Escape: Difference between revisions

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[[File:Smoke Ball escape III.png|240px|thumb|Escaping via [[Smoke Ball]] in Generation III.]]
[[File:Smoke Ball escape III.png|240px|thumb|Escaping via [[Smoke Ball]] in Generation III.]]
In the [[core series]] Pokémon games, it is possible to '''escape''' (Japanese: '''{{tt|逃|に}}げる''' ''escape'') from a {{pkmn|battle}} with a [[wild Pokémon]] by selecting '''Run''' (Japanese: '''にげる''' ''Run'') on the main battle screen. However, escape is not guaranteed; whether the player is successful at running away from the battle is determined by a calculation involving the speed of the combatants. When the escape is successful, the battle ends immediately. When it is not successful, the wild Pokémon will use a move.
In the [[core series]] Pokémon games, it is possible to '''escape''' (Japanese: '''{{tt|逃|に}}げる''' ''escape'') from a {{pkmn|battle}} with a [[wild Pokémon]] by selecting '''Run''' (Japanese: '''にげる''' ''Run'') on the main battle screen. However, escape is not guaranteed; whether the player is successful at running away from the battle is determined by a calculation involving the speed of the combatants. When the escape is successful, the battle ends immediately. When it is not successful, the wild Pokémon will use a move.
It is not possible to escape from in-game {{pkmn|Trainer}} battles. However, in battles against other players, attempting to escape will cause the battle to end immediately. If only one player attempts to escape, the battle ends as a loss against them, but if both players attempt to escape in the same turn, the battle ends in a draw.


Entering a battle with a wild Pokémon and then escaping counts the Pokémon as being seen in the Trainer's [[Pokédex]]. In [[Generation I|Generations I]] and [[Generation II|II]], if the player runs from an [[List of wild Pokémon from in-game events|in-game event Pokémon]], it becomes permanently unavailable (except the {{p|Electrode}} in [[Team Rocket HQ]]). Starting in [[Generation III]], if the player runs from a [[Legendary Pokémon]], the Pokémon reappears when the player leaves and re-enters its location.
Entering a battle with a wild Pokémon and then escaping counts the Pokémon as being seen in the Trainer's [[Pokédex]]. In [[Generation I|Generations I]] and [[Generation II|II]], if the player runs from an [[List of wild Pokémon from in-game events|in-game event Pokémon]], it becomes permanently unavailable (except the {{p|Electrode}} in [[Team Rocket HQ]]). Starting in [[Generation III]], if the player runs from a [[Legendary Pokémon]], the Pokémon reappears when the player leaves and re-enters its location.
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====Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!====
====Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!====
In [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], the capture mechanics are similar to that of [[Pokémon GO]]. Wild Pokémon have a chance of fleeing during an encounter after breaking out of a Poké Ball, except encounters for which the player must defeat the Pokémon in battle first (such as {{p|Snorlax}} and [[Legendary Pokémon]]). If the player has a [[Catch Combo]], a wild Pokémon fleeing will cause it to be lost, but the player fleeing from a wild Pokémon will not. Often, a wild Pokémon will perform its cry animation shortly before fleeing.
In [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], the capture mechanics are similar to that of [[Pokémon GO]]. Wild Pokémon have a chance of fleeing during an encounter after breaking out of a Poké Ball, except encounters for which the player must defeat the Pokémon in battle first (such as {{p|Snorlax}} and [[Legendary Pokémon]]). If the player has a [[Catch Combo]], a wild Pokémon fleeing will cause it to be lost, but the player fleeing from a wild Pokémon will not. Often, a wild Pokémon will perform its cry animation shortly before fleeing.
==Trainers==
===Generations I-VIII===
In games from Generations I to VIII, it is impossible to escape from in-game {{pkmn|Trainer}} battles.
However, in battles against other players, attempting to escape will cause the battle to end immediately, without fail. If only one player attempts to escape, the battle ends as a loss against them, but if both players attempt to escape in the same turn, the battle ends in a draw.
===Generation IX===
In [[Generation IX]] games {{g|Scarlet and Violet}} it is possible to escape from in-game trainers. Doing so is considered a loss, thus causing the same penalties as [[blacking out]].


