This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: Interaction with Teleport, whether it guarantees escape when fleeing after the Pokémon with the Ability faints
A Pokémon with this Ability can always flee successfully, regardless of trapping moves and Abilities (including Ingrain and binding moves). This Ability has no effect on switching out. Run Away does not guarantee escape in the Battle Pyramid, but if a Pokémon with this Ability successfully flees, this escape will be credited to Run Away.
Until Generation V, when activated, the message "<Pokémon name> escaped using Run Away!" will appear. From Generation V onward, a banner with Run Away shows up instead.
Prior to Pokémon Super Mystery Dungeon, a Pokémon with Run Away will become Terrified and run from all Pokémon when its HP is down below 50%. Leaders are unaffected.
In the Explorersseries and Gates to Infinity, Run Away also protects against becoming 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.
When its HP gets low, the Pokémon is Terrified and cannot get the Stuck status condition.* When its HP gets low, the Pokémon gets the Terrified status condition, but it's not affected by the Stuck status condition.*