Escape: Difference between revisions

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m (Added Escape Orb. (I tried doing the template, but I can't figure out how to make it work for 2 or more suggestions, so I had to type it as a separate sentence).)
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{{Spading|comment=Generation V and VI formula, if different}}
{{Spading|comment=Formula in Generation V onward, if different}}
{{search|game mechanic|the [[Pokémon Adventures]] round whose Japanese title translates to "Escape!!"|PS268}} ''For the Escape Orb in the Mystery Dungeon series, see [[Wonder Orb]].''  
{{search|game mechanic|the [[Pokémon Adventures]] round whose Japanese title translates to "Escape!!"|PS268}} ''For the Escape Orb in the Mystery Dungeon series, see [[Wonder Orb]].''
 
----
----
[[File:Smoke Ball escape III.png|240px|thumb|Escaping via {{DL|In-battle effect item|Smoke Ball}} in Generation III.]]
[[File:Smoke Ball escape III.png|240px|thumb|Escaping via [[Smoke Ball]] in Generation III.]]
In the [[core series]] Pokémon games, it is possible to '''escape''' (Japanese: '''{{tt|逃|に}}げる''' ''escape'') from a {{pkmn|battle}} with a [[wild Pokémon]] by selecting '''Run''' (Japanese: '''にげる''' ''Run'') on the main battle screen. Escape is not guaranteed however; whether the player is successful at running away from the battle is determined by a calculation involving the speed of the combatants. When the escape is successful, the battle ends immediately. When it is not successful, the wild Pokémon will attack the player's Pokémon.
In the [[core series]] Pokémon games, it is possible to '''escape''' (Japanese: '''{{tt|逃|に}}げる''' ''escape'') from a {{pkmn|battle}} with a [[wild Pokémon]] by selecting '''Run''' (Japanese: '''にげる''' ''Run'') on the main battle screen. However, escape is not guaranteed; whether the player is successful at running away from the battle is determined by a calculation involving the speed of the combatants. When the escape is successful, the battle ends immediately. When it is not successful, the wild Pokémon will use a move.


It is not possible to escape from in-game {{pkmn|Trainer}} battles. However, in player battles in the Cable or Wireless Clubs, attempting to escape will cause the battle to end immediately. If only one player attempts to escape, the battle counts as a loss against them, but if both players attempt to escape in the same turn, the battle ends in a draw.
Entering a battle with a wild Pokémon and then escaping counts the Pokémon as being seen in the Trainer's [[Pokédex]]. In [[Generation]]s {{gen|I}} and {{gen|II}}, if the player runs from an [[List of wild Pokémon from in-game events|in-game event Pokémon]], it becomes permanently unavailable (except the {{p|Electrode}} in [[Team Rocket HQ]]). Starting in [[Generation III]], if the player runs from a [[Legendary Pokémon]], the Pokémon reappears when the player leaves and re-enters its location.


Entering a battle with a wild Pokémon and then escaping counts the Pokémon as being seen in the Trainer's [[Pokédex]].
==Success conditions==
{{outdated|section|needs=everything after Generation 4}}
Generally speaking, the slower the Trainer's Pokémon and/or the faster the wild Pokémon, the harder it is to escape.


==Success conditions==
===Generation I and II===
===Generation I and II===
Under normal circumstances, the chance of escaping is determined by the formula [[File:Escape Formula.png]], where  
If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, under normal circumstances, the chance of escaping is determined by the following formula
:A is the current {{Stat|Speed}} of the player's active Pokémon,
<math display="block">Odds_{Escape} = \left\lfloor \dfrac{Speed_{Player} \times 32}{\left\lfloor{Speed_{Wild} \over 4}\right\rfloor \bmod 256} \right\rfloor  + 30 \times Attempts</math>
:B is the opposing Pokémon's Speed divided by <tt>4</tt>, <tt>mod 256</tt>, and
where
:C is the number of times the player has tried to escape during the battle (counting the current attempt). If player's Pokémon attacks, this number is set to 0.
* <code>Speed<sub>Player</sub></code> is the current {{stat|Speed}} of the player's active Pokémon,
If F is greater than 255, the player escapes automatically. Otherwise, a random number is generated between 0 and 255. If that number is less than F, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn. If B is equal to 0, escape is automatically a success.
* <code>Speed<sub>Wild</sub></code> is the Speed of the wild Pokémon, and
* <code>Attempts</code> is the number of consecutive times the player has tried to escape during the battle (counting the current attempt). If the player's Pokémon attacks, this number is reset to 0.
 
If <code>Odds<sub>Escape</sub></code> is greater than 255, the player escapes automatically. Otherwise, a random number is generated between 0 and 255. If that number is less than <code>Odds<sub>Escape</sub></code>, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn. If <math display="inline">\left\lfloor{Speed_{Wild} \over 4}\right\rfloor \bmod 256</math> is equal to 0, escape is automatically a success.
 
In those generations, the speed drop from {{status|paralysis}} affects the chance of escaping.
 