==In spin-off games==
==In spin-off games==

Revision as of 08:24, 21 December 2022

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Formula in Generation V onward, if different
This article is about the game mechanic. For the Pokémon Adventures round whose Japanese title translates to "Escape!!", see PS268. For the Escape Orb in the Mystery Dungeon series, see Wonder Orb.

Escaping via Smoke Ball in Generation III.

In the core series Pokémon games, it is possible to escape (Japanese: げる escape) from a battle with a wild Pokémon by selecting Run (Japanese: にげる Run) on the main battle screen. However, escape is not guaranteed; whether the player is successful at running away from the battle is determined by a calculation involving the speed of the combatants. When the escape is successful, the battle ends immediately. When it is not successful, the wild Pokémon will use a move.

Entering a battle with a wild Pokémon and then escaping counts the Pokémon as being seen in the Trainer's Pokédex. In Generations I and II, if the player runs from an in-game event Pokémon, it becomes permanently unavailable (except the Electrode in Team Rocket HQ). Starting in Generation III, if the player runs from a Legendary Pokémon, the Pokémon reappears when the player leaves and re-enters its location.

Success conditions

140Kabuto.png This section contains old or outdated information, or has not been updated in a while.
Please check the content of this section and update it as required.
Reason: everything after Generation 4.

Generally speaking, the slower the Trainer's Pokémon and/or the faster the wild Pokémon, the harder it is to escape.

Generation I and II

If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, under normal circumstances, the chance of escaping is determined by the following formula

where

  • SpeedPlayer is the current Speed of the player's active Pokémon,
  • SpeedWild is the Speed of the wild Pokémon, and
  • Attempts is the number of consecutive times the player has tried to escape during the battle (counting the current attempt). If the player's Pokémon attacks, this number is reset to 0.

If OddsEscape is greater than 255, the player escapes automatically. Otherwise, a random number is generated between 0 and 255. If that number is less than OddsEscape, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn. If is equal to 0, escape is automatically a success.

Generation III and IV

If the player's active Pokémon's Speed is greater than or equal to the wild Pokémon's Speed, fleeing will always succeed. Otherwise, the chance of successfully fleeing is determined by the following formula

where

  • SpeedPlayer is the unmodified Speed of the player's active Pokémon,
  • SpeedWild is the unmodified Speed of the wild Pokémon,
  • Attempts is the number of times the player has tried to escape during the battle (counting the current attempt).

A random number is generated between 0 and 255. If that number is less than OddsEscape, the player escapes. If not, the escape fails and the player's Pokémon does not make a move that turn.

Other factors

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: In Generation II, if a Pokémon holding a Smoke Ball faints and the player chooses to flee, is the player guaranteed to escape?
exact Battle Pyramid mechanics

Pokémon cannot attempt to flee from Trainer battles or battles during trials. In the Generation II games only, the player cannot attempt to flee from Pokémon encountered as traps in the Team Rocket's Hideout, the GS Ball Celebi, the Tin Tower Suicune (in Crystal), and the scripted Red Gyarados. In the Battle Pyramid, escape is not guaranteed if the player's Pokémon is faster.

Several conditions prevent a Pokémon from even attempting to flee.

  • A Pokémon with the Ability Shadow Tag prevents opposing Pokémon from attempting to flee. (From Generation IV onward, Pokémon with Shadow Tag are unaffected by Shadow Tag.)
  • A Pokémon with the Ability Arena Trap prevents opposing grounded Pokémon from attempting to flee.
  • A Pokémon with the Ability Magnet Pull prevents opposing Steel-type Pokémon from attempting to flee.
  • A Pokémon affected by a trapping move (including binding moves and Ingrain) is prevented from attempting to flee (from Generation II onward).

