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Toggle HMs

Toggle HMs are passive abilities that stay active until you turn them off. Switch them on from the inner ring of the HM wheel, or with /dittohm use <id>.

HUD icons

Every enabled toggle shows its own HM status-effect icon in your HUD (top-right), so it's obvious at a glance which toggles are on. Wherever the game has an equivalent attribute, the toggle uses that instead of a status effect, so the HM entry is the only one in your inventory rather than a hidden duplicate sitting next to it.


Hunger cost

πŸ”„ Toggle ON

πŸ— Blocks part of your
max food bar

πŸ–ΌοΈ Own HM icon
shows in the HUD

✨ Passive effect
runs every tick

πŸ”„ Toggle OFF

Effects removed
immediately + hunger
cap restored

Each enabled toggle blocks food points from your maximum food bar. Most block 2; Harden blocks 3, Burning Bulwark 4, and Magnet Rise a full 15 β€” flight costs nearly the whole budget, which is the point of it. At your effective cap a slow Regeneration I effect keeps you healing normally. The cap never drops below 2.

Food points blocked Max hunger
0 20 / 20
2 18 / 20
4 16 / 20
6 14 / 20
8 12 / 20
… …
18+ 2 / 20 (floor)

When a toggle is turned off, its effects are removed immediately.


Acquisition

Disc HM PokΓ©mon (any of) Trigger item
Absorb Gulpin, Swalot, Victreebel Hopper
Acid Armor Grimer, Muk, Goodra Slime Block
Agility Alakazam, Jolteon, Aerodactyl Amethyst Shard
Bounce Spoink, Aipom, Hoppip Slimeball
Burning Bulwark Gouging Fire Blaze Rod
Dive Vaporeon, Lapras, Wailord Nautilus Shell
Flash Ampharos, Jolteon, Lanturn Glowstone Dust
Glide Dragonite, Togekiss, Aerodactyl Feather
Harden Metapod, Kakuna, Silcoon, Cascoon Shield
Helping Hand Plusle, Minun, Audino Saddle
Jump Magikarp, Buneary, Spoink Raw Cod
Lava Plume Magcargo, Slugma, Turtonator Magma Cream
Lucky Chant Clefairy, Chimecho, Togetic Emerald
Magnet Rise Magnemite, Magneton, Magnezone Iron Nugget
Mean Look Mimikyu, Gengar, Noctowl Ominous Bottle
Powder Snow Cetoddle, Cetitan, Beartic Powder Snow Bucket
Rock Climb Rhydon, Rhyperior, Sneasel Chain
Shadow Sneak Gengar, Banette, Spiritomb Black Dye
Snowscape Froslass, Mamoswine Blue Ice
Surf Lapras, Kyogre, Suicune Kelp
Swift Ninjask, Accelgor, Electrode Sugar
Tailwind Talonflame, Noivern, Staraptor Breeze Rod
U-turn Yanma, Ninjask, Venipede Rabbit's Foot
Vine Whip Bulbasaur, Tangela Vines

Ability details

Absorb

HungerBlock: 2 Β· Power: magnet radius 6

β€” how it shows in your status bar while it runs.

Loose items on the ground drift toward you while it is on, so a scattered drop or a mined vein gathers itself. Items are nudged rather than yanked, so they keep their normal pickup delay.


Acid Armor

Blocks: 3

β€” how it shows in your status bar while it runs.

A caustic coat worth a quarter of a full diamond set, and whatever lands a blow on you gets poisoned for its trouble.

One dose per hit, and only from whatever actually reached you β€” an archer three blocks back never touched the acid.


Agility

Blocks: 2

β€” how it shows in your status bar while it runs.

You move faster while it is on.


Bounce

HungerBlock: 2

β€” how it shows in your status bar while it runs.

Every block you land on answers like a slime block. The harder you come down the higher you go, up to a ceiling β€” and the bounce carries the impact away, so the landing doesn't hurt.

A short step doesn't bounce; you'd never get anywhere.


Burning Bulwark

Blocks: 4 Β· Power: thorns damage (default 2)

β€” how it shows in your status bar while it runs.

Makes you immune to fire and scorches hostile mobs that get too close β€” any hostile within ~1.6 blocks is set alight and takes thorns damage twice a second. PokΓ©mon and friendly mobs are never harmed.


Dive

Blocks: 2

β€” how it shows in your status bar while it runs.

Lets you live and work underwater. Water stops getting in your way:

  • Breathe underwater β€” never run out of air.
  • Walk the seabed as if it were dry land β€” no wading, no drag on every step.
  • Mine at full speed β€” a block underwater breaks as fast as the same block in open air, and the weight a guardian temple puts on your arms lifts while you're under.

Dive takes penalties away; it never hands out a bonus. Push off the bottom and you swim at exactly the speed you always did β€” if you want to be fast in the water, that's Surf.


Flash

Blocks: 2

β€” how it shows in your status bar while it runs.

Lets you see clearly in the dark, even in caves and at night. Toggle off to remove instantly.


Glide

Blocks: 2

β€” how it shows in your status bar while it runs.

Lets you glide like an Elytra without needing the item. While airborne the real Elytra gliding kicks in β€” dive to gain speed, level off to glide far. (Fly auto-enables this.)


Harden

Blocks: 3

β€” how it shows in your status bar while it runs.

Hardens your body to greatly reduce the damage you take (+20 armour, +8 toughness applied via attributes, plus damage resistance). Costs more hunger than other toggles.


