Recall: Difference between revisions

217 bytes added ,  4 April 2016
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* If one of the player's Pokémon [[fainting|faints]] in a battle against another Trainer, it must be recalled. If it faints in a battle against a [[wild Pokémon]], there is also the option of [[escape|fleeing]], though if this fails, another Pokémon must take the place of the first one.
* If one of the player's Pokémon [[fainting|faints]] in a battle against another Trainer, it must be recalled. If it faints in a battle against a [[wild Pokémon]], there is also the option of [[escape|fleeing]], though if this fails, another Pokémon must take the place of the first one.
* The [[move]]s {{m|Baton Pass}}, {{m|U-turn}}, and {{m|Volt Switch}} return the user to the party and allow the player to select a replacement Pokémon. Similarly, moves such as {{m|Circle Throw}}, {{m|Dragon Tail}}, {{m|Roar}}, and {{m|Whirlwind}} cause the target to be forcibly recalled and replaced with another Pokémon.
* The [[move]]s {{m|Baton Pass}}, {{m|U-turn}}, and {{m|Volt Switch}} return the user to the party and allow the player to select a replacement Pokémon. Similarly, moves such as {{m|Circle Throw}}, {{m|Dragon Tail}}, {{m|Roar}}, and {{m|Whirlwind}} cause the target to be forcibly recalled and replaced with another Pokémon.
* Certain [[in-battle effect item]]s force Pokémon to switch out. The [[In-battle effect item#Eject Button|Eject Button]] makes the holder switch out when hit with an attack, bypassing any trapping moves currently in effect. The [[In-battle effect item#Red Card|Red Card]] causes an opposing Pokémon to switch out and be replaced with a random Pokémon from its party when the holder is hit with an attack.
* Certain [[in-battle effect item]]s force Pokémon to switch out. The [[In-battle effect item#Eject Button|Eject Button]] makes the holder switch out when hit with an attack, bypassing any {{cat|trapping moves}} currently in effect. The [[In-battle effect item#Red Card|Red Card]] causes an opposing Pokémon to switch out and be replaced with a random Pokémon from its party when the holder is hit with an attack.


Any Pokémon that have been recalled are eligible to return to battle later provided they have not fainted.
Any Pokémon that have been recalled are eligible to return to battle later provided they have not fainted.
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Just as there are several methods by which a Pokémon can be recalled, there are many that can prevent recall as well:
Just as there are several methods by which a Pokémon can be recalled, there are many that can prevent recall as well:


* The moves {{m|Block}}, {{m|Fairy Lock}}, {{m|Mean Look}}, {{m|Shadow Hold}}, {{m|Spider Web}}, and {{m|Thousand Waves}} prevent an opposing Pokémon from leaving battle. As {{m|Pursuit}} is executed before the action of switching out, it may prevent an opposing Pokémon from leaving battle if it causes the Pokémon to faint.
* The moves {{m|Block}}, {{m|Mean Look}}, {{m|Shadow Hold}}, {{m|Spider Web}}, and {{m|Thousand Waves}} prevent opposing Pokémon from leaving battle. {{m|Fairy Lock}} prevents all Pokémon currently on the field from switching out on the next turn. As {{m|Pursuit}} is executed before the action of switching out, it may prevent an opposing Pokémon from leaving battle if it causes the Pokémon to faint.
* When a Pokémon uses {{m|Ingrain}}, it is prevented from switching out by any means other than using Baton Pass, U-turn, or Volt Switch.
* When a Pokémon uses {{m|Ingrain}}, it is prevented from switching out by any means other than using Baton Pass, U-turn, or Volt Switch.
* The [[Ability|Abilities]] {{a|Arena Trap}}, {{a|Magnet Pull}}, and {{a|Shadow Tag}} prevent an opposing Pokémon from leaving battle.
* The [[Ability|Abilities]] {{a|Arena Trap}}, {{a|Magnet Pull}}, and {{a|Shadow Tag}} prevent an opposing Pokémon from leaving battle.


These methods of entrapment can be countered if a Pokémon uses a move that allows escape, or if it [[Held item|holds]] a [[In-battle effect item#Shed Shell|Shed Shell]], which allows the holder to switch out even if it is trapped by a move or Ability that would prevent it from switching out under normal circumstances.
These methods of entrapment can be countered if a Pokémon uses a move that allows escape, or if it [[Held item|holds]] a [[In-battle effect item#Shed Shell|Shed Shell]], which allows the holder to switch out even if it is trapped by a move or Ability that would prevent it from switching out under normal circumstances. Additionally, {{type|Ghost}} Pokémon cannot be prevented from switching out by trapping moves and Abilities in [[Generation VI]].


Electing to recall a Pokémon has a [[priority]] of +6. This means it will come before all moves, except {{m|Pursuit}} if used on an opponent switching out and {{m|Helping Hand}} when used by a faster Pokémon with the Ability {{a|Prankster}}. If a Trainer recalls his Pokémon during the middle of a battle, the new one will "lose" a turn; this is because switching is the Trainer's move for that round of battle. However, if a Pokémon faints, no turn will be lost when the new Pokémon is sent out.
Electing to recall a Pokémon has a [[priority]] of +6. This means it will come before all moves, except {{m|Pursuit}} if used on an opponent switching out and {{m|Helping Hand}} when used by a faster Pokémon with the Ability {{a|Prankster}}. If a Trainer recalls his Pokémon during the middle of a battle, the new one will "lose" a turn; this is because switching is the Trainer's move for that round of battle. However, if a Pokémon faints, no turn will be lost when the new Pokémon is sent out.
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