Arena Trap (ability): Difference between revisions

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==Function==
==Function==
Arena Trap prevents the escaping of grounded foes including teleport or switching out.
Arena Trap prevents the escaping of grounded foes including teleport or switching out as long as the user remains in battle.
[[Ghost]] type are immune to Arena Trap
 
Using [[Baton Pass]], [[U-turn]], [[Volt Switch]], or [[Parting Shot]] will still cause the Pokémon to switch out. Holding a [[Shed Shell]] allows the Pokémon to switch out, but not flee or Teleport. Having the Ability [[Run Away_(ability)|Run Away]] or holding a [[Smoke Ball]] allows the Pokémon to flee or Teleport, but not switch.
 
[[Flying_(type)|Flying]] type Pokémon are immune to Arena Trap.
 
===Outside of battle===
This abilities' outside of battle effect is not coded in PRO.


==Inheritable Pokémon==
==Inheritable Pokémon==

Latest revision as of 02:36, 4 September 2020

Arena Trap is one of the many abilities that are inheritable by Pokémon.

Function

Arena Trap prevents the escaping of grounded foes including teleport or switching out as long as the user remains in battle.

Using Baton Pass, U-turn, Volt Switch, or Parting Shot will still cause the Pokémon to switch out. Holding a Shed Shell allows the Pokémon to switch out, but not flee or Teleport. Having the Ability Run Away or holding a Smoke Ball allows the Pokémon to flee or Teleport, but not switch.

Flying type Pokémon are immune to Arena Trap.

Outside of battle

This abilities' outside of battle effect is not coded in PRO.

Inheritable Pokémon

Predominant abilities

Primary

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# No.PokémonType 1Type 2Ability 1Ability 2Hidden Ability

Secondary

# No.PokémonType 1Type 2Ability 1Ability 2Hidden Ability
50 Diglett Ground Sand Veil Arena Trap Sand Force
51 Dugtrio Ground Sand Veil Arena Trap Sand Force
328 Trapinch Ground Hyper Cutter Arena Trap Sheer Force

Hidden ability

# No.PokémonType 1Type 2Ability 1Ability 2Hidden Ability