Recall: Difference between revisions

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In the games: This is not really an appropriate place for a bullet list. (Mostly rewritten. Baton Pass's details are at Baton Pass (move)...)
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==In the games==
==In the games==
[[File:Recall.png|thumb|right|220px|{{p|Magikarp}} being recalled from battle.]]
[[File:Recall.png|thumb|right|220px|{{p|Magikarp}} being recalled from battle]]
There are several methods of recalling Pokémon in the {{pkmn|games}}:
There are several reasons for recalling Pokémon in the {{pkmn|games}}. The most basic can be a simple strategic decision to battle using another Pokémon in lieu of using a [[move]], recalling the active one to switch in another; the new Pokémon switches in at the start of the turn but cannot be commanded until the next turn. Any Pokémon that [[fainting|faints]] must also be recalled, and the {{pkmn|Trainer}} can switch in another Pokémon to continue the battle if possible. In a wild Pokémon battle, after a Pokémon faints, its Trainer may attempt to [[escape|flee]] instead of continuing the battle, but if it fails, they must switch in a new Pokémon instead. A handful of moves also include switching as part of their effect: {{m|Baton Pass}}, {{m|U-turn}}, and {{m|Volt Switch}} return the user to the [[party]] and allow the Trainer to send in a different Pokémon. The [[held item]] {{DL|In-battle effect item|Eject Button}} also makes the holder switch out when hit by an attack.


* [[Pokémon Trainer|Trainers]] can voluntarily recall a Pokémon by selecting another in their [[party]] to take its place.
In some cases, Pokémon may be forced to withdraw from a battle. The moves {{m|Circle Throw}}, {{m|Dragon Tail}}, {{m|Roar}}, and {{m|Whirlwind}} force their target to be recalled and randomly replaced by another Pokémon. The held item {{DL|In-battle effect item|Red Card}} causes a Pokémon that hits the item's holder to switch out and be replaced by a random Pokémon from its party.
* If one of the player's Pokémon [[fainting|faints]] in a battle against another Trainer, it must be recalled. If it faints in a battle against a [[wild Pokémon]], there is also the option of [[escape|fleeing]], though if this fails, another Pokémon must take the place of the first one.
* The [[move]]s {{m|Baton Pass}}, {{m|U-turn}}, and {{m|Volt Switch}} return the user to the party and allow the player to select a replacement Pokémon. Similarly, moves such as {{m|Circle Throw}}, {{m|Dragon Tail}}, {{m|Roar}}, and {{m|Whirlwind}} cause the target to be forcibly recalled and replaced with another Pokémon.
* Certain [[in-battle effect item]]s force Pokémon to switch out. The [[In-battle effect item#Eject Button|Eject Button]] makes the holder switch out when hit with an attack, bypassing any {{cat|trapping moves}} currently in effect. The [[In-battle effect item#Red Card|Red Card]] causes an opposing Pokémon to switch out and be replaced with a random Pokémon from its party when the holder is hit with an attack.


Any Pokémon that have been recalled are eligible to return to battle later provided they have not fainted.
There are also a variety of circumstances that may [[Status condition#Trapped|trap]] a Pokémon, preventing it from being recalled from battle. The moves {{m|Block}}, {{m|Mean Look}}, {{m|Shadow Hold}}, {{m|Spider Web}}, and {{m|Thousand Waves}} prevent opposing Pokémon from leaving battle, and {{m|Fairy Lock}} does the same for the next turn only. The {{Abilities}} {{a|Arena Trap}}, {{a|Magnet Pull}}, and {{a|Shadow Tag}} also prevent opposing Pokémon from leaving battle. A trapped Pokémon can bypass these restrictions with a {{DL|In-battle effect item|Shed Shell}}, by using Baton Pass, U-turn, or Volt Switch, or if it is hit by Circle Throw, Dragon Tail, Roar, or Whirlwind. Starting in Generation VI, {{type|Ghost}} Pokémon are also immune to these trapping effects. A Pokémon that has used {{m|Ingrain}} is similarly prevented from leaving the battle under most circumstances and can only be recalled after an opponent is defeated or by using Baton Pass, U-turn, or Volt Switch.


