjusted to become the average of the two, possibly raising or lowering.
Flag #68: This move raises the user's Sp. Atk. by two stages.
Flag #69: This move raises the user's Evasion by one stage.
Flag #70: This move raises the user's Attack and movement speed by one stage each.
Flag #71: This move raises the user's Attack and Defense by one stage each.
Flag #72: This move raises the user's Attack by one stage.
Flag #73: The user of this move becomes enraged.
Flag #74: This move raises the user's Attack by two stages.
Flag #75: This move raises the user's Sp. Atk. and Sp. Def. by one stage.
- Understanding these flags is crucial for mastering move interactions and predicting outcomes in Pokémon Mystery Dungeon: Rescue Team DX.
- Pay close attention to flags that affect target status conditions like poison, paralysis, sleep, and confusion, as these can drastically alter battle flow.
- Flags that modify user stats, such as Attack or Sp. Atk. boosts, are key for setting up powerful turns.
- Flags that cause recoil damage or inflict negative status on the user should be used with caution.
- Flags that deal fixed damage or instant KO damage are powerful but may have specific conditions or immunities.
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