Magic Guard (Ability): Difference between revisions
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==Effect== | ==Effect== | ||
===In battle=== | ===In battle=== | ||
Magic Guard prevents indirect damage, such as from [[weather]], {{status|poison}}, {{m|Curse}}, and {{m|Leech Seed}}, but it does not stop them from being induced. Additional effects, such as | Magic Guard prevents indirect damage, such as from [[weather]], {{status|poison}}, {{m|Curse}}, and {{m|Leech Seed}}, but it does not stop them from being induced. Additional effects, such as being trapped by {{cat|Moves that partially trap|binding moves}} (such as {{m|Fire Spin}}) and {{stat|Attack}} reduction from a {{status|burn}}, are not prevented. | ||
Damage caused by entry hazards (such as {{m|Spikes}}) and [[recoil]] and crash damage is prevented, except recoil damage from {{m|Struggle}}. Magic Guard will also prevent {{DL|In-battle effect item|Life Orb}}'s HP deduction without negating its power boost. Damage from {{status|confusion}} still occurs. | Damage caused by entry hazards (such as {{m|Spikes}}) and [[recoil]] and crash damage is prevented, except recoil damage from {{m|Struggle}}. Magic Guard will also prevent {{DL|In-battle effect item|Life Orb}}'s HP deduction without negating its power boost. Damage from {{status|confusion}} still occurs. | ||
Magic Guard does not prevent direct modification of a Pokémon's HP through means other than damage, such as with {{m|Pain Split}}, {{m|Belly Drum}}, {{m|Substitute}}, or a {{t|Ghost}} type cutting its own HP to use {{m|Curse}}. {{m|Destiny Bond}} and {{m|Perish Song}} can still cause a Pokémon with Magic Guard to faint. | Magic Guard does not prevent direct modification of a Pokémon's HP through means other than damage, such as with {{m|Pain Split}}, {{m|Belly Drum}}, {{m|Substitute}}, or a {{t|Ghost}} type cutting its own HP to use {{m|Curse}}. {{cat|Moves that cause the user to faint}}, {{m|Destiny Bond}} and {{m|Perish Song}} can still cause a Pokémon with Magic Guard to faint. | ||
====Generation IV==== | ====Generation IV==== | ||
If {{status|paralysis|paralyzed}}, a Pokémon with Magic Guard will suffer from the normal {{stat|Speed}} reduction but cannot be fully paralyzed. Magic Guard will prevent the Pokémon with this Ability from being poisoned by {{m|Toxic Spikes}}. | If {{status|paralysis|paralyzed}}, a Pokémon with Magic Guard will suffer from the normal {{stat|Speed}} reduction but cannot be fully paralyzed. Magic Guard will prevent the Pokémon with this Ability from being poisoned by {{m|Toxic Spikes}}. | ||
====Generation V==== | ====Generation V onward==== | ||
Magic Guard no longer grants immunity to being fully paralyzed and no longer prevents poisoning from Toxic Spikes, | Magic Guard no longer grants immunity to being fully paralyzed and no longer prevents poisoning from Toxic Spikes, but it still prevents poison damage. | ||
===Outside of battle=== | ===Outside of battle=== |
Revision as of 12:32, 19 December 2016
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Magic Guard (Japanese: マジックガード Magic Guard) is an Ability introduced in Generation IV. Prior to Generation V, it was the signature Ability of Clefairy's evolutionary line.
Effect
In battle
Magic Guard prevents indirect damage, such as from weather, poison, Curse, and Leech Seed, but it does not stop them from being induced. Additional effects, such as being trapped by binding moves (such as Fire Spin) and Attack reduction from a burn, are not prevented.
Damage caused by entry hazards (such as Spikes) and recoil and crash damage is prevented, except recoil damage from Struggle. Magic Guard will also prevent Life Orb's HP deduction without negating its power boost. Damage from confusion still occurs.
Magic Guard does not prevent direct modification of a Pokémon's HP through means other than damage, such as with Pain Split, Belly Drum, Substitute, or a Ghost type cutting its own HP to use Curse. Moves that cause the user to faint, Destiny Bond and Perish Song can still cause a Pokémon with Magic Guard to faint.
Generation IV
If paralyzed, a Pokémon with Magic Guard will suffer from the normal Speed reduction but cannot be fully paralyzed. Magic Guard will prevent the Pokémon with this Ability from being poisoned by Toxic Spikes.
Generation V onward
Magic Guard no longer grants immunity to being fully paralyzed and no longer prevents poisoning from Toxic Spikes, but it still prevents poison damage.
Outside of battle
Magic Guard has no effect outside of battle. This means a poisoned Pokémon with Magic Guard will still take damage in the field in Generation IV (but not later generations, because poison no longer causes damage in the field starting in Generation V).
Pokémon with Magic Guard
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
---|---|---|---|---|---|---|---|
0035 | Clefairy |
Fairy | Cute Charm | Magic Guard | Friend Guard | ||
0036 | Clefable |
Fairy | Cute Charm | Magic Guard | Unaware | ||
0063 | Abra |
Psychic | Synchronize | Inner Focus | Magic Guard | ||
0064 | Kadabra |
Psychic | Synchronize | Inner Focus | Magic Guard | ||
0065 | Alakazam |
Psychic | Synchronize | Inner Focus | Magic Guard | ||
0173 | Cleffa |
Fairy | Cute Charm | Magic Guard | Friend Guard | ||
0561 | Sigilyph |
Psychic | Flying | Wonder Skin | Magic Guard | Tinted Lens | |
0577 | Solosis |
Psychic | Overcoat | Magic Guard | Regenerator | ||
0578 | Duosion |
Psychic | Overcoat | Magic Guard | Regenerator | ||
0579 | Reuniclus |
Psychic | Overcoat | Magic Guard | Regenerator | ||
Please note that Abilities marked with a superscript are only available in the stated generation or later.
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This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games. |