Arena Trap (Ability): Difference between revisions

→‎Effect: We don't have to list everything... we have an article for that.
(→‎In battle: It should be obvious that if it doesn't have its Flying type or Levitate Ability, they no longer apply)
(→‎Effect: We don't have to list everything... we have an article for that.)
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==Effect==
==Effect==
===In battle===
===In battle===
Arena Trap prevents all foes from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle.
Arena Trap prevents all [[grounded]] foes from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle.
 
Pokémon rendered immune to {{type|Ground}} attacks are immune to Arena Trap. This includes {{type|Flying}} Pokémon, Pokémon with {{a|Levitate}}, Pokémon holding an [[Air Balloon]], and Pokémon affected by {{m|Magnet Rise}} or {{m|Telekinesis}}. Conversely, if a Pokémon normally immune to Ground-type attacks is made vulnerable (due to {{m|Gravity}}, {{m|Smack Down}} or {{m|Thousand Arrows}}, or a held {{DL|In-battle effect item|Iron Ball}}), it will be unable to switch out or flee.


Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Parting Shot}} will still cause the Pokémon to switch out. Holding a {{DL|In-battle effect item|Shed Shell}} allows the Pokémon to switch out, but not flee or Teleport. Having the Ability {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or Teleport, but not switch.
Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Parting Shot}} will still cause the Pokémon to switch out. Holding a {{DL|In-battle effect item|Shed Shell}} allows the Pokémon to switch out, but not flee or Teleport. Having the Ability {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or Teleport, but not switch.
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