Escape: Difference between revisions

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{{Spading|comment=Generation V and VI formula, if different}}
{{Spading|comment=Generation V and VI formula, if different}}
{{search|game mechanic|the [[Pokémon Adventures]] round whose Japanese title translates to "Escape!!"|PS268}}
{{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 Smoke Ball in Generation III.]]
[[File:Smoke Ball escape III.png|240px|thumb|Escaping via {{DL|In-battle effect item|Smoke Ball}} in Generation III.]]
In the [[core series]] Pokémon games, it is possible to '''escape''' from a {{pkmn|battle}} with a [[wild Pokémon]] by selecting "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. 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 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.
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.
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===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  
Under normal circumstances, the chance of escaping is determined by the formula [[File:Escape Formula new.png]], where  
:A is the umodified {{Stat|Speed}} of the player's active Pokémon,
:A is the unmodified {{Stat|Speed}} of the player's active Pokémon,
:B is the opposing Pokémon's umodified Speed
:B is the opposing Pokémon's unmodified Speed
:C is the number of times the player has tried to escape during the battle (counting the current attempt).
:C is the number of times the player has tried to escape during the battle (counting the current attempt).
:The result is <tt>mod 256</tt>.  
:The result is <tt>mod 256</tt>.  
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===Other factors===
===Other factors===
Several other conditions can cause escape to always succeed or always fail.
{{incomplete|needs=In Generation II, if a Pokémon holding a Smoke Ball faints and the player chooses to flee, if the player guaranteed to escape?}}
* 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 Hideout]], the [[GS Ball]] {{p|Celebi}}, the [[Tin Tower]] {{p|Suicune}} (in Crystal), and the scripted [[Red Gyarados]].
* 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 reusable held item [[Smoke Ball]] causes its holder's escape attempts from wild Pokémon to succeed.
Several conditions prevent a Pokémon from even attempting to flee.
* 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.
* 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.)
* [[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|Arena Trap}} prevents opposing [[grounded]] Pokémon from attempting to flee.
* If the player's Pokémon is under the effect of {{m|Ingrain}}, it will be unable to escape.
* A Pokémon with the Ability {{a|Magnet Pull}} prevents opposing {{type|Steel}} 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 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).
* The Ability {{a|Run Away}} causes escape attempts to succeed and ignores anything above that would prevent escape.


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.
Several conditions allow a Pokémon to always successfully flee from a wild battle.
* Using an [[escape item]] ({{DL|Escape item|Poké Doll}}, {{DL|Escape item|Fluffy Tail}}, or {{DL|Escape item|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 are always successful, unless a trapping move or Ability prevents escape. From Generation III onward, a Pokémon holding a Smoke Ball or that has the Ability Run Away can successfully flee or Teleport even if a trapping move or Ability prevents it.
** 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 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 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.
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.


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.
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)===
===Example (Generation I and II)===
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[[Roaming Pokémon]] attempt to flee every turn, and trapping moves can be used to prevent this.
[[Roaming Pokémon]] attempt to flee every turn, and trapping moves can be used to prevent this.


In the [[Safari Zone]]-type areas, Pokémon can escape from battle. In all of these games, 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).
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 II===
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.
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.


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* {{p|Tangela}}
* {{p|Tangela}}
* {{p|Mr. Mime}}
* {{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|Dratini}}
* {{p|Dragonair}}
* {{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|Unown}}
* {{p|Snubbull}}
* {{p|Snubbull}}
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Medium probability (50% chance to flee every turn):
Medium probability (50% chance to flee every turn):
* {{p|Cubone}}
* {{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|Quagsire}}
* {{p|Teddiursa}}
* {{p|Delibird}}
* {{p|Delibird}}
* {{p|Phanpy}}
* {{p|Phanpy}}
* {{p|Teddiursa}}


Always:
Always:
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* {{p|Suicune}} (except in {{v2|Crystal}})
* {{p|Suicune}} (except in {{v2|Crystal}})


Other Pokemon such as {{p|Togetic}}, {{p|Eevee}}, and the legendary birds are also programmed to have a chance to flee, but due to never appearing in the wild, it makes no difference.
===Generation VII===
In {{g|Sun and Moon}}, there is a scripted battle against the [[Ultra Beast]] {{p|Nihilego}} during the {{player}}'s first visit to [[Aether Paradise]]. 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 is unable to flee on that turn due to being trapped or in the {{cat|Moves with a semi-invulnerable turn|semi-invulnerable turn}} of {{m|Sky Drop}}, it will not attempt to flee.


==In other languages==
{{Langtable|color={{x color light}}|bordercolor={{x color dark}}
|fr=Fuite
|de=Flucht
|it=Fuga
|ko=도망간다 ''Domangganda''
|es=Huir
}}
{{-}}
{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]
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[[de:Flucht]]
[[de:Flucht]]
[[fr:Fuite]]
[[fr:Fuite]]
[[it:Fuga]]
[[ja:にげる]]
[[ja:にげる]]
[[zh:逃走]]

Revision as of 17:43, 22 May 2017

013Weedle.png This page is in need of spading. See its section on the spading page for more information, and how you can help.
Generation V and VI formula, 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. 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 use a move.

It is not possible to escape from in-game 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.

Success conditions

Generation I and II

Under normal circumstances, the chance of escaping is determined by the formula File:Escape Formula.png, where

A is the current Speed of the player's active Pokémon,
B is the opposing Pokémon's Speed divided by 4, mod 256, and
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.

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.

Generation III and IV

Under normal circumstances, the chance of escaping is determined by the formula File:Escape Formula new.png, where

A is the unmodified Speed of the player's active Pokémon,
B is the opposing Pokémon's unmodified Speed
C is the number of times the player has tried to escape during the battle (counting the current attempt).
The result is mod 256.

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.

Other factors

050Diglett.png This article is incomplete.
Please feel free to edit this article 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, if the player guaranteed to escape?

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 Hideout, the GS Ball Celebi, the Tin Tower Suicune (in Crystal), and the scripted Red Gyarados.

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 are always successful, unless a trapping move or Ability prevents escape. From Generation III onward, a Pokémon holding a Smoke Ball or that has the Ability Run Away can successfully flee or Teleport even if a trapping move or Ability prevents it.
    • 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 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, but hasn't attempted to flee anytime earlier in the battle.

First, calculate B: File:Escape Formula Example 1.png

Since B isn't above 255, it is just left as is.

Then, calculate F: File:Escape Formula Example 2.png

Since F isn't above 255, generate a random number between 0 and 255.

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%.

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

Wild Pokémon

Certain wild Pokémon can escape from battle. Pokémon that are legendary or found in the region's Safari Zone are the only ones who flee.

Roaming Pokémon attempt to flee every turn, and trapping moves can be used to prevent this.

In Safari Zones during a Safari Game, Pokémon can escape from battle. The rate of escape is 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, however, a few species of wild Pokémon can escape from battle. These Pokémon were intended to be more likely to be caught in a Fast Ball, but due to a programming error, only Magnemite, Grimer, and Tangela are more likely to be caught in a Fast Ball.

Low probability (~10% chance to flee every turn):

Medium probability (50% chance to flee every turn):

Always:

Generation VII

In Pokémon Sun and Moon, there is a scripted battle against the Ultra Beast Nihilego during the player's first visit to Aether Paradise. 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 is 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.

In other languages

Language Title
France Flag.png French Fuite
Germany Flag.png German Flucht
Italy Flag.png Italian Fuga
South Korea Flag.png Korean 도망간다 Domangganda
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.