Escape prevention
A Pokémon that can't escape is unable to switch out or flee as long as the Pokémon that trapped it is on the field.
Effect
A Pokémon that can't escape can still switch out if it is holding a Shed Shell; uses U-turn, Volt Switch, or Baton Pass; or is hit by Whirlwind, Roar, Dragon Tail, or Circle Throw. Prior to Generation V, if a Pokémon that can't escape or the Pokémon that trapped it uses Baton Pass, the Pokémon (or its replacement) still can't escape; from Generation V onward, the effect can be passed only by the Pokémon that can't escape.
From Generation III onward, a Pokémon that can't escape can still flee or Teleport from a wild battle if it is holding a Smoke Ball or has the Ability Run Away.
Starting in Generation VI, Ghost-type Pokémon can switch out and flee regardless of the can't escape status.
Moves
A Pokémon can be trapped when struck by any of the following moves.
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In the anime
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This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: Add more information about this in the anime |
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This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |