Running & Switching in Battle
In battle, switching is one of the more important aspects. If you're faced against a Pokémon which will likely defeat your Pokémon, a retreat is the best strategy. However, there are many moves, abilities and items which can both aid or hinder the ability to escape.
Switching in battles is a very simple thing to do. In it, you can switch the Pokémon with any Pokémon within your team. in Single & Double Battles, this is done easily but in Triple Battles, there is the factor of positioning that needs to be taken into consideration. Switching will take the turn completely and occur before all moves are implemented. As such, it does leave you open for attack on the new Pokémon. There are numerous Entry Hazards which can be employed in order to damage Pokémon when they switch in. The Shed Shell item will always allow the Pokémon to switch, even if abilities and moves would normally prevent it.
If you target a Pokémon that is about to switch out with the move Pursuit, the move Pursuit will occur before the switching occurs and will inflict double the damage it would normally do. This is very handy if you've just switched in a Pokémon which would do severe damage to the opponent
Baton Pass is a rather unique move. Normally, when you switch from battle, all stat raises and various conditions such as Confusion or Attract will be removed. However, Baton Pass is a move which allows you to keep these effects when you exit battle. The effects that it retains are as follows;
In addition to Baton Pass, there are a few other ways to switch in battle without using the entire turn of the Pokémon. There are two different methods. First is through the item; Eject Button. This item, when the user is attacked, will disappear and cause the Pokémon to return its ball, giving you a choice of Pokémon to replace it. Unlike Baton Pass, you don't keep any of the stat changes.
In addition to the Eject Button, there are two moves which will do damage to the opponent and then send the Pokémon back into the party. As these moves do damage, the turn isn't wasted and if your Pokémon is faster than the opponent, you'll have the ability to switch in a Pokémon to handle the attack the opponent will throw at you.
There are numerous moves which will also prevent the opponent or user from switching. The move that prevents the user switching is Ingrain, which will cause the Pokémon to be embedded into the ground and irremovable. However, it can remove itself with the move, U-Turn and Baton Pass. The other moves will prevent the target from escaping battle, doing damage every turn. The moves which trap Pokémon and do damage each turn can be negated if the opponent has the move Rapid Spin.
In addition to that, there are a few moves and items which will force the opponent out of battle. First is the item the Red Card. With the Red Card, whenever the holder has been damaged by an opponent, the opponent is forced out of battle. The opponent does not get to choose the Pokémon to replace the Pokémon being removed. It is a one-use only item.
With the moves, there are a variety. Some will do damage and knock the Pokémon out, while others will just force the opponent to leave. These moves all have a very low Speed Priority so generally occur at the end of each turn.
If the opponent is of the Steel-type, Pokémon with the Magnet Pull ability prevent them from exiting battle
When switched out of battle, Pokémon with the Regenerator ability will heal up to 33.3% of their maximum Hit Points
As you will often get wild Pokémon when you don't really want them, the need to escape is strong. All the moves and abilities listed above will work in a similar manner to in trainer battles, but if they would force the opponent to switch then they will end the wild battle. Here though, there is the ability to just run from the battle. The calculation to run is based upon the speed of the currently active Pokémon and the speed of the opponent. This formula is as follows
Probability = (((UserSpeed * 32)/ (OpponentSpeed / 4))+ 30 * AttemptNumber) / 256
If you're unable to escape, then you will unfortunately be vulnerable to attack for a turn. However, there are numerous ways in order to force the wild battles to end. First, if your Pokémon has the Run Away ability, then providing it's not affected by any moves or abilities, escape from battle will be guaranteed.
There are also instances in which the opponent Pokémon will flee from battle. This was commonplace in Gold, Silver & Crystal but very rare now. Typically, it only happens with Roaming Legendaries, which will try it every turn unless you trap them with the moves or abilities detailed above. Pokémon in the Safari Zone will also flee. If the opponent has moves which would force you from battle, it doesn't make you have to switch, but rather will end the battle.
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