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* Obscure [=DSiWare=] game ''VideoGame/CrystalMonsters'' has the smoke ball item, which does this. The difference? [[GameBreaker It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]

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* Obscure [=DSiWare=] game ''VideoGame/CrystalMonsters'' has the smoke ball item, which does this. The difference? [[GameBreaker It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]
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* ''TabletopGame/FabulaUltima'': The Rogue's See You Later skill lets them spend a Fabula Point to immediately get the hell out of the current scene. They can then reappear in a later scene to wow their allies with the details of their miraculous escape.

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adding Attack The Light and deliberately redlinking a game without a page


* Obscure [=DSiWare=] game ''Crystal Monsters'' has the smoke ball item, which does this. The difference? [[GameBreaker It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]

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* In ''VideoGame/AttackTheLight'', Steven's Escape lets the Crystal Gems run from battle, but it costs 4 [[{{Mana}} Star Points]] and has a chance of failing. It can be upgraded to reduce the cost by 1 SP and increase its success rate.
* Obscure [=DSiWare=] game ''Crystal Monsters'' ''VideoGame/CrystalMonsters'' has the smoke ball item, which does this. The difference? [[GameBreaker It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]
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** The [[VideoGame/{{MOTHER1}} first game]] has the 4-D Slip PSI, which allows a guaranteed escape from battle. Considering how brutal the late game enemies are, it's very helpful at times.

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** The [[VideoGame/{{MOTHER1}} [[VideoGame/EarthBoundBeginnings first game]] has the 4-D Slip PSI, which allows a guaranteed escape from battle. Considering how brutal the late game enemies are, it's very helpful at times.
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* ''VideoGame/KingdomOfLoathing'' has piles of items and abilities which allow for a guaranteed escape, but the truly powerful ones are the ones that let you escape without [[PlayEveryDay spending an adventure]]. One of the most JustForFun/{{egregious}} examples had to have an ObviousRulePatch added to restrict its use to a reasonable number per day, as every one of them that would ever exist had been created during a long-past holiday and yet even the TooAwesomeToUse effect wasn't stopping it from being a central part of {{Speed Run}}s. Nowadays, [[CreatorBacklash the devs are less fond of this idea]] and are more interested in turn-free {{One Hit Kill}}s.

to:

* ''VideoGame/KingdomOfLoathing'' has piles of items and abilities which allow for a guaranteed escape, but the truly powerful ones are the ones that let you escape without [[PlayEveryDay spending an adventure]]. One of the most JustForFun/{{egregious}} examples had to have an ObviousRulePatch added to restrict its use to a reasonable number per day, as every one of them that would ever exist had been created during a long-past holiday and yet even the TooAwesomeToUse effect wasn't stopping it from being a central part of {{Speed Run}}s.holiday. Nowadays, [[CreatorBacklash the devs are less fond of this idea]] and are more interested in turn-free {{One Hit Kill}}s.

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* Present in all three Nintendo DS ''VideoGame/EtrianOdyssey'' games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.

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* Present in all three Nintendo DS ''VideoGame/EtrianOdyssey'' games. In the first two, the ''VideoGame/EtrianOdyssey'':
** ''VideoGame/EtrianOdysseyI'' and ''[[VideoGame/EtrianOdysseyIIHeroesOfLagaard II]]'': The
Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the used.
** ''VideoGame/EtrianOdysseyIIITheDrownedCity'': The
Ninja's "Tonsou Jutsu" skill does works similarly to Flee from the same, previous games' Protector, but it's no longer a guaranteed escape (merely an increased chance), while the chance). The Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.battle.
** ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'': Starting from this game, the Escape option is present in the menu to try to escape a battle, though it's disabled in fixed encounters as well as boss and miniboss battles.
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* ''VideoGame/ForTheKing'': Coward's Clover is a consumable item that grants an automatic escape from a battle at the cost of the user's next turn.

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* ''VideoGame/ForTheKing'': Coward's Clover is a consumable item that grants the user (and only them) an automatic escape from a battle at the cost of the user's their next turn.