===Generation III and IV===
===Generation III and IV===
Under normal circumstances, the chance of escaping is determined by the formula [[File:Escape Formula new.png]], where  
If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, the chance of successfully fleeing is determined by the following formula:
:A is the unmodified {{Stat|Speed}} of the player's active Pokémon,
<math display="block">Odds_{Escape} = \left(\left\lfloor {Speed_{Player} \times 128 \over Speed_{Wild}} \right\rfloor + 30 \times Attempts\right) \bmod 256</math>
:B is the opposing Pokémon's unmodified Speed
where  
:C is the number of times the player has tried to escape during the battle (counting the current attempt).
* <code>Speed<sub>Player</sub></code> is the unmodified {{Stat|Speed}} of the player's active Pokémon,
:The result is <tt>mod 256</tt>.
* <code>Speed<sub>Wild</sub></code> is the unmodified Speed of the wild Pokémon,
A random number is generated between 0 and 255. If that number is less than F, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn. If B is 0, it's set to 1.
* <code>Attempts</code> is the number of times the player has tried to escape during the battle (counting the current attempt).
 
A random number is generated between 0 and 255. If that number is less than <code>Odds<sub>Escape</sub></code>, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn.
 
From Generation III onwards, the speed drop from {{status|paralysis}} no longer affects the chance of escaping.
 
===Generation V onwards===
If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, the chance of successfully fleeing is determined by the following formula:
:<math display="block">Odds_{Escape} = {\left(\left\lfloor {Speed_{Player} \times 32 \over {Speed_{Wild} / 4}} \right\rfloor + 30 \times Attempts\right) \over 256}</math>
where
* <code>Speed<sub>Player</sub></code> is the unmodified {{Stat|Speed}} of the player's active Pokémon,
* <code>Speed<sub>Wild</sub></code> is the unmodified Speed of the wild Pokémon,
* <code>Attempts</code> is the number of times the player has tried to escape during the battle (counting the current attempt).


===Other factors===
===Other factors===
Several other conditions can cause escape to always succeed or always fail.
{{incomplete|section|<br>* In Generation II, if a Pokémon holding a Smoke Ball faints and the player chooses to flee, is the player guaranteed to escape?<br>* Exact Battle Pyramid mechanics.}}
* An opponent Pokémon with the Ability {{a|Shadow Tag}} causes the player's escape attempts to fail if the player's Pokémon does not also have Shadow Tag.
Pokémon cannot attempt to flee from Trainer battles or battles during [[Island challenge|trial]]s. In the [[Generation II]] games only, the player cannot attempt to flee from Pokémon encountered as traps in the [[Team Rocket HQ|Team Rocket's Hideout]], the [[GS Ball]] {{p|Celebi}}, the [[Bell Tower|Tin Tower]] {{p|Suicune}} (in Crystal), and the scripted [[Red Gyarados]]. In the [[Battle Pyramid]], escape is not guaranteed if the player's Pokémon is faster.
* An opponent Pokémon with the Ability {{a|Arena Trap}} causes the player's escape attempts to fail if the player's Pokémon is not {{t|Flying}} type or {{a|Levitate|levitating}}.
 
* The items {{DL|Escape item|Poké Doll|Poké Doll}}, {{DL|Escape item|Fluffy Tail}}, and {{DL|Escape item|Poké Toy}} can be used to escape from wild Pokémon.
Several conditions prevent a Pokémon from even attempting to flee.
* [[Trapper|Trapping move]]s used by the opponent can prevent the player from even making escape attempts. (When the player selects "Run", "Can't escape!" would be shown but the turn is not wasted.)
* A Pokémon with the Ability {{a|Shadow Tag}} prevents opposing Pokémon from attempting to flee. (From Generation IV onward, Pokémon with Shadow Tag are unaffected by Shadow Tag.)
* If the player's Pokémon is under the effect of {{m|Ingrain}}, it will be unable to escape.
* A Pokémon with the Ability {{a|Arena Trap}} prevents opposing [[grounded]] Pokémon from attempting to flee.
* Use of the move {{m|Teleport}} will guarantee escape from a wild Pokémon if it is not using or bearing any of the aforementioned moves or abilities.
* A Pokémon with the Ability {{a|Magnet Pull}} prevents opposing {{type|Steel}} Pokémon from attempting to flee.
* If the player's Pokémon is holding a Smoke Ball or has the Ability {{a|Run Away}}, it will always successfully escape (ignoring anything above that would prevent escape).
* A Pokémon affected by a {{cat|Trapping moves|trapping move}} (including {{cat|binding moves}} and {{m|Ingrain}}) is prevented from attempting to flee (from Generation II onward).
 
