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Pokémon Mystery Dungeon: Rescue Team DX

Pokémon Mystery Dungeon: Rescue Team DX

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Welcome to Pokémon Mystery Dungeon: Rescue Team DX! In this unique dungeon-crawling adventure, you play as a Pokémon who has woken up in a world of Pokémon. Your mission is to build a rescue team, recruit new Pokémon allies, and explore mysterious, ever-changing dungeons. You'll need to strategically plan your moves to make the Pokémon world a safer place, all while uncovering your true purpose.

This guide is your essential companion for navigating the challenges ahead. We'll cover everything from basic game mechanics and walkthroughs of the main story, including specific dungeons like Tiny Woods and Thunderwave Cave, to tackling post-game content. Looking to recruit every Pokémon or need help with tricky boss fights? We've got you covered, ensuring you can build the best rescue team and master the mysteries of the dungeons.

Move List

Learn how to use Linked Moves in Pokémon Mystery Dungeon: Rescue Team DX! Discover how to link moves, costs, and the benefits of this powerful mechanic.

Alright, let's talk about a super useful mechanic in Rescue Team DX: Linked Moves. Think of it as chaining your attacks together so you can hit an enemy multiple times in a single turn, before they even get a chance to react! It's a real game-changer when you get the hang of it. ### How Linked Moves Work Basically, you can link up to four moves together. When you use the first move in the chain, the game will automatically use the next ones in order, from top to bottom. This is awesome because the opponent can't do anything until the whole sequence is finished. ### Where to Link Your Moves In _Rescue Team DX_, you'll head over to Gulpin Link Shop in Pokémon Square. Linking moves there will cost you 150 Poké. If you played the older versions, you might remember Electivire Link Shop in Treasure Town, which cost 500 Poké. There's also a handy item called a Link Box. You can use this inside dungeons to link moves for free, but remember, it's a one-time use item, so save it for when you really need it! ### Important Things to Keep in Mind * PP is Key: If any of the moves in your link run out of PP, the whole link breaks. So, always keep an eye on your PP! * No Two-Turn Moves: You can't link moves that take two turns to execute, like Solar Beam or Skull Bash. * Boosted Experience: If you defeat a Pokémon that would normally give you experience points with a linked move, you'll get a 50% boost to that experience! Pretty sweet deal. * Grudge Effect: If a linked move knocks out a Pokémon that was under the effect of Grudge, all the moves linked to the one that landed the final hit will lose PP. So, be a little careful there. Linked Moves can really help you clear out tough rooms or take down strong opponents quickly. Experiment with different combinations to see what works best for you!

Move Information

Learn about move stats like Type, Class, Power, PP, Accuracy, Crit, Flags, and Targets in Pokémon Mystery Dungeon: Rescue Team DX.

Move Statistics Explained:

Move Name: The name of the move.

Type: The elemental type of the move. In Pokémon Mystery Dungeon: Rescue Team DX, some moves are 'Typeless', meaning they are never resisted and never super-effective.

Class: This determines how a move functions. 'Physical' moves use the user's Attack and the target's Defense. 'Special' moves use the user's Sp. Atk. and the target's Sp. Def. 'Status' moves do not deal direct damage and are generally not based on these statistics, though exceptions like fixed damage moves exist.

Power: This value is used in the damage formula before other multipliers and effects. It does not necessarily correlate directly to the base power in core series games; generally, one star equals two points of power. Many status moves have a Power of 2 instead of zero.

Max PP: The maximum Power Points (PP) the move has initially. This may differ from the PP in core series games.

Acc.1/2: Two accuracy values are listed for moves. The first is believed to be the actual move accuracy, though this is not confirmed.

Crit: The critical hit variable for the move. Most damaging moves have a value of 12, while moves with a boosted critical hit rate have 50.

Flags: Moves have two sets of flags. 'Damage Flags' are six on/off switches for move properties. 'Other Flags' determine the move's specific effect. These flags are detailed in separate tables linked from the move entries.

Targets: Indicates who the move is intended to hit, such as 'Foe in front', 'User', 'Line of sight', or 'Allies in room'.

