If the holder is hit by a damaging move and does not faint, it consumes the Red Card and forces the Pokémon that used the move (even if it was an ally) to switch to a random Pokémon. If held by a wild Pokémon in a Single Battle, it forces a player's Pokémon that attacks it to flee when activated. In a wild battle that was initiated as a Horde Encounter or Double Battle, or an SOS Battle in which there are currently two wild Pokémon, the Red Card will cause the player's attacking Pokémon to switch rather than flee. If multiple Pokémon, each holding a Red Card, are hit by a single attack, only the fastest holder's held Red Card will activate.
The Red Card will not activate if the attacker is a wild Pokémon or its Trainer has no Pokémon to switch in, even if the Red Card would cause the attacker to flee rather than switch out. The Red Card will not activate if a Pokémon's substitute takes the hit instead. If a move is boosted by the effect of Sheer Force, that move will not activate the Red Card. The Red Card activates after the last strike of a multi-strike move.
If the attacker has Suction Cups or is under the effect of Ingrain, the Red Card will still activate and be consumed, but fails to cause that Pokémon to switch out or flee (even if that attacker is Ghost-type, has the Ability Run Away, or is holding a Shed Shell or Smoke Ball). Trapping moves (besides Ingrain) and trapping Abilities do not prevent a Pokémon from being forced to switch out or flee by the Red Card.
The Red Card will be knocked off or stolen by Knock Off, Thief, Covet, or Magician before it has the opportunity to activate. A Pokémon with Pickpocket holding a Red Card can steal an attacker's item with Pickpocket even after that attacker is switched out by the Pokémon's held Red Card; if a Pokémon steals a Red Card due to Pickpocket, that Red Card cannot activate for that same attack. The Red Card switches out the attacker before its own held Life Orb or Shell Bell has a chance to activate. If a Pokémon holding a Red Card is hit by a combination move (Grass Pledge, Fire Pledge, or Water Pledge) without fainting, and the attacker is switched out, the combination effect will not be created. If a Pokémon holding a Red Card is hit by Dragon Tail or Circle Throw without fainting, it is forced to switch out or flee without giving its Red Card the opportunity to activate. If a Pokémon holding a Red Card is hit by U-turn, Volt Switch or Flip Turn without fainting, the Red Card activates and forces the attacker to switch to a random Pokémon, instead of a Pokémon of their Trainer's choice. Emergency Exit and Wimp Out will not activate if a Red Card is used up on the same move, while U-turn, Volt Switch and Flip Turn will not cause the user to switch if they are holding a Red Card.
Dynamaxed Pokémon cannot be switched out by the Red Card, but the item will still be consumed.
||A card with a mysterious power. When the holder is struck by a foe, the attacker is removed from battle.
|An item to be held by a Pokémon. When the holder is hit by an attack, the attacker is removed from battle.