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Prevents other Pokémon's moves or Abilities from lowering the Pokémon's stats.
When a Pokémon with this Ability is knocked out by an opponent's attack, it deals damage to that opponent equal to the amount of HP it had left before last being hit. If a Pokémon with this Ability faints through Future Sight or Doom Desire, Innards Out will only activate if the user of the move is still on the field. If a Pokémon with this Ability moves first and is then knocked out by Core Enforcer, Innards Out will not activate. If Innards Out causes two opposing Pokemon to faint at the same time, and neither party has any remaining Pokémon, then the Pokémon that activated Innards Out loses.
Reflects status moves, instead of getting hit by them.
Magic Guard prevents the Pokémon from receiving indirect damage, but does not prevent it from becoming afflicted by statuses that would deal such damage. Additional effects, such as being trapped by binding moves or having its Attack reduced by burn, are not prevented even though their damage is.

Magic Guard prevents damage caused by effects including weather, poison and burn, effects like Curse and Leech Seed, entry hazards, recoil (except from Struggle), crash damage, and damage from using Mind Blown. Magic Guard prevents the damage inflicted by a Life Orb, but the holder still gains the power boost. Damage from confusion still occurs.

Magic Guard does not prevent direct modification of a Pokémon's HP through means other than damage, such as by Pain Split, Belly Drum, Substitute, or a Ghost type cutting its own HP to use Curse. Moves that cause the user to faint, Destiny Bond, and Perish Song can still cause a Pokémon with Magic Guard to faint.

Magic Guard didnt grants immunity to being fully paralyzed and no prevents of be poisoning from Toxic Spikes (but it still prevents poison damage).
The Pokémon steals the held item of a Pokémon it hits with a move.
The Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen.
Prevents Steel-type Pokémon from escaping using its magnetic force.
The Pokémon's marvelous scales boost the Defense stat if it has a status condition.
Powers up aura and pulse moves.
The Pokémon's attacks become critical hits if the target is poisoned.
Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.
Turns the ground into Misty Terrain when the Pokémon enters a battle.
Moves can be used on the target regardless of its Abilities.
At the end of each turn, Moody raises one of the stats of the Pokémon with this Ability by two stages (at random), then decreases another stat by one stage (at random). It can select accuracy and evasion.

Moody will not attempt to lower a stat that is already at -6 or attempt to increase a stat that is already at +6. Moody will not select the same stat to lower as it raised. If all stats are already at +6, Moody will only decrease one random stat, the same will happen if all stats are already at -6, Moody will only increase one random stat.
Boosts its Speed stat if hit by an Electric-type move, instead of taking damage.
When a Pokémon with Moxie directly causes another Pokémon (including allies) to faint by using a damaging move, its Attack is increased by one stage. If its Attack is already at +6 stages, Moxie will not activate.

Moxie activates after the Pokémon gains Attack from Fell Stinger. If a Pokémon with Moxie defeats a Pokémon with Mummy using a contact move, the Pokémon's Ability will become Mummy before Moxie has the opportunity to activate.
Reduces the amount of damage the Pokémon takes when its HP is full.
Changes the Pokémon's type to match the Plate or Z-Crystal it holds.
Contact with the Pokémon changes the attacker's Ability to Mummy.
The Pokémon may pick up the item an opposing Pokémon used during a battle. It may pick up items outside of battle, too.