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* ''VideoGame/MiddleEarthShadowOfMordor'': Uruks are typically brave enough to fight to their deaths, but they freak out and run if Talion [[CruelAndUnusualDeath Brutalizes an Uruk by viciously stabbing them more times than necessary]] or if Celebrimbor uses spoopy wraith magic to give off magnificent spirit explosions. They will almost always flee in packs if they see a Captain or Warchief killed off.
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* The Pippo Monkeys from the ''VideoGame/Ape Escape'' series. Some are aggressive enough to stay and fight back, but even those will likely make a run for it if you let them.

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* The Pippo Monkeys from the ''VideoGame/Ape Escape'' ''VideoGame/ApeEscape'' series. Some are aggressive enough to stay and fight back, but even those will likely make a run for it if you let them.
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* The Pippo Monkeys from the ''VideoGame/Ape Escape'' series. Some are aggressive enough to stay and fight back, but even those will likely make a run for it if you let them.
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* ''VideoGame/SuperMarioRPG'': Some enemies are prone to fleeing, especially if their more dangerous partners are defeated (like the Rat Funks from the Kero Sewers).
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* ''VideoGame/PaperMario64'': During chapter 4, Mario eventually comes accross a squad of Shy Guys that will scream their lungs off and retreat once he breaks their barricade (their GirlyScream is also their BattleCry, oddly enough). Some enemies are also prone to running away mid-battle like the Crazee Dayzees from chapter 6.

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* ''VideoGame/PaperMario64'': During chapter 4, Mario eventually comes accross encounters a squad of Shy Guys that will scream their lungs off and retreat once he breaks their barricade (their GirlyScream is also their BattleCry, oddly enough). Some enemies are also prone to running away mid-battle like the Crazee Dayzees from chapter 6.
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* ''VideoGame/DyingLight'' has Bolters, a type of infected who's backsides are covered in large numbers of pustules and who only come out at night. If they realize Kyle is nearby, they'll immediately run away.
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* In the later ''VideoGame/{{MOTHER}}'' games, the PreexistingEncounters will actively avoid the PlayerParty once it manages to complete whatever dungeon or area they're found in.

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* In the later ''VideoGame/{{MOTHER}}'' games, the PreexistingEncounters will actively avoid the PlayerParty once it manages to complete whatever dungeon or area they're found in. They'll also run away if the level of the party is high enough.
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More reasonable examples often carry items that you need to progress, encouraging you to go after them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect those guys to put up a fight when cornered, thus they're often found in the early game.

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More reasonable examples often carry items that you need to progress, encouraging you to go after them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect those guys to put up too much of a fight when cornered, thus which is why they're often found in the early game.
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[[quoteright:350:[[VideoGame/SpyroReignitedTrilogy https://static.tvtropes.org/pmwiki/pub/images/gnorc_runs_from_spyro.png]]]]
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Compare MetalSlime, which may flee from you as well, but is far harder and more annoying to find, let alone take down. The BanditMook is a SubTrope, becoming this once it manages to obtain whatever it wanted from you. {{Long Range Fighter}}s may also become this, under the justification that they're trying to find a better aiming spot and/or suck at close combat.

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Compare MetalSlime, which may flee from you as well, but is far harder and more annoying to find, let alone take down. The BanditMook is a SubTrope, becoming this once it manages to obtain whatever it wanted from you. {{Long Range Fighter}}s may also become this, exhibit similar behavior, under the justification that they're trying to find a better aiming spot and/or suck at close combat.
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[[/folder]]

[[folder:Wide Open Sandbox]]
* Most enemies in ''VideoGame/SaintsRow2'' aren't cowardly by default, and will continue to attack you until they're killed. Unless, of course, you spray them with a fire extinguisher. While the extinguisher's high-pressure foam can throw around and even kill [=NPCs=], it also acts as a solid wall that will halt an enemy's charging animation until they finally turn around and run away in fear. Even some armed enemies, such as cops, will retreat or at least fall back to a safe distance when sprayed long enough.

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** Strider will often flee if they see you rather than attack.
** Grazer will ''usually'' run if it sees you. Emphasis on usually; sometimes it will attack, often if you're not looking at it.

