Skip to content
Other Flags
Pokémon Mystery Dungeon: Rescue Team DX

Other Flags

Explore the effects of Other Flags in Pokémon Mystery Dungeon: Rescue Team DX, from damage modifiers to status ailments like burn, freeze, and poison.

By ··10 min read·Multi-source verified
1 reading this guide  

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.

Tips
  • 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.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content