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%%
%% This page has been alphabetized. Please add new examples in the correct place. Thanks!
%%



* ''Franchise/{{Pokemon}}'':
** The move Teleport (which causes problems when teleport is the ''only'' move the wild Mon knows) and the items Poké Doll and Fluffy Tail (when used in battle) and [[SmokeOut Smoke Ball]] (when held in battle).
** Pokémon with the "Run Away" ability can escape from any wild Pokémon guaranteed just by using the normal "Run" command.
** The "Roar" and "Whirlwind" moves are inversions: they end wild Pokémon battles by forcing the ''opponent'' away, rather than the user, therefore working in situations where the user is [[YouWillNotEvadeMe blocked from escaping]]. Starting with [[VideoGame/PokemonGoldAndSilver the second generation]], they can also be used in battles against fellow trainers, though not to ''escape''--instead, when the opposing Pokémon runs, one of the trainer's ''other'' Pokémon is [[SwitchOutMove sent out in its stead]].
** As of Generation VI, all Ghost-type Pokémon can't be prevented from attempting to escape battle or switch, presumably due to a degree of [[IntangibleMan intangibility]].

to:

* ''Franchise/{{Pokemon}}'':
**
The move Teleport (which causes problems Dash Phase in ''VideoGame/AtlasReactor'' is devoted to techniques like this. Dashes resolve before attacks ('blasts'), and thus using a dash means giving up a chance for an attack in return for not standing where your target expects you to when teleport is their attack resolves.
* Obscure [=DSiWare=] game ''Crystal Monsters'' has
the ''only'' move the wild Mon knows) and the items Poké Doll and Fluffy Tail (when smoke ball item, which does this. The difference? [[GameBreaker It can be used in battle) and [[SmokeOut Smoke Ball]] (when held in battle).
** Pokémon with the "Run Away" ability can
to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]
* Present in all three Nintendo DS ''VideoGame/EtrianOdyssey'' games. In the first two, the Protector can learn the Flee skill, which always escapes the party
from any wild Pokémon battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed just by using escape (merely an increased chance), while the normal "Run" command.
** The "Roar" and "Whirlwind" moves are inversions: they end wild Pokémon battles by forcing the ''opponent'' away, rather than the user, therefore working in situations where the user is [[YouWillNotEvadeMe blocked from escaping]]. Starting with [[VideoGame/PokemonGoldAndSilver the second generation]], they can also be used in battles against fellow trainers, though not to ''escape''--instead, when the opposing Pokémon runs, one
Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the trainer's ''other'' Pokémon is [[SwitchOutMove sent out in its stead]].
** As of Generation VI, all Ghost-type Pokémon can't be prevented from attempting to escape battle or switch, presumably due to a degree of [[IntangibleMan intangibility]].
battle.



* Most ''Franchise/ShinMegamiTensei'' games have Trafuri, which allows the party to escape from normal encounters.
** In ''VideoGame/Persona2EternalPunishment'', Trafuri can be combined with any Dark spell to form the [[CombinationAttack Fusion Spell]] Wonder Story, which is an inversion -- it makes all enemies leave. Getting rid of enemies this way doesn't give you any experience, but they still drop money.
* Present in all three Nintendo DS ''VideoGame/EtrianOdyssey'' games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.
* The ''VideoGame/ShiningForce'' series has the "Egress" skill, usually only given to the main character. Since you (usually) cannot replay battles after finishing them, using Egress is one of the keys to LevelGrinding.
* ''VideoGame/ZanZarahTheHiddenPortal'' had the garlic extract that scares away any attacking wild faeries but you have to buy it beforehand and it only works in the short time between being attacked and the FightWoosh. During a fairy duel, making your way to the miniature sun at the center of the area allows you to escape random encounters (but not boss battles). In a particular bit of cruelty, the wild fairies can use it, too, if they are losing badly, robbing you of the XP you earned in blood (that is, fairy hit points).
* ''VideoGame/SuperMarioRPG'' has the standard Run Away command, but it can sometimes fail, causing your turn to be wasted. Halfway through the game, you could get the See Ya! item that lets you run away from fights successfully.
* The ''VideoGame/MarioAndLuigi'' series has a 'Run' option for this. In ''VideoGame/MarioAndLuigiSuperstarSaga'', you had to hammer the A and B buttons to make Mario and Luigi run while coins fell out their pockets, in later games you just hit the run command and immediately flee the battle. As per the norm, it doesn't work in boss battles.

