Pokemon Scarlet and Violet (SV)

List of Trapping Moves

Fire Spin and Ingrain are some of the trapping moves in Pokemon Scarlet and Violet (SV). Read on to learn more about these moves and their stats.

Moves that Partially Trap

Click the gear icon below to change what info is shown in the table! When displaying more columns than will fit in the table, you can scroll right and left to see all the columns.

Move Type Category Power Acc. PP Target Effect
Bind Normal Physical 15 85 20 Single opponent Inflicts damage equal to 1/8 of the opponent's max HP each turn and prevents them from fleeing and switching out for 4-5 turns, or until the user switches out or faints.
Fire Spin Fire Special 35 85 15 Single opponent Inflicts damage equal to 1/8 of the opponent's max HP each turn and prevents them from fleeing and switching out for 4-5 turns, or until the user switches out or faints.
Infestation Bug Special 20 100 20 Single opponent Inflicts damage equal to 1/8 of the opponent's max HP each turn and prevents them from fleeing and switching out for 4-5 turns, or until the user switches out or faints.
Sand Tomb Ground Physical 35 85 15 Single opponent Inflicts damage equal to 1/8 of the opponent's max HP each turn and prevents them from fleeing and switching out for 4-5 turns, or until the user switches out or faints.
Whirlpool Water Special 35 85 15 Single opponent Inflicts damage equal to 1/8 of the opponent's max HP each turn and prevents them from fleeing and switching out for 4-5 turns, or until the user switches out or faints.
Wrap Normal Physical 15 90 20 Single opponent Traps the opponent and deals damage equal to 1/8 of the target's maximum HP each turn.

Moves that Permanently Trap

Move Type Category Power Acc. PP Target Effect
Block Normal Status - - 5 Single opponent Prevents the target from escaping.
Fairy Lock Fairy Status - - 10 Both sides of the field The user and target cannot flee or switch places with other Pokemon during the next turn.
Ingrain Grass Status - 100 20 Self Heals the user 1/16 of its max HP every turn. Prevents the user from switching out.
Jaw Lock Dark Physical 80 100 10 Single opponent Prevents both the user and the opponent from escaping until one of them faints.
Mean Look Normal Status - - 5 Single opponent Prevents the opponent from fleeing or switching.
No Retreat Fighting Status - - 5 Self Increases the user's stats by 1 stage each, also prevents the user from fleeing.
Spirit Shackle Ghost Physical 80 100 10 Single opponent Prevents the opponent from fleeing and switching out as long as the user remains in battle.

What are Trapping Moves?

Trapping moves are moves that keep Pokemon from switching out. There are two types, namely: Partially and Permanently Trapping Moves.

Partially Trapping Moves have a set duration from two to five turns, while Permanently Trapping Moves will lock a Pokemon in combat until it faints or uses a move that foces them to switch out.

Abilities with Similar Effects

Ability Effect
Arena Trap This ability stops opponents from escaping but Flying-type Pokemon, Ghost-type Pokemon that are not grounded, and those with the Levitate ability or under the effects of items or moves that make them ungrounded are unaffected.
Magnet Pull Prevents Steel-type Pokemon from escaping.
Shadow Tag Prevents the opponent from escaping or switching out while the user is on the battlefield.

Counters to Trapping Moves

Ghost-types

Ghost-type Pokemon are immune to being trapped by any trapping Ability or Item. They however, are not immune to the damage of said moves.

Switching Moves

Moves that switch out a user or a target will still get them out of the battle. These include moves such as U-Turn, Volt Switch, and Parting Shot.

List of Switching Moves

Poke Doll and Smoke Ball

You can use a Poke Doll or a Smoke Ball to guarantee your escape from battle. Poke Dolls can be bought from a store in the game while Smoke Balls are usually found at a specific locations in the overworld.

Item Description
Pokemon Scarlet and Violet SV - Poke Doll ImagePoke Doll A doll that attracts the attention of a Pokemon. It guarantees escape from any battle with wild Pokemon.
Pokemon Scarlet and Violet SV - Smoke Ball ImageSmoke Ball An item to be held by a Pokemon. It enables the holder to flee from any wild Pokemon encounter without fail.

How to Escape and Run Away From Battle

Run Away Ability

Pokemon that have the Run Away Ability are immune to the effects of trapping moves and will always successfully switch out or flee from the battle.

Related Guides

Pokemon Scarlet and Violet SV - Moves Banner

List of All Moves

Moves by Type and Category

Moves by Type
Grass TypeGrass Water TypeWater Fire TypeFire
Electric TypeElectric Ice TypeIce Fighting TypeFighting
Ground TypeGround Poison TypePoison Flying TypeFlying
Psychic TypePsychic Bug TypeBug Rock TypeRock
Ghost Type,Ghost Dragon TypeDragon Dark TypeDark
Steel TypeSteel Fairy TypeFairy Normal TypeNormal
Moves by Category
Physical IconPhysical Special IconSpecial Status IconStatus
Moves by Effects
Stat-Boosting Moves Stat-Reducing Moves Status-Inflicting Moves
Moves that Never Miss Moves that Set Entry Hazards Sound-Based Moves
High-Critical Hit Moves Moves that Change Weather Moves that Change Terrain
Powder/Spore Moves Moves that Restore HP Redirection Moves
Multi-Hit Moves One-Hit Knockout Moves Trapping Moves
Moves with Recoil Damage List of Priority Moves Moves that Block Attacks
Status Restoring Moves Switching Moves Wind Moves
List of Set Damage Moves Moves That Remove Screens List of Moves Boosted When Terastallized
Other Move Guides
All Gen 9 New Moves Unavailable
Moves
List of New DLC Moves
Returning DLC Moves The Teal Mask DLC New TMs The Indigo Disk DLC New TMs

Author

    Walkthrough Menu

    All rights reserved