Several conditions allow a Pokémon to always successfully flee from a wild battle.
* Using an [[escape item]] ([[Poké Doll]], [[Fluffy Tail]], or [[Poké Toy]]) causes the player to escape from a wild Pokémon (regardless of trapping moves and Abilities).
* In a wild Single Battle (including an [[SOS Battle]] as long as there is currently only a single opponent), using the move {{m|Teleport}} causes the Pokémon to flee, unless a trapping move or Ability prevents escape. From Generation V onward, {{m|Ingrain}} does not prevent Teleport from being successful.
* If the player's Pokémon is holding a [[Smoke Ball]] or has the Ability {{a|Run Away}}, its attempts to flee or Teleport are always successful (regardless of trapping moves and Abilities). In Generation II only, the Smoke Ball doesn't guarantee escape if a trapping move would prevent it.
** In the [[Battle Pyramid]], Run Away does not guarantee escape, but it will be credited if a Pokémon with this Ability successfully flees.
** In Generation III and IV, if the player's Pokémon that has Run Away or a Smoke Ball faints, if the player attempts to flee instead of sending out another Pokémon, they will escape without fail.<!--Don't know about Gen II-->
** In Generation III and IV, if the player's Pokémon that has Run Away or a Smoke Ball faints, if the player attempts to flee instead of sending out another Pokémon, they will escape without fail.<!--Don't know about Gen II-->
** In Generation III only, the Smoke Ball has an animation when escaping using it. In Generation II, "Got away safely" redundantly appears after the message informing of escape via Smoke Ball.
** In Generation V only, a wild Pokémon holding a Smoke Ball cannot successfully Teleport if it is trapped by a trapping move or Ability (although the player's Pokémon can).
* From [[Generation VI]] onward, the player's {{type|Ghost}} Pokémon can always successfully flee, regardless of trapping moves or Abilities.
In a wild Single Battle (including an [[SOS Battle]] as long as there is currently only a single opponent), the moves {{m|Whirlwind}}, {{m|Roar}}, {{m|Dragon Tail}}, and {{m|Circle Throw}} force the target to flee, unless it has the Ability {{a|Suction Cups}} or has been affected by {{m|Ingrain}}. If a wild Pokémon's held [[Red Card]] is activated while it has no allies, it forces the player's Pokémon to flee.
In a wild battle, the Abilities {{a|Wimp Out}} and {{a|Emergency Exit}} cause the Pokémon with that Ability to flee if its HP falls below half.
===Example===
====Generation I and II====
The player's Pokémon has a Speed of 25 and the wild Pokémon has a Speed of 100. The player tries to escape, and has not previously attempted to flee in the battle.


While not effects that directly affect escape, using the moves {{m|Whirlwind}} or {{m|Roar}} in a wild battle forces the wild Pokémon to leave the battle, which has the same effect as escaping. However, if the wild Pokémon has the Ability {{a|Suction Cups}} or has used the move {{m|Ingrain}} previously in the battle, it will be immune to Whirlwind and Roar. Similarly, a Pokémon that has the Ability {{a|Soundproof}} is immune to Roar.
First, check that the denominator <math display="inline">\left\lfloor{\tfrac{Speed_{Wild}}{4}}\right\rfloor \bmod 256</math> will not be equal to 0
<math>
\begin{align}
Denominator &= \left\lfloor{100 \over 4}\right\rfloor \bmod 256 \\
&= \lfloor 25 \rfloor \bmod 256 \\
&= 25 \bmod 256 \\
&= 25 \\
\end{align}
</math>


In Generation III only, Smoke Ball has animation when escaping using it. In Generation II, "Got away safely" redundantly appears after the message informing of escape via Smoke Ball.
Since the denominator is not equal to 0, proceed to calculating the odds of escape.


As of Generation VI, if the player has a {{type|Ghost}} Pokémon out, attempts to run from wild battles will never fail regardless of Speed.
<math>
\begin{align}
Odds_{Escape} &= \left\lfloor \dfrac{25 \times 32}{25} \right\rfloor + 30 \times 1 \\
&= \left\lfloor 32 \right\rfloor + 30 \\
&= 32 + 30 \\
& = 62
\end{align}
</math>


===Example (Generation I and II)===
Since <code>Odds<sub>Escape</sub></code> is not greater than 255, generate a random number between 0 and 255. If that random number is less than 62, the Pokémon flees successfully. Therefore, the probability of escaping is <math display="inline">\tfrac{62}{256} \approx 24\%</math>.
The player's Pokémon has a Speed of 25 and the wild Pokémon has a Speed of 100. The player tries to escape, but hasn't attempted to flee anytime earlier in the battle.


First, calculate B: [[File:Escape Formula Example 1.png]]
If the player fails to escape, each successive attempt will be <math display="inline">\tfrac{30}{256} \approx 11.7\%</math> more likely than the last.


Since B isn't above 255, it is just left as is.
==Wild Pokémon==
Certain wild Pokémon can flee from battle.


Then, calculate F: [[File:Escape Formula Example 2.png]]
===Safari Zone===
In Generation I, III, and IV, as well as {{g|Brilliant Diamond and Shining Pearl}}, Pokémon encountered during a [[Safari Game]] in a [[Safari Zone]] can flee. The rate of escape can be lowered by throwing Bait{{sup/1|RBY}}{{sup/3|FRLG}}{{sup/4|DPPt}}{{sup/4|HGSS}} (while the [[catch rate]] is also lowered) or [[Pokéblock]]s{{sup/3|RSE}}, and the rate of escape is raised by throwing Rocks{{sup/1|RBY}}{{sup/3|FRLG}}, Mud{{sup/4|DPPt}}{{sup/4|HGSS}}, or by "going near"{{sup/3|RSE}} (while the catch rate is also raised).


