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160 bytes added, 14 July
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. In [[Generation III]] only, players always switch before NPCs do, and in Generation III competitive battles, "player 1" always switches before "player 2" does.
When a Pokémon is withdrawn, all of its [[Statistic|stat]] changes, [[type]] changes, Ability changes, [[move]]s learned via {{m|Mimic}}, and volatile [[status condition]]s are removed. Additionally, Pokémon with {{a|Natural Cure}} heal their non-volatile status conditions, and Pokémon with {{a|Regenerator}} heal their HP by up to 1/3 of its maximum. The replacement Pokémon can be affected by {{m|Spikes}}, {{m|Stealth Rock}}, {{m|Toxic Spikes}}, or {{m|Sticky Web}}.