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Wonder Guard (Ability)

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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.

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 burn or poison, weather conditions, 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. In addition, Wonder Guard can be replaced with Simple Beam, Worry Seed, Entrainment or suppressed with Gastro Acid.

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
Shedinja Shedinja Bug Ghost Wonder Guard None None
Please note that this is only 100% accurate to Generation VI games.
  • For Generation III games, ignore Abilities introduced in Generation IV and Hidden Abilities.
  • For Generation IV games, ignore Hidden Abilities.
  • For Generation V games, ignore Abilities introduced in Generation VI.

Pokéstar Studios opponents with Wonder Guard

# Pokémon Types First Ability Second Ability Hidden Ability
Majin Majin Dark Ghost Wonder Guard None None
Please note that this is only 100% accurate to Generation VI games.
  • For Generation III games, ignore Abilities introduced in Generation IV and Hidden Abilities.
  • For Generation IV games, ignore Hidden Abilities.
  • For Generation V games, ignore Abilities introduced in Generation VI.

In the anime

None.png Colonel Hansen Shedinja Wonder Guard.png None.png None.png
Shedinja
Only super effective moves will hit.
Pokémon Method
User First Used In Notes
292 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 new 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 Proteção Maravilhosa
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.