Pokémon Mystery Dungeon: Rescue Team DX/Unused Moves
This is a sub-page of Pokémon Mystery Dungeon: Rescue Team DX.
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. |
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
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)