to:

* Most ''Franchise/ShinMegamiTensei'' games have Trafuri, which allows the party to ''VideoGame/ForTheKing'': Coward's Clover is a consumable item that grants an automatic escape from normal encounters.
** In ''VideoGame/Persona2EternalPunishment'', Trafuri can be combined with any Dark spell to form
a battle at the [[CombinationAttack Fusion Spell]] Wonder Story, cost of the user's next turn.
* ''VideoGame/KingdomOfLoathing'' has piles of items and abilities
which is allow for a guaranteed escape, but the truly powerful ones are the ones that let you escape without [[PlayEveryDay spending an inversion -- adventure]]. One of the most JustForFun/{{egregious}} examples had to have an ObviousRulePatch added to restrict its use to a reasonable number per day, as every one of them that would ever exist had been created during a long-past holiday and yet even the TooAwesomeToUse effect wasn't stopping it makes all enemies leave. Getting rid from being a central part of enemies {{Speed Run}}s. Nowadays, [[CreatorBacklash the devs are less fond of this way doesn't give you any experience, but they still drop money.
* Present
idea]] and are more interested in all three Nintendo DS ''VideoGame/EtrianOdyssey'' turn-free {{One Hit Kill}}s.
* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two
games. In the first two, game, this was the Protector can learn player's ''only'' method of escape. The second game implemented the Flee skill, which always escapes ability for the party from any battle where they aren't trapped, and player to retreat using the L button (which has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.
* The ''VideoGame/ShiningForce'' series has the "Egress" skill, usually only given to the main character. Since you (usually) cannot replay battles after finishing them, using Egress is one of the keys to LevelGrinding.
* ''VideoGame/ZanZarahTheHiddenPortal'' had the garlic extract that scares away any attacking wild faeries but you have to buy it beforehand and it only works
failure in the short time between exchange for always being attacked available), and the FightWoosh. During a fairy duel, making your way to the miniature sun at the center of the area allows you to escape random encounters (but not boss battles). In a particular bit of cruelty, the wild fairies can use it, too, if they are losing badly, robbing you of the XP you earned in blood (that is, fairy hit points).
* ''VideoGame/SuperMarioRPG'' has the standard Run Away command, but it can sometimes fail, causing your turn to be wasted. Halfway through the game, you could get the See Ya! item that lets you run away
now-obsolete Battle Chip disappeared from fights successfully.
* The ''VideoGame/MarioAndLuigi'' series has a 'Run' option for this. In ''VideoGame/MarioAndLuigiSuperstarSaga'', you had to hammer the A and B buttons to make Mario and Luigi run while coins fell out their pockets, in later games you just hit the run command and immediately flee the battle. As per the norm, it doesn't work in boss battles.
all subsequent games.



