Recall: Difference between revisions

50 bytes removed ,  25 September 2017
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==In the games==
==In the games==
[[File:Recall.png|thumb|right|220px|{{p|Magikarp}} being recalled from battle]]
[[File:Recall.png|thumb|right|220px|{{p|Magikarp}} being recalled from battle]]
There are several reasons for recalling Pokémon in the {{pkmn|games}}. The most basic can be a simple strategic decision to battle using another Pokémon in lieu of using a [[move]], recalling the active one to switch in another; the new Pokémon switches in at the start of the turn but cannot be commanded until the next turn. Any Pokémon that [[fainting|faints]] must also be recalled, and the {{pkmn|Trainer}} can switch in another Pokémon to continue the battle if possible. In a wild Pokémon battle, after a Pokémon faints, its Trainer may attempt to [[escape|flee]] instead of continuing the battle, but if it fails, they must switch in a new Pokémon instead. A handful of moves also include switching as part of their effect: {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, and {{m|Parting Shot}} return the user to the [[party]] and allow the Trainer to send in a different Pokémon. The [[held item]] {{DL|In-battle effect item|Eject Button}} also makes the holder switch out when hit by an attack.
There are several reasons for recalling Pokémon in the {{pkmn|games}}. The most basic can be a simple strategic decision to battle using another Pokémon in lieu of using a [[move]], recalling the active one to switch in another; the new Pokémon switches in at the start of the turn but cannot be commanded until the next turn. Any Pokémon that [[fainting|faints]] must also be recalled, and the {{pkmn|Trainer}} can switch in another Pokémon to continue the battle if possible. In a wild Pokémon battle, after a Pokémon faints, its Trainer may attempt to [[escape|flee]] instead of continuing the battle, but if it fails, they must switch in a new Pokémon instead. A handful of moves also include switching as part of their effect: {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, and {{m|Parting Shot}} return the user to the [[party]] and allow the Trainer to send in a different Pokémon. The [[held item]] [[Eject Button]] also makes the holder switch out when hit by an attack.


In some cases, Pokémon may be forced to withdraw from a battle. The moves {{m|Circle Throw}}, {{m|Dragon Tail}}, {{m|Roar}}, and {{m|Whirlwind}} force their target to be recalled and randomly replaced by another Pokémon. Pokémon with the [[Ability|Abilities]] {{a|Wimp Out}} and {{a|Emergency Exit}} switch out in Trainer battles when their HP falls below half, forcing their Trainers to select another Pokémon to send out. The held item [[Red Card]] causes a Pokémon that hits the item's holder to switch out and be replaced by a random Pokémon from its party. However, Pokémon with the Ability {{a|Suction Cups}} are immune to these effects.
In some cases, Pokémon may be forced to withdraw from a battle. The moves {{m|Circle Throw}}, {{m|Dragon Tail}}, {{m|Roar}}, and {{m|Whirlwind}} force their target to be recalled and randomly replaced by another Pokémon. Pokémon with the [[Ability|Abilities]] {{a|Wimp Out}} and {{a|Emergency Exit}} switch out in Trainer battles when their HP falls below half, forcing their Trainers to select another Pokémon to send out. The held item [[Red Card]] causes a Pokémon that hits the item's holder to switch out and be replaced by a random Pokémon from its party. However, Pokémon with the Ability {{a|Suction Cups}} are immune to these effects.


There are also a variety of circumstances that may [[Status condition#Trapped|trap]] a Pokémon, preventing it from being recalled from battle. The moves {{m|Anchor Shot}}, {{m|Block}}, {{m|Mean Look}}, {{m|Shadow Hold}}, {{m|Spider Web}}, {{m|Spirit Shackle}}, and {{m|Thousand Waves}} prevent opposing Pokémon from leaving battle, and {{m|Fairy Lock}} does the same for the next turn only. The {{Abilities}} {{a|Arena Trap}}, {{a|Magnet Pull}}, and {{a|Shadow Tag}} also prevent opposing Pokémon from leaving battle. A trapped Pokémon can bypass these restrictions with a {{DL|In-battle effect item|Shed Shell}}, by using Baton Pass, U-turn, or Volt Switch, or if it is hit by Circle Throw, Dragon Tail, Roar, or Whirlwind. Starting in Generation VI, {{type|Ghost}} Pokémon are also immune to these trapping effects. A Pokémon that has used {{m|Ingrain}} is similarly prevented from leaving the battle under most circumstances and can only be recalled after an opponent is defeated or by using Baton Pass, U-turn, or Volt Switch.
There are also a variety of circumstances that may [[Status condition#Trapped|trap]] a Pokémon, preventing it from being recalled from battle. The moves {{m|Anchor Shot}}, {{m|Block}}, {{m|Mean Look}}, {{m|Shadow Hold}}, {{m|Spider Web}}, {{m|Spirit Shackle}}, and {{m|Thousand Waves}} prevent opposing Pokémon from leaving battle, and {{m|Fairy Lock}} does the same for the next turn only. The {{Abilities}} {{a|Arena Trap}}, {{a|Magnet Pull}}, and {{a|Shadow Tag}} also prevent opposing Pokémon from leaving battle. A trapped Pokémon can bypass these restrictions with a [[Shed Shell]], by using Baton Pass, U-turn, or Volt Switch, or if it is hit by Circle Throw, Dragon Tail, Roar, or Whirlwind. Starting in Generation VI, {{type|Ghost}} Pokémon are also immune to these trapping effects. A Pokémon that has used {{m|Ingrain}} is similarly prevented from leaving the battle under most circumstances and can only be recalled after an opponent is defeated or by using Baton Pass, U-turn, or Volt Switch.


Manually withdrawing a Pokémon happens [[priority|before]] all moves, except {{m|Pursuit}} if it is targeting the Pokémon that is switching out.
Manually withdrawing a Pokémon happens [[priority|before]] all moves, except {{m|Pursuit}} if it is targeting the Pokémon that is switching out.
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