When the Max Meter fills, your next three choices can deal damage, protect your Pokémon or restore your group's health. A useful plan gives those jobs to players who can actually perform them, then changes when the battle does. Four people independently pressing the same support move can leave a different need unanswered.
The examples here use Dynamax and Gigantamax Pokémon with their damaging Max Move, Max Guard and Max Spirit. Coordinate with the small group fighting alongside you, not as though every Trainer in a large Gigantamax lobby shares one set of support effects.
Know what each button is doing
| Move | What it contributes | What that means for your decision |
|---|---|---|
| Damaging Max Move | Damage to the boss | Use it when attacking is your current job and support needs are covered |
| Max Guard | Protection for the Pokémon using it | It is not a shield placed on every teammate |
| Max Spirit | Healing for the user and other active Pokémon in its group | It can address several hurt allies, rather than only your own health bar |
Guard and Spirit must be available on the Pokémon you intend to use. Naming someone “the healer” does not make an unavailable move usable. Before joining, inspect that Pokémon's Max Moves and distinguish a locked support move from an unlocked one you have already trained. Improving a move and unlocking a missing function solve different preparation problems.
For a Dynamax Pokémon, the damaging Max Move's type follows its Fast Attack. A Gigantamax Pokémon instead has its species-specific G-Max Move, which need not match its Fast Attack. Do not choose your Max attacker by looking only at the Charged Attack you normally use in raids.
Separate building the meter from spending the three actions
In the ordinary battle phase, attacks help fill the Max Meter, and collecting the energy icons that appear on the field can fill it faster. When the meter fills, the Dynamax or Gigantamax phase lasts three turns. This is the point at which you choose among the Max actions.
Use the transition countdown to select the surviving Pokémon suited to your next job. You might have been keeping one Pokémon active while building the meter but want another for its damaging Max Move or unlocked support move. Decide that handoff before the countdown, rather than discovering then that your intended healer is unavailable.
After the Max phase ends, you can switch back to another surviving member of your party. Reassess whether the previous active Pokémon is still appropriate; the health and support situation may have changed. The transition is a useful handoff between roles, not a reason to use the same Pokémon for every part of the fight.
A simple pre-battle agreement is enough to begin: who intends to attack, who can heal the active group, and who is prepared to use Guard for their own protection? Also name a fallback. If the planned healer faints before the next transformation, someone else needs to know whether they can take over or whether the group must continue without that support.
Case 1: healthy allies and a prepared attacker
Imagine you enter a Max phase with a suitably typed attacker, the active group is healthy, and another player is ready to handle healing when it becomes necessary. Your immediate contribution can be damage. There is no missing health for a heal to restore at that moment.
This illustrative ledger shows the choice for one player, not a guaranteed boss result:
| Three choices | Damaging moves used | Support moves used |
|---|---|---|
| Attack, Attack, Attack | 3 | 0 |
| Spirit, Attack, Attack | 2 | 1 heal |
| Guard, Attack, Attack | 2 | 1 self-protection action |
The second row trades an attack opportunity for healing. If that healing has no useful target, the exchange does not address an existing problem. The third row is a different decision: Guard can prepare your Pokémon for damage after the phase, even while its current health is good. Do not treat every healthy-state support action as equivalent.
Before choosing Guard, connect it to a job. Are you deliberately keeping this Pokémon active afterward to absorb pressure, or are you about to switch back to another party member? Before choosing Spirit, look at the active group's health rather than your own bar alone. A healthy attacker can still have a worthwhile healing opportunity if its allies are hurt.
For this case, keep attacking while the agreed support arrangement and visible health state justify it. If the support player is no longer available, the original assignment is no longer enough: tell the group and reassess your next choice. A role is a starting responsibility, not a command to ignore the battle.
Case 2: several allies are hurt, but nobody needs three automatic heals
Now suppose two active attackers have lost substantial health, your own Pokémon is also hurt, and you have Max Spirit available. Another teammate has Guard but has not prepared Spirit. This is a group-recovery problem, not simply a request for everyone to press a defensive-looking button.
Take responsibility for healing and communicate it. Use Spirit, then inspect the resulting health state before committing the rest of your actions. If allies still need recovery, another heal may be useful. If the relevant bars are already restored, use the remaining opportunity for another job instead of completing a preset three-heal sequence.
| State at your next choice | Candidate response | Coordination point |
|---|---|---|
| Multiple active allies still need health | Use another Spirit if available | Tell the group you are continuing recovery |
| The group has recovered enough for the current plan | Use your damaging Max Move or prepare your own protection | Free other players to continue their assigned jobs |
| Another healer has already restored the group | Reassess before duplicating the heal | Judge the new bars, not the state at the start of the phase |
| Your intended support Pokémon is unavailable | Select an appropriate surviving option at the next transition | Announce that the original healing plan cannot be followed |
“Enough” here is a battle decision, not a universal HP percentage. Consider the damage your group has been taking and which Pokémon will remain active afterward. No single heal count is right for every boss, move level or party.
The teammate with Guard can protect their own Pokémon, but that action does not replace the missing recovery for your two injured attackers.
The practical gain from coordination is not that support always beats attacking. It is that one player's useful recovery can let another keep dealing damage, while everyone avoids making decisions from an outdated health snapshot.
Case 3: one Pokémon is targeted, then the whole group takes pressure
During the ordinary phase, read the boss's attack warning. A targeted attack warning means your Pokémon is being singled out; swiping left or right can reduce the damage. A large attack aimed at the group is different and cannot be dodged in that way. These are ordinary-phase reactions, not extra choices added to the three Max turns.
Suppose your Pokémon has repeatedly been the one under pressure. You reach the next Max phase with it still available and intend to keep it active afterward. Guard is a candidate for that continuing protective role. But if several allies are also hurt, your personal protection does not settle their recovery: coordinate a Spirit user as well.
Now change one fact. The previous damage came from a large group attack, and several active Pokémon are low. Telling every player to swipe more is not a repair for that attack type. The next Max phase gives the group a chance to respond to the damage already taken. Decide who can restore active allies and who should continue attacking, rather than treating the entire problem as one player's failure to dodge.
A useful short call is “I will heal; you keep attacking” or “I need protection for the Pokémon I am keeping in.” It states an action the other players can plan around. “Everyone defend” is much less precise: it might produce several self-Guard actions while injured allies still lack recovery.
When ordinary combat resumes, keep responding to the next actual warning. A previous Guard use is not permission to ignore targeted attacks, and a previous heal does not prevent the next hit. Observe what the boss does and carry that information into the next Max phase.
Make the next cycle better than the last
After a difficult cycle, identify the failure in concrete terms. Was the selected Pokémon missing the move its role required? Did a player heal after someone else had already restored the group? Did the group confuse self-protection with shared healing? Or did your planned attacker enter with a different Max Move type than expected?
Those findings lead to different fixes. A missing move needs preparation before another attempt. A redundant action needs better communication. A typing mistake needs the correct attacking option. Repeating the same three buttons more quickly does not resolve any of those specific problems.
If all three of your own Pokémon have already fainted, that is a different situation from selecting Max moves. The separate guide below explains what you can do while surviving teammates continue fighting.
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