Open main menu

Bulbapedia β

Arena Trap ありじごく
Flavor text
Generation III
Prevents fleeing.RSEFRLG
Prevents the foe's escape.ColoXD
Generation IV
Prevents the foe from fleeing.
Generation V
Prevents the foe from fleeing.
Generation VI
Prevents opposing Pokémon from fleeing.
Generation VII
Prevents opposing Pokémon from fleeing.

Arena Trap (Japanese: ありじごく Antlion) is an Ability introduced in Generation III. All Pokémon that have this Ability are Ground types.



In battle

Arena Trap prevents all grounded foes from fleeing (including Teleport) or switching out as long as the user remains in battle.

Using Baton Pass, U-turn, Volt Switch, or Parting Shot will still cause the Pokémon to switch out. Holding a Shed Shell allows the Pokémon to switch out, but not flee or Teleport. Having the Ability Run Away or holding a Smoke Ball allows the Pokémon to flee or Teleport, but not switch.

If a wild Pokémon has Arena Trap and the player's Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Arena Trap.

Arena Trap does not affect allies.

Generation VI

Ghost-type Pokémon are now immune to Arena Trap.

Outside of battle

From Pokémon Emerald onwards, if a Pokémon with Arena Trap is in the first place in the party (even if fainted), the wild Pokémon encounter rate of all Pokémon is doubled. It shares this trait with Illuminate and Swarm.

Pokémon with Arena Trap

# Pokémon Types First Ability Second Ability Hidden Ability
Diglett Diglett Ground Ground Sand Veil Arena Trap Sand Force
Dugtrio Dugtrio Ground Ground Sand Veil Arena Trap Sand Force
Trapinch Trapinch Ground Ground Hyper Cutter Arena Trap Sheer Force
Please note that this is only 100% accurate to Generation VII games.
  • For Generation III games, ignore Abilities introduced in Generation IV or later and Hidden Abilities.
  • For Generation IV games, ignore Hidden Abilities.
  • For Generation V games, ignore Abilities introduced in Generation VI or later.
  • For Generation VI games, ignore Abilities introduced in Generation VII.

In other games

Pokémon Mystery Dungeon series

In Red Rescue Team and Blue Rescue Team, Explorers of Time, Darkness and Sky, when an enemy Pokémon attacks a Pokémon with Arena Trap, there is a 12% chance of the attacking Pokémon becoming immobilized. Flying-type and Pokémon with the Ability Levitate are unaffected.

In Pokémon Super Mystery Dungeon, any Pokémon adjacent to a Pokémon with the Ability Arena Trap cannot move, but are still able to use moves and items. Flying- and Ghost-type Pokémon, and Pokémon with the Ability Levitate and Run Away are unaffected.


Games Description
MDRB Immobilizes any attacker except Flying-type foes and those with Levitate.
MDTDS Immobilizes any attacker except Flying-type and levitating foes.
BSL ひこうタイプ ふゆう いがいの こうげきしてきた あいてを いどうできなくする
MDGtI Unavailable
SMD Enemy Pokémon next to the Pokémon can't move! It has no effect on Flying- or Ghost-type Pokémon and Pokémon with the Run Away or Levitate Ability!

In the anime

None.png Trapinch Arena Trap.png None.png None.png
The Pokémon can trap the opponent by digging a large hole.
Pokémon Method
User First Used In Notes
328 Trapinch Trapinch traps the opponent in a big hole.
A wild Trapinch A Rivalry to Gible On! Debut

In other languages

Language Title
Chinese Cantonese 沙穴 Sāyuht *
獅蟻 Sī'ngáih *
Mandarin 沙穴 Shāxué *
獅蟻 Shīyǐ *
The Netherlands Flag.png Dutch Valkuil
France Flag.png French Piège Sable*
Germany Flag.png German Ausweglos
Italy Flag.png Italian Trappoarena
South Korea Flag.png Korean 개미지옥 Gaemi Jiok
Portugal Flag.png Portuguese Arenarmadilha
Spain Flag.png Spanish Trampa Arena

Variations of the Ability Magnet Pull
Magnet PullArena TrapShadow Tag
Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.