Wonder Guard (Ability): Difference between revisions

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|text3="Super effective" hits.
|text3="Super effective" hits.
|text4=Only supereffective moves will hit.
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|text5=Only supereffective moves will hit.<!--Yes, no space.-->
|text5=Only supereffective moves will hit.
|text6=Only supereffective moves will hit.
|text6=Only supereffective moves will hit.
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Wonder Guard makes the user immune to direct damage moves that are not [[Damage modification#super effective|super effective]].
Wonder Guard makes the user immune to direct damage moves that are not [[Damage modification#super effective|super effective]].


It does not affect moves that do not do damage, such as {{m|Tail Whip}} or {{m|PoisonPowder}}. It does not prevent any indirect damage, such as burn or poison, [[weather conditions]], recoil damage, or [[List of moves that cause entry hazards|entry hazards]].
It does not affect moves that do not do damage, such as {{m|Tail Whip}} or {{m|Poison Powder}}. It does not prevent any indirect damage, such as from a {{status|burn}} or {{status|poison}}, [[weather]], [[recoil]] damage, or {{FB|List of moves that cause|entry hazards}}.


Wonder Guard also does not block typeless moves from hitting. This includes {{m|Struggle}}, and prior to Generation V, {{m|Beat Up}}, {{m|Future Sight}}, and {{m|Doom Desire}}. In Generation IV only, due to a presumed glitch, {{m|Fire Fang}} can hit through Wonder Guard even if it would not be super effective.
Wonder Guard also does not block typeless moves from hitting. This includes {{m|Struggle}}, and, prior to [[Generation V]], {{m|Beat Up}}, {{m|Future Sight}}, and {{m|Doom Desire}}. In [[Generation IV]] only, due to a presumed [[glitch]], {{m|Fire Fang}} can hit through Wonder Guard even if it would not be super effective.


Wonder Guard cannot be {{m|Skill Swap}}ped or copied by {{m|Role Play}}, but it can be {{a|Trace}}d.
Wonder Guard cannot be {{m|Skill Swap}}ped or copied by {{m|Role Play}}, but it can be {{a|Trace}}d. Wonder Guard can be replaced with {{m|Simple Beam}}, {{m|Worry Seed}}, {{m|Entrainment}} or suppressed with {{m|Gastro Acid}}. Additionally, Entrainment can grant Wonder Guard to a target if used by a Pokémon with this Ability.
 
Wonder Guard can be bypassed by a Pokémon with {{a|Mold Breaker}}, {{a|Teravolt}}, or {{a|Turboblaze}}.


===Outside of battle===
===Outside of battle===
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==Trivia==
==Trivia==
* Prior to [[Generation VI]], it was popular to hack this Ability onto {{p|Spiritomb}} ({{DL|Appendix:Metagame terminology|Wondertomb/Wondereye|Wondertomb}}) and {{p|Sableye}} (Wondereye), as their complete lack of weaknesses made them impervious to ''all'' direct damage (barring {{m|Fire Fang}}{{tt|*|Generation IV only}}, typeless damage moves such as {{m|Future Sight}}{{tt|*|Prior to Generation V}} and {{m|Struggle}}, and having their type or ability changed or negated). As of Generation VI, the two are now weak to the new {{type|Fairy}}.
* Prior to [[Generation VI]], it was popular to hack this Ability onto the {{2t|Dark|Ghost}}-type {{p|Spiritomb}} ("{{DL|Appendix:Metagame terminology|Wondertomb/Wondereye|Wondertomb}}") and {{p|Sableye}} ("Wondereye"), as their complete lack of weaknesses made them impervious to ''all'' direct damage (barring {{m|Fire Fang}}{{tt|*|Generation IV only}}, typeless damage moves such as {{m|Future Sight}}{{tt|*|Prior to Generation V}} and {{m|Struggle}}, and having their type or Ability changed or negated). As of Generation VI, the two are now weak to the {{t|Fairy}} type.
** This immunity was showcased with the Pokéstar Studios opponent {{p|Majin}}, requiring the player to inflict burn or change Majin's Ability or type to defeat it.
** This immunity was showcased with the [[Pokéstar Studios]] [[Pokéstar Studios opponents|opponent]] {{DL|Pokéstar Studios opponents|Majin}}, requiring the player to inflict burn or change Majin's Ability or type to defeat it.


