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Active HMs

Active HMs are fired on demand: pick one in the HM wheel, then click with an empty hand or the HM Case. Each use costs hunger or experience — whichever the server asks for — and most start a cooldown.

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🖱️ Click with your
chosen activator

Learned?

✖ Nothing happens

Experience level
high enough?

Off cooldown &
can you afford it?

✨ Ability fires

🍗 Hunger or XP spent
⏳ Cooldown starts


Acquisition table

Any one of the listed Pokémon can teach the HM. Hold the trigger item and sneak + right-click the Pokémon.

Disc HM Pokémon (any of) Trigger item
Barrier Mr. Mime, Scream Tail, Hatterene Glass Pane
Blizzard Abomasnow, Glalie, Froslass Snowball
Boomerang Cubone, Marowak, Houndoom Bone
Bullet Seed Seedot, Nuzleaf, Cacnea Wheat Seeds
Camouflage Zorua, Kecleon, Ditto Ink Sac
Celebrate Jigglypuff, Ludicolo, Alcremie Firework Rocket
Charge Elekid, Electabuzz, Electivire Redstone Dust
Charm Jynx, Sylveon, Clefable Pink Tulip
Confusion Psyduck, Golduck, Hypno Amethyst Cluster
Crabhammer Kingler, Clawitzer Mace
Cut Scyther, Scizor, Kartana Stick
Decorate Sylveon, Milcery, Togekiss Painting
Defog Togekiss, Mantine, Pelipper Glass
Destiny Bond Misdreavus, Duskull, Shuppet Echo Shard
Dig Diglett, Dugtrio, Trapinch Diamond Shovel
Earthquake Donphan, Rhydon, Gigalith Deepslate
Egg Bomb Chansey, Blissey, Exeggutor Egg
Ember Charmander, Torchic, Tepig Blaze Powder
Eruption Camerupt, Magcargo, Heatran Magma Block
Explosion Voltorb, Electrode TNT
Fly Pidgeot, Charizard, Dragonite Phantom Membrane
Headbutt Cranidos, Rampardos, Cubone Iron Helmet
Leafage Bulbasaur, Chikorita, Treecko, Snivy Dandelion
Miracle Eye Xatu, Sigilyph, Unown Eye of Ender
Obstruct Obstagoon, Perrserker, Bisharp Iron Bars
Present Delibird, Stantler, Spinda Paper
Protect Shuckle, Wobbuffet, Cloyster Turtle Shell
Rain Dance Politoed, Kyogre, Golduck Prismarine Crystals
Rest Snorlax, Komala, Jigglypuff Apple
Revival Blessing Rabsca Totem of Undying
Rock Smash Hitmonchan, Machop, Geodude Flint
Rock Throw Geodude, Onix, Nosepass Cobblestone
Rototiller Drilbur, Excadrill Coarse Dirt
Stockpile Gulpin, Swalot Sponge
Strength Machoke, Machamp, Conkeldurr Iron Ingot
String Shot Caterpie, Spinarak, Ariados String
Substitute Wobbuffet, Mew, Smeargle Armor Stand
Sunny Day Torkoal, Sunkern, Volcarona Sunflower
Sweet Scent Gloom, Bellossom, Vileplume, Aromatisse Lilac
Tail Whip Rattata, Sentret, Buneary Brush
Teleport Abra, Kadabra, Alakazam, Ralts Ender Pearl
Thief Meowth, Purrloin, Sableye Tripwire Hook
Thunder Pikachu, Raichu, Zapdos Lightning Rod
Water Gun Squirtle, Totodile, Mudkip Blue Dye
Waterfall Gyarados, Ludicolo, Feraligatr Prismarine Shard
Whirlwind Pidgeot, Fearow, Swellow Wind Charge
X-Scissor Scyther, Kleavor, Vikavolt Iron Sword

Ability details

Barrier

Hunger: 3 · Cooldown: 15s · Power: how long the wall stands

Raises a 3×3 wall you cannot see directly in front of you. An arrow stops in mid-air; a creeper walks into nothing.

It fills empty space only, and when it comes down it removes only what it put there — so it can never take a bite out of somebody's house, and never leaves a hole where one was not.


