HM Wheel¶
Every HM you have learned lives in the HM wheel โ a radial selector you open with a keypress. There is nothing to craft and nothing to carry: learn an ability and it is in the wheel.
Press H (rebindable under Options โ Controls โ Cobblemon Ditto HMs) to open it.
Reading the wheel¶
The wheel has two rings. Each slot shows that HM's disc, and the segment behind it is tinted with the type of the move the HM is named after โ so Water HMs sit in blue, Fire in orange, and a familiar HM is easy to find by colour before you can read the label.
โ โญโโโโ outer ring: ACTIVE HMs โโโโโฎ
โ f Cut Fly Dig Ember Teleport ...
โ o โฒ โฒ โฒ โ โฑ โฑ โฑ
โ o โฒ โญโโโโโโโโโโโโโโโโโโโโโโโโฎ โฑ
โ d โฒ โ inner ring: TOGGLES โ โฑ
โ โโโค Jump Surf Dive โ โโโ
โ b โฑ โ โ โฒ
โ a โฑ โฐโโโโโโโโโโโโโโโโโโโโโโโโฏ โฒ
โ r โฑ โฑ โฑ โ โฒ โฒ โฒ
โ Rest Charm Strength Waterfall ...
โ ( โ cancel ยท ๐งน clear all )
| What you see | What it means |
|---|---|
| A disc on a type-coloured segment | Learned, ready to pick |
| A dim pip on a dark segment | Not learned yet. The wheel never hints at which Pokรฉmon unlocks it |
| A disc that has grown | The slot under your cursor โ release now and this is what you get |
| A slot pulsing with light, ringed and glinting | Currently selected (active) or currently switched on (toggle) |
| A small light in the corner of a disc | Green โ a toggle that is running. Amber โ the active you have selected. Dark โ neither |
The two cues never collide: size always means "the one I am about to pick", and light always means "this one is live". Hover a live HM and you see both at once.
Every disc carries the little corner light and the colour is what it says: green for a toggle that is running, amber for the one active you have selected, dark for everything else. The glow cannot answer that on its own, because a selected active glows exactly like a running toggle.
The middle of the wheel names whatever your cursor is over, its type, and its state; the ability's description sits just below the wheel.
The food bar¶
A column of twenty pips stands down the left of the wheel, and it answers three questions at once:
| Colour | What it is |
|---|---|
| Red, at the top | Maximum your running toggles have taken. Not yours again until one goes off |
| Full | What you have left |
| Empty | Room to eat |
| Flashing | What the HM under your cursor would cost, before you commit to it |
Hover an active and it flashes what that use would eat off the top of what you are carrying. Hover a toggle and it flashes the slice of maximum it would claim โ or, if it is already on, the slice it would hand back.
Your food is not wasted
At the cap the game would normally still let you eat, because your bar is not full. It is refused instead, so a steak is never spent on nothing.
Picking an HM¶
| Ring | What a pick does |
|---|---|
| Outer โ active HMs | Selects it. Selecting it again deselects it |
| Inner โ toggle HMs | Switches it on or off straight away |
| Centre ring (๐งน brushes) | Clears everything โ your selection and every toggle |
| Bullseye (โ) | Cancel โ closes the wheel and changes nothing |
| Right-click a slot | Stars it as a favourite. The wheel stays open |
| Scroll | Resizes the discs, and remembers it |
Hold H, move the cursor onto a slot and let go โ the wheel closes on whatever you were pointing at. A quick tap instead leaves the wheel pinned open, so you can take your time and click.
The short wheel¶
Hold the HM Case and open the wheel, and only your favourites are on it. With fifty HMs the full wheel is a lot to read when you use six of them, and the Case is already in your hand as the activator โ so it doubles as the quick way in. It still fires your selection exactly as before.
Star a slot by right-clicking it in the normal wheel; a starred slot carries a gold star, and right-clicking again takes it off. The list is saved with your world.
If you have not starred anything yet, the Case opens the full wheel and says so rather than showing you an empty ring.
Letting go anywhere that is not a slot cancels too: the gap between the rings, the band between the centre and the toggles, and everywhere outside the wheel. A release that is not clearly aimed at something changes nothing, so you can open the wheel, look, and back out.
Using an active HM¶
Selecting an active HM does not fire it โ a click does. Which click is up to you, in Configuration:
| Activator item | What it costs you |
|---|---|
| Empty hand | While an HM is selected, a bare-handed click fires it instead of punching or hand-mining |
| HM Case | A hotbar slot. Your fist keeps working |
| Either (default) | Nothing โ both work |
| Activator button | Notes |
|---|---|
| Left-click (default) | Never opens a chest or a door |
| Right-click | Interactable blocks answer first, so a chest still opens instead of firing your HM |
| Either | Both work |
Left-click is the default. Whatever you pick, anything else in your hand keeps its normal click: tools mine, weapons swing and blocks place exactly as they always did.
Getting your fist back
If you use the empty hand as your activator, picking the centre ring of the wheel clears the selection and gives you back punching and hand-mining. Setting the activator to HM Case avoids the trade entirely.
Toggle HMs need none of this โ they are on the moment you switch them on in the wheel, and stay on until you switch them off.
The HM Case¶
A single craftable item whose only job is to be something to click with. It stores nothing, so any Case behaves like any other and there is no reason to carry two.










Without opening the wheel¶
A key per HM¶
Every HM has its own keybind under Options โ Controls โ Cobblemon Ditto HMs. They are all unbound by default โ binding a key per HM for you would collide with half the game โ so pick the two or three you reach for constantly and leave the rest to the wheel.
A keybind ignores the activator entirely: it works whatever is in your hand and wherever you are looking, which makes it the surest way to use sky-facing HMs like Fly and Magnet Rise.
Commands¶
/dittohm select <ability> picks an active HM, and /dittohm select none clears the selection.
/dittohm use <ability> fires an active HM or flips a toggle directly. See
Commands.
When an HM doesn't fire¶
It will tell you why, on the action bar, with a short thud โ still recharging, too hungry, not in water, not off the ground, or nothing in front of you to use it on. An HM that does nothing and says nothing is a bug; please report it.
HMs belong to you, not to an item¶
Learning is tracked per player, server-side, and survives death and world reloads. The HM Disc is only the teacher: right-click it once and it has done its job.
Disc size¶
Scroll on the wheel to make the discs bigger or smaller. Where you leave it is remembered on your own machine and carried between worlds โ the right size depends on your monitor, your GUI scale and how many HMs you happen to know, none of which a server can see.
A server can set the size everyone starts at, in the config; scrolling is your answer to it.