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** Strider Striders and Grazers will often flee if they see you rather than attack.
** Grazer will ''usually'' run if it sees you.
attack. Emphasis on usually; sometimes it will attack, often if you're not looking at it.'often'; turn your back or focus on a larger and more threatening machine and you'll tend to get attacked. It's also fairly common for most of the herd to run, but one or two individuals stay to hold you up.
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* ''VideoGame/{{Amorphous}}'' has two:

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* ''VideoGame/{{Amorphous}}'' has two: two [[BlobMonster Gloople]] types that try to avoid/flee from the player:
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[[folder:ActionGame]]
* ''VideoGame/{{Amorphous}}'' has two:
** Clutters will try to run away from the player while firing smaller copies of itself to stick on them (and said copies, if shaken off, will try to flee until they become full-size ones).
** Fuzzles are normally aggressive, chasing the player and lunging at them, but when they're struck twice, they lose their fur and will attempt to flee the player since another hit will kill them if they lack fur. Compounding this is that they have a HealingFactor and will regenerate their fur if left alone for a short while.
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* Koopa Troopas in ''VideoGame/SuperMario64'' will run away from Mario as soon as they spot him.

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* ''Franchise/SuperMarioBros'':
**
Koopa Troopas in ''VideoGame/SuperMario64'' will run away from Mario as soon as they spot him.him.
** In ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'', flipbugs flee from the player in a panic until they tire out and flip over. On the flipside, they'll actively pursue the player if they're using the Bee Mushroom.
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A type of {{Mook|s}} commonly found in video games. This is essentially the enemy equivalent of the CowardlyBoss: guys that know very well that they don't stand a chance against you, so they decide to [[ScrewThisImOuttaHere run away for their lives]] the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them or just get too close for their liking. Unlike a CowardlyBoss though, they're less likely to stop in their tracks to give you a chance to beat them down, but [[VideoGameCrueltyPotential you're still free to try it if you're not feeling merciful enough]].

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A type of {{Mook|s}} commonly found in video games. This is essentially the enemy equivalent of the CowardlyBoss: guys that know very well that they don't stand a chance against you, so they decide to [[ScrewThisImOuttaHere run away for their lives]] the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them them, or just get too close for their liking. Unlike a CowardlyBoss though, they're less likely to stop in their tracks to give you a chance to beat them down, but [[VideoGameCrueltyPotential you're still free to try it if you're not feeling merciful enough]].



* The ''VideoGame/DynastyWarriors'' games and its numerous spin-offs often employ this through a MoraleMechanic. Defeating area leaders causes the surrounding troops to instantly lose all their morale and start fleeing from battle.

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* The ''VideoGame/DynastyWarriors'' games and its numerous spin-offs often employ this through a MoraleMechanic. Defeating area leaders causes the surrounding troops to instantly lose all their morale and start fleeing from battle. Other entries will have the troops falling backwards onto their butts in fear.
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** ''VideoGame/DiabloIII'' has Treasure Goblins of various sorts, which drop great loot once killed, but always attempt to flee from the player, and have elite-monster levels of health.
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* ''VideoGame/{{Pikmin}}'': A number of enemies -- such as the leaf-insect Skitterleafs, the tadpole-like Wogpoles or the grublike Female Sheargrubs and Swarming Sheargrubs -- are completely harmless and largely unable to harm either the players or the Pikmin. As such, they have the uniform tendency to run for their lives the moment you manage to harm or kill some of them, or -- as in the case of the Skitterleafs -- the moment you get within a certain distance of them.
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[[folder:ActionRPG]]
* ''VideoGame/HorizonZeroDawn'':
** Strider will often flee if they see you rather than attack.
** Grazer will ''usually'' run if it sees you. Emphasis on usually; sometimes it will attack, often if you're not looking at it.
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[[folder:CasualVideoGame]]
* ''VideoGame/IgglePop'': Should the player touch a Zap balloon, the Zoogs will run away from them. Some of them even change their mean-looking expression to a worried one.
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[[folder:SurvivalSandbox]]
* ''VideoGame/DontStarve'': Mactusk will avoid the player as much as possible, firing away with his blowdart.
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[[folder:ThirdPersonShooter]]
* ''VideoGame/GhostReconWildlands'': Santa Blanca lieutenants will make a run for it once things get loud and will often grab the nearest vehicle to do it. Also, if the Ghosts manage to get close enough, they'll immediately surrender.
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A type of {{Mook|s}} commonly found in video games. This is essentially the enemy equivalent of the CowardlyBoss: guys that know very well that they don't stand a chance against you, so they decide to [[ScrewThisImOuttaHere run away for their lives]] the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them or just get too close for their liking. Unlike a CowardlyBoss though, they're less likely to stop in their tracks to give you a chance to beat them down, but [[VideoGameCrueltyPotential you're still able to try it if you're not feeling merciful enough]].

