Recall: Difference between revisions

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* 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.
* 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.
* 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 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.
* 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.
Any Pokémon that have been recalled are eligible to return to battle later provided they have not fainted.
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Just as there are several methods by which a Pokémon can be recalled, there are many that can prevent recall as well:
Just as there are several methods by which a Pokémon can be recalled, there are many that can prevent recall as well:


* The moves {{m|Block}}, {{m|Fairy Lock}}, {{m|Mean Look}}, {{m|Shadow Hold}}, {{m|Spider Web}}, and {{m|Thousand Waves}} prevent an opposing Pokémon from leaving battle. 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.
* 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.
* 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.
* 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.
* 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.
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]].


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.
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.

Revision as of 07:36, 4 April 2016

If you were looking for the card released in the Gym Heroes expansion, see Recall (Gym Heroes 116).
050Diglett.png 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 methods of recalling Pokémon in the games:

  • Trainers can voluntarily recall a Pokémon by selecting another in their party to take its place.
  • If one of the player's Pokémon 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 fleeing, though if this fails, another Pokémon must take the place of the first one.
  • The moves Baton Pass, U-turn, and Volt Switch return the user to the party and allow the player to select a replacement Pokémon. Similarly, moves such as Circle Throw, Dragon Tail, Roar, and Whirlwind cause the target to be forcibly recalled and replaced with another Pokémon.
  • Certain in-battle effect items force Pokémon to switch out. The Eject Button makes the holder switch out when hit with an attack, bypassing any trapping moves currently in effect. The 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.

Just as there are several methods by which a Pokémon can be recalled, there are many that can prevent recall as well:

  • The moves Block, Mean Look, Shadow Hold, Spider Web, and Thousand Waves prevent opposing Pokémon from leaving battle. Fairy Lock prevents all Pokémon currently on the field from switching out on the next turn. As 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.
  • When a Pokémon uses Ingrain, it is prevented from switching out by any means other than using Baton Pass, U-turn, or Volt Switch.
  • The Abilities Arena Trap, Magnet Pull, and 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 holds a 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, Ghost-type Pokémon cannot be prevented from switching out by trapping moves and Abilities in Generation VI.

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

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


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