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Reason: information from WiiWare series and Rescue Team DX.
In the Pokémon Mystery Dungeon series, moves function differently from the core series games. Moves have various ranges that determine what tiles they affect.
Most moves can only affect the target directly in front of the user, while other moves are able to reach targets further away. Moves which are able to reach 2 tiles in front of the user can pass through teammates, allowing partners to support the leader even in hallways. These moves are mostly made up of priority moves from the core series games. However, prior to Pokémon Super Mystery Dungeon, moves such as Shadow Ball which could reach further than 2 tiles in the user's line of sight would hit a teammate rather than passing through them. The only way to make them pass through teammates is through the IQ Skill Gap ProberTDS or the Team Skill Slip-ThroughGtI. In Pokémon Super Mystery Dungeon, all moves regardless of range no longer hit allies unless the move is designed to target allies, or if the user is affected by a status condition which affects the way a move is executed. If the move is designed to also potentially damage enemies, the ability Telepathy will prevent such damage.
Moves may also affect enemies in an entire room. These moves can also hit enemies in hallways within the user's visibility*, including Ghost-type Pokémon in walls.
Some moves are able to cut corners, which means that the move can hit an enemy diagonally past a wall adjacent to both the user and the foe. Moves may also target only enemies, only allies, both, or only the user.
The following is a list of all moves available in these games, noting their range, target, and whether the move can cut corners.
List of moves