Run Away (Ability): Difference between revisions

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Run Away guarantees [[escape]] from a [[wild Pokémon]], negating any trapping move or ability from the opponent in effect, such as {{m|Mean Look}} and its variations, {{m|Wrap}} and its variations, {{a|Shadow Tag}}, and {{a|Arena Trap}}. However, Run Away does not allow a Pokémon to switch out when a trapping move or ability is in effect, even in a wild Pokémon battle. Run Away has no effect in [[Pokémon battle#Battling Trainers|trainer battles]]. When activated, the message "'''<Pokémon name> escaped using Run Away.'''" will appear.
Run Away guarantees [[escape]] from a [[wild Pokémon]], negating any trapping move or ability from the opponent in effect, such as {{m|Mean Look}} and its variations, {{m|Wrap}} and its variations, {{a|Shadow Tag}}, and {{a|Arena Trap}}. However, Run Away does not allow a Pokémon to switch out when a trapping move or ability is in effect, even in a wild Pokémon battle. Run Away has no effect in [[Pokémon battle#Battling Trainers|trainer battles]]. When activated, the message "'''<Pokémon name> escaped using Run Away.'''" will appear.


In [[Pokémon Mystery Dungeon 1|Pokémon Mystery Dungeon]] and [[Pokémon Mystery Dungeon 2|the sequel]], a Pokémon with Run Away will become terrified and run from all Pokémon when its HP is down below ½. Leaders are unaffected.
In [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Pokémon Mystery Dungeon]] and [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|the sequel]], a Pokémon with Run Away will become terrified and run from all Pokémon when its HP is down below ½. Leaders are unaffected.


===Outside of battle===
===Outside of battle===
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