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Talk:Escape

Why don't the images work? I've uploaded them on the Archives but they still don't show up here. --Shiny Noctowl 12:02, 17 June 2008 (UTC)

Like I said on Talk:Main Page, it's a bug. Images uploaded on the Archives may not show up on the Bulbapedia side at first. The situation usually sorts itself out over time, so I'd recommend leaving them as is--it'll probably fix itself eventually. --Shiningpikablu252 14:18, 17 June 2008 (UTC)
It's been like that for over a day. --Shiny Noctowl 23:19, 17 June 2008 (UTC)

Testing Ingrain+Run Away

"No Pokémon species has both Run Away and the ability to learn Ingrain, so it is unknown how the two interact. " This is easy enough to test, simply Baton Pass Ingrain to a Pokemon with Run Away and select run. Eric the espeon 21:51, 13 September 2009 (UTC)

Wild Pokémon fleeing?

Can wild, non-roaming Pokémon flee? I've seen a video where it happens in Crystal, but can it still happen in other generations?The Sandwich Oven 21:19, 31 December 2010 (UTC)

Besides Safari Zone, G/S, Great Marsh, nope. The Fast Ball was used exclusively in the Generation II games for this purpose, and its use was altered in HGSS. ht14 22:48, 31 December 2010 (UTC)

That explains how a Phanpy on Route 46 could flee. Thanks.The Sandwich Oven 22:55, 31 December 2010 (UTC)

Attempting to run after a Pokémon faints

During a wild battle, after one of your Pokémon has fainted you're given the option to attempt to flee. How is this processed? My guess is using the speed of the fainted Pokémon. Tylian 05:04, 6 May 2011 (UTC)

I was just going to come here and ask if anyone knew the answer to that. That sounds like it'd be the most logical idea though. -Jyavoc 03:50, 16 May 2012 (UTC)

Page title

Is the term "escape" ever used in-game? The in-battle command is "run", the resulting phrase is "Got away safely!", and the phrase used when a wild Pokémon escapes is "the wild Pokémon fled!" I feel like the page title should be something along these lines, such as "Run" or "Flee". --AndyPKMN (talk) 11:14, 6 May 2011 (UTC)

I agree with this - I can't remember ever seeing "escape" used. I think "run" would be a better title. Ikarishipper900 00:55, 24 June 2011 (UTC)
Well, if you try to run and fail, the message is "Can't escape!". Blueapple128 22:41, 25 September 2011 (UTC)

"In GSC, all wild Pokémon have a chance of escaping."

Is this true? I don't remember a Pokémon that isn't known for fleeing ever fleeing from me in GSC. If that sentence is true, the statistics of a regular Pokémon fleeing must be really low. Does anyone know them? - Ericss 10:38, 15 March 2012 (UTC)

How (not) to flee

From a look at the code (I'll link to the most relevant sections):

  • You can't run (regardless of when) from: Geodude/Voltorb/Koffing traps in Team Rocket HQ, (event Celebi), Tin Tower Suicune, Red Gyarados, [Trainer], SpiderWeb/MeanLook, bound(Bind/Wrap/FireSpin/Clamp/Whirlpool). Else, Smoke Ball guarantees success (even when held by a Pokémon who has just fainted).
  • Teleport does the same, except it apparently doesn't check for bound (neither in Gen I). There's some other caveats (it can fail etc., but no Smoke Ball interactions), so I guess I'm gonna come back to Teleport (and Roar and Whirlwind) at some point in the near future.

So, research I'm interested in: When did binding moves start to prevent Teleport (if at all)? Nescientist (talk) 16:50, 2 May 2017 (UTC)

Binding moves prevent Teleport starting in Generation III, and do so in every subsequent generation. Additionally, it seems that in Generation V only, the Smoke Ball has no interaction with Teleport for wild Pokémon, but it does for the player's Pokémon. --SnorlaxMonster 07:10, 7 May 2017 (UTC)

The formula can't be right (Gen 3/4)

First of all, the formula doesn't make speedy pokemon more likely to be able to flee as they should. Check this example using min speed Deoxy-D and Deoxys-S (85 and 166 speed at level 50)

Scenario 1 - Player has Deoxys-S and encounters wild Deoxys D:

Formula is :(166*128/85+30)mod 256 = 23 The game generates a random number between 0-255 and if lower than 23 it flees. so there's a 23/255 chance of successful escape.

Scenario 2 - Player has Deoxys-D and encounters Deoxys-S:

Formula is (85*128/166+30)mod 256 = 95, so a 95/255 chance.

So apparently the slower you are the more likely you to be able to flee - which doesn't fit with how it is supposed to work (and how it does work according to player's experience).

Also the mod256 doesn't make any sense either, the 30 x turns make it so the chances of fleeing increase each turn - but at some point it loops back around. According to the formula turn 7 of scenario 2 has less chance of success than turn 6.

Either the formula is completely wrong, or there's missing information. Does it apply if the you are faster than the opponent for example? Is escape guaranteed after a certain number of turns?

JMVB - very sporadic editor since 2008 (talk) 11:21, 31 May 2019 (UTC)

In Generation III, under normal circumstances in normal wild battles, fleeing appears to be successful if either the player Pokémon's speed is equal or greater than the wild Pokémon's. Else, the formula you mentioned is used, except that the random number (!) is taken mod 256 (such that it's <256), not F. Feel free to fix it. Nescientist (talk) 19:42, 31 May 2019 (UTC)
Do you know if in gen 1/2 the flee chance is always succesful if the user speed is >= the wild pokemon? if so then the gen1/2 section may as well be combined with the gen3/4 section as only the formula has changed.JMVB - very sporadic editor since 2008 (talk) 13:41, 1 June 2019 (UTC)
I just looked, and it appears to be the case both in Generation II and Generation I (again with greater or equal, event though the comments doesn't say that). Nescientist (talk) 16:06, 1 June 2019 (UTC)
Cool - I don't actually have permission to upload stuff to the archives so can't correct the formula. if someone is reading this and does can you please do that JMVB - very sporadic editor since 2008 (talk) 16:21, 1 June 2019 (UTC)
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