Wonder Guard (Ability): Difference between revisions
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==Effect== | ==Effect== | ||
===In battle=== | ===In battle=== | ||
{{AbilityResearch|Does | {{AbilityResearch|Does Wonder Guard block [[Shadow moves]]?}} | ||
A Pokémon with Wonder Guard is immune against damaging moves that are not [[super effective]]. | A Pokémon with Wonder Guard is immune against damaging moves that are not [[super effective]]. | ||
This also applies to damaging moves that do not increase their damage based on type effectiveness, such as those that {{cat|moves that deal direct damage|deal fixed damage}}, {{cat|counterattacks|counterattack moves}}, and {{cat|one-hit knockout moves}}. For example, a {{p|Shedinja}} ({{2t|Bug|Ghost}}) with Wonder Guard is immune to {{m|Metal Burst}} ({{type|Steel}}), {{m|Psywave}} ({{type|Psychic}}), and {{m|Fissure}} ({{type|Ground}}), but not {{m|Night Shade}} ({{type|Ghost}}). | This also applies to damaging moves that do not increase their damage based on type effectiveness, such as those that {{cat|moves that deal direct damage|deal fixed damage}}, {{cat|counterattacks|counterattack moves}}, and {{cat|one-hit knockout moves}}. For example, a {{p|Shedinja}} ({{2t|Bug|Ghost}}) with Wonder Guard is immune to {{m|Metal Burst}} ({{type|Steel}}), {{m|Psywave}} ({{type|Psychic}}), and {{m|Fissure}} ({{type|Ground}}), but not {{m|Night Shade}} ({{type|Ghost}}). | ||
A [[typeless]] Pokémon with Wonder Guard (such as a pure {{type|Fire}} that used {{m|Burn Up}}) is immune against damaging moves of all types. | A [[typeless]] Pokémon with Wonder Guard (such as a pure {{type|Fire}} that used {{m|Burn Up}}) is immune against damaging moves of all types. | ||
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Wonder Guard can be bypassed by a {{cat|Moves that ignore Abilities|move that ignores Abilities}} (such as {{m|Sunsteel Strike}}), or by a move used by a Pokémon with an {{cat|Abilities that ignore other Abilities|Ability that ignores Abilities}} (such as {{a|Mold Breaker}}). | Wonder Guard can be bypassed by a {{cat|Moves that ignore Abilities|move that ignores Abilities}} (such as {{m|Sunsteel Strike}}), or by a move used by a Pokémon with an {{cat|Abilities that ignore other Abilities|Ability that ignores Abilities}} (such as {{a|Mold Breaker}}). | ||
{{m|Role Play}} fails if the target has the Ability Wonder Guard. {{m|Skill Swap}} fails if either Pokémon has Wonder Guard. Wonder Guard cannot be copied by {{a|Power of Alchemy}} or {{a|Receiver}}. {{a|Wandering Spirit}} will not swap Abilities with Wonder Guard. | {{m|Role Play}} fails if the target has the Ability Wonder Guard. {{m|Skill Swap}} fails if either Pokémon has Wonder Guard. Wonder Guard cannot be copied by {{a|Power of Alchemy}} or {{a|Receiver}}. {{a|Wandering Spirit}} will not swap Abilities with Wonder Guard. A {{type|Flying}} Pokemon with Wonder Guard will not take damage during [[Strong winds]] if the move is not super effective against the Pokémon's other type. | ||
====Generation III==== | ====Generation III==== |
Revision as of 01:29, 16 June 2024
Wonder Guard | ふしぎなまもり | ||||||||||||||||||||||||||||
Mysterious Protection | |||||||||||||||||||||||||||||
Flavor text
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Wonder Guard (Japanese: ふしぎなまもり Mysterious Protection) is an Ability introduced in Generation III. It is the signature Ability of Shedinja.
Effect
In battle
This Ability effect may be in need of research. Reason: Does Wonder Guard block Shadow moves? You can discuss this on the talk page. |
A Pokémon with Wonder Guard is immune against damaging moves that are not super effective.