Blizzard

Hunger: 6 · Cooldown: 30s · Power: radius

It snows. Flakes fall inside the area and snow settles on the ground a layer at a time — the same block a real snowfall leaves — whatever the biome. Call one down in a desert and it snows in the desert.

The biome is never touched to do it: the weather is simulated where it stands, because asking vanilla for snow in a warm biome means rewriting that biome permanently, which is not something a click should do to somebody's world.

And it melts on its own. The snow obeys the world's own light and temperature rules from the moment it lands, so a blizzard in a taiga stays and a blizzard in a desert is gone by morning. Leaving that to vanilla is what keeps this from being a landscaping tool.


Boomerang

Hunger: 1 · Cooldown: 1s · Power: tenths of a half-heart of damage

Throws a bone that flies out flat, turns, and comes back to your hand. Hit something and it stops there instead, on the ground beside it — so a clean miss costs you nothing and a hit costs you the walk over to fetch it.


Bullet Seed

Hunger: 2 · Cooldown: 1s · Power: 5 seeds per burst

Fires a rapid barrage of seed projectiles, consuming any "seed" items from your inventory. They render as the seed you fired, fly flat and fast, and hurt what they land on — power sets both how many go out and how hard each one lands.


Camouflage

Hunger: 3 · Cooldown: 15 min · Power: 18000t (15 minutes)

Become the living creature you're looking at. Your model is replaced by theirs — species, form, variant, gear and its nametag — for everyone who can see you.

  • Aim at a creature in clear view → you look exactly like it for 15 minutes.
  • Fire it again while you are wearing one → the costume comes off and the HM is ready immediately, so changing disguise is two presses.
  • A block, a wall between you and it, or empty air → nothing happens. You can only copy something you can actually see.
  • Other players can't be copied.

The disguise is a costume, not a creature: nothing extra exists in the world, so there is nothing to hit, nothing in your way, and nothing that can be killed off you.


Celebrate

Hunger: 1 · Cooldown: 10 min · Power: how many rockets

A firework show over your head, for no reason at all. It does nothing, which is the point — and why it costs almost no hunger and comes back only once every ten minutes. A party you can throw every few seconds is a particle effect; one you get a few times an evening is an occasion.


Charge

Hunger: 2 · Cooldown: 3s · Power: 200t (10 seconds)

Turns the block you aim at into a redstone power source — enough to throw a door, a piston or a lamp from across a room. It does not run out. The charge ends when you charge something else or leave, and never on a timer: a power source that switches itself off after a minute is not a power source, it is a fault to go and find.

The block is never replaced — it stays exactly what it is and simply answers as a power source — so you can charge a chest, a furnace, a statue or a wall without losing anything. While it is live it throws off electric sparks, so a charged block is one you can find again.


Charm

Hunger: 2 · Cooldown: 3s · Power: 2400t (2 minutes)

Aim at a mob and use it — that mob becomes charmed and follows you around for 2 minutes (it paths toward you when more than ~3 blocks away). Great for relocating a stubborn animal or keeping an ally close.


Confusion

Hunger: 3 · Cooldown: 10s · Power: how long it lasts (default 200t, 10 seconds)

Turns the target around inside its own head. What that means depends on what you hit, because its victims are not the same kind of thing.

  • A player loses which way is forward. W walks them backwards, A and D swap, and the camera inverts on both axes. It reaches everything they do — walking, swimming, flying and riding all read the same inverted intention.
  • Anything else has no keys to invert, so it loses the thread instead: it forgets what it was chasing and blunders off somewhere.

Pretending a zombie has a W key would have been the wrong translation, and leaving mobs out would have made this an HM that does nothing at all in single player.


Crabhammer

Hunger: 3 · Cooldown: 2s

A heavy mace swing: deals strong damage and knocks back all enemies within 3 blocks in front of you.


Cut

Hunger: 2 · Cooldown: none · Power: max 128 blocks

Aim at a log and the whole tree comes down — every connected log, with the leaves and vines tangled in it. Aim at a leaf or a vine and just that tangle goes.