Since F isn't above 255, generate a random number between 0 and 255.
===Generation II===
In {{game2|Gold|Silver|Crystal}}, in addition to the [[roaming Pokémon|roaming]] [[Legendary beasts]], a few species of wild Pokémon can escape from battle. Much like [[roaming Pokémon]], these Pokémon may attempt to flee immediately before they would use their move, and they will not attempt to flee when affected by {{cat|trapping moves}} (such as {{m|Mean Look}} or {{m|Wrap}}), {{status|sleep}}, or {{status|freeze}}.


The probability of escaping is [[File:Escape Formula Example 3.png]], or approximately 24%. If the player fails to escape, each successive attempt will be 30/256 more likely than the last, or about 11.7%.
All Pokémon that can flee were intended to be more likely to be caught in a [[Fast Ball]], but due to a programming error, only {{p|Magnemite}}, {{p|Grimer}}, and {{p|Tangela}} actually are more likely to be caught in a Fast Ball.


Generally speaking, the slower the Trainer's Pokémon and/or the faster the wild Pokémon, the harder it is to escape.
{| class="roundtable sortable" style="margin:auto; text-align:center; background: #ddf; border: 3px solid #ccf"
! #
! colspan=2 | Pokémon
! colspan=2 class="unsortable" | Type
! Probability
! Appears in the wild
|-
|style="font-family:monospace,monospace" | 0081 || {{MSP/3|081|Magnemite}} || {{p|Magnemite}} |{{typetable|Electric}}{{typetable|Steel}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0088 || {{MSP/3|088|Grimer}} || {{p|Grimer}} |{{typetable2|Poison}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0104 || {{MSP/3|104|Cubone}} || {{p|Cubone}} |{{typetable2|Ground}} || 50% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0114 || {{MSP/3|114|Tangela}} || {{p|Tangela}} |{{typetable2|Grass}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0122 || {{MSP/3|122|Mr. Mime}} || {{p|Mr. Mime}} |{{typetable2|Psychic}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0133 || {{MSP/3|133|Eevee}} || {{p|Eevee}} |{{typetable2|Normal}} || ~10% || {{no}}
|-
|style="font-family:monospace,monospace" | 0137 || {{MSP/3|137|Porygon}} || {{p|Porygon}} |{{typetable2|Normal}} || ~10% || {{no}}
|-
|style="font-family:monospace,monospace" | 0144 || {{MSP/3|144|Articuno}} || {{p|Articuno}} |{{typetable|Ice}}{{typetable|Flying}} || 50% || {{no}}
|-
|style="font-family:monospace,monospace" | 0145 || {{MSP/3|145|Zapdos}} || {{p|Zapdos}} |{{typetable|Electric}}{{typetable|Flying}} || 50% || {{no}}
|-
|style="font-family:monospace,monospace" | 0146 || {{MSP/3|146|Moltres}} || {{p|Moltres}} |{{typetable|Fire}}{{typetable|Flying}} || 50% || {{no}}
|-
|style="font-family:monospace,monospace" | 0147 || {{MSP/3|147|Dratini}} || {{p|Dratini}} |{{typetable2|Dragon}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0148 || {{MSP/3|148|Dragonair}} || {{p|Dragonair}} |{{typetable2|Dragon}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0176 || {{MSP/3|176|Togetic}} || {{p|Togetic}} |{{typetable|Normal}}{{typetable|Flying}} || ~10% || {{no}}
|-
|style="font-family:monospace,monospace" | 0195 || {{MSP/3|195|Quagsire}} || {{p|Quagsire}} |{{typetable|Water}}{{typetable|Ground}} || 50% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0197 || {{MSP/3|197|Umbreon}} || {{p|Umbreon}} |{{typetable2|Dark}} || ~10% || {{no}}
|-
|style="font-family:monospace,monospace" | 0201 || {{MSP/3|201|Unown}} || {{p|Unown}} |{{typetable2|Psychic}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0209 || {{MSP/3|209|Snubbull}} || {{p|Snubbull}} |{{typetable2|Normal}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0214 || {{MSP/3|214|Heracross}} || {{p|Heracross}} |{{typetable|Bug}}{{typetable|Fighting}} || ~10% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0216 || {{MSP/3|216|Teddiursa}} || {{p|Teddiursa}} |{{typetable2|Normal}} || 50% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0225 || {{MSP/3|225|Delibird}} || {{p|Delibird}} |{{typetable|Ice}}{{typetable|Flying}} || 50% || {{yes}}
|-
|style="font-family:monospace,monospace" | 0231 || {{MSP/3|231|Phanpy}} || {{p|Phanpy}} |{{typetable2|Ground}} || 50% || {{yes}}
|}
 
===Roaming Pokémon===
[[Roaming Pokémon]] attempt to flee every turn, unless they are prevented from fleeing (such as by {{cat|trapping moves}}).
 
