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.
Arena Trap prevents all
grounded adjacent opponents from fleeing (including Teleport) or switching out as long as the user remains in battle.
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.
Ghost-type Pokémon are now immune to Arena Trap.
Outside of battle
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 In other games
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.
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.
MD R B Immobilizes any attacker except Flying-type foes and those with Levitate.
MD T D S Immobilizes any attacker except Flying-type and levitating foes.
B S L 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
MD GtI Unavailable
S MD 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 In other languages