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Other Flags (2)
Pokémon Mystery Dungeon: Rescue Team DX

Other Flags (2)

Explore the effects of flags #0 through #74 in Pokémon Mystery Dungeon: Rescue Team DX, detailing damage, status effects, stat changes, and more.

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Explore the effects of flags #0 through #74 in Pokémon Mystery Dungeon: Rescue Team DX, detailing damage, status effects, stat changes, and more.

Walkthrough
  1. 1
    Flag #0: Deals damage with no special effects.
  2. 2
    Flag #1: Deals damage with no special effects, and PP does not decrement as it is your basic A Button attack with infinite use.
  3. 3
    Flag #2: This move has no effect. No non-glitched move uses this flag.
  4. 4
    Flag #3: The target's damage doubles if they are Digging.
  5. 5
    Flag #4: The target's damage doubles if they are Flying or are Bouncing.
  6. 6
    Flag #5: Recoil damage; the user loses 1/4 of their maximum HP. Furthermore, PP does not decrement. This is used by Struggle.
  7. 7
    Flag #6: Has a 10% chance to burn the target. Only used by Flame Wheel.
  8. 8
    Flag #7: Has a 10% chance to burn the target.
  9. 9
    Flag #8: Has a 10% chance to freeze the target.
  10. 10
    Flag #9: The user goes into the resting Paused status after this move's use to recharge, but only if a target is hit.
  11. 11
    Flag #10: Applies the Focus Energy status to the user, boosting their critical hit rate for 3-4 turns.
  12. 12
    Flag #11: This move has a boosted critical-hit rate. Since the critical rate variable handles this, this flag is pointless as these moves have higher values already.
  13. 13
    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.
  14. 14
    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.
  15. 15
    Flag #14: Essentially the same as the previous flag, but without the type resistance condition. Since this "move" (One-Shot) is typeless, it's irrelevant.
  16. 16
    Flag #15: The target has a 10% chance to become constricted (unable to act while suffering several turns of damage).
  17. 17
    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.
  18. 18
    Flag #17: Damage doubles if the target is Diving.
  19. 19
    Flag #18: The target will be unable to move.
  20. 20
    Flag #19: The target has an 18% chance to become poisoned.
  21. 21
    Flag #20: Has a 10% chance to lower the target's Sp. Def. by one stage.
  22. 22
    Flag #21: Has a 10% chance to lower the target's Defense by one stage.
  23. 23
    Flag #22: Has a 10% chance to raise the user's Attack by one stage.
  24. 24
    Flag #23: Has a 10% chance to raise the user's Defense by one stage.
  25. 25
    Flag #24: Has a 10% chance to poison the target.
  26. 26
    Flag #25: Damage dealt is doubled if the target is Flying or Bouncing. This also has a 15% chance to make the target cringe.
  27. 27
    Flag #26: Has a 10% chance to lower the target's movement speed by one stage.
  28. 28
    Flag #27: Has a 10% chance to raise the user's Attack, Sp. Atk., Sp. Def., and movement speed by one stage each.
  29. 29
    Flag #28: Has a 10% chance to confuse the target.
  30. 30
    Flag #29: Has a 50% chance to lower the target's Sp. Atk. by one stage.
  31. 31
    Flag #30: Has a 50% chance to lower the target's Sp. Def. by one stage.
  32. 32
    Flag #31: Has a 50% chance to lower the target's Defense by one stage.
  33. 33
    Flag #32: Has a 40% chance to poison the target.
  34. 34
    Flag #33: Has a 50% chance to burn the target.
  35. 35
    Flag #34: Has a 10% chance to paralyze the target.
  36. 36
    Flag #35: Has a 15% chance to paralyze the target.
  37. 37
    Flag #36: Has a 10% chance to make the target cringe.
  38. 38
    Flag #37: Has a 20% chance to make the target cringe.
  39. 39
    Flag #38: Has a 25% chance to make the target cringe.
  40. 40
    Flag #39: Has a 30% chance to make the target cringe.
  41. 41
    Flag #40: Has a 40% chance to make the target cringe.
  42. 42
    Flag #41: Has a 30% chance to confuse the target.
  43. 43
    Flag #42: Has a 20% chance to do one of the following: burn, freeze, or paralyze the target.
  44. 44
    Flag #43: Has a 20% chance to raise the user's Attack by one stage.
  45. 45
    Flag #44: Has a 10% chance to burn the target.
  46. 46
    Flag #45: The target can become infatuated, provided they are of the opposite gender of the user.
  47. 47
    Flag #46: Paralyzes the target. Used by Disable.
  48. 48
    Flag #47: Has a 35% chance to make the target cringe.
  49. 49
    Flag #48: Deals fixed damage: 55 HP.
  50. 50
    Flag #49: Deals fixed damage: 65 HP.
  51. 51
    Flag #50: Paralyzes the target. Used by Stun Spore.
  52. 52
    Flag #51: Has a 10% chance to paralyze the target.
  53. 53
    Flag #52: Puts the target to sleep.
  54. 54
    Flag #53: The target begins to yawn.
  55. 55
    Flag #54: Has a 10% chance to paralyze the target.
  56. 56
    Flag #55: Prevents the target from moving.
  57. 57
    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.
  58. 58
    Flag #57: Confuses the target.
  59. 59
    Flag #58: Poisons the target.
  60. 60
    Flag #59: Paralyzes the target.
  61. 61
    Flag #60: Paralyzes the target.
  62. 62
    Flag #61: Deals damage and paralyzes the target.
  63. 63
    Flag #62: If this move hits, the user's Attack and Defense are lowered by one stage.
  64. 64
    Flag #63: If this move hits, the target's movement speed is lowered by one stage.
  65. 65
    Flag #64: If this move hits, the target is confused.
  66. 66
    Flag #65: If this move hits, the target's Sp. Def. is lowered by two stages.
  67. 67
    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.
  68. 68
    Flag #67: The user's and target's current HP are adjusted to become the average of the two, possibly raising or lowering.
  69. 69
    Flag #68: Raises the user's Sp. Atk. by two stages.
  70. 70
    Flag #69: Raises the user's Evasion by one stage.
  71. 71
    Flag #70: Raises the user's Attack and movement speed by one stage each.
  72. 72
    Flag #71: Raises the user's Attack and Defense by one stage each.
  73. 73
    Flag #72: Raises the user's Attack by one stage.
  74. 74
    Flag #73: The user of this move becomes enraged.
  75. 75
    Flag #74: Raises the user's Attack by two stages.
  76. 76
    Flag #75: Raises the user's Sp. Atk. and Sp. Def. by one stage.

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