Run Away (Ability): Difference between revisions

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Text replacement - "Status conditions in the Mystery Dungeon series" to "Status condition (Mystery Dungeon)"
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==In other games==
==In other games==
==={{g|Mystery Dungeon series}}===
==={{g|Mystery Dungeon series}}===
Prior to {{g|Super Mystery Dungeon}}, a Pokémon with Run Away will become {{DL|Status conditions in the Mystery Dungeon series|Miscellaneous status conditions|Terrified}} and run from all Pokémon when its HP is down below 50%. Leaders are unaffected.  
Prior to {{g|Super Mystery Dungeon}}, a Pokémon with Run Away will become {{DL|Status condition (Mystery Dungeon)|Miscellaneous status conditions|Terrified}} and run from all Pokémon when its HP is down below 50%. Leaders are unaffected.  


In the [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers]] [[Pokémon Mystery Dungeon: Explorers of Sky|series]] and [[Pokémon Mystery Dungeon: Gates to Infinity|Gates to Infinity]], Run Away also protects against becoming {{DL|Status conditions in the Mystery Dungeon series|Conditions affecting mobility|Stuck}} by moves like Mean Look, or Abilities like Shadow Tag, when the HP drops below 50%.  
In the [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers]] [[Pokémon Mystery Dungeon: Explorers of Sky|series]] and [[Pokémon Mystery Dungeon: Gates to Infinity|Gates to Infinity]], Run Away also protects against becoming {{DL|Status condition (Mystery Dungeon)|Conditions affecting mobility|Stuck}} by moves like Mean Look, or Abilities like Shadow Tag, when the HP drops below 50%.  


In Super Mystery Dungeon, Run Away simply prevents the Pokémon from getting stuck, regardless of the Pokémon's HP.
In Super Mystery Dungeon, Run Away simply prevents the Pokémon from getting stuck, regardless of the Pokémon's HP.