Wonder Guard (Ability)
Wonder Guard makes the Pokémon with this Ability immune to damaging moves that are not super effective.
It does not prevent confusion damage. It does not affect status moves, such as Tail Whip or Poison Powder. It does not prevent any indirect damage, such as from burn, weather, recoil, and entry hazards.
Wonder Guard prevents damage from moves that deal direct damage, as long as they are not a type that is super effective against the Pokémon with this Ability. For example, Shedinja with Wonder Guard is immune to Counter and Psywave, but not Night Shade.
Wonder Guard does not affect Struggle. Prior to Generation V, Wonder Guard does not affect Beat Up, Future Sight, or Doom Desire. In Generation IV only, Fire Fang is able to hit through Wonder Guard, even if the target does not have a weakness to Fire-type moves, due to a presumed glitch.
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. Wonder Guard can be bypassed by moves and Abilities that ignore Abilities. Wandering Spirit will not swap Abilities with Wonder Guard either.
Outside of battle
Wonder Guard has no effect outside of battle.
Pokémon with Wonder Guard
|#||Pokémon||Types||First Ability||Second Ability||Hidden Ability|
|Please note that this is only 100% accurate to Generation VIII games.
Pokéstar Studios opponents with Wonder Guard
In other games
Pokémon Mystery Dungeon series
Wonder Guard makes the Pokémon immune to damaging moves that 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.
In the anime
|The Pokémon is immune to all moves that it's not weak against.|
|User||First Used In||Notes|
|Shedinja||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
- 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 practically all direct damage. From Generation VI onward, this type combination is now weak to the Fairy type.
- 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.
In other languages
|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.|