Run Away (Ability): Difference between revisions
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Revision as of 11:52, 6 June 2014
This page is in need of spading. See its section on the spading page for more information, and how you can help. What if a Steel-type had received Run Away, would it be affected by Magnet Pull? |
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Run Away (Japanese: にげあし Run Away) is an Ability introduced in Generation III. Twenty-four Pokémon can have this Ability.
Effect
In battle
Run Away guarantees escape from a wild Pokémon, negating any trapping move or Ability an opponent has in effect, such as Mean Look and its variations, Wrap and its variations, Shadow Tag, and Arena Trap. However, Run Away does not allow a Pokémon to switch out when a trapping move or Ability is in effect, even in a wild Pokémon battle. Run Away has no effect in Trainer battles. Until Generation V, when activated, the message "<Pokémon name> escaped using Run Away!" will appear.
In Pokémon Mystery Dungeon and the sequel, a Pokémon with Run Away will become terrified and run from all Pokémon when its HP is down below ½. Leaders are unaffected. It also protects against being immobilized by moves like Mean Look, or Abilities like Shadow Tag.
Outside of battle
Run Away has no effect outside of battle.
Pokémon with Run Away
In other languages
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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. |