It also cuts plants: grass, ferns, crops, ground cover. Those come away as if you had used shears, so the drops are the careful ones — the grass itself rather than a couple of seeds — and that holds for plants added by a datapack too, because it is the game's own loot tables answering.

Felling a tree and cutting a plant both cost hunger. A single isolated log, and shearing a sheep, are free.


Decorate

Hunger: 4 · Cooldown: 1 min · Power: radius

Two different things depending on what you point it at.

At the ground — carpets across the area, all one colour, rolled fresh every cast, and whatever art fits hung on the walls in reach.

At a Pokémon — a single long shot at making it shiny, permanently, at the game's own shiny odds. It is not a shiny generator: it is the same lottery everybody else plays, offered once per cast on a long cooldown, and it says nothing when it misses because the game says nothing either.


Defog

Hunger: 2 · Cooldown: 5s · Power: 10

Cures your own negative status effects (poison, wither, blindness, slowness, mining fatigue, weakness, hunger, unluck, levitation), leaving you fresh.


Destiny Bond

Hunger: 4 · Cooldown: 30s · Power: 200t (10 seconds)

Aim at a creature to tie yourself to it. For a short window after that, however you die — a mob, a fall, lava, your own Explosion — it dies too, wherever it happens to be standing.

You choose who you are taking with you, and then you have to be right.

Another player can be bound, and they are told when it happens — being tied to someone is something you should get to play around. On a server with PvP switched off it refuses: that setting means what it says.


Dig

Hunger: 2 · Cooldown: none

Instantly breaks the shovel-minable block you're aiming at (Netherite Shovel drops).


Earthquake

Hunger: 4 · Cooldown: 10s · Power: radius

Shakes the ground out of true around you: some of the surface rises a block, some of it is simply gone, most of it stays. The result is not a crater — it is ground nobody can path across cleanly, which is worse to be chased over.

It will not move anything with something inside it, and nothing tougher than stone, so chests keep their contents and built floors stay built.


Egg Bomb

Hunger: 2 · Cooldown: 3s · Power: blast strength ×10 (10 = 1.0)

Lobs a single heavy egg, taken from your own supply, that bursts where it lands. The blast is deliberately small — a strength of 1, against a creeper's 3 — so it scatters what is standing there and takes a bite out of soft ground without opening a hole.


Ember

Hunger: 1 · Cooldown: 1s · Power: reach 5 blocks

Works like Flint & Steel — places fire, primes TNT, and ignites entities in front of you.


Eruption

Hunger: 5 · Cooldown: 10s · Power: reach in blocks (default 5)

Opens a pool of lava on the face of the block you are aiming at — the same square a bucket would fill, never underfoot. It refuses if you are close enough to be standing in it.

It has to pass the same permission check a lava bucket does, so claims, spawn protection and the world border all hold: a plot you cannot build in is a plot you cannot erupt in.


Explosion

Hunger: 15 · Cooldown: 10s · Power: 4 (blast radius)

A large explosion centred on you. Nine times out of ten it kills you outright — the tenth leaves you standing on a single heart.

It is not a tool with a downside. It is the last thing you do, and one time in ten it is not.


Fly

Hunger: 3 · Cooldown: 1s · Power: 1200t

Launches you skyward and engages Glide — ride the skies like a Charizard. Re-use it in the air for a firework-style boost.

Requires Glide

You must have learned Glide to use Fly. Using Fly automatically turns the Glide toggle on. It does not give or equip an Elytra item.


Headbutt

Hunger: 2 · Cooldown: 2s · Power: drives the hop, the damage and the recoil

Hurls you forward head-first, from standing — you need both feet on the ground to throw yourself anywhere.

  • Into a tree, the branches shake loose. Sticks from any tree, and the sapling that grows that particular wood. Apples — and the Applin that grew inside one — only fall out of apple trees; shaking a spruce gets you spruce things.
  • One shake in sixty turns out to have had a Greedent in it, whatever the tree, and it does not enjoy being woken up.
  • A hive in the tree comes out after you, exactly as it would if you had broken into it.
  • Into a creature, it hurts them.
  • Either way it hurts you. That's the joke.

