Recall: Difference between revisions

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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 [[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 substituted 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 "player 1" always switches before "player 2" does in link battles.
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 "player 1" always switches before "player 2" does in link battles.
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[[Experience]] is fundamentally evenly divided among Pokémon that participated in a battle (and are not fainted) against an opponent that has not switched out, but [[Experience#Experience gain in battle|many factors]] can affect this.
[[Experience]] is fundamentally evenly divided among Pokémon that participated in a battle (and are not fainted) against an opponent that has not switched out, but [[Experience#Experience gain in battle|many factors]] can affect this.


In Single Battles<!--Rotation Battles?--> against [[non-player character|NPC]] Trainers (excluding [[Battle Tower]] Trainers), if the ''[[Options|Battle Style]]'' is set as "Shift" ("Switch" in Generation VI), then after defeating one of the opponent's Pokémon, the player is notified what the opponent's next Pokémon will be and given the option to recall their own Pokémon before the next turn.
In Single Battles<!--Rotation Battles?--> against [[non-player character|NPC]] Trainers (excluding [[Battle Tower]] Trainers), if the ''[[Options|Battle Style]]'' is set as "Shift" ("Switch" in Generation VI), then after defeating one of the opponent's Pokémon, the player is notified what the opponent's next Pokémon will be and given the option to substitute their own Pokémon before the next turn.


==In the anime==
==In the anime==