Difference between revisions of "Run Away"
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IAmMyselfBae (talk | contribs) (Added Wooloo) |
m (Added Tandemaus, Maschiff & Dudunsparce) |
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− | Run Away is an [[Ability]] that ensures escape from wild Pokémon, bypassing the trapping effects of [[Bind]], [[Block]], [[Clamp]], [[Fire Spin]], [[Mean Look]], [[Sand Tomb]], [[Whirlpool]], and [[Wrap]]. It does not allow the Pokémon to switch out when under the effects of these moves. | + | '''Run Away''' is an [[Ability]] that ensures escape from wild Pokémon, bypassing the trapping effects of [[Bind]], [[Block]], [[Clamp]], [[Fire Spin]], [[Mean Look]], [[Sand Tomb]], [[Whirlpool]], and [[Wrap]]. It does not allow the Pokémon to switch out when under the effects of these moves. |
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+ | (Note): Having a Pokémon with this [[Ability]] will be helpful while in [[Ultra Space]] to prevent all Pokémon in your party from fainting if the aggressive Pokémon option is turned on | ||
==Pokémon== | ==Pokémon== | ||
{{abilityh}} | {{abilityh}} | ||
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{{abilityentry|Venonat|Bug|Poison|a1=Compound Eyes|a2=Tinted Lens|ha=Run Away}} | {{abilityentry|Venonat|Bug|Poison|a1=Compound Eyes|a2=Tinted Lens|ha=Run Away}} | ||
{{abilityentry|Ponyta|Fire|a1=Run Away|a2=Flash Fire|ha=Flame Body}} | {{abilityentry|Ponyta|Fire|a1=Run Away|a2=Flash Fire|ha=Flame Body}} | ||
+ | {{abilityentry|Galarian Ponyta|Psychic|a1=Run Away|a2=Pastel Veil|ha=Anticipation}} | ||
{{abilityentry|Rapidash|Fire|a1=Run Away|a2=Flash Fire|ha=Flame Body}} | {{abilityentry|Rapidash|Fire|a1=Run Away|a2=Flash Fire|ha=Flame Body}} | ||
+ | {{abilityentry|Galarian Rapidash|Psychic|Fairy|a1=Run Away|a2=Pastel Veil|ha=Anticipation}} | ||
{{abilityentry|Doduo|Normal|Flying|a1=Run Away|a2=Early Bird|ha=Tangled Feet}} | {{abilityentry|Doduo|Normal|Flying|a1=Run Away|a2=Early Bird|ha=Tangled Feet}} | ||
{{abilityentry|Dodrio|Normal|Flying|a1=Run Away|a2=Early Bird|ha=Tangled Feet}} | {{abilityentry|Dodrio|Normal|Flying|a1=Run Away|a2=Early Bird|ha=Tangled Feet}} | ||
Line 27: | Line 31: | ||
{{abilityentry|Lillipup|Normal|a1=Vital Spirit|a2=Pickup|ha=Run Away}} | {{abilityentry|Lillipup|Normal|a1=Vital Spirit|a2=Pickup|ha=Run Away}} | ||
{{abilityentry|Wooloo|Normal|a1=Fluffy|a2=Run Away|ha=Bulletproof}} | {{abilityentry|Wooloo|Normal|a1=Fluffy|a2=Run Away|ha=Bulletproof}} | ||
+ | {{abilityentry|Nickit|Dark|a1=Run Away|a2=Unburden|ha=Stakeout}} | ||
+ | {{abilityentry|Thievul|Dark|a1=Run Away|a2=Unburden|ha=Stakeout}} | ||
+ | {{abilityentry|Tandemaus|Normal|a1=Run Away|a2=Pickup|ha=Own Tempo}} | ||
+ | {{abilityentry|Maschiff|Dark|a1=Intimidate|a2=Run Away|ha=Stakeout}} | ||
+ | {{abilityentry|Dudunsparce|Normal|a1=Serene Grace|a2=Run Away|ha=Rattled}} | ||
{{abilityf}} | {{abilityf}} | ||
+ | [[Category:Abilities]] |
Latest revision as of 18:21, 18 September 2024
Run Away is an Ability that ensures escape from wild Pokémon, bypassing the trapping effects of Bind, Block, Clamp, Fire Spin, Mean Look, Sand Tomb, Whirlpool, and Wrap. It does not allow the Pokémon to switch out when under the effects of these moves.
(Note): Having a Pokémon with this Ability will be helpful while in Ultra Space to prevent all Pokémon in your party from fainting if the aggressive Pokémon option is turned on