In [[Pokémon X and Y]], roaming {{p|Articuno}}, {{p|Zapdos}}, and {{p|Moltres}} will automatically flee before even the first turn. The player must encounter the Legendary Pokémon ten times before finally battling it in [[Sea Spirit's Den]].
 
===Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!===
In [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], the capture mechanics are similar to that of [[Pokémon GO]]. Wild Pokémon have a chance of fleeing during an encounter after breaking out of a Poké Ball, except encounters for which the player must defeat the Pokémon in battle first (such as {{p|Snorlax}} and [[Legendary Pokémon]]). If the player has a [[Catch Combo]], a wild Pokémon fleeing will cause it to be lost, but the player fleeing from a wild Pokémon will not. Shortly before fleeing, an animation different to the one when a wild Pokémon swats a [[Poké Ball]] away will play. After this animation has played any thrown Poké Balls (except the [[Master Ball]]) will fail to catch it and it will flee.
 
===Other===
{{incomplete|section|needs=Confirm whether the first battle's wild Pokémon can flee in Omega Ruby, Alpha Sapphire, Brilliant Diamond, and Shining Pearl}}
In [[Pokémon Ruby and Sapphire|Pokémon Ruby, Sapphire]], {{v2|Emerald}}, {{2v2|Diamond|Pearl}}, the player battles a wild Pokémon ({{p|Poochyena}}, {{p|Zigzagoon}}, or {{p|Starly}}) immediately after obtaining their first partner Pokémon. During this battle, if the player's Pokémon's HP bar turns red (i.e. its remaining HP is 20% or less), the wild Pokémon will flee on its turn instead of attacking.
 
In [[Pokémon Sun and Moon|Pokémon Sun, Moon]], [[Pokémon Ultra Sun and Ultra Moon|Ultra Sun, and Ultra Moon]], during the {{player}}'s first visit to [[Aether Paradise]], there is a scripted battle against the [[Ultra Beast]] {{p|Nihilego}}. This Nihilego, which cannot be {{pkmn2|caught}}, is scripted to flee on the fifth turn of battle, ending the battle and continuing the story. If Nihilego was unable to flee on that turn due to being trapped or in the [[semi-invulnerable turn]] of {{m|Sky Drop}}, it will not attempt to flee on subsequent turns.
 
==Trainers==


==Wild Pokémon==
===Generations I-VIII===
Certain wild Pokémon can escape from battle. Pokémon that are [[Legendary Pokémon|legendary]] or found in the region's [[Safari Zone]] are the only ones who flee.
Prior to [[Generation IX]], it is impossible to escape from in-game {{pkmn|Trainer}} battles in which Pokémon can gain [[experience]].


[[Roaming Pokémon]] attempt to flee every turn, and trapping moves can be used to prevent this.
However, in battles against other players, attempting to escape will cause the battle to end immediately, without fail. If only one player attempts to escape, the battle ends as a loss against them, but if both players attempt to escape in the same turn, the battle ends in a draw.


In [[Safari Zone]]s during a [[Safari Game]], Pokémon can escape from battle. The rate of escape is lowered by throwing Bait{{sup/1|RBY}}{{sup/3|FRLG}}{{sup/4|DPPt}}{{sup/4|HGSS}} (while the [[catch rate]] is also lowered) or [[Pokéblock]]s{{sup/3|RSE}}, and the rate of escape is raised by throwing Rocks{{sup/1|RBY}}{{sup/3|FRLG}}, Mud{{sup/4|DPPt}}{{sup/4|HGSS}}, or by "going near"{{sup/3|RSE}} (while the catch rate is also raised).
===Generation IX===
In {{g|Scarlet and Violet}}, it is possible to escape from in-game Trainer battles. Doing so is considered a loss, thus causing the same penalties as [[Black out|blacking out]].


===Generation II===
==In spin-off games==
In {{game2|Gold|Silver|Crystal}}, however, a few species of wild Pokémon can escape from battle. These Pokémon were intended to be more likely to be caught in a {{ball|Fast}}, but due to a programming error, only {{p|Magnemite}}, {{p|Grimer}}, and {{p|Tangela}} are more likely to be caught in a Fast Ball.
===Pokémon GO===
Wild Pokémon escaping is a key aspect of capturing in {{g|GO}}. Whenever the wild Pokémon breaks out of a thrown Poké Ball, there is a chance that it will run away, ending the encounter. Every species has a its own base flee rate, a flat probability of fleeing after breaking out of a Poké Ball. If the player chooses to run from a wild Pokémon encounter, the Pokémon will still remain on the overworld map until its spawn timer expires.  


