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Protections and hindrances

Battle Checked in the game on October 30, 2026 4 min read

Protect, Safeguard, Light Screen, Taunt, Perish Song… Besides its status, a Pokémon can carry several passing effects, good or bad. What each one does, how many turns it lasts, and which move sets it.

On this page
  1. In short
  2. How it works
  3. All of them, in detail
  4. Held items

In short

How it works

A status (asleep, poisoned…), there is only one at a time. Protections and hindrances, however, stack: a Pokémon can be under Protect, under Light Screen and taunted all at once. Each has its duration in turns; the badges on the Team screen show them with what they have left. When you change floors, everything is wiped.

A protection is most often set by a move: on yourself or on the team for support moves, on the target for hindrances. The Dew Garden’s elixirs set some too: an Immunity against certain status conditions, a Guard that halves hits of certain types.

All of them, in detail

Protection or hindranceWhat happensDurationSet by
Protect
protection
No hit gets through.2 turnsProtect, Detect
Endure
protection
Keeps at least 1 HP, whatever the hit.2 turnsEndure
Safeguard
protection
No status condition takes hold.8 turnsSafeguard
Magnet Rise
protection
Floats: Ground-type moves no longer reach it.8 turnsMagnet Rise
Light Screen
protection
Special hits received are halved.8 turnsLight Screen
Reflect
protection
Physical hits received are halved.8 turnsReflect
Mist
protection
Its stats can no longer be lowered.8 turnsMist
Lucky Chant
protection
No more critical hits against it.8 turnsLucky Chant
Aqua Ring
protection
Regains HP every turn.10 turnsAqua Ring
Lock-On
protection
Its next hits cannot miss.3 turnsLock-On, Mind Reader
Helping Hand
protection
Its moves hit harder next turn.2 turnsHelping Hand
Grudge
protection
Whoever knocks it out loses the PP of the move that did it.5 turnsGrudge
Destiny Bond
protection
Whoever knocks it out goes down with it.3 turnsDestiny Bond
Substitute
protection
A substitute takes the hits in its place, until it breaks.20 turnsSubstitute
Charging
protection
Charging up: the move fires next turn.2 turns—
Counter
protection
Returns the next hit it takes.2 turns—
Bide
protection
Takes the hits, then gives it all back at once.3 turns—
Stockpile
protection
Stockpiles, to release all at once.12 turns—
Barrier
protection
A shield of scales absorbs the hits.20 turnsScale Shield
Echo
protection
Sends back part of the hits it takes.3 turnsEcho Back
Guard
protection
Stands guard: hits meant for its neighbours land on it instead.3 turnsGuard’s Sacrifice
Lure
protection
Draws every wild Pokémon’s attention.3 turnsLure
Rampaging
protection
Rampages: attacks several turns in a row without choosing.4 turns—
Rage
protection
Every hit taken raises its Attack.10 turns—
Charge
protection
Its next Electric-type hit is twice as strong.5 turns—
Immunity
protection
The elixir protects it from certain status conditions.10 turns—
Guard
protection
The elixir halves hits of certain types.10 turns—
Last Breath
protection
Holds its last breath for whoever brings it down.3 turnsLast Breath
Imprison
hindrance
Can no longer use its moves.6 turnsImprison
Taunt
hindrance
Can only think of fighting: no more support moves or items.6 turnsTaunt
Torment
hindrance
Cannot use the same move twice in a row.6 turnsTorment
Embargo
hindrance
Can no longer use items, and its held item stops protecting it.6 turnsEmbargo
Attract
hindrance
Every other turn, it just gazes at its target.5 turnsAttract
Insomnia
hindrance
Can no longer fall asleep, nor yawn.10 turnsWorry Seed
Nightmare
hindrance
While asleep, loses HP every turn.8 turnsNightmare
Perish Song
hindrance
Countdown: at zero, it falls.3 turnsPerish Song
Disable
hindrance
One of its moves is blocked.5 turnsDisable
Encore
hindrance
Forced to repeat its last move.4 turnsEncore
Gastro Acid
hindrance
Its titles (its abilities) are neutralised.8 turnsGastro Acid
Recharging
hindrance
Catching its breath: loses the turn.2 turns—
Exposed
hindrance
Can no longer slip away: hits find it.10 turns—
Spared
hindrance
Spared by a hair: it listens more readily when spoken to.12 turns—
Marked
hindrance
Marked by the hunter: suffers more and no longer heals.5 turnsHunter’s Mark
Eroded
hindrance
Crumbles: its Defense drops with every hit.the whole floor—
Flinched
hindrance
Flinches: loses its turn.2 turns—
Future Sight
hindrance
A hit from the future is about to strike it.2 turns—
Grounded
hindrance
Grounded: no longer flies and takes Ground-type hits.8 turns—

Held items

Two held items protect from a status as long as you wear them, with no duration: the Insomniscope against sleep, the Pecha Scarf against poison. Under Embargo, the held item no longer protects.

Safeguard before a Monster House

Eight turns without any status: set right before entering a Monster House or a boss arena, Safeguard shelters the team from the worst at the moment when everything falls at once.

See also