Arena Trap (Ability): Difference between revisions
m (→In battle) |
m (→In battle) |
||
(13 intermediate revisions by 11 users not shown) | |||
Line 11: | Line 11: | ||
|text6=Prevents opposing Pokémon from fleeing. | |text6=Prevents opposing Pokémon from fleeing. | ||
|text7=Prevents opposing Pokémon from fleeing. | |text7=Prevents opposing Pokémon from fleeing. | ||
|text8=Prevents opposing Pokémon from fleeing. | |||
}} | }} | ||
'''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]]. | ||
==Effect== | ==Effect== | ||
Line 18: | Line 19: | ||
Arena Trap prevents all [[grounded]] adjacent opponents from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. However, if a Pokémon with Arena Trap switches in, opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out. | Arena Trap prevents all [[grounded]] adjacent opponents from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. However, if a Pokémon with Arena Trap switches in, opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out. | ||
Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, or {{m|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 {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or Teleport, but not switch. | Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, {{m|Flip Turn}}, or {{m|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 {{a|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. | 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. | ||
Line 25: | Line 26: | ||
====Generation VI==== | ====Generation VI==== | ||
{{type|Ghost}} Pokémon are now immune to Arena Trap. | {{type|Ghost}} Pokémon who are normally not grounded are now immune to Arena Trap. | ||
===Outside of battle=== | ===Outside of battle=== | ||
From {{game|Emerald}} onwards, if a Pokémon with Arena Trap is in the first place in the [[party]] (even if [[fainting|fainted]]), the wild Pokémon encounter rate of all Pokémon is doubled. It shares this trait with {{a|Illuminate}} and {{a| | From {{game|Emerald}} onwards, if a Pokémon with Arena Trap is in the first place in the [[party]] (even if [[fainting|fainted]]), the wild Pokémon encounter rate of all Pokémon is doubled. It shares this trait with {{a|Illuminate}} and {{a|No Guard}}. | ||
==Pokémon with Arena Trap== | ==Pokémon with Arena Trap== | ||
Line 50: | Line 51: | ||
{{movedescentry|{{gameabbrevmd|GTI}}|Unavailable}} | {{movedescentry|{{gameabbrevmd|GTI}}|Unavailable}} | ||
{{movedescentry|{{gameabbrevmd|SMD}}|Enemy Pokémon next to the Pokémon can't move! It has no effect on Flying- or Ghost-type Pokémon and Pokémon with the Run Away or Levitate Ability!}} | {{movedescentry|{{gameabbrevmd|SMD}}|Enemy Pokémon next to the Pokémon can't move! It has no effect on Flying- or Ghost-type Pokémon and Pokémon with the Run Away or Levitate Ability!}} | ||
{{movedescentry|{{gameabbrevmd|DX}}|Enemies next to the Pokémon can't walk. This Ability has no effect on Flying- or Ghost-type Pokémon and Pokémon with the Run Away or Levitate Ability.}} | |||
|} | |} | ||
|}{{left clear}} | |}{{left clear}} | ||
Line 69: | Line 71: | ||
|es=Trampa Arena | |es=Trampa Arena | ||
|ko=개미지옥 ''Gaemi Jiok'' | |ko=개미지옥 ''Gaemi Jiok'' | ||
|vi=Bẫy Trận Địa | |||
}} | }} | ||
{{-}} | {{-}} |
Revision as of 01:39, 3 July 2020
Arena Trap | ありじごく | ||||||||||||||||||||||||||||||||||||||||
Antlion | |||||||||||||||||||||||||||||||||||||||||
Flavor text
|
Arena Trap (Japanese: ありじごく Antlion) is an Ability introduced in Generation III.
Effect
In battle
Arena Trap prevents all grounded adjacent opponents from fleeing (including Teleport) or switching out as long as the user remains in battle. However, if a Pokémon with Arena Trap switches in, opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out.
Using Baton Pass, U-turn, Volt Switch, Flip Turn, 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 who are normally not grounded 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 of all Pokémon is doubled. It shares this trait with Illuminate and No Guard.
Pokémon with Arena Trap
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
---|---|---|---|---|---|---|---|
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.
|
In other games
Pokémon Mystery Dungeon series
In Red Rescue Team and Blue Rescue Team, Explorers of Time, Darkness and Sky, when an enemy Pokémon attacks a Pokémon with Arena Trap, there is a 12% chance of the attacking Pokémon becoming immobilized. Flying-type and Pokémon with the Ability Levitate are unaffected.
In Pokémon Super Mystery Dungeon, any Pokémon adjacent to a Pokémon with the Ability Arena Trap cannot move, but are still able to use moves and items. Flying- and Ghost-type Pokémon, and Pokémon with the Ability Levitate and Run Away are unaffected.
Description
|
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
|
Variations of the Ability Magnet Pull | |
---|---|
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. |