Low probability (~10% chance to flee every turn):
:''For a list of Pokémon by their base flee rates, see [[List of Pokémon by catch rate (GO)]]''
* {{p|Magnemite}}
* {{p|Grimer}}
* {{p|Tangela}}
* {{p|Mr. Mime}}
* {{p|Eevee}} {{tt|*|Programmed to do so, but not found in the wild}}
* {{p|Porygon}} {{tt|*|Programmed to do so, but not found in the wild}}
* {{p|Dratini}}
* {{p|Dragonair}}
* {{p|Togetic}} {{tt|*|Programmed to do so, but not found in the wild}}
* {{p|Umbreon}} {{tt|*|Programmed to do so, but not found in the wild}}
* {{p|Unown}}
* {{p|Snubbull}}
* {{p|Heracross}}


Medium probability (50% chance to flee every turn):
Pokémon encountered as [[Field Research|Field]] or [[Special Research]] rewards will never flee. Pokémon encountered as a result of a {{OBP|Raid Battle|GO}} or [[Team GO Rocket]] battle flee when the player runs out of [[Premier Ball]]s, but will not flee otherwise.
* {{p|Cubone}}
* {{p|Articuno}} {{tt|*|Programmed to do so, but not found in the wild}}
* {{p|Zapdos}} {{tt|*|Programmed to do so, but not found in the wild}}
* {{p|Moltres}} {{tt|*|Programmed to do so, but not found in the wild}}
* {{p|Quagsire}}
* {{p|Teddiursa}}
* {{p|Delibird}}
* {{p|Phanpy}}


Always:
Every Pokémon that spawns on the map has a timer that can range from 15 to 60 minutes. If a player is currently tracking a nearby Pokémon using the app's interface, and that Pokémon's timer expires or the player walks out of tracking range, the game will notify that the Pokémon has fled.
* {{p|Raikou}}
* {{p|Entei}}
* {{p|Suicune}} (except in {{v2|Crystal}})


==In other languages==
==In other languages==
{{Langtable|color={{x color light}}|bordercolor={{x color dark}}
{{Langtable|color={{x color light}}|bordercolor={{x color dark}}
|zh_yue=逃走 ''{{tt|Tòuhjáu|Run}}''
|zh_cmn=逃走 ''{{tt|Táozǒu|Run}}''
|fr=Fuite
|fr=Fuite
|de=Flucht
|de=Flucht
Line 104: Line 201:
|ko=도망간다 ''Domangganda''
|ko=도망간다 ''Domangganda''
|es=Huir
|es=Huir
|pt=Fugir{{tt|*|Platinum manual}}
}}
}}
{{-}}
{{-}}
Line 110: Line 208:


[[de:Flucht]]
[[de:Flucht]]
[[fr:Fuite]]
[[es:Combate Pokémon#Huir de un combate]]
[[fr:Fuite (combat)]]
[[it:Fuga]]
[[it:Fuga]]
[[ja:にげる]]
[[ja:にげる]]
[[zh:逃走]]

Latest revision as of 17:19, 11 March 2024

013Weedle.png This page is in need of spading. See its section on the spading page for more information, and how you can help.
Formula in Generation V onward, if different
This article is about the game mechanic. For the Pokémon Adventures round whose Japanese title translates to "Escape!!", see PS268. For the Escape Orb in the Mystery Dungeon series, see Wonder Orb.

Escaping via Smoke Ball in Generation III.

In the core series Pokémon games, it is possible to escape (Japanese: げる escape) from a battle with a wild Pokémon by selecting Run (Japanese: にげる Run) on the main battle screen. However, escape is not guaranteed; whether the player is successful at running away from the battle is determined by a calculation involving the speed of the combatants. When the escape is successful, the battle ends immediately. When it is not successful, the wild Pokémon will use a move.

Entering a battle with a wild Pokémon and then escaping counts the Pokémon as being seen in the Trainer's Pokédex. In Generations I and II, if the player runs from an in-game event Pokémon, it becomes permanently unavailable (except the Electrode in Team Rocket HQ). Starting in Generation III, if the player runs from a Legendary Pokémon, the Pokémon reappears when the player leaves and re-enters its location.

Success conditions

140Kabuto.png This section contains old or outdated information, or has not been updated in a while.
Please check the content of this section and update it as required.
Reason: everything after Generation 4.

Generally speaking, the slower the Trainer's Pokémon and/or the faster the wild Pokémon, the harder it is to escape.

Generation I and II

If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, under normal circumstances, the chance of escaping is determined by the following formula

where

  • SpeedPlayer is the current Speed of the player's active Pokémon,
  • SpeedWild is the Speed of the wild Pokémon, and
  • Attempts is the number of consecutive times the player has tried to escape during the battle (counting the current attempt). If the player's Pokémon attacks, this number is reset to 0.

If OddsEscape is greater than 255, the player escapes automatically. Otherwise, a random number is generated between 0 and 255. If that number is less than OddsEscape, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn. If is equal to 0, escape is automatically a success.

In those generations, the speed drop from paralysis affects the chance of escaping.

Generation III and IV

If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, the chance of successfully fleeing is determined by the following formula:

where

  • SpeedPlayer is the unmodified Speed of the player's active Pokémon,
  • SpeedWild is the unmodified Speed of the wild Pokémon,
  • Attempts is the number of times the player has tried to escape during the battle (counting the current attempt).

