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Run Away - Ability ID 50

In-Game Description

"Guarantees fleeing. Raises Speed if stats lowered by an enemy."

Extended In-Game Description

For use in Elite Redux extended ability UI (280-300 chars max)

Run Away guarantees successful escape from wild Pokémon battles regardless of speed differences. Additionally, when any of the user's stats are lowered by an opponent's move or ability, Run Away triggers and raises the user's Speed by 2 stages, providing a defensive counter-stat boost mechanism.

Character count: 287

Detailed Mechanical Explanation

For Discord/reference use

RUN AWAY is a dual-purpose utility ability that provides guaranteed escape from wild battles and defensive stat boost mechanics in trainer battles.

Escape Mechanics:

  • Wild Battle Effect: Guarantees 100% success when attempting to flee from wild Pokémon encounters
  • Override Speed: Bypasses normal speed-based flee calculations entirely
  • Special Locations:
    • In Battle Pyramid: Still uses modified speed calculation but with additional bonuses
    • Trainer Battles: Escape mechanics don't apply (trainer battles prevent fleeing regardless)
    • Link Battles: Escape mechanics don't apply

Stat Boost Mechanics:

  • Trigger: When any stat is lowered by an opponent's move or ability
  • Effect: Raises user's Speed by 2 stages (+100% speed at +2)
  • Activation Message: Shows ability popup and "{Pokémon}'s Speed rose sharply!" message
  • Stage Limit: Will not activate if Speed is already at maximum (+6 stages)
  • Counter Mechanics: Similar to Defiant/Competitive but specifically for Speed

Affected Stat Lowering Sources:

  1. Moves: Growl, Leer, Intimidate, String Shot, etc.
  2. Abilities: Intimidate (Attack drop), Sticky Web (Speed drop), etc.
  3. Items: King's Rock/Razor Fang secondary effects, etc.
  4. NOT triggered by: Self-inflicted stat drops (Close Combat, Superpower, etc.)

Technical Implementation:

c
// Escape functionality in TryRunFromBattle()
else if (BattlerHasAbility(battler, ABILITY_RUN_AWAY, FALSE)) {
    if (InBattlePyramid()) {
        // Special pyramid calculation with bonuses
        speedVar = (speed * multiplier) / opponentSpeed + (tries * 30);
        if (speedVar > (Random() & 0xFF)) {
            SetActiveAbilityPopupOverride(ABILITY_RUN_AWAY);
            gRoundStructs[battler].fleeFlag = 2;
            effect++;
        }
    } else {
        // Guaranteed success in normal wild battles
        SetActiveAbilityPopupOverride(ABILITY_RUN_AWAY);
        gRoundStructs[battler].fleeFlag = 2;
        effect++;
    }
}

// Stat boost functionality in TryToApplyMimicry()
if (stringId == STRINGID_DEFENDERSSTATFELL && 
    BATTLER_HAS_ABILITY(gBattlerTarget, ABILITY_RUN_AWAY)) {
    gBattleScripting.abilityPopupOverwrite = ABILITY_RUN_AWAY;
    gBattlerAbility = gBattlerTarget;
    BattleScriptCall(BattleScript_RunAwayActivates);
}

// Battle Script (BattleScript_RunAwayActivates)
jumpifstat BS_ABILITY_BATTLER, CMP_EQUAL, STAT_SPEED, MAX_STAT_STAGE, End
setstatchanger STAT_SPEED, 2, FALSE
goto BattleScript_DefiantActivates_Effect

AI Considerations:

  • AI Rating: 0 (lowest priority - considered weak competitively)
  • Stat Drop Immunity: AI recognizes Run Away users benefit from stat drops
  • Escape Prevention: AI knows Run Away bypasses trapping moves in wild battles

Interaction Rules:

  • vs Trapping: Overrides Mean Look, Block, Arena Trap in wild battles only
  • vs Ghost Types: Works alongside Ghost-type natural flee ability
  • vs Shed Shell: Stacks with Shed Shell's escape properties
  • Immunity Abilities: Clear Body, White Smoke prevent the stat drop but won't trigger Run Away's boost
  • Contrary: If user has Contrary, stat "drops" become raises and won't trigger Run Away

Competitive Analysis:

Strengths:

  • Punishes stat-drop strategies with speed boosts
  • Provides utility in catching wild Pokémon (guaranteed escape to heal/restock)
  • Unexpected momentum against Intimidate users

Weaknesses:

  • Very situational competitive use
  • Doesn't prevent the initial stat drop
  • Speed boost may not be immediately useful
  • AI rates it as lowest priority ability

Common Users:

  • Furret (main ability choice in trainer teams)
  • Linoone (hidden ability option)
  • Ambipom (hidden ability option)
  • Often used as an innate ability on Normal-type specialists

Synergies and Counters:

Synergies:

  • Works well with speed-based sweepers who can capitalize on the boost
  • Pairs with Choice Scarf for immediate speed tier jumping
  • Benefits Pokemon with strong priority moves after speed boost

Counters:

  • Clear Body/White Smoke prevent stat drops (no trigger)
  • Taunt prevents stat-dropping moves
  • Priority moves bypass speed advantage
  • Abilities like Unaware ignore speed boosts in damage calculation

Version History:

  • Gen 3-4: Escape-only ability
  • Gen 5+: No additional effects in most games
  • Elite Redux: Added defensive stat boost mechanic, making it competitively relevant

Usage Examples:

  1. Wild Encounter: Player wants to flee from strong wild Pokémon - Run Away guarantees success
  2. Intimidate Counter: Opponent switches in Intimidate user → Run Away activates → Speed +2, potentially outspeeding revenge killers
  3. Sticky Web Response: Entry hazard lowers Speed → Run Away triggers → Net result is +1 Speed instead of -1

Note: Run Away is currently missing from the main abilities array in abilities.cc but has full battle logic implementation. The ability functions properly through the battle system's ability checking mechanisms.

Elite Redux Ability Codex