Arena Trap (Ability): Difference between revisions
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'''Arena Trap''' (Japanese: '''ありじごく''' ''Antlion'') is an [[Ability]] introduced in [[Generation III]]. | '''Arena Trap''' (Japanese: '''ありじごく''' ''Antlion'') is an [[Ability]] introduced in [[Generation III]]. All {{OBP|Pokémon|species}} that have this Ability are {{t|Ground}} types. | ||
==Effect== | ==Effect== |
Revision as of 11:07, 13 February 2017
Arena Trap | ありじごく | ||||||||||||||||||||||||||||||||||||||||
Antlion | |||||||||||||||||||||||||||||||||||||||||
Flavor text
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Arena Trap (Japanese: ありじごく Antlion) is an Ability introduced in Generation III. All Pokémon that have this Ability are Ground types.
Effect
In battle
Arena Trap prevents all foes from fleeing (including Teleport) or switching out as long as the user remains in battle.
Pokémon rendered immune to Ground-type attacks are immune to Arena Trap. This includes Flying-type Pokémon, Pokémon with Levitate, Pokémon holding an Air Balloon, and Pokémon affected by Magnet Rise or Telekinesis. Likewise, if a Pokémon normally immune to Ground-type attacks is made vulnerable, they will be affected; if the Pokémon is under the effect of Gravity, Smack Down, a move that negates or replaces Levitate (such as Gastro Acid or Simple Beam), type change effects that remove Flying-type (such as Soak, Conversion, Camouflage, or Color Change), or a held Iron Ball, it will be unable to escape.
Using Baton Pass, U-turn, Volt Switch, or Parting Shot will still cause the Pokémon to switch out. Holding a Shed Shell allows the Pokémon to switch out, but not flee or Teleport. Having the Ability Run Away or holding a Smoke Ball allows the Pokémon to flee or Teleport, but not switch.
If a wild Pokémon has Arena Trap and the player's Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Arena Trap.
Arena Trap does not affect allies.
Generation VI
Ghost-type Pokémon are now immune to Arena Trap.
Outside of battle
From Pokémon Emerald onwards, if a Pokémon with Arena Trap is in the first place in the party (even if fainted), the wild Pokémon encounter rate increases by 100%. It shares this trait with Illuminate.
Pokémon with Arena Trap
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
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0050 | Diglett |
Ground | Sand Veil | Arena Trap | Sand Force | ||
0051 | Dugtrio |
Ground | Sand Veil | Arena Trap | Sand Force | ||
0328 | Trapinch |
Ground | Hyper Cutter | Arena Trap | Sheer Force | ||
Please note that abilities marked with a superscript are only available in the stated generation or later.
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In the anime
The Pokémon can trap the opponent by digging a large hole. | |||
Pokémon | Method | ||
---|---|---|---|
User | First Used In | Notes | |
Trapinch traps the opponent in a big hole. | |||
A wild Trapinch | A Rivalry to Gible On! | Debut |
In other languages
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Variations of the Ability Magnet Pull | |
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Magnet Pull • Arena Trap • Shadow Tag |
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. |