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Pokémon Mystery Dungeon: Rescue Team DX/Unused Moves

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This is a sub-page of Pokémon Mystery Dungeon: Rescue Team DX.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Try showing the moves in-game. Check if Fusion Flare/Bolt are still in the game's code; if so, are CROSSFLAME_STRONG and CROSSTHNDER_STRONG triggered by those effects? COMBINATION moves suggest Fire/Water/Grass pledge; check if the Sea of Fire, Rainbow, and Swamp conditions still exist as in SMD

It appears that a lot of unused moves and abilities can be spotted, many of these unused moves do not have a description, have placeholder names, and most are leftovers from the previous games.

Unused Moves

The first several moves in this list are event-exclusive moves or unused moves that are not learned via any method in this game. Names appear to be transliterations of their Japanese names; the English name of the move is given second, for clarity.

  • (HAPPYTIME) (Happy Hour)
  • (OIWAI) (Celebrate)
  • (TEWOTSUNAGU) (Hold Hands)
  • (TEKAGEN) (Hold Back)
  • (VGENERATE) (V-Create)
  • (SOUTHERN_ARROW) (Thousand Arrows)
  • (SOUTHERN_WAVE) (Thousand Waves)
  • (HAMETSUNOHIKARI) (Light of Ruin)
  • (CROSSFLAME_STRONG) (Fusion Flare; suggests that this is the powered-up version used after Fusion Bolt.)
  • (CROSSTHNDER_STRONG) (Fusion Bolt; suggests that this is the powered-up version used after Fusion Flare.)
  • (GRASS_FLAME_COMBINATION)
  • (FLAME_WATER_COMBINATION)
  • (WATER_GRASS_COMBINATION)
  • (MINNADE_ATTACK)
  • (SHADOW_OF_NIHIL_04)
  • (YOBI_TAME_03)
  • (YOBI_TAME_04)
  • (YOBI_TAME_05)
  • (YOBI_TAME_06)
  • (YOBI_TAME_07)
  • (YOBI_TAME_08)
  • (YOBI_TAME_09)

Move numbers #0766-0777 are internally named Extra Big Spare, which are placeholders.

The rest of the number slots #0778-0787 are labeled as (YOBI_Number) which are also placeholders.

Unused Abilities

A bunch of unused abilities can be found in the abilities list.

  • Aftermath
  • Analytic
  • Aroma Veil
  • Aura Break
  • Bad Dreams
  • Big Pecks
  • Bulletproof
  • Cheek Pouch
  • Contrary
  • Dark Aura
  • Defeatist
  • Defiant
  • Fairy Aura
  • Flare Boost
  • Flower Gift
  • Flower Veil
  • Friend Guard
  • Fur Coat
  • Gale Wings
  • Gooey
  • Grass Pelt
  • Harvest
  • Healer
  • Heatproof
  • Heavy Metal
  • Honey Gather
  • Illusion
  • Imposter
  • Infiltrator
  • Iron Barbs
  • Justified
  • Klutz
  • Light Metal
  • Magician
  • Moody
  • Moxie
  • Multiscale
  • Multitype
  • Mummy
  • Overcoat
  • Pickpocket
  • Poison Touch
  • Protean
  • Rattled
  • Regenerator
  • Sand Rush
  • Sap Sipper
  • Slow Start
  • Snow Warning
  • Stance Change
  • Storm Drain
  • Sweet Veil
  • Symbiosis
  • Telepathy
  • Teravolt
  • Toxic Boost
  • Turboblaze
  • Unaware
  • Unburden
  • Unnerve
  • Victory Star
  • Weak Armor
  • Wonder Skin
  • Zen Mode
(Discord: PaulZ)

Super Mystery Dungeon Leftovers

Dark Matter Moves

Moves for the final boss Dark Matter can be spotted in the moves list.

  • Mow Down (DARKMATTER_01)
  • Shadow Casting (DARKMATTER_02)
  • (DARKMATTER_03)
  • Charging Start N (DARKMATTER_04)
  • Charging (Near) (DARKMATTER_04_ATTACK)
  • Charging Start F (DARKMATTER_05)
  • Charging (Floor) (DARKMATTER_05_ATTACK)