Helping Hand

Blocks: 2 Β· Power: tenths of the stamina it spends (default 5 = half)

β€” how it shows in your status bar while it runs.

Whatever you are riding keeps going about twice as long before it tires. Nothing else about the mount changes β€” it is not faster, it does not recover any quicker, it simply has more in the tank.

/dittohm config helping_hand power <0-512>

Jump

Blocks: 2 Β· Power: Jump Boost level (default IV)

β€” how it shows in your status bar while it runs.

Applies continuous Jump Boost. The power value equals the buff level, so power = 4 gives Jump Boost IV. Shows in your HUD.


Lava Plume

Blocks: 2 Β· Power: tenths of the movement multiplier (default 17)

β€” how it shows in your status bar while it runs.

Dive's twin for lava. It lets you live and work down there: move through lava and walk its floor without the fluid dragging on every step, and breathe while you are under. Swimming out is exactly as it always was β€” like Dive, it takes a penalty away rather than handing out a bonus.

It gives you no fire protection of its own. That is Burning Bulwark's job, and two HMs handing out the same immunity would make one of them pointless β€” so Lava Plume asks for it instead: you must have learned Burning Bulwark to switch Lava Plume on, and switching Lava Plume on switches Burning Bulwark on with it. Between them they block 6 food from your maximum.

For the ride to the surface of a water pool, that is still Waterfall.


Lucky Chant

Blocks: 2

β€” how it shows in your status bar while it runs.

Fortune leans your way while it lasts: what you break and what you fish give up a little more.


Magnet Rise

Blocks: 15

β€” how it shows in your status bar while it runs.

Flight. Switch it on and you are off the ground for as long as you like, drifting at half your walking pace with no dash.

The price is the steepest of any toggle and it is paid once: fifteen food points off your maximum, out of a budget of eighteen. Flying is very nearly everything you have, which is the point.


Mean Look

Blocks: 2 Β· Power: detect radius (default 30)

β€” how it shows in your status bar while it runs.

Anything that means you harm flees from you, running away with real pathfinding β€” exactly like creepers running from a cat (they even sprint when you get close).

And it cannot land a blow on you while it is in range. Turning something around does not stop the swing it is already making, or the one it takes the moment it decides to come back, so the hit is refused outright: inside the radius, a hostile mob or a PokΓ©mon simply cannot hurt you.

That covers the mobs the game calls hostile and any PokΓ©mon β€” wild Cobblemon are not hostile by species, they pick fights by behaviour. Everything else in the field is left exactly where it is, and other players are never affected: Mean Look is not a shield against people.


Powder Snow

Blocks: 3

β€” how it shows in your status bar while it runs.

A cold you carry. Anything that comes near frosts over and starts to freeze, the way powder snow freezes it, and thaws again once it is out of reach.

Its edge is drawn on the ground, at exactly the radius that bites β€” which matters more here than anywhere else in the mod, because that edge is walking around with you. You are exempt from your own cold, which is the only reason this can be worn at all.


Rock Climb

Blocks: 2

β€” how it shows in your status bar while it runs.

Every vertical surface behaves like a ladder, and it is steered by the movement keys: W climbs, S descends, and holding nothing holds your place on the wall.

Your horizontal movement is left alone, so you can travel along a face and step off it whenever you like β€” a wall is something to climb, not something to be stuck to. On the ground it only takes over when you are actually asking to go up, so walking and jumping near a wall work normally.


Shadow Sneak

Blocks: 3 Β· Power: percent of your speed you keep (default 55)

β€” how it shows in your status bar while it runs.

Total stealth on foot. No footstep sounds, no name over your head, and nothing underfoot notices you β€” not pressure plates, not tripwires, not a sculk sensor.

You move slower than a walk for it, though faster than a crouch, so it is something you can actually travel in rather than a stationary hiding trick.

If you are already on a scoreboard team

The hidden nametag is done with a vanilla team, so a player who already belongs to one keeps their team and simply does not get that part of the effect. Everything else still applies.


Snowscape

HungerBlock: 2 Β· Power: trail radius 3

β€” how it shows in your status bar while it runs.

Winter follows you on foot: snow settles around you as you walk, and still water freezes over as you cross it. Flowing water is left alone, so a river keeps running instead of being paved.


Surf

Blocks: 2 Β· Power: tenths of the multiplier (default 15)

β€” how it shows in your status bar while it runs.

Whatever you are riding cuts through water half again as fast. Your own swimming, on foot, is untouched. Surf's twin in the air is Tailwind.


Swift

Blocks: 2 Β· Power: tenths of the multiplier (default 20)

β€” how it shows in your status bar while it runs.

Whatever you are riding gets up to speed twice as quickly β€” off the mark, out of a turn, after every stop. The only one of the three mount toggles that is not about top speed: Surf is faster in water and Tailwind faster in the air, while Swift is quicker to get there in all three.


Tailwind

Blocks: 2 Β· Power: tenths of the multiplier (default 15)

β€” how it shows in your status bar while it runs.

A following wind for whatever you are flying on: it moves half again as fast through the air. Tailwind's twin in water is Surf.


U-turn

Blocks: 2

β€” how it shows in your status bar while it runs.

Whatever you are riding turns far more sharply β€” on land, in water and in the air. Cornering is not something that only happens on the ground, so it applies wherever your mount happens to be.


Vine Whip

HungerBlock: 2 Β· Power: 3 extra blocks of reach

β€” how it shows in your status bar while it runs.

Reach further β€” blocks and creatures several paces away come within arm's length. Mining, placing and hitting all get the extra range.

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