* ''VideoGame/KingdomOfLoathing'' has piles of items and abilities which allow for a guaranteed escape, but the truly powerful ones are the ones that let you escape without [[PlayEveryDay spending an adventure]]. One of the most JustForFun/{{egregious}} examples had to have an ObviousRulePatch added to restrict its use to a reasonable number per day, as every one of them that would ever exist had been created during a long-past holiday and yet even the TooAwesomeToUse effect wasn't stopping it from being a central part of {{Speed Run}}s. Nowadays, [[CreatorBacklash the devs are less fond of this idea]] and are more interested in turn-free {{One Hit Kill}}s.
* ''VideoGame/PersonaQShadowOfTheLabyrinth'' has the smoke ball, which is a godsend when trying to run from F.O.E's
* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two games. In the first game, this was the player's ''only'' method of escape. The second game implemented the ability for the player to retreat using the L button (which has a chance of failure in exchange for always being available), and the now-obsolete Battle Chip disappeared from all subsequent games.
* Obscure [=DSiWare=] game Crystal Monsters has the smoke ball item, which does this. The difference? [[GameBreaker It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]
* The Quick Escape skill in ''VideoGame/DigitalDevilSaga'' increases the chance of escaping, but only works if the character with Quick Escape is the one that uses the Retreat command.
* The Dash Phase in ''VideoGame/AtlasReactor'' is devoted to techniques like this. Dashes resolve before attacks ('blasts'), and thus using a dash means giving up a chance for an attack in return for not standing where your target expects you to when their attack resolves.


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* ''Franchise/{{Pokemon}}'':
** The move Teleport (which causes problems when teleport is the ''only'' move the wild Mon knows) and the items Poké Doll and Fluffy Tail (when used in battle) and [[SmokeOut Smoke Ball]] (when held in battle).
** Pokémon with the "Run Away" ability can escape from any wild Pokémon guaranteed just by using the normal "Run" command.
** The "Roar" and "Whirlwind" moves are inversions: they end wild Pokémon battles by forcing the ''opponent'' away, rather than the user, therefore working in situations where the user is [[YouWillNotEvadeMe blocked from escaping]]. Starting with [[VideoGame/PokemonGoldAndSilver the second generation]], they can also be used in battles against fellow trainers, though not to ''escape''--instead, when the opposing Pokémon runs, one of the trainer's ''other'' Pokémon is [[SwitchOutMove sent out in its stead]].
** As of Generation VI, all Ghost-type Pokémon can't be prevented from attempting to escape battle or switch, presumably due to a degree of [[IntangibleMan intangibility]].
* The ''VideoGame/ShiningForce'' series has the "Egress" skill, usually only given to the main character. Since you (usually) cannot replay battles after finishing them, using Egress is one of the keys to LevelGrinding.
* ''Franchise/ShinMegamiTensei'':
** Most games have Trafuri, a support skill that allows the party to escape from normal encounters.
** In ''VideoGame/Persona2EternalPunishment'', Trafuri can be combined with any Dark spell to form the [[CombinationAttack Fusion Spell]] Wonder Story, which is an inversion -- it makes all enemies leave. Getting rid of enemies this way doesn't give you any experience, but they still drop money.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' has the smoke ball, which is a godsend when trying to run from F.O.E's
** The Quick Escape skill in ''VideoGame/DigitalDevilSaga'' increases the chance of escaping, but only works if the character with Quick Escape is the one that uses the Retreat command.
* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioRPG'' has the standard Run Away command, but it can sometimes fail, causing your turn to be wasted. Halfway through the game, you could get the See Ya! item that lets you run away from fights successfully.
** The ''VideoGame/MarioAndLuigi'' series has a 'Run' option for this. In ''VideoGame/MarioAndLuigiSuperstarSaga'', you had to hammer the A and B buttons to make Mario and Luigi run while coins fell out their pockets, in later games you just hit the run command and immediately flee the battle. As per the norm, it doesn't work in boss battles.
* ''VideoGame/ZanZarahTheHiddenPortal'' had the garlic extract that scares away any attacking wild faeries but you have to buy it beforehand and it only works in the short time between being attacked and the FightWoosh. During a fairy duel, making your way to the miniature sun at the center of the area allows you to escape random encounters (but not boss battles). In a particular bit of cruelty, the wild fairies can use it, too, if they are losing badly, robbing you of the XP you earned in blood (that is, fairy hit points).
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two games. In the first game, this was the player's ''only'' method of escape. The second game implemented the ability for the player to retreat using the L button (which has a chance of failure in exchange for always being available), and the now-obsoleted Battle Chip disappeared from all subsequent games.