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A type of {{Mook|s}} commonly found in video games. This is essentially the enemy equivalent of the CowardlyBoss: guys that know very well that they don't stand a chance against you, so they decide to [[ScrewThisImOuttaHere run away for their lives]] the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them or just get too close for their liking. Unlike a CowardlyBoss though, they're less likely to stop in their tracks to give you a chance to beat them down, but [[VideoGameCrueltyPotential you're still able free to try it if you're not feeling merciful enough]].
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* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing or the player character is good enough at showing their badassery. Even some higher-ranked soldiers aren't immune to this, although again, it depends on the game.

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* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing or the player character is good enough at showing off their badassery.badassery against them. Even some higher-ranked soldiers aren't immune to this, although again, it depends on the game.
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* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing or the player character is good enough at showing their badassery. Even some higher-ranked soldiers aren't immune to this, although, again, it depends on the game.

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* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing or the player character is good enough at showing their badassery. Even some higher-ranked soldiers aren't immune to this, although, although again, it depends on the game.
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* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing or if the player character is good enough at showing their badassery. Even some higher-ranked soldiers aren't immune to this, although, again, it depends on the game.

to:

* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing or if the player character is good enough at showing their badassery. Even some higher-ranked soldiers aren't immune to this, although, again, it depends on the game.
Is there an issue? Send a MessageReason:
None


* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing. Even some higher-ranked soldiers aren't immune to this, although, again, it depends on the game.

to:

* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing.losing or if the player character is good enough at showing their badassery. Even some higher-ranked soldiers aren't immune to this, although, again, it depends on the game.
Is there an issue? Send a MessageReason:
None


More reasonable examples often carry items that you need to progress, encouraging you to go after them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect those guys to put up a fight when cornered, thus, they're often found in the early game.

to:

More reasonable examples often carry items that you need to progress, encouraging you to go after them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect those guys to put up a fight when cornered, thus, thus they're often found in the early game.
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* ''VideoGame/{{Diablo}}'' series:
** The Fallen will temporarily retreat if any nearby monster is killed.
** The Zakarum zealots from ''VideoGame/DiabloII'', after you've completed the Blackened Temple quest, will flee when they see you, only attacking you when you corner them.


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* ''VideoGame/FinalFantasyIX'': The Alexandria soldiers that are fought in a couple of levels will flee from battle when they're low on health.
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* In ''VideoGame/RatchetAndClank2002'' planet Kerwan, the Mine Layer are robotic enemies that run away from Ratchet and throw deadly mines behind them.

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* In ''VideoGame/RatchetAndClank2002'' ''VideoGame/RatchetAndClank2002'', at planet Kerwan, the Mine Layer Layers are robotic enemies that run away from Ratchet and throw leave deadly mines behind them.

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Arranged Platform Games in alphebetical order


* ''VideoGame/{{Broforce}}'':
** The mooks aren't normally this, but certain actions like tossing a grenade at their feet, attacking with a [[KillItWithFire flamethrower]] or [[ChainsawGood chainsaw]], or certain [[AndShowItToYou terrifying]] [[FlayingAlive melee attacks]], will cause any nearby mooks who see it to run for the hills. If they get far enough away from you, however, they will simply turn around and shoot you.
** Shield mooks are [[StoneWall unarmed mooks who simply stand around with a bulletproof shield]] and try to protect other mooks. If you manage to destroy the shield without killing them, it leaves them weaponless and defenseless in the middle of a war zone. From that point on, whenever they hear any sound of gunfire, explosions, etc., they'll do a GirlyScream and run around in a panic for a bit.
* In ''VideoGame/CrashTwinsanity'', Shield Tribesmen will run away the moment you knock off their shields.
* ''VideoGame/Kirby64TheCrystalShards'' has a [[EverythingsBetterWithPenguins penguin]] enemy that will comically run away at the first sign of Kirby.
* In ''VideoGame/RatchetAndClank2002'' planet Kerwan, the Mine Layer are robotic enemies that run away from Ratchet and throw deadly mines behind them.