==In other languages==
==In other languages==
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|it=Magidifesa
|it=Magidifesa
|ko=불가사의 부적 ''Bulgasayi Bujeok''
|ko=불가사의 부적 ''Bulgasayi Bujeok''
|pt=Proteção Maravilhosa
|pt=Defesa Mágica
|es=Superguarda
|es=Superguarda
}}
}}
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[[de:Wunderwache]]
[[de:Wunderwache]]
[[es:Superguarda]]
[[fr:Garde Mystik]]
[[fr:Garde Mystik]]
[[it:Magidifesa (abilità)]]
[[it:Magidifesa (abilità)]]
[[ja:ふしぎなまもり]]
[[ja:ふしぎなまもり]]
[[pl:Wonder Guard (zdolność)]]
[[pl:Wonder Guard (zdolność)]]
[[pt:Wonder Guard]]
[[zh:奇异守护(特性)]]
[[zh:奇异守护(特性)]]

Revision as of 14:26, 10 January 2016

Wonder Guard ふしぎなまもり
Mysterious Protection
Flavor text
Generation III
"Super effective" hits.
Generation IV
Only supereffective moves will hit.
Generation V
Only supereffective moves will hit.
Generation VI
Only supereffective moves will hit.
Generation VII
Currently unknown
Generation VIII
Currently unknown
Generation IX
Currently unknown

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

Wonder Guard makes the user immune to direct damage moves that are not super effective.

It does not affect moves that do not do damage, such as Tail Whip or Poison Powder. It does not prevent any indirect damage, such as from a burn or poison, weather, recoil damage, or entry hazards.

Wonder Guard also does not block typeless moves from hitting. This includes Struggle, and, prior to Generation V, Beat Up, Future Sight, and Doom Desire. In Generation IV only, due to a presumed glitch, Fire Fang can hit through Wonder Guard even if it would not be super effective.

Wonder Guard cannot be Skill Swapped or copied by Role Play, but it can be Traced. Wonder Guard can be replaced with Simple Beam, Worry Seed, Entrainment or suppressed with Gastro Acid. Additionally, Entrainment can grant Wonder Guard to a target if used by a Pokémon with this Ability.

Wonder Guard can be bypassed by a Pokémon with Mold Breaker, Teravolt, or Turboblaze.

Outside of battle

Wonder Guard has no effect outside of battle.

Pokémon with Wonder Guard

# Pokémon Types First Ability Second Ability Hidden Ability
0292 Shedinja Shedinja
Bug Ghost Wonder Guard None None
Please note that abilities marked with a superscript are only available in the stated generation or later.
  • For Generation III and IV games, ignore Hidden Abilities.

Pokéstar Studios opponents with Wonder Guard

# Pokémon Types First Ability Second Ability Hidden Ability
0000 Majin Majin
Dark Ghost Wonder Guard None None
Please note that abilities marked with a superscript are only available in the stated generation or later.
  • For Generation III and IV games, ignore Hidden Abilities.

In the anime

Colonel Hansen Shedinja Wonder Guard.png
Shedinja


Only super effective moves will hit.
Pokémon Method
User First Used In Notes
Shedinja When an attack that isn't 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


Trivia

  • Prior to Generation VI, it was popular to hack this Ability onto the Dark/Ghost-type Spiritomb ("Wondertomb") and Sableye ("Wondereye"), as their complete lack of weaknesses made them impervious to all direct damage (barring Fire Fang*, typeless damage moves such as Future Sight* and Struggle, and having their type or Ability changed or negated). As of Generation VI, the two are now weak to the Fairy type.
    • This immunity was showcased with the Pokéstar Studios opponent Majin, requiring the player to inflict burn or change Majin's Ability or type to defeat it.

In other languages

Language Title
Mandarin Chinese 奇異守護 Qíyì Shǒuhù
France Flag.png French Garde Mystik
Germany Flag.png German Wunderwache
Italy Flag.png Italian Magidifesa
South Korea Flag.png Korean 불가사의 부적 Bulgasayi Bujeok
Portugal Flag.png Portuguese Defesa Mágica
Spain Flag.png Spanish Superguarda


Project Moves and Abilities logo.png 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.