Dynamax

Dynamax is a new element within Pokémon Sword & Shield that has your Pokémon grow to giant proportions in battle.

Dynamax Features

Dynamax is a brand new feature activated in the menu when you're in certain areas such as Stadiums, Max Raid Battles and online battles. To Dynamax, you need to get the special Dynamax Band item. When you do, you can Dynamax your Pokémon. This lasts only three turns and can be done once per battle.

There are however three Pokémon that cannot Dynamax: Zacian, Zamazenta and Eternatus. This also counts for Ditto when Ditto has transformed into them.

Dynamax Image

Dynamax Stats & Level

Unlike Mega Evolution, Dynamax only affects one stat, your Hit Points, so your other stats are the same and well calculated. When you Dynamax, both your current Hit Points and max Hit Points are multiplied by a value, so you never actually recover any Hit Points.

Each Pokémon has got a Dynamax Level which determines the boost it receives. This can be increased using Dynamax Candy

Dynamax Level Hit Point Boost
Level 0 *1.5
Level 1 *1.55
Level 2 *1.6
Level 3 *1.65
Level 4 *1.7
Level 5 *1.75
Level 6 *1.8
Level 7 *1.85
Level 8 *1.9
Level 9 *1.95
Level 10 *2
Dynamax Level Image

Max Moves

When a Pokémon is Dynamaxed, their moves will turn into Max moves. These moves vary depending on the type of the move and the category. For example, status moves change in to Max Guard while damaging moves change into different moves based on their type with effects.

Like Z-Moves, each's move's damage changes based upon the move it transformed from and uses the PP of that move.

Click here for full details Max Moves

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Gigantamax

Gigantamax is a different variant of Dynamax. Certain Pokémon will have Gigantamax Forms, giant forms that have a different appearance. These are obtained if you find that specific Pokémon in Max Raid Battles or special events. When they can Gigantamax, they also gain access to unique G-Max Moves which only that Pokémon can learn

Gigantamax Image

Max Raid Battles

Max Raid Battles are a new feature where you can play with other players in order to take down a Dynamaxed Wild Pokémon. These Pokémon don't revert after three turns and have some more unique powers. One player can Dynamax their Pokémon to even the score.

Click here for full details Max Moves

Max Raid Battles Image

Mechanics with Dynamax Pokémon

When battling against Dynamax Pokémon, there are a few changes. First, all weight-based attacks will not function and you cannot force a Pokémon that has Dynamaxed out of battle through the use of moves of items, however the Dynamaxed Pokémon can exit themselves using abilities such as Emergency Exit. They also cannot flinch through moves such as Fake Out.

In addition to that, when you have a Dynamaxed Pokémon, the effects of hold items including Choice Band, Choice Scarf and Choice Specs will stop working and Sheer Force does not power up the moves.

Max Raid Battles Image

List of moves that have special effects against Dynamax Pokémon

Name Type Cat. PP Att. Acc. Effect
Behemoth Bash Behemoth Bash - STEEL 5 100 100 The user becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed.
Behemoth Blade Behemoth Blade - STEEL 5 100 100 The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
Dynamax Cannon Dynamax Cannon - DRAGON 5 100 100 The user unleashes a strong beam from its core. This move deals twice the damage if the target is Dynamaxed.

List of moves that lose their secondary effect against Dynamax Pokémon

Name Type Cat. PP Att. Acc. Effect
Dragon Tail Dragon Tail - DRAGON 10 60 90 The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Fake Out Fake Out - NORMAL 10 40 100 This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

List of moves that won't work against Dynamax Pokémon

Name Type Cat. PP Att. Acc. Effect
Circle Throw Circle Throw - FIGHTING 10 60 90 The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Disable Disable - NORMAL 20 -- 100 For four turns, this move prevents the target from using the move it last used.
Encore Encore - NORMAL 5 -- 100 The user compels the target to keep using the move it encored for three turns.
Entrainment Entrainment - NORMAL 15 -- 100 The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
Grass Knot Grass Knot - GRASS 20 -- 100 The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
Instruct Instruct - PSYCHIC 15 -- 101 The user instructs the target to use the target's last move again.
Heat Crash Heat Crash - FIRE 10 -- 100 The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the move's power.
Heavy Slam Heavy Slam - STEEL 10 -- 100 The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power.
Low Kick Low Kick - FIGHTING 20 -- 100 A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
Pluck Pluck - FLYING 20 60 100 The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
Roar Roar - NORMAL 20 -- 101 The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single PokĂ©mon.
Skill Swap Skill Swap - PSYCHIC 10 -- 101 The user employs its psychic power to exchange Abilities with the target.
Whirlwind Whirlwind - NORMAL 20 -- 101 The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.