Just as there are several methods by which a Pokémon can be recalled, there are many that can prevent recall as well:
Manually withdrawing a Pokémon happens [[priority|before]] all moves, except {{m|Pursuit}} if it is targetting the Pokémon that is switching out.


* The moves {{m|Block}}, {{m|Mean Look}}, {{m|Shadow Hold}}, {{m|Spider Web}}, and {{m|Thousand Waves}} prevent opposing Pokémon from leaving battle. {{m|Fairy Lock}} prevents all Pokémon currently on the field from switching out on the next turn. As {{m|Pursuit}} is executed before the action of switching out, it may prevent an opposing Pokémon from leaving battle if it causes the Pokémon to faint.
[[Experience]] is fundamentally evenly divided among Pokémon that participated in a battle (and are not fainted) against an opponent that has not switched out, but [[Experience#Experience gain in battle|many factors]] can affect this.
* When a Pokémon uses {{m|Ingrain}}, it is prevented from switching out by any means other than using Baton Pass, U-turn, or Volt Switch.
* The [[Ability|Abilities]] {{a|Arena Trap}}, {{a|Magnet Pull}}, and {{a|Shadow Tag}} prevent an opposing Pokémon from leaving battle.


These methods of entrapment can be countered if a Pokémon uses a move that allows escape, or if it [[Held item|holds]] a [[In-battle effect item#Shed Shell|Shed Shell]], which allows the holder to switch out even if it is trapped by a move or Ability that would prevent it from switching out under normal circumstances. Additionally, {{type|Ghost}} Pokémon cannot be prevented from switching out by trapping moves and Abilities in [[Generation VI]].
In Single Battles<!--Rotation Battles?--> against [[non-player character|NPC]] Trainers (excluding [[Battle Tower]] Trainers), if the ''[[Options|Battle Style]]'' is set as "Shift" ("Switch" in Generation VI), then after defeating one of the opponent's Pokémon, the player is notified what the opponent's next Pokémon will be and given the option to recall their own Pokémon before the next turn.
 
Electing to recall a Pokémon has a [[priority]] of +6. This means it will come before all moves, except {{m|Pursuit}} if used on an opponent switching out and {{m|Helping Hand}} when used by a faster Pokémon with the Ability {{a|Prankster}}. If a Trainer recalls his Pokémon during the middle of a battle, the new one will "lose" a turn; this is because switching is the Trainer's move for that round of battle. However, if a Pokémon faints, no turn will be lost when the new Pokémon is sent out.
 
[[Experience]] will be fairly divided among Pokémon that participated in a battle against an opponent that has not switched out (variations may exist due to [[experience-affecting item]]s, being traded, and, in Generation V, Pokémon gaining more experience the larger the level difference). Pokémon that faint do not gain any experience; however, if they are revived before the Pokémon they fought is defeated or switches out, they will still gain experience.
 
In Single Battles<!--Rotation Battles?--> against [[non-player character]] Trainers (excluding [[Battle Tower]] Trainers), if the ''Battle Style'' in the ''[[Options]]'' menu is set as "Shift" ("Switch" in Generation VI), the player is given the option to recall after one of the opponent's Pokémon is defeated, with a notification of what the opponent's next Pokémon will be. The new Pokémon will not lose a turn, and experience will not be shared. In [[Double Battle]]s or [[Triple Battle]]s, or if "Set" is selected as the ''Battle Style'', this choice is not present.
 
By use of {{m|Baton Pass}}, a Pokémon can pass all of its [[stats|stat]] changes, such as raised Defense, to another. Various volatile [[status condition]]s and conditions, such as {{m|Substitute}} and {{DL|Status condition|confusion}}, are also passed. The newly sent out Pokémon still loses a turn.


==In the anime==
==In the anime==

Revision as of 16:42, 4 April 2016

If you were looking for the card released in the Gym Heroes expansion, see Recall (Gym Heroes 116).
This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Recall features like different recalling effects in Pokémon-Amie in Generation VI

Recalling (Japanese: ポケモンチェンジ Pokémon change) a Pokémon is taking it out of battle. It is also referred to as withdrawing, switching out, returning, retreating, and shifting.