Several conditions allow a Pokémon to always successfully flee from a wild battle.

  • Using an escape item (Poké Doll, Fluffy Tail, or Poké Toy) causes the player to escape from a wild Pokémon (regardless of trapping moves and Abilities).
  • In a wild Single Battle (including an SOS Battle as long as there is currently only a single opponent), using the move Teleport causes the Pokémon to flee, unless a trapping move or Ability prevents escape. From Generation V onward, Ingrain does not prevent Teleport from being successful.
  • If the player's Pokémon is holding a Smoke Ball or has the Ability Run Away, its attempts to flee or Teleport are always successful (regardless of trapping moves and Abilities). In Generation II only, the Smoke Ball doesn't guarantee escape if a trapping move would prevent it.
    • In the Battle Pyramid, Run Away does not guarantee escape, but it will be credited if a Pokémon with this Ability successfully flees.
    • In Generation III and IV, if the player's Pokémon that has Run Away or a Smoke Ball faints, if the player attempts to flee instead of sending out another Pokémon, they will escape without fail.
    • In Generation III only, the Smoke Ball has an animation when escaping using it. In Generation II, "Got away safely" redundantly appears after the message informing of escape via Smoke Ball.
    • In Generation V only, a wild Pokémon holding a Smoke Ball cannot successfully Teleport if it is trapped by a trapping move or Ability (although the player's Pokémon can).
  • From Generation VI onward, the player's Ghost-type Pokémon can always successfully flee, regardless of trapping moves or Abilities.

In a wild Single Battle (including an SOS Battle as long as there is currently only a single opponent), the moves Whirlwind, Roar, Dragon Tail, and Circle Throw force the target to flee, unless it has the Ability Suction Cups or has been affected by Ingrain. If a wild Pokémon's held Red Card is activated while it has no allies, it forces the player's Pokémon to flee.

In a wild battle, the Abilities Wimp Out and Emergency Exit cause the Pokémon with that Ability to flee if its HP falls below half.

Example

Generation I and II

The player's Pokémon has a Speed of 25 and the wild Pokémon has a Speed of 100. The player tries to escape, and has not previously attempted to flee in the battle.

First, check that the denominator will not be equal to 0

Since the denominator is not equal to 0, proceed to calculating the odds of escape.

Since OddsEscape is not greater than 255, generate a random number between 0 and 255. If that random number is less than 62, the Pokémon flees successfully. Therefore, the probability of escaping is .

If the player fails to escape, each successive attempt will be more likely than the last.

Wild Pokémon

Certain wild Pokémon can escape from battle. Roaming Pokémon attempt to flee every turn, unless they are prevented from fleeing (such as by trapping moves).

In Safari Zones during a Safari Game, Pokémon can escape from battle. The rate of escape is lowered by throwing BaitRBYFRLGDPPtHGSS (while the catch rate is also lowered) or PokéblocksRSE, and the rate of escape is raised by throwing RocksRBYFRLG, MudDPPtHGSS, or by "going near"RSE (while the catch rate is also raised).

In Pokémon X and Y, Articuno, Zapdos, and Moltres will automatically flee before even the first turn. The player must encounter the Legendary Pokémon ten times before finally battling it in Sea Spirit's Den.

Generation II

In Pokémon Gold, Silver, and Crystal, in addition to the roaming Legendary beasts, a few species of wild Pokémon can escape from battle. Much like roaming Pokémon, these Pokémon may attempt to flee immediately before they would use their move, and they will not attempt to flee when affected by trapping moves (such as Mean Look or Wrap), sleep, or freeze.

All Pokémon that can flee were intended to be more likely to be caught in a Fast Ball, but due to a programming error, only Magnemite, Grimer, and Tangela actually are more likely to be caught in a Fast Ball.

