Withdraw (move)

Revision as of 18:52, 5 March 2021 by Daniel Carrero (talk | contribs) (→‎Pokémon Adventures: replaced: ===In the Pokémon Adventures manga=== → ===Pokémon Adventures===)
Withdraw redirects here. For the act of switching Pokémon in battle, see Recall.
Withdraw
からにこもる Withdraw into Shell
Withdraw VIII.png
Type  Water
Category  Status
PP  40 (max. 64)
Power  —
Accuracy  —%
Priority  0
  • Does not make contact
  • Not affected by Protect
  • Not affected by Magic Coat
  • Affected by Snatch
  • Not affected by Mirror Move
  • Not affected by King's Rock
Range
Opponent Opponent Opponent
Self Ally Ally
Self: Affects the user
Availability
Introduced  Generation I
Condition  Cute
Appeal  1
Jam  0  
Can avoid being startled by others.
Condition  Cute
Appeal  2 ♥♥
Prevents the Voltage from going up in the same turn.
Condition  Cute
Appeal  2 ♥♥
Jamming  0  
Prevents the user from being startled one time this turn.

Withdraw (Japanese: からにこもる Withdraw into Shell) is a non-damaging Water-type move introduced in Generation I.

Effect

Withdraw increases the user's Defense by one stage.

If powered up by a Waterium Z into Z-Withdraw, the user's Defense stat rises by another stage.

Description

Games Description
StadStad2 Used mainly by Pokémon with shells. By withdrawing into the shell, Defense is increased.
GSC Heightens the user's Defense.
RSE Withdraws the body into its hard shell to raise Defense.
FRLG The user withdraws its body in its hard shell, raising its Defense stat.
ColoXD Withdraws into its hard shell to raise Defense.
DPPtHGSSPBR
BWB2W2
XYORAS
SMUSUMPE
SwSh
The user withdraws its body into its hard shell, raising its Defense stat.


Learnset

By leveling up

# Pokémon Types Egg Groups Level
I II III IV V VI VII VIII IX
0007     Monster Water 1 28 10 10 10 10 10 10SMUSUM
14PE
6
0008     Monster Water 1 31 10 10 10 10 10 10SMUSUM
1, 14PE
1
0009     Monster Water 1 31 1, 10 1, 10 1, 10 1, 10 1, 10 1, 10SMUSUM
1, 14PE
1
0080    
 
Monster Water 1 37 37 37 37 37 37 1, Evo. 1
080G  
Slowbro
Galarian Form
 
 
Monster Water 1 1
0090     Water 3 Water 3 1 1 1 4 4 4 4 4
0091    
 
Water 3 Water 3 1 1 1 1 1 1 1 1
0138    
 
Water 1 Water 3 1 1 1 1 1 1 1SMUSUM
4PE
1
0139    
 
Water 1 Water 3 1 1 1 1 1 1 1SMUSUM
1, 4PE
1
0213    
 
Bug Bug 1 1 1 1 1 1 1
0324     Field Field 7 7 7 7 4
0387     Monster Grass 5 5 5 5
0388     Monster Grass 1, 5 1, 5 1, 5 1, 5
0389    
 
Monster Grass 1, 5 1, 5 1, 5 1, 5
0557    
 
Bug Mineral 7 7 7 4
0558    
 
Bug Mineral 1, 7 1, 7 1, 7 1
0564    
 
Water 1 Water 3 1 1 1 1
0565    
 
Water 1 Water 3 1 1 1 1
0688    
 
Water 3 Water 3 7 7 4
0689    
 
Water 3 Water 3 7 7 1
0785    
 
style="text-align:center; background:#Template:Undiscovered egg color;" width="140px" colspan="2" | Undiscovered style="text-align:center; display:none; background:#Template:Undiscovered egg color;" | Undiscovered 1 5
0786    
 
style="text-align:center; background:#Template:Undiscovered egg color;" width="140px" colspan="2" | Undiscovered style="text-align:center; display:none; background:#Template:Undiscovered egg color;" | Undiscovered 1 5
0787    
 
style="text-align:center; background:#Template:Undiscovered egg color;" width="140px" colspan="2" | Undiscovered style="text-align:center; display:none; background:#Template:Undiscovered egg color;" | Undiscovered 1 5
0788    
 
style="text-align:center; background:#Template:Undiscovered egg color;" width="140px" colspan="2" | Undiscovered style="text-align:center; display:none; background:#Template:Undiscovered egg color;" | Undiscovered 1 5
0840    
 
