105
edits
Line 10: | Line 10: | ||
* 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. | ||
Line 16: | Line 16: | ||
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 | * 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. |
edits