Guard
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| Type | Player skill |
|---|---|
| Element | — |
| Target | The user |
| Cost | 3 MP / No cost |
Guard is a skill.
Effects
Blocks the next damaging attack.
Usable once per turn.
Mechanics
Damage is calculated from the user’s relevant offensive stat and the target’s matching defensive stat unless the table lists a fixed amount or no direct damage. Final damage can also change with difficulty, buffs, debuffs, critical hits, elemental weaknesses, and resistances.
| Version | Result | Power | Element | Scaling | Target | Cost | Accuracy | Hits | Critical | Usable |
|---|---|---|---|---|---|---|---|---|---|---|
| Player version | No direct damage | — | — | — | The user | 3 MP | 100% base | 1 | No | Battle only |
| Enemy version | No direct damage | — | — | — | The user | No cost | 100% base | 1 | No | Battle only |
How to learn
Known from the start
Iron Cestus +7 (while equipped)
Shieldstaff of Warding +5 (its basic attack)
Enemy users
- Denizen of the Deep-Fryer
- Fish-Man
- Flesh Girl
- Gravewarden
- Hall Monitor
- Hungry Plant
- Pipe Cleaner
- The Neighborhood Watcher
- Treasure Goblin
- Weird Fish
Practical use
- Use Guard before a telegraphed heavy attack; it blocks the next damaging hit rather than the entire turn.
- Its very high action speed makes it dependable as an emergency defensive choice.
- This is a utility action with no direct damage; its timing depends on the listed effect rather than offensive power.
See also
Game mechanics · Skills ·