Grass Dragon 1
0841    
 
Grass Dragon 1
0842    
 
Grass Dragon 1
0854     Mineral Amorphous 1
0855     Mineral Amorphous 1
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


In other games

Pokémon Mystery Dungeon series

In Red Rescue Team and Blue Rescue Team, Withdraw is a move with 32PP. The user raises its Defense by one stage. This move is affected by Snatch and Taunt.

In Explorers of Time, of Darkness and Sky, the move's PP has been decreased to 16.

Super Smash Bros. series

 
Squirtle using Withdraw

Withdraw is Squirtle's Side Special move. It hides into its shell and slides around the stage, damaging opponents it collides with. If jumped on, Squirtle will end up stuck on its back.

Description

Games Description
MDRB Boosts the user's Defense by one level.
MDTDS Boosts the user's Defense by 1 level.
BSL じぶんの ぼうぎょを 1だんかいあげる
MDGtI It boosts your Defense. (The stat change returns to normal when you go to the next floor or step on a  Wonder Tile.)
SMD It boosts your Defense. The stat returns to normal when you go to the next floor or step on a  Wonder Tile.


In the anime

 
Blastoise
 
Shuckle
 
Squirtle
 
Omanyte and Omastar
The user withdraws its body into its hard shell.
Pokémon Method
User First Used In Notes
  Squirtle pulls all of its limbs into its shell for protection. Sometimes, the shell glows blue when the attack is being used.
Ash's Squirtle Fire and Ice Debut
May's Squirtle Curbing the Crimson Tide! None
  Cloyster clamps its shell shut, protecting its inner body from harm.
Pete Pebbleman's Cloyster Fire and Ice None
Prima's Cloyster The Mandarin Island Miss Match None
  Wartortle pulls all of its limbs into its shell for protection.
Captain Aidan's Team Wartortle The Pokémon Water War None
  Omanyte pulls itself into its shell and covers the bottom part with a material the same color as its shell.
Multiple wild Omanyte Fossil Fools None
Multiple wild Omanyte Lucario and the Mystery of Mew None
  Omastar pulls itself into its shell and covers the bottom part with a material the same color as its shell.
Multiple wild Omastar Fossil Fools None
A wild Omastar Lucario and the Mystery of Mew None
  Blastoise pulls its limbs, head, and hydro cannons into its shell.
A Blastoise Jessie borrows from the Battle Park One Trick Phony! None
Gary's Blastoise Can't Beat the Heat! Japanese version only
  Shuckle pulls its head and limbs into its body and its shell glows or flashes red, protecting it from attacks or raising its defense. While in its shell, Shuckle's shell glows brightly every time it wants to raise its defense more.
Rebecca's Shuckle Double-Time Battle Training! None
Conway's Shuckle Working on a Right Move! None


In the manga

Pokémon Adventures


In other generations

Core series games

Side series games

Spin-off series games

In other languages

Language Title
Chinese Cantonese 縮入殼中 Sūkyahp Hok Jūng *
縮頭 Sūktàuh *
Mandarin 縮入殼中 / 缩入壳中 Suōrù Ké Zhōng *
縮殼 / 缩壳 Suō​ké *
  Czech Stažení
  Danish Tilbagetog
  Dutch Terugtrekking
  Finnish Vetäytyminen
  French Repli
  German Panzerschutz
  Greek Απόσυρση Apósyrsi
  Hindi पीछे हटो Peeche Hato
  Indonesian Masuk Cangkang
Masuk
  Italian Ritirata
  Korean 껍질에숨기 Kkeopjiresumgi
  Polish Wycofanie*
Rysunek*
Wodny Wir*
  Brazilian Portuguese Retirada
  Serbian Povlačenje
  Spanish Refugio
  Swedish Retirering
Tillbaka*
Reträtten*
  Vietnamese Rúc Vào


Variations of the move Defense Curl
  Defense CurlHardenMeditateSharpenWithdraw
Formerly a variation
  Howl


  This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.