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
# No. | Pokémon | Type 1 | Type 2 | Ability 1 | Ability 2 | Hidden Ability |
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Secondary
# No. | Pokémon | Type 1 | Type 2 | Ability 1 | Ability 2 | Hidden Ability | |
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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. | Pokémon | Type 1 | Type 2 | Ability 1 | Ability 2 | Hidden Ability |
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