* ''VideoGame/Kirby64TheCrystalShards'' has a [[EverythingsBetterWithPenguins penguin]] enemy that will comically run away at the first sign of Kirby.
* In ''VideoGame/CrashTwinsanity'', Shield Tribesmen will run away the moment you knock off their shields.
* ''VideoGame/{{Broforce}}'':
** The mooks aren't normally this, but certain actions like tossing a grenade at their feet, attacking with a [[KillItWithFire flamethrower]] or [[ChainsawGood chainsaw]], or certain [[AndShowItToYou terrifying]] [[FlayingAlive melee attacks]], will cause any nearby mooks who see it to run for the hills. If they get far enough away from you, however, they will simply turn around and shoot you.
** Shield mooks are [[StoneWall unarmed mooks who simply stand around with a bulletproof shield]] and try to protect other mooks. If you manage to destroy the shield without killing them, it leaves them weaponless and defenseless in the middle of a war zone. From that point on, whenever they hear any sound of gunfire, explosions, etc., they'll do a GirlyScream and run around in a panic for a bit.
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* In the winter chapter of ''VideoGame/TheLastOfUs'' a bunch of mooks will run away from Joel after they realice that he is the guy who killed a douzend of them at the university. They will still fire at you, but will generally try to get away asap.

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* In the winter chapter of ''VideoGame/TheLastOfUs'' ''VideoGame/TheLastOfUs'', a bunch of mooks Hunters will run away from Joel after they realice realize that he is the guy who killed a douzend dozen of them at the university. They will still fire at you, but will generally try to get away asap.as soon as possible.
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Created from YKTTW

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A type of {{Mook|s}} commonly found in video games. This is essentially the enemy equivalent of the CowardlyBoss: guys that know very well that they don't stand a chance against you, so they decide to [[ScrewThisImOuttaHere run away for their lives]] the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them or just get too close for their liking. Unlike a CowardlyBoss though, they're less likely to stop in their tracks to give you a chance to beat them down, but [[VideoGameCrueltyPotential you're still able to try it if you're not feeling merciful enough]].

More reasonable examples often carry items that you need to progress, encouraging you to go after them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect those guys to put up a fight when cornered, thus, they're often found in the early game.

With the growing presence and popularity of the MoraleMechanic, this trope has somewhat become more widespread in modern games, however, you're more likely to receive an InstantWinCondition from the deserters than the ability to chase and mow them down (and sometimes, they don't even flee at all).

Compare MetalSlime, which may flee from you as well, but is far harder and more annoying to find, let alone take down. The BanditMook is a SubTrope, becoming this once it manages to obtain whatever it wanted from you. {{Long Range Fighter}}s may also become this, under the justification that they're trying to find a better aiming spot and/or suck at close combat.
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!!Examples:

[[foldercontrol]]

[[folder:Action-Adventure]]
* Boos in ''VideoGame/LuigisMansion'' do not fight back. Instead, if Luigi fails to catch them, they will flee to the nearest room. And if Luigi takes too long to follow them to the next room, he will have to search for them in the furniture again.
[[/folder]]

[[folder:BeatEmUp]]
* The ''VideoGame/DynastyWarriors'' games and its numerous spin-offs often employ this through a MoraleMechanic. Defeating area leaders causes the surrounding troops to instantly lose all their morale and start fleeing from battle.
[[/folder]]

[[folder:FightingGame]]
* ''VideoGame/SuperSmashBros Brawl'': In the story mode ''VideoGame/TheSubspaceEmissary'', [[http://supersmashbros.wikia.com/wiki/Poppant Poppants]] are enemies that flee from the player while dropping healing items and trophies. They're difficult to kill because they tend to run off cliffs to avoid the player, but defeating them can reward one with a rare trophy or sticker.
[[/folder]]

[[folder:FirstPersonShooter]]
* ''{{Franchise/Halo}}'':
** If their leader is killed first, Grunts will usually panic and be easy to kill. However, sometimes this might backfire and instead [[TakingYouWithMe the Grunts go suicidal.]]
** Jackal snipers will flee if engaged at close range, sometimes even dropping their weapon while doing so.
[[/folder]]

[[folder:MazeGame]]
* The ghosts from ''VideoGame/PacMan'' will start avoiding the title character the moment he eats a power pellet.
[[/folder]]

[[folder:MMORPG]]
* A trait found in many ''VideoGame/WorldOfWarcraft'' enemies is their attempt to escape once you deplete most of their health. This is problematic as those guys can reach other enemy groups and alert them against you.
[[/folder]]

