![]() ![]() For Generation IV games, ignore Hidden Abilities.For Generation III games, ignore Abilities introduced in Generation IV or later and Hidden Abilities.Please note that this is only 100% accurate to Generation VIII games. ![]() It shares this trait with Illuminate and No Guard. Ghost-type Pokémon who are normally not grounded are now immune to Arena Trap.įrom Pokémon Emerald onwards, if a Pokémon with Arena Trap is in the first place in the party (even if fainted), the wild Pokémon encounter rate of all Pokémon is doubled. If a wild Pokémon has Arena Trap and the player's Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Arena Trap. Having the Ability Run Away or holding a Smoke Ball allows the Pokémon to flee or Teleport, but not switch. Holding a Shed Shell allows the Pokémon to switch out, but not flee or Teleport. Using Baton Pass, U-turn, Volt Switch, Flip Turn, or Parting Shot will still cause the Pokémon to switch out. Arena Trap does not affect Flying-type opponents, or opponents with the ability Levitate. However, if a Pokémon with Arena Trap switches in, opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out. Arena Trap prevents all grounded adjacent opponents from fleeing (including Teleport) or switching out as long as the user remains in battle.
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