This also applies to damaging moves that do not increase their damage based on type effectiveness, such as those that deal fixed damage, counterattack moves, and one-hit knockout moves. For example, a Shedinja (Bug/Ghost) with Wonder Guard is immune to Metal Burst (Steel-type), Psywave (Psychic-type), and Fissure (Ground-type), but not Night Shade (Ghost-type). A typeless Pokémon with Wonder Guard (such as a pure Fire-type that used Burn Up) is immune against damaging moves of all types.
Wonder Guard does not protect against status moves (for instance, Tail Whip or Poison Powder) or against Struggle, and it does not prevent indirect damage such as from burn, poison, confusion, weather, recoil or entry hazards.
Wonder Guard can be bypassed by a move that ignores Abilities (such as Sunsteel Strike), or by a move used by a Pokémon with an Ability that ignores Abilities (such as Mold Breaker).
Role Play fails if the target has the Ability Wonder Guard. Skill Swap fails if either Pokémon has Wonder Guard. Wonder Guard cannot be copied by Power of Alchemy or Receiver. Wandering Spirit will not swap Abilities with Wonder Guard. A Flying-type Pokemon with Wonder Guard will not take damage during Strong winds if the move is not super effective against the Pokémon's other type.
Generation III
Beat Up, Future Sight and Doom Desire bypass Wonder Guard, as those moves deal typeless damage prior to Generation V.
Generation IV
Due to a glitch, Fire Fang is able to hit through Wonder Guard, even if the target does not have a weakness to Fire-type moves.
Generation V onwards
Fire Fang, Beat Up, Future Sight and Doom Desire no longer bypass Wonder Guard.
Outside of battle
Wonder Guard has no effect outside of battle.
Pokémon with Wonder Guard
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
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0292 | Shedinja |
Bug | Ghost | Wonder Guard | None | None | |
Please note that Abilities marked with a superscript are only available in the stated generation or later.
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Pokéstar Studios opponents with Wonder Guard
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In other games
Pokémon Mystery Dungeon series
Wonder Guard makes the Pokémon immune to damaging moves with a type which are not super effective. It does not prevent any indirect damage, such as from burn, weather and recoil. It also does not protect the Pokémon against other typeless damage such as from traps, throwing items, or wands. Damage taken from regular attacks is reduced to 1.
Description
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In the anime
The Pokémon is immune to all moves that it's not weak against. | |||
Pokémon | Method | ||
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User | First Used In | Notes | |
When an attack that is not super effective hits Shedinja, it simply bounces off its body. If a move that is super effective hits Shedinja, it is automatically knocked out. | |||
Colonel Hansen's Shedinja | The Princess and the Togepi | Debut |
In the manga
Pokémon Adventures
- In Sneaky Like Shedinja, Greta's Shedinja was mentioned to have Wonder Guard as its Ability.
- Crystal's Shedinja is revealed to have Wonder Guard as its Ability.
Trivia
- Prior to the introduction of the Fairy-type in Generation VI, the type combination of Dark/Ghost had no weaknesses. When combined with Wonder Guard, this prevents all direct damage.
- This characteristic was showcased in-game with the Pokéstar Studios opponent Majin, requiring the player to deal indirect damage or change Majin's Ability or type to defeat it.
- If a pure Electric-type or a Poison/Dark-type Pokémon has Wonder Guard (e.g. Shedinja using Reflect Type or Entrainment via Mimic on a pure Electric-type or a Poison/Dark-type Pokémon) and holds an Air Balloon, it becomes immune to all 18 types. However, these combinations can be hit by Ground-type moves during Gravity, as well as Thousand Arrows.
- This can be also done by having a pure Fire-type Pokémon use Burn Up if it acquires Wonder Guard (by Shedinja using Entrainment via Mimic on that Pokémon), with the added trait of removing the weaknesses against Gravity and Thousand Arrows.
- Wonder Guard is the only thing that can make a Pokémon immune to Flying, Rock, Bug, Steel, Ice, Dark, Fairy, or Stellar-type moves, although it is unavailable in Pokémon Scarlet and Violet where Stellar-type moves exist.
In other languages
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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. |