Magic Guard (Ability): Difference between revisions

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(→‎Effect: Splitting up the description into "things it does" and "things it doesn't do" makes it easier to read than keeping it together as a wall of text. Added explanation of why IV but not V is specified in "outside of battle".)
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===In battle===
===In battle===
====Generation IV====
====Generation IV====
Magic Guard prevents indirect damage, such as from {{m|Hail}}, {{m|Toxic}}, {{m|Curse}}, or {{m|Leech Seed}}. It does not prevent status problems, but rather protects from damaging effects. Damage caused upon being switched in, such as {{m|Stealth Rock}}, and [[Recoil]] is prevented except from using {{m|Struggle}}, and HP loss will still occur when using {{m|Belly Drum}} or {{m|Substitute}}. If a Pokémon with Magic Guard causes a Pokémon that used {{m|Destiny Bond}} to faint, the Pokémon with Magic Guard will also faint. Magic Guard will also cancel out {{DL|In-battle effect item|Life Orb}}'s HP deduction without negating its power boost. Additional effects such as trapping from moves like {{m|Fire Spin}} and {{stat|Attack}} reduction from a {{status|burn}} are not prevented. If paralyzed, a Pokémon with Magic Guard will suffer from the normal Speed reduction but cannot be fully paralyzed.  Magic Guard does not prevent damage from {{status|confusion}} or the effects of {{m|Perish Song}}. Magic Guard will prevent the user from being poisoned by {{m|Toxic Spikes}}.
Magic Guard prevents indirect damage, such as from [[weather conditions]], {{status|Poison|poisoning}}, {{m|Curse}}, or {{m|Leech Seed}}. It prevents the damaging effects of status conditions, but it does not stop status conditions from being induced. Damage caused by entry hazards (such as {{m|Spikes}}) and [[recoil]] (except when using {{m|Struggle}}) is prevented. If paralyzed, a Pokémon with Magic Guard will suffer from the normal Speed reduction but cannot be fully paralyzed. Magic Guard will also cancel out {{DL|In-battle effect item|Life Orb}}'s HP deduction without negating its power boost. Magic Guard will prevent the user from being poisoned by {{m|Toxic Spikes}}.
 
Magic Guard does not prevent status conditions. Magic Guard prevents recoil, but does not prevent other damage the Pokémon with Magic Guard causes itself, such as {{m|Belly Drum}}, {{m|Substitute}}, or damage from {{status|confusion}}. If a Pokémon with Magic Guard causes a Pokémon that used {{m|Destiny Bond}} to faint, the Pokémon with Magic Guard will also faint. Additional effects such as trapping from moves like {{m|Fire Spin}} and {{stat|Attack}} reduction from a {{status|burn}} are not prevented. Magic Guard does not prevent the effects of {{m|Perish Song}}.


====Generation V====
====Generation V====
Magic Guard no longer grants immunity to being fully paralyzed, and no longer prevents poisoning from Toxic Spikes, though it still prevents poison damage. Magic Guard now prevents {{a|Imposter}} from activating.
Magic Guard no longer grants immunity to being fully paralyzed and no longer prevents poisoning from Toxic Spikes, though it still prevents poison damage. Magic Guard now prevents {{a|Imposter}} from activating.


===Outside of battle===
===Outside of battle===
Magic Guard has no effect outside of battle. This means that in Generation IV, a poisoned Pokémon with this Ability will still take damage in the field.
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 with Magic Guard==

Revision as of 02:04, 22 June 2013

Magic Guard マジックガード
Magic Guard
Flavor text
Generation IV
The Pokémon only takes damage from attacks.
Generation V
The Pokémon only takes damage from attacks.
Generation VI
Currently unknown
Generation VII
Currently unknown
Generation VIII
Currently unknown
Generation IX
Currently unknown

Magic Guard (Japanese: マジックガード Magic Guard) is an Ability introduced in Generation IV. Ten Pokémon can have this Ability. Prior to Generation V, it was the signature Ability of Cleffa, Clefairy and Clefable.

Effect

In battle

Generation IV

Magic Guard prevents indirect damage, such as from weather conditions, poisoning, Curse, or Leech Seed. It prevents the damaging effects of status conditions, but it does not stop status conditions from being induced. Damage caused by entry hazards (such as Spikes) and recoil (except when using Struggle) is prevented. If paralyzed, a Pokémon with Magic Guard will suffer from the normal Speed reduction but cannot be fully paralyzed. Magic Guard will also cancel out Life Orb's HP deduction without negating its power boost. Magic Guard will prevent the user from being poisoned by Toxic Spikes.

Magic Guard does not prevent status conditions. Magic Guard prevents recoil, but does not prevent other damage the Pokémon with Magic Guard causes itself, such as Belly Drum, Substitute, or damage from confusion. If a Pokémon with Magic Guard causes a Pokémon that used Destiny Bond to faint, the Pokémon with Magic Guard will also faint. Additional effects such as trapping from moves like Fire Spin and Attack reduction from a burn are not prevented. Magic Guard does not prevent the effects of Perish Song.

Generation V

Magic Guard no longer grants immunity to being fully paralyzed and no longer prevents poisoning from Toxic Spikes, though it still prevents poison damage. Magic Guard now prevents Imposter from activating.

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 Clefairy
Normal Normal Cute Charm Magic Guard Friend Guard
0036 Clefable Clefable
Normal Normal Cute Charm Magic Guard Unaware
0063 Abra Abra
Psychic Psychic Synchronize Inner Focus Magic Guard
0064 Kadabra Kadabra
Psychic Psychic Synchronize Inner Focus Magic Guard
0065 Alakazam Alakazam
Psychic Psychic Synchronize Inner Focus Magic Guard
0173 Cleffa Cleffa
Normal Normal Cute Charm Magic Guard Friend Guard
0561 Sigilyph Sigilyph
Psychic Flying Wonder Skin Magic Guard Tinted Lens
0577 Solosis Solosis
Psychic Psychic Overcoat Magic Guard Regenerator
0578 Duosion Duosion
Psychic Psychic Overcoat Magic Guard Regenerator
0579 Reuniclus Reuniclus
Psychic Psychic Overcoat Magic Guard Regenerator
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 other languages

Language Title
Mandarin Chinese 魔法防禦 Mófǎ Fángyù
France Flag.png French Garde Magik
Germany Flag.png German Magieschild
Italy Flag.png Italian Magicscudo
South Korea Flag.png Korean 매직가드 Magic Guard
Portugal Flag.png Portuguese Escudo Mágico
Spain Flag.png Spanish Muro Mágico


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.