Run Away (Ability)

Run Away にげあし
Run Away
Flavor text
Generation III
Makes escaping easier.
Generation IV
Enables sure getaway from wild Pokémon.
Generation V
Enables a sure getaway from wild Pokémon.
Generation VI
Enables a sure getaway from wild Pokémon.
Generation VII
Enables a sure getaway from wild Pokémon.
Generation VIII
Enables a sure getaway from wild Pokémon.
Generation IX
Enables a sure getaway from wild Pokémon.

Run Away (Japanese: にげあし Run Away) is an Ability introduced in Generation III.

Effect

  This Ability effect may be in need of research.
Reason: Does it allow wild Pokémon with Teleport, roaming Pokémon, and the initial Nihilego to bypass trapping moves and Abilities
You can discuss this on the talk page.

In battle

A Pokémon with this Ability can always flee and use Teleport 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.

In Generations III and IV, when the player's Pokémon with Run Away faints in a wild battle, if the player attempts to flee instead of sending out another Pokémon, they will escape without fail. From Generation V onward, escape is no longer guaranteed in this situation.

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.

Outside of battle

Run Away has no effect outside of battle.

Pokémon with Run Away

# Pokémon Types First Ability Second Ability Hidden Ability
  Caterpie
Bug Bug Shield Dust None Run Away
  Weedle
Bug Poison Shield Dust None Run Away
  Rattata
Normal Normal Run Away Guts Hustle
  Raticate
Normal Normal Run Away Guts Hustle
  Oddish
Grass Poison Chlorophyll None Run Away
  Venonat
Bug Poison Compound Eyes Tinted Lens Run Away
  Ponyta
Fire Fire Run Away Flash Fire Flame Body
  Ponyta
Galarian Form
Psychic Psychic Run Away Pastel Veil Anticipation
  Rapidash
Fire Fire Run Away Flash Fire Flame Body
  Rapidash
Galarian Form
Psychic Fairy Run Away Pastel Veil Anticipation
  Doduo
Normal Flying Run Away Early Bird Tangled Feet
  Dodrio
Normal Flying Run Away Early Bird Tangled Feet
  Eevee
Normal Normal Run Away Adaptability Anticipation
  Sentret
Normal Normal Run Away Keen Eye Frisk
  Furret
Normal Normal Run Away Keen Eye Frisk
  Aipom
Normal Normal Run Away Pickup Skill Link
  Dunsparce
Normal Normal Serene Grace Run Away Rattled
  Snubbull
Fairy Fairy Intimidate Run Away Rattled
  Poochyena
Dark Dark Run Away Quick Feet Rattled
  Wurmple
Bug Bug Shield Dust None Run Away
  Nincada
Bug Ground Compound Eyes None Run Away
  Kricketot
Bug Bug Shed Skin None Run Away
  Pachirisu
Electric Electric Run Away Pickup Volt Absorb
  Buneary
Normal Normal Run Away Klutz Limber
  Patrat
Normal Normal Run Away Keen Eye Analytic
  Lillipup
Normal Normal Vital Spirit Pickup Run Away
  Nickit
Dark Dark Run Away Unburden Stakeout
  Thievul
Dark Dark Run Away Unburden Stakeout
  Wooloo
Normal Normal Fluffy Run Away Bulletproof
  Tandemaus
Normal Normal Run Away Pickup Own Tempo
  Maschiff
Dark Dark Intimidate Run Away Stakeout
  Dudunsparce
Normal Normal Serene Grace Run Away Rattled
  Gimmighoul
Roaming Form
Ghost Ghost Run Away None None
Please note that this is only 100% accurate to Generation IX 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 or later.
  • For Generation VII games, ignore Abilities introduced in Generation VIII or later.
  • For Generation VIII games, ignore Abilities introduced in Generation IX or later.

In other games

Pokémon Mystery Dungeon series

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 Explorers series 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.

Description

Games Description
MDRB Becomes terrified and flees when HP gets low. Leaders will resist this urge.
MDTDS Causes the Pokémon to become terrified when HP gets low. Doesn't affect leaders.
BSL HPがへると おびえて にげだす リーダーの ときは ぐっと がまんするぞ
MDGtI 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.*
SMD The Pokémon won't get stuck. The other Pokémon's Ability won't make the Pokémon get stuck, either.
MDRTDX The Pokémon won't get Stuck.


In the manga

Pokémon Adventures

In other languages

Language Title
Chinese Cantonese 逃跑 Tòuhpáau *
逃走 Tòuhjáu *
Mandarin 逃跑 Táopǎo *
逃走 Táozǒu *
  French Fuite
  German Angsthase
  Italian Fugafacile
  Korean 도주 Doju
  Polish Ucieczka
  Brazilian Portuguese Dar no Pé (UNITE)
Fuga (manga)
  Russian Бегство Begstvo
  Spanish Fuga
  Vietnamese Đào tẩu



  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.