A random number is generated between 0 and 255. If that number is less than OddsEscape, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn.

From Generation III onwards, the speed drop from paralysis no longer affects the chance of escaping.

Generation V onwards

If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, the chance of successfully fleeing is determined by the following formula:

where

  • SpeedPlayer is the unmodified Speed of the player's active Pokémon,
  • SpeedWild is the unmodified Speed of the wild Pokémon,
  • Attempts is the number of times the player has tried to escape during the battle (counting the current attempt).

Other factors

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason:
* In Generation II, if a Pokémon holding a Smoke Ball faints and the player chooses to flee, is the player guaranteed to escape?
* Exact Battle Pyramid mechanics.

Pokémon cannot attempt to flee from Trainer battles or battles during trials. In the Generation II games only, the player cannot attempt to flee from Pokémon encountered as traps in the Team Rocket's Hideout, the GS Ball Celebi, the Tin Tower Suicune (in Crystal), and the scripted Red Gyarados. In the Battle Pyramid, escape is not guaranteed if the player's Pokémon is faster.

Several conditions prevent a Pokémon from even attempting to flee.

  • A Pokémon with the Ability Shadow Tag prevents opposing Pokémon from attempting to flee. (From Generation IV onward, Pokémon with Shadow Tag are unaffected by Shadow Tag.)
  • A Pokémon with the Ability Arena Trap prevents opposing grounded Pokémon from attempting to flee.
  • A Pokémon with the Ability Magnet Pull prevents opposing Steel-type Pokémon from attempting to flee.
  • A Pokémon affected by a trapping move (including binding moves and Ingrain) is prevented from attempting to flee (from Generation II onward).

Several conditions allow a Pokémon to always successfully flee from a wild battle.

  • Using an escape item (Poké Doll, Fluffy Tail, or Poké Toy) causes the player to escape from a wild Pokémon (regardless of trapping moves and Abilities).
  • In a wild Single Battle (including an SOS Battle as long as there is currently only a single opponent), using the move Teleport causes the Pokémon to flee, unless a trapping move or Ability prevents escape. From Generation V onward, Ingrain does not prevent Teleport from being successful.
  • If the player's Pokémon is holding a Smoke Ball or has the Ability Run Away, its attempts to flee or Teleport are always successful (regardless of trapping moves and Abilities). In Generation II only, the Smoke Ball doesn't guarantee escape if a trapping move would prevent it.
    • In the Battle Pyramid, Run Away does not guarantee escape, but it will be credited if a Pokémon with this Ability successfully flees.
    • In Generation III and IV, if the player's Pokémon that has Run Away or a Smoke Ball faints, if the player attempts to flee instead of sending out another Pokémon, they will escape without fail.
    • In Generation III only, the Smoke Ball has an animation when escaping using it. In Generation II, "Got away safely" redundantly appears after the message informing of escape via Smoke Ball.
    • In Generation V only, a wild Pokémon holding a Smoke Ball cannot successfully Teleport if it is trapped by a trapping move or Ability (although the player's Pokémon can).
  • From Generation VI onward, the player's Ghost-type Pokémon can always successfully flee, regardless of trapping moves or Abilities.

In a wild Single Battle (including an SOS Battle as long as there is currently only a single opponent), the moves Whirlwind, Roar, Dragon Tail, and Circle Throw force the target to flee, unless it has the Ability Suction Cups or has been affected by Ingrain. If a wild Pokémon's held Red Card is activated while it has no allies, it forces the player's Pokémon to flee.

In a wild battle, the Abilities Wimp Out and Emergency Exit cause the Pokémon with that Ability to flee if its HP falls below half.

Example

Generation I and II

The player's Pokémon has a Speed of 25 and the wild Pokémon has a Speed of 100. The player tries to escape, and has not previously attempted to flee in the battle.

First, check that the denominator will not be equal to 0

Since the denominator is not equal to 0, proceed to calculating the odds of escape.

Since OddsEscape is not greater than 255, generate a random number between 0 and 255. If that random number is less than 62, the Pokémon flees successfully. Therefore, the probability of escaping is .

If the player fails to escape, each successive attempt will be more likely than the last.

Wild Pokémon

Certain wild Pokémon can flee from battle.

Safari Zone

In Generation I, III, and IV, as well as Pokémon Brilliant Diamond and Shining Pearl, Pokémon encountered during a Safari Game in a Safari Zone can flee. The rate of escape can be lowered by throwing BaitRBYFRLGDPPtHGSS (while the catch rate is also lowered) or PokéblocksRSE, and the rate of escape is raised by throwing RocksRBYFRLG, MudDPPtHGSS, or by "going near"RSE (while the catch rate is also raised).

Generation II

In Pokémon Gold, Silver, and Crystal, in addition to the roaming Legendary beasts, a few species of wild Pokémon can escape from battle. Much like roaming Pokémon, these Pokémon may attempt to flee immediately before they would use their move, and they will not attempt to flee when affected by trapping moves (such as Mean Look or Wrap), sleep, or freeze.