Example Move Data:

  • Basic Attack: Typeless, Physical, Power: 1, Max PP: 17, Acc.1: 93, Acc.2: 125, Crit: 0, Damage Flags: (#4) (#5) (#6), Other Flags: #1, Targets: Foe in front
  • Absorb: Grass, Special, Power: 1, Max PP: 18, Acc.1: 88, Acc.2: 125, Crit: 12, Damage Flags: (#3) (#4) (#5) (#6), Other Flags: #93, Targets: Foe in front
  • Acid: Poison, Status, Power: 8, Max PP: 17, Acc.1: 88, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #21, Targets: Foe in front, cuts corners
  • Acid Armor: Poison, Status, Power: 2, Max PP: 27, Acc.1: 125, Acc.2: 125, Crit: 12, Damage Flags: (#2) (#4), Other Flags: #79, Targets: User
  • Aerial Ace: Flying, Physical, Power: 10, Max PP: 8, Acc.1: 125, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #0, Targets: Foe in front
  • Aeroblast: Flying, Physical, Power: 20, Max PP: 12, Acc.1: 84, Acc.2: 125, Crit: 50, Damage Flags: (#4) (#5) (#6), Other Flags: #0, Targets: Line of sight
  • Agility: Psychic, Status, Power: 2, Max PP: 22, Acc.1: 125, Acc.2: 125, Crit: 12, Damage Flags: (#2) (#4), Other Flags: #121, Targets: Allies in room
  • Air Cutter: Flying, Physical, Power: 2, Max PP: 17, Acc.1: 90, Acc.2: 125, Crit: 50, Damage Flags: (#4) (#5) (#6), Other Flags: #11, Targets: Foe in front, cuts corners
  • Amnesia: Psychic, Status, Power: 2, Max PP: 22, Acc.1: 125, Acc.2: 125, Crit: 12, Damage Flags: (#2) (#4), Other Flags: #77, Targets: User
  • Ancientpower: Rock, Physical, Power: 12, Max PP: 12, Acc.1: 88, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #27, Targets: Foe in front
  • Arm Thrust: Fighting, Physical, Power: 2, Max PP: 17, Acc.1: 78, Acc.2: 125, Crit: 2, Damage Flags: (#4) (#5) (#6), Other Flags: #0, Targets: Foe in front
  • Aromatherapy: Grass, Status, Power: 2, Max PP: 12, Acc.1: 125, Acc.2: 125, Crit: 12, Damage Flags: (#2), Other Flags: #145, Targets: Allies in room
  • Assist: Normal, Status, Power: 2, Max PP: 27, Acc.1: 95, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #187, Targets: Special
  • Astonish: Ghost, Physical, Power: 6, Max PP: 17, Acc.1: 88, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #39, Targets: Foe in front
  • Attract: Normal, Status, Power: 2, Max PP: 10, Acc.1: 78, Acc.2: 100, Crit: 12, Damage Flags: (#1) (#4), Other Flags: #45, Targets: Foe in front, cuts corners
  • Aurora Beam: Ice, Special, Power: 10, Max PP: 17, Acc.1: 65, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #83, Targets: Line of sight
  • Barrage: Normal, Physical, Power: 1, Max PP: 17, Acc.1: 78, Acc.2: 125, Crit: 2, Damage Flags: (#4) (#5) (#6), Other Flags: #0, Targets: Foe in front, cuts corners
  • Barrier: Psychic, Status, Power: 2, Max PP: 22, Acc.1: 125, Acc.2: 125, Crit: 12, Damage Flags: (#2) (#4), Other Flags: #79, Targets: User
  • Baton Pass: Normal, Status, Power: 2, Max PP: 19, Acc.1: 125, Acc.2: 100, Crit: 12, Damage Flags: (#4), Other Flags: #164, Targets: All in room
  • Beat Up: Dark, Special, Power: 2, Max PP: 15, Acc.1: 100, Acc.2: 100, Crit: 12, Damage Flags: (#4), Other Flags: #235, Targets: Allies on floor
  • Belly Drum: Normal, Status, Power: 2, Max PP: 10, Acc.1: 100, Acc.2: 100, Crit: 12, Damage Flags: (#2) (#4), Other Flags: #222, Targets: User
  • Bide: Normal, Physical, Power: 2, Max PP: 15, Acc.1: 100, Acc.2: 125, Crit: 12, Damage Flags: (#4), Other Flags: #123, Targets: User