# Pokémon Type Probability Appears in the wild
081 Magnemite Magnemite Electric Steel ~10%
088 Grimer Grimer Poison ~10%
104 Cubone Cubone Ground 50%
114 Tangela Tangela Grass ~10%
122 Mr. Mime Mr. Mime Psychic ~10%
133 Eevee Eevee Normal ~10%
137 Porygon Porygon Normal ~10%
144 Articuno Articuno Ice Flying 50%
145 Zapdos Zapdos Electric Flying 50%
146 Moltres Moltres Fire Flying 50%
147 Dratini Dratini Dragon ~10%
148 Dragonair Dragonair Dragon ~10%
176 Togetic Togetic Normal Flying ~10%
195 Quagsire Quagsire Water Ground 50%
197 Umbreon Umbreon Dark ~10%
201 Unown Unown Psychic ~10%
209 Snubbull Snubbull Normal ~10%
214 Heracross Heracross Bug Fighting ~10%
216 Teddiursa Teddiursa Normal 50%
225 Delibird Delibird Ice Flying 50%
231 Phanpy Phanpy Ground 50%

Generation VII

Pokémon Sun, Moon, Ultra Sun, and Ultra Moon

In Pokémon Sun and Moon, there is a scripted battle against the Ultra Beast Nihilego during the player's first visit to Aether Paradise. This Nihilego, which cannot be caught, is scripted to flee on the fifth turn of battle, ending the battle and continuing the story. If Nihilego was unable to flee on that turn due to being trapped or in the semi-invulnerable turn of Sky Drop, it will not attempt to flee on subsequent turns.

Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!

In Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, the capture mechanics are similar to that of Pokémon GO. Wild Pokémon have a chance of fleeing during an encounter after breaking out of a Poké Ball, except encounters for which the player must defeat the Pokémon in battle first (such as Snorlax and Legendary Pokémon). If the player has a Catch Combo, a wild Pokémon fleeing will cause it to be lost, but the player fleeing from a wild Pokémon will not. Often, a wild Pokémon will perform its cry animation shortly before fleeing.

Trainers

Generations I-VIII

In games from Generations I to VIII, it is impossible to escape from in-game Trainer battles.

However, in battles against other players, attempting to escape will cause the battle to end immediately, without fail. If only one player attempts to escape, the battle ends as a loss against them, but if both players attempt to escape in the same turn, the battle ends in a draw.

Generation IX

In Generation IX games Pokémon Scarlet and Violet it is possible to escape from in-game trainers. Doing so is considered a loss, thus causing the same penalties as blacking out.

In spin-off games

Pokémon GO

Wild Pokémon escaping is a key aspect of capturing in Pokémon GO. Whenever the wild Pokémon breaks out of a thrown Poké Ball, there is a chance that it will run away, ending the encounter. Every species has a its own base flee rate, a flat probability of fleeing after breaking out of a Poké Ball. If the player chooses to run from a wild Pokémon encounter, the Pokémon will still remain on the overworld map until its spawn timer expires.

For a list of Pokémon by their base flee rates, see List of Pokémon by catch rate (GO)

Pokémon encountered as Field or Special Research rewards will never flee. Pokémon encountered as a result of a Raid Battle or Team GO Rocket battle flee when the player runs out of Premier Balls, but will not flee otherwise.

Every Pokémon that spawns on the map has a timer that can range from 15 to 60 minutes. If a player is currently tracking a nearby Pokémon using the app's interface, and that Pokémon's timer expires or the player walks out of tracking range, the game will notify that the Pokémon has fled.

In other languages

Language Title
Chinese Cantonese 逃走 Tòuhjáu
Mandarin 逃走 Táozǒu
France Flag.png French Fuite
Germany Flag.png German Flucht
Italy Flag.png Italian Fuga
South Korea Flag.png Korean 도망간다 Domangganda
Portugal Flag.png Portuguese Fugir*
Spain Flag.png Spanish Huir


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.