Max Guard

Normal

Summary

Max-Guard is a Normal-type move with no power and perfect accuracy, as it automatically succeeds when used. Introduced in Pokémon Sword and Shield, Max-Guard is a Dynamax move that serves as a protective shield, preventing all effects of moves that target the user during that turn. Unlike Protect, Max-Guard also defends against moves that can bypass Protect or Detect, such as Mold Breaker abilities or Dynamax moves. This move is unique to Pokémon that have Dynamaxed and is derived from any status move the Pokémon knows. Max-Guard is a strategic option in both single and double battles, offering a turn of invulnerability that can be critical for stalling out opponents' powerful attacks or setting up the next move.

Effect

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse's curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move's protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.

Short Effect: Prevents any moves from hitting the user this turn.

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse's curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move's protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.

Game Descriptions

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Move Details

  • Power
  • Accuracy
  • PP 10
  • Priority 4
  • Damage Class Status
  • Generation Generation VIII
  • Category Unique