  • Bind: Normal, Physical, Power: 4, Max PP: 17, Acc.1: 78, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #15, Targets: Foe in front
  • Bite: Dark, Special, Power: 7, Max PP: 19, Acc.1: 90, Acc.2: 125, Crit: 12, Damage Flags: (#3) (#4) (#5) (#6), Other Flags: #37, Targets: Foe in front
  • Blast Burn: Fire, Special, Power: 30, Max PP: 8, Acc.1: 84, Acc.2: 125, Crit: 12, Damage Flags: (#3) (#5) (#6), Other Flags: #129, Targets: Adjacent foes
  • Blaze Kick: Fire, Special, Power: 16, Max PP: 13, Acc.1: 88, Acc.2: 125, Crit: 50, Damage Flags: (#5) (#6), Other Flags: #44, Targets: Foe in front
  • Blizzard: Ice, Special, Power: 24, Max PP: 10, Acc.1: 84, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #8, Targets: Foe in front, cuts corners
  • Block: Normal, Status, Power: 2, Max PP: 12, Acc.1: 100, Acc.2: 100, Crit: 12, Damage Flags: (#1) (#4), Other Flags: #55, Targets: Foe in front
  • Bloop Slash: Typeless, Physical, Power: 10, Max PP: 22, Acc.1: 100, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #0, Targets: Foe 1-2 tiles ahead
  • Blowback: Typeless, Status, Power: 2, Max PP: 17, Acc.1: 100, Acc.2: 100, Crit: 0, Damage Flags: (#4), Other Flags: #66, Targets: Line of sight
  • Body Slam: Normal, Physical, Power: 12, Max PP: 17, Acc.1: 90, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #35, Targets: Foe in front
  • Bone Club: Ground, Physical, Power: 12, Max PP: 15, Acc.1: 88, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #36, Targets: Foe in front
  • Bone Rush: Ground, Physical, Power: 12, Max PP: 12, Acc.1: 70, Acc.2: 125, Crit: 2, Damage Flags: (#4) (#5) (#6), Other Flags: #0, Targets: Foe in front, cuts corners
  • Bonemerang: Ground, Physical, Power: 10, Max PP: 14, Acc.1: 87, Acc.2: 125, Crit: 12, Damage Flags: (#4) (#5) (#6), Other Flags: #0, Targets: Line of sight

Move List (GBA) by Eevee-Trainer / \_Cecilia\_

Pokémon Mystery Dungeon: Rescue Team DX credits list, including acknowledgements for Ultimate Pokémon Center and their contributions to move data.

The credits for Pokémon Mystery Dungeon: Rescue Team DX list contributors in no particular order. Among these is Ultimate Pokémon Center, who provided in-depth details on damage calculation, some move and ability effects, and served as a starting point for deriving move data from game data.

Tips
  • The credits section is located after the Appendices and before the Version History.
  • Ultimate Pokémon Center's contributions were significant for understanding move data and mechanics.

Move List (GBA) by Eevee-Trainer / \_Cecilia\_ (2)

Explore the comprehensive move list, damage flags, type affinity, and stat stage multipliers for Pokémon Mystery Dungeon: Rescue Team DX.

This guide covers the move list for Pokémon Mystery Dungeon: Rescue Team DX, including detailed information on each move, damage flags, other flags, type affinity, and stat stage multipliers.

Tips
  • Refer to the Damage Flags section for specific effects a move can inflict.
  • Consult the Other Flags section for additional move properties.
  • Understand Type Affinity to know which Pokémon types are strong or weak against others.
  • Use the Stat Stage Multipliers to see how stat changes affect damage.

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