In the games

Magikarp being recalled from battle

There are several reasons for recalling Pokémon in the games. The most basic can be a simple strategic decision to battle using another Pokémon in lieu of using a move, recalling the active one to switch in another; the new Pokémon switches in at the start of the turn but cannot be commanded until the next turn. Any Pokémon that faints must also be recalled, and the Trainer can switch in another Pokémon to continue the battle if possible. In a wild Pokémon battle, after a Pokémon faints, its Trainer may attempt to flee instead of continuing the battle, but if it fails, they must switch in a new Pokémon instead. A handful of moves also include switching as part of their effect: Baton Pass, U-turn, and Volt Switch return the user to the party and allow the Trainer to send in a different Pokémon. The held item Eject Button also makes the holder switch out when hit by an attack.

In some cases, Pokémon may be forced to withdraw from a battle. The moves Circle Throw, Dragon Tail, Roar, and Whirlwind force their target to be recalled and randomly replaced by another Pokémon. The held item Red Card causes a Pokémon that hits the item's holder to switch out and be replaced by a random Pokémon from its party.

There are also a variety of circumstances that may trap a Pokémon, preventing it from being recalled from battle. The moves Block, Mean Look, Shadow Hold, Spider Web, and Thousand Waves prevent opposing Pokémon from leaving battle, and Fairy Lock does the same for the next turn only. The Abilities Arena Trap, Magnet Pull, and Shadow Tag also prevent opposing Pokémon from leaving battle. A trapped Pokémon can bypass these restrictions with a Shed Shell, by using Baton Pass, U-turn, or Volt Switch, or if it is hit by Circle Throw, Dragon Tail, Roar, or Whirlwind. Starting in Generation VI, Ghost-type Pokémon are also immune to these trapping effects. A Pokémon that has used Ingrain is similarly prevented from leaving the battle under most circumstances and can only be recalled after an opponent is defeated or by using Baton Pass, U-turn, or Volt Switch.

Manually withdrawing a Pokémon happens before all moves, except Pursuit if it is targetting the Pokémon that is switching out.

Experience is fundamentally evenly divided among Pokémon that participated in a battle (and are not fainted) against an opponent that has not switched out, but many factors can affect this.

In Single Battles against NPC Trainers (excluding Battle Tower Trainers), if the Battle Style is set as "Shift" ("Switch" in Generation VI), then after defeating one of the opponent's Pokémon, the player is notified what the opponent's next Pokémon will be and given the option to recall their own Pokémon before the next turn.

In the anime

Ash recalling Oshawott

In the anime, if the Trainer does not send out a replacement Pokémon, he or she must forfeit the match, although running from battles is illegal in the games.

It appears as though a Pokémon can actually refuse, or even dodge a Trainer's recall command. While this usually is a result of disobedience, it can sometimes be a sign that the Pokémon is concerned for its Trainer, such as in Snow Way Out!, or another person or Pokémon, as seen in Cottonee in Love!.

Usually during Gym battles, there are rules preventing Gym Leaders from switching their Pokémon, but challengers are allowed to make substitutions if needed. It is not uncommon for Trainers to recall their Pokémon to cure confusion.

During Contest Battles, Coordinators are never allowed to recall their Pokémon. When a Pokémon is unable to continue battling, the judging panel will rule Battle Off, putting an end to the battle and declaring the Coordinator with the remaining Pokémon as the winner of the match.

In the TCG

Main article: Retreat cost

This is a list of cards in the TCG related to switching.

Name Type Rarity Set Set no.
Switch T Common Base Set 95/102
Common Base Set 2 123/130
Common Expedition Base Set 157/165
Common EX Ruby & Sapphire 92/109
Common EX FireRed & LeafGreen 102/112
Common EX Delta Species 102/113
Common EX Dragon Frontiers 83/101
Common Diamond & Pearl 119/130
Common Secret Wonders 128/132
Common Stormfront 93/100
Uncommon HeartGold & SoulSilver 102/123
Uncommon Black & White 104/114

Trivia

  • In the Generation I and II games, if the player chooses to switch their Pokémon when the opponent is about to send out a new Pokémon, the opponent is shown sending out their Pokémon before the player switches their Pokémon. This was changed in all later Generations, instead showing the player's switch before the opponent sends out their next Pokémon.

Related articles


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