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Revision as of 13:08, 16 March 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
There are several methods of recalling Pokémon in the games.
If one of the player's Pokémon faints in a battle against another Trainer, it must be recalled. If it faints in a battle with a wild Pokémon, there is also the option of fleeing. If fleeing fails, another Pokémon must take the first one's place. Trainers can voluntarily recall their Pokémon by selecting another in their party to take its place. Moves such as Whirlwind, Roar, Circle Throw and Dragon Tail cause the target to be forcibly recalled; U-turn, Volt Switch, and Baton Pass let the user return to the party. Unless the Pokémon has been fainted, it will be eligible to return to battle later.
Just as moves exist that can cause a Pokémon to be recalled, there exist those that prevent recall. Mean Look, Spider Web, and Block (among others) prevent a Pokémon from leaving battle, as do the Abilities Shadow Tag and Arena Trap. These traps can be countered by moves that allow escape, or alternatively an Ability such as Run Away.
Electing to recall a Pokémon has a priority of +6. This means it will come before all moves, except Pursuit if used on an opponent switching out and Helping Hand when used by a faster Pokémon with the Ability 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 items, 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 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 Battles or Triple Battles, or if "Set" is selected as the Battle Style, this choice is not present.
By use of Baton Pass, a Pokémon can pass all of its stat changes, such as raised Defense, to another. Various volatile status conditions and conditions, such as Substitute and confusion, are also passed. The newly sent out Pokémon still loses a turn.
In the anime
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 | Base Set | 95/102 | |
Base Set 2 | 123/130 | |||
Expedition Base Set | 157/165 | |||
EX Ruby & Sapphire | 92/109 | |||
EX FireRed & LeafGreen | 102/112 | |||
EX Delta Species | 102/113 | |||
EX Dragon Frontiers | 83/101 | |||
Diamond & Pearl | 119/130 | |||
Secret Wonders | 128/132 | |||
Stormfront | 93/100 | |||
HeartGold & SoulSilver | 102/123 | |||
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. |