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If the roaming Pokémon is damaged or afflicted by a {{DL|status ailment|non-volatile status ailment}}, it will retain this when it is next encountered. Status ailments that prevent the Pokémon from using moves like {{status|sleep}}, {{status|paralysis}}, and {{status|infatuation}} only prevent the Pokémon from fleeing in Generation II. | If the roaming Pokémon is damaged or afflicted by a {{DL|status ailment|non-volatile status ailment}}, it will retain this when it is next encountered. Status ailments that prevent the Pokémon from using moves like {{status|sleep}}, {{status|paralysis}}, and {{status|infatuation}} only prevent the Pokémon from fleeing in Generation II. | ||
In Generations II and V, roaming Pokémon fleeing has a [[priority]] of -7. In Generations III and IV, it has a priority of 0. | In Generations II and V, roaming Pokémon fleeing has a [[priority]] of -7. In Generations III and IV, it has a priority of 0. In Generation VI, they flee before the player even sends out a Pokémon. | ||
Starting from {{v2|Platinum}}, if the player defeats the roaming Pokémon, it will re-spawn once the player beats the [[Elite Four]] again. However, the trigger that caused them to start roaming must be reactivated. For example, for {{p|Mesprit}} to roam again, the player must visit [[Verity Cavern]] again. | Starting from {{v2|Platinum}}, if the player defeats the roaming Pokémon, it will re-spawn once the player beats the [[Elite Four]] again. However, the trigger that caused them to start roaming must be reactivated. For example, for {{p|Mesprit}} to roam again, the player must visit [[Verity Cavern]] again. |
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