to:

* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two games. In the first game, this was the player's ''only'' method of escape. The second game implemented the ability for the player to retreat using the L button (which has a chance of failure in exchange for always being available), and the now-obsoleted now-obsolete Battle Chip disappeared from all subsequent games.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Most ''Franchise/ShinMegamiTensei'' games have Trafuri, which allows the party to escape from normal encounters.
** In ''VideoGame/Persona2EternalPunishment'', Trafuri can be combined with any Dark spell to form the [[CombinationAttack Fusion Spell]] Wonder Story, which is an inversion -- it makes all enemies leave. Getting rid of enemies this way doesn't give you any experience, but they still drop money.
Is there an issue? Send a MessageReason:
inaccurate


** Thieves in ''VideoGame/FinalFantasyV'' can learn the Flee command, which allows you to escape instantaneously without fail. Great for getting past all those damn [[BossInMookClothing Jackanapes]] in Walse Castle.

to:

** Thieves in ''VideoGame/FinalFantasyV'' can learn the Flee command, which allows you to escape instantaneously without fail. Great for getting past all those damn [[BossInMookClothing Jackanapes]] in Walse Castle.

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[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'''s The Deck of Many Things. One of the cards was Fates, which allowed you to avoid any situation, once.
* ''TabletopGame/{{Munchkin}}'' has several cards that can work this way; however, many of them can also be used to force your opponents to escape from battles they're actually capable of winning, which is often the preferable option.
[[/folder]]



[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'''s The Deck of Many Things. One of the cards was Fates, which allowed you to avoid any situation, once.
* ''TabletopGame/{{Munchkin}}'' has several cards that can work this way; however, many of them can also be used to force your opponents to escape from battles they're actually capable of winning, which is often the preferable option.
[[/folder]]
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to:

[[/folder]]
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* ''VideoGame/TheOtherRosiesRoadOfLove'': Rosie, starts off with the Escape skill, which costs 5 ManaPoints, to "Escape the battle.", as a move instead of as a choice whether to fight or escape when starting the turn.
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[[folder:Live-Action TV]]
* ''Franchise/SuperSentai:'' Using their ninpo, the [[Series/NinjaSentaiKakuranger Kakurangers]] can disappear in a puff of smoke. Both the [[Series/KaizokuSentaiGokaiger Gokaigers]] and [[Series/KikaiSentaiZenkaiger Zenkaigers]] have used this technique when accessing the Kakurangers' power.
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None





** ''VideoGame/FinalFantasyXII'' is a subversion to the trope. Since all battles take place in real time, there isn't any escape techniques. Holding the flee button forces the party to put away their weapons and their running speed is slightly increased to help them get away from enemies.

to:

** ''VideoGame/FinalFantasyXII'' is a subversion to the trope. Since all battles take place in real time, there isn't aren't any escape techniques. Holding the flee button forces the party to put away their weapons and their running speed is slightly increased to help them get away from enemies.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two games. In the first game, this was the player's ''only'' method of escape. The second game implemented the ability for the player to retreat using the L button (which can fail), and the now-obsoleted Battle Chip disappeared from all subsequent games.

to:

* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two games. In the first game, this was the player's ''only'' method of escape. The second game implemented the ability for the player to retreat using the L button (which can fail), has a chance of failure in exchange for always being available), and the now-obsoleted Battle Chip disappeared from all subsequent games.
Is there an issue? Send a MessageReason:
None


* Present in all three ''VideoGame/EtrianOdyssey'' games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.

to:

* Present in all three Nintendo DS ''VideoGame/EtrianOdyssey'' games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.