[[folder:PlatformGame]]
* ''Franchise/SpyroTheDragon'' trilogy
** The first levels always had TheGoomba be a buffonish enemy that couldn't fight back and posed no threat whatsoever.
** In ''VideoGame/SpyroTheDragon'', the green mages of the third world will panic whenever Spyro manages to get through their traps. The fifth world also has cowardly, harmless fools that you have to hit in order to activate certain platforms.
** The first game and ''VideoGame/SpyroYearOfTheDragon'' had egg thieves that you had to chase down in order to retrieve dragon eggs.
* Koopa Troopas in ''VideoGame/SuperMario64'' will run away from Mario as soon as they spot him.
* ''VideoGame/Kirby64TheCrystalShards'' has a [[EverythingsBetterWithPenguins penguin]] enemy that will comically run away at the first sign of Kirby.
* In ''VideoGame/CrashTwinsanity'', Shield Tribesmen will run away the moment you knock off their shields.
* ''VideoGame/{{Broforce}}'':
** The mooks aren't normally this, but certain actions like tossing a grenade at their feet, attacking with a [[KillItWithFire flamethrower]] or [[ChainsawGood chainsaw]], or certain [[AndShowItToYou terrifying]] [[FlayingAlive melee attacks]], will cause any nearby mooks who see it to run for the hills. If they get far enough away from you, however, they will simply turn around and shoot you.
** Shield mooks are [[StoneWall unarmed mooks who simply stand around with a bulletproof shield]] and try to protect other mooks. If you manage to destroy the shield without killing them, it leaves them weaponless and defenseless in the middle of a war zone. From that point on, whenever they hear any sound of gunfire, explosions, etc., they'll do a GirlyScream and run around in a panic for a bit.
* Some mooks in ''VideoGame/WarioWorld'' will run away, even popping out of existence if not killed.
[[/folder]]

[[folder:Roguelike]]
* In ''VideoGame/FTLFasterThanLight'', sufficiently damaging an enemy ship's hull may convince its crew to beg for mercy or spin up its FTL drive in order to escape. Enemy {{board|ingParty}}ers with low health will also zip out from your ship the moment their teleporters become functional again.
[[/folder]]

[[folder:RolePlayingGame]]
* In the later ''VideoGame/{{MOTHER}}'' games, the PreexistingEncounters will actively avoid the PlayerParty once it manages to complete whatever dungeon or area they're found in.
* ''Franchise/{{Pokemon}}'':
** Any Pokemon found in the Safari Zone is able to run away eventually, even the more common ones.
** The [[PsychicPowers Psychic]] type Abra naturally only knows the move "Teleport", meaning it will always flee from battle the moment its turn comes.
** Generation VII introduces Wimpod, a dual [[BigCreepyCrawlies Bug]][=/=][[MakingASplash Water]] type that, because of its ability "Wimp Out", runs away from battle whenever they health drops below the halfway point. This extends to the overworld itself, where you have to chase the Wimpod down in order to start a battle with it.
** In the ''VideoGame/PokemonMysteryDungeon'' series, any enemy Pokemon with the "Run Away" ability will try to escape battle once their HitPoints drop below the halfway point, similar to the above-mentioned "Wimp Out".
* In ''VideoGame/TheElderScrollsVSkyrim'', human enemies such as bandits will sometimes get scared of you and run away if you inflict enough damage.
* ''VideoGame/PaperMario64'': During chapter 4, Mario eventually comes accross a squad of Shy Guys that will scream their lungs off and retreat once he breaks their barricade (their GirlyScream is also their BattleCry, oddly enough). Some enemies are also prone to running away mid-battle like the Crazee Dayzees from chapter 6.
* In ''VideoGame/DarkSoulsII'', the Tower of Brume features Hollows who carry around {{Explosive Barrel}}s and always back away as long as the player faces them. This can be used tactically to goad them towards stronger enemies and exploding their barrels from a distance.
[[/folder]]

[[folder:StealthGame]]
* In the winter chapter of ''VideoGame/TheLastOfUs'' a bunch of mooks will run away from Joel after they realice that he is the guy who killed a douzend of them at the university. They will still fire at you, but will generally try to get away asap.
* In certain ''Franchise/AssassinsCreed'' games, the more low-ranked city guards will often retreat if it becomes obvious that they are losing. Even some higher-ranked soldiers aren't immune to this, although, again, it depends on the game.
[[/folder]]

[[folder:StrategyGame]]
* ''Videogame/HeroesOfMightAndMagic'':
** Much like the ''Videogame/{{Mother}}'' example, PreExistingEncounters that have absolutely no chance of defeating your army will typically run away rather than face you. You may choose to let them leave peacefully or [[VideogameCrueltyPotential hunt them down for extra XP]].
** Goblins in the fifth game have the 'cowardly' trait, meaning they will almost always run away when hit with a melee attack rather than {{Counter Attack}}ing, unless they are backed into a corner, surrounded or otherwise unable to escape.
[[/folder]]

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