All Pokémon that can flee were intended to be more likely to be caught in a Fast Ball, but due to a programming error, only Magnemite, Grimer, and Tangela actually are more likely to be caught in a Fast Ball.

# Pokémon Type Probability Appears in the wild
0081 Magnemite Magnemite Electric Steel ~10%
0088 Grimer Grimer Poison ~10%
0104 Cubone Cubone Ground 50%
0114 Tangela Tangela Grass ~10%
0122 Mr. Mime Mr. Mime Psychic ~10%
0133 Eevee Eevee Normal ~10%
0137 Porygon Porygon Normal ~10%
0144 Articuno Articuno Ice Flying 50%
0145 Zapdos Zapdos Electric Flying 50%
0146 Moltres Moltres Fire Flying 50%
0147 Dratini Dratini Dragon ~10%
0148 Dragonair Dragonair Dragon ~10%
0176 Togetic Togetic Normal Flying ~10%
0195 Quagsire Quagsire Water Ground 50%
0197 Umbreon Umbreon Dark ~10%
0201 Unown Unown Psychic ~10%
0209 Snubbull Snubbull Normal ~10%
0214 Heracross Heracross Bug Fighting ~10%
0216 Teddiursa Teddiursa Normal 50%
0225 Delibird Delibird Ice Flying 50%
0231 Phanpy Phanpy Ground 50%

Roaming Pokémon

Roaming Pokémon attempt to flee every turn, unless they are prevented from fleeing (such as by trapping moves).

In Pokémon X and Y, roaming Articuno, Zapdos, and Moltres will automatically flee before even the first turn. The player must encounter the Legendary Pokémon ten times before finally battling it in Sea Spirit's Den.

Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!

In Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, the capture mechanics are similar to that of Pokémon GO. Wild Pokémon have a chance of fleeing during an encounter after breaking out of a Poké Ball, except encounters for which the player must defeat the Pokémon in battle first (such as Snorlax and Legendary Pokémon). If the player has a Catch Combo, a wild Pokémon fleeing will cause it to be lost, but the player fleeing from a wild Pokémon will not. Shortly before fleeing, an animation different to the one when a wild Pokémon swats a Poké Ball away will play. After this animation has played any thrown Poké Balls (except the Master Ball) will fail to catch it and it will flee.

Other

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Confirm whether the first battle's wild Pokémon can flee in Omega Ruby, Alpha Sapphire, Brilliant Diamond, and Shining Pearl

In Pokémon Ruby, Sapphire, Emerald, Diamond and Pearl, the player battles a wild Pokémon (Poochyena, Zigzagoon, or Starly) immediately after obtaining their first partner Pokémon. During this battle, if the player's Pokémon's HP bar turns red (i.e. its remaining HP is 20% or less), the wild Pokémon will flee on its turn instead of attacking.

In Pokémon Sun, Moon, Ultra Sun, and Ultra Moon, during the player's first visit to Aether Paradise, there is a scripted battle against the Ultra Beast Nihilego. This Nihilego, which cannot be caught, is scripted to flee on the fifth turn of battle, ending the battle and continuing the story. If Nihilego was unable to flee on that turn due to being trapped or in the semi-invulnerable turn of Sky Drop, it will not attempt to flee on subsequent turns.

Trainers

Generations I-VIII

Prior to Generation IX, it is impossible to escape from in-game Trainer battles in which Pokémon can gain experience.

However, in battles against other players, attempting to escape will cause the battle to end immediately, without fail. If only one player attempts to escape, the battle ends as a loss against them, but if both players attempt to escape in the same turn, the battle ends in a draw.

Generation IX

In Pokémon Scarlet and Violet, it is possible to escape from in-game Trainer battles. Doing so is considered a loss, thus causing the same penalties as blacking out.

In spin-off games

Pokémon GO

Wild Pokémon escaping is a key aspect of capturing in Pokémon GO. Whenever the wild Pokémon breaks out of a thrown Poké Ball, there is a chance that it will run away, ending the encounter. Every species has a its own base flee rate, a flat probability of fleeing after breaking out of a Poké Ball. If the player chooses to run from a wild Pokémon encounter, the Pokémon will still remain on the overworld map until its spawn timer expires.

For a list of Pokémon by their base flee rates, see List of Pokémon by catch rate (GO)

Pokémon encountered as Field or Special Research rewards will never flee. Pokémon encountered as a result of a Raid Battle or Team GO Rocket battle flee when the player runs out of Premier Balls, but will not flee otherwise.

Every Pokémon that spawns on the map has a timer that can range from 15 to 60 minutes. If a player is currently tracking a nearby Pokémon using the app's interface, and that Pokémon's timer expires or the player walks out of tracking range, the game will notify that the Pokémon has fled.

In other languages

Language Title
Chinese Cantonese 逃走 Tòuhjáu
Mandarin 逃走 Táozǒu
France Flag.png French Fuite
Germany Flag.png German Flucht
Italy Flag.png Italian Fuga
South Korea Flag.png Korean 도망간다 Domangganda
Portugal Flag.png Portuguese Fugir*
Spain Flag.png Spanish Huir


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.