Only the first impact of each charge counts, so wedging yourself against a trunk can't chew through your health bar.


Leafage

Hunger: 1 · Cooldown: 2s · Power: radius 5

Instantly grows every crop around you to full maturity — handy for fast harvests — and does the same for saplings and berry trees.

The bare ground answers too, and it answers in flowers: a burst leaves a meadow rather than a lawn, with the odd blade of grass among it. The blooms are ones that belong to the biome you are standing in, so a burst in a plains looks nothing like one in a flower forest — and a biome with no flowers of its own gets grass rather than a dandelion that does not belong there.

It only ever plants on bare ground. A spot that already has something growing on it is left exactly as it stands, so casting twice in the same meadow thickens it instead of disturbing it, and tall flowers are planted whole rather than as a half that topples.


Miracle Eye

Hunger: 5 · Cooldown: 30s · Power: search radius in chunks (default 100)

Throws an eye that flies off towards the nearest legendary monument — exactly the way an Eye of Ender leads you to a stronghold. Follow it, throw another when it fades, and keep going. It tells you nothing in words: not the name, not the distance, not a bearing and certainly not coordinates. Walking there is the point. The eye leaves nothing behind when it fades.

Which monuments it knows about is a datapack tag, cobblemon_ditto_hms:miracle_eye. It ships pointing at the thirteen from Legendary Monuments, each listed as optional — so a world without that mod loads perfectly well and Miracle Eye simply reports that there is nothing out there. Override the tag in a datapack to point it anywhere else.


Obstruct

Hunger: 3 · Cooldown: 1 min · Power: how long the seal holds (default 6000t, 5 minutes)

Seals the container you are aiming at. Nobody opens it while the seal lasts — and its own hoppers stop working too, in both directions.

That second half is what makes it a seal rather than a lock. A chest with a hopper under it is a chest with a hole in the bottom, so stopping the lid and leaving the hopper draining would look like protection without being any. A hopper pointing at a sealed container simply idles, the same way one pointing at nothing does, and picks up again when the seal expires.


Present

Hunger: 12 · Cooldown: 20 min

Point it at an empty container and it fills itself, out of the loot tables the game uses for the chests nobody placed on purpose — a mineshaft's, a dungeon's, a bonus chest — one of them rolled at random.

One in ten is a lump of coal. That is the joke, and it is why the cooldown is a full Minecraft day. It refuses a container with anything already in it: a present does not go on top of your things.


Protect

Hunger: 1 · Cooldown: 10s · Power: ticks of immunity (20 = 1s)

Nothing can touch you for one second. Falls, drowning, lava, the void, a hit that would otherwise be unblockable — all of it. Then nothing again for ten seconds.

It is not a shield you stand behind, it is a read: you spend it on the creeper you heard or the arrow you saw leave the bow, and if you spend it a moment early you have nothing left when the blow actually lands.


Rain Dance

Hunger: 5 · Cooldown: 10s · Power: 6000t (5 min)

Summons rain on the overworld.


Rest

Hunger: 0 · Cooldown: 10 min

Restores your full HP, clears your status effects, and skips the night (like sleeping). Leaves you hungry afterwards, and says nothing at all while it does it.

Multiplayer

In multiplayer, all online players must agree to rest within a short window.


Revival Blessing

Hunger: 1 · Cooldown: 20 min

Fully heals and revives every Pokémon in your party — clears faints and status. Drains all your hunger as the cost.


Rock Smash

Hunger: 2 · Cooldown: none · Power: max 32 ores

Instantly breaks the block you aim at. If it's an ore, vein-mines all connected ore of that type; otherwise breaks the single pickaxe-minable block (Netherite Pickaxe drops).


Rock Throw

Hunger: 1 · Cooldown: 1s · Power: tenths of a half-heart of damage

Throws a stone out of your pockets — cobblestone, blackstone, deepslate, any base stone. It hurts what it hits, and if it hits nothing it lands as a stone, including somewhere you could never have reached to place one. Ammunition you can pick back up is ammunition you can afford to miss with.


Rototiller

Hunger: 1 · Cooldown: none

Tills the dirt-type block you're aiming at into Farmland (Dirt, Grass Block, Coarse Dirt, Dirt Path).


