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Move

Protect

A move that makes the user immune to all moves for one turn. Fails if used consecutively.

Protect is on almost every competitive VGC team. It costs no damage and makes the user completely immune to all attacks for one turn — including spread moves.

Why it’s everywhere in doubles

In doubles, Protect serves critical functions your partner can’t cover alone:

  1. Avoid Fake OutFake OutmoveA +3 priority Normal-type move that does small damage and forces the target to flinch — only usable on the user's first turn out.Click to read more →. The opponent can Fake Out one target — Protecting the other means they can’t flinch both of you simultaneously.
  2. Stall for a teammate. Your partner is using TailwindTailwindmoveDoubles the Speed of every Pokémon on your side for 4 turns. Often paired with Prankster for instant priority setup.Click to read more →, Trick RoomTrick RoomstrategyFor 5 turns, slower Pokémon move first. Reverses the entire speed game — a strategy that builds teams around very slow attackers.Click to read more →, or Quiver DanceQuiver DancemoveA Bug-type move that raises Special Attack, Special Defense, and Speed all at once by one stage each.Click to read more → — Protect keeps your sweeper safe while that happens.
  3. Scout. See what move the opponent uses before committing to a response.
  4. Avoid a double target. If both opponents are targeting the same Pokémon, Protect wastes both their turns.

The consecutive use rule

Protect fails if used on two consecutive turns. In practice, experienced players usually alternate between Protect and other moves — or feint the opponent into wasting their Fake Out.

Most teams run Protect on 4–6 of their six Pokémon.