Stockpile

Hunger: 1 · Cooldown: 1s · Power: lava self-damage 2

Drinks up the water or lava block you aim at (source or flowing) — handy for draining pools or clearing a path. Water is free; lava is spicy and singes you for a little health each gulp.


Strength

Hunger: 2 · Cooldown: none

Pushes the aimed block one block in whichever of the six directions you're looking — up and down included. Containers travel with their contents, and a double chest moves as one unit: both halves go together, or the push fails if either has nowhere to go. Won't move fluids.


String Shot

Hunger: 1 · Cooldown: 2s · Power: radius 1

Two different tools, and what you were already doing decides which you meant.

  • On the move — two cobwebs go up directly behind you, foot and head height, and they are gone in a second. An escape: something to leave in a doorway you have just come through.
  • Standing still — one web goes exactly where you are aiming, and it stays. A trap you set on purpose, or something to break a fall at the bottom of a shaft.

Substitute

Hunger: 4 · Cooldown: 20s · Power: 400t (20 seconds)

Leaves a decoy of you standing where you were — wearing your name and walking off under its own steam — and turns you invisible for two seconds so you can be somewhere else by the time anything looks up. Cast it at a run and the decoy carries your momentum off in roughly your direction; cast it standing and it stands still, because a double that wanders off while you are frozen behind a tree is not a double. It steps over anything knee-high in its way. Hostile creatures already hunting you switch to the decoy while it stands, so it buys you a way out of a fight.

It takes the hits meant for you, and there are only so many of them. A decoy soaks up about as much punishment as you can before it bursts — and it is gone on its own after twenty seconds either way. Casting it again replaces the decoy rather than adding a second.


Sunny Day

Hunger: 5 · Cooldown: 10s · Power: 6000t (5 min)

Clears the weather to sunny.


Sweet Scent

Hunger: 6 · Cooldown: 90s · Power: 5 (how many turn up)

Draws a horde of wild Pokémon out of hiding all around you. Legendaries, mythicals, Ultra Beasts and Paradox Pokémon never answer — a crowd you can summon on a cooldown would otherwise be a farm.


Tail Whip

Hunger: 2 · Cooldown: 2s

Sweeps a suspicious sand or gravel block clean in a single motion instead of a dozen slow ones, and finds exactly what a brush would have found. Rooted dirt counts too: it is not brushable in vanilla, but it is the same gesture on the same kind of thing, so it gives up its hanging roots.


Teleport

Hunger: 5 · Cooldown: 5s · Power: max 30 blocks

Blinks you to the block you're looking at (≤ 30 blocks), finding the nearest safe landing. Plays the Enderman teleport sound.


Thief

Hunger: 2 · Cooldown: 5s

Takes whatever the creature in your crosshair is holding in its main hand and puts it in your inventory. Armour stays on. A creature with empty hands simply says so.


Thunder

Hunger: 3 · Cooldown: 5s · Power: 3 bolts

Calls down 3 lightning bolts around your position.


Water Gun

Hunger: 1 · Cooldown: 2s · Power: radius 3

Fires in the direction you're looking — extinguishes fire, wets sponges, and places a water block on the aimed surface.


Waterfall

Hunger: 2 · Cooldown: 6s · Power: 40t

While in water, rides a strong upward current toward the surface. Must be in water to use.


Whirlwind

Hunger: 2 · Cooldown: 5s · Power: percent of the full gust

Blows whatever you aim at about ten blocks away, and does no harm at all. It resolves an encounter without resolving a creature — which makes it the answer both to the things you would rather not kill and the things you could not.


X-Scissor

Hunger: 2 · Cooldown: 3s · Power: radius

Clears the ground around you, in three passes of decreasing politeness:

  1. Weeds first — grass, ferns, dead bushes. If there are any, that is all it touches.
  2. Then what somebody planted — flowers and crops, and only once there is not a single weed left in range. Casting by accident in your own wheat field costs you the weeds, not the field.
  3. And if nothing is growing at all, the grass itself is stripped down to dirt.

Everything comes away as if cut with shears, so the drops are the careful ones.


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