Added: 6635

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Removed: 9226

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None


[[folder:Anime and Manga]]
* "[[Manga/RanmaOneHalf Saotome Anything-Goes Martial Arts]] Secret Technique: Run away!"
* In ''Manga/JoJosBizarreAdventure'' Part 2 (Battle Tendency), Joseph claims that the Joestar family's ultimate technique when faced with a superior opponent is "beat feet!" He even tries this against the BigBad. Gets a few amusing [[CallBack Call Backs]] in Part 3 (Stardust Crusaders) when Joseph's grandson Jotaro escapes from one of DIO's assassins while recalling Gramps' words on the subject, as well as when Joseph himself comment that he can't use his "secret technique" on a foe that is attached to him.
* In ''LightNovel/SwordArtOnline'', players have teleport crystals that allows them to escape when they are in danger, with a small delay.

to:

[[folder:Anime and Manga]]

[[folder:Video Games]]
* "[[Manga/RanmaOneHalf Saotome Anything-Goes Martial Arts]] Secret Technique: Run away!"
* In ''Manga/JoJosBizarreAdventure'' Part 2 (Battle Tendency), Joseph claims that the Joestar family's ultimate technique
''Franchise/{{Pokemon}}'':
** The move Teleport (which causes problems
when faced teleport is the ''only'' move the wild Mon knows) and the items Poké Doll and Fluffy Tail (when used in battle) and [[SmokeOut Smoke Ball]] (when held in battle).
** Pokémon
with a superior opponent the "Run Away" ability can escape from any wild Pokémon guaranteed just by using the normal "Run" command.
** The "Roar" and "Whirlwind" moves are inversions: they end wild Pokémon battles by forcing the ''opponent'' away, rather than the user, therefore working in situations where the user
is "beat feet!" He even tries this [[YouWillNotEvadeMe blocked from escaping]]. Starting with [[VideoGame/PokemonGoldAndSilver the second generation]], they can also be used in battles against the BigBad. Gets a few amusing [[CallBack Call Backs]] in Part 3 (Stardust Crusaders) fellow trainers, though not to ''escape''--instead, when Joseph's grandson Jotaro escapes from the opposing Pokémon runs, one of DIO's assassins while recalling Gramps' words on the subject, as well as when Joseph himself comment that he trainer's ''other'' Pokémon is [[SwitchOutMove sent out in its stead]].
** As of Generation VI, all Ghost-type Pokémon
can't use his "secret technique" on a foe that is attached to him.
* In ''LightNovel/SwordArtOnline'', players have teleport crystals that allows them
be prevented from attempting to escape when battle or switch, presumably due to a degree of [[IntangibleMan intangibility]].
* A staple of the ''Franchise/FinalFantasy'' series, usually in the form of the "Escape" spell or the occasional consumable item, but also:
** In ''VideoGame/FinalFantasyIV'', Edge can use a smoke bomb to get the party out of a battle.
** Thieves in ''VideoGame/FinalFantasyV'' can learn the Flee command, which allows you to escape instantaneously without fail. Great for getting past all those damn [[BossInMookClothing Jackanapes]] in Walse Castle.
** ''VideoGame/FinalFantasyVI'' has the item variant.
** ''VideoGame/FinalFantasyVII'' has the Exit materia, which lets you use the Escape spell to flee from battles. The materia also contains the Remove spell, which is the inverse of Escape by forcing all enemies to be removed from battle. If you somehow use the spell on your own party, it counts as a TotalPartyWipe.
** ''VideoGame/FinalFantasyIX'' has Zidane the thief, who can learn the Flee skill using his initial sets of weapons.
** ''VideoGame/FinalFantasyX'' has the Flee command, found near Tidus' starting point on the Sphere Grid. Unlike the standard Escape command, which only lets that individual party member flee, the Flee command makes the whole party flee at the same time and it never fails unless you're not supposed to flee.
** ''VideoGame/FinalFantasyXII'' is a subversion to the trope. Since all battles take place in real time, there isn't any escape techniques. Holding the flee button forces the party to put away their weapons and their running speed is slightly increased to help them get away from enemies.
* Present in all three ''VideoGame/EtrianOdyssey'' games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.
* The ''VideoGame/ShiningForce'' series has the "Egress" skill, usually only given to the main character. Since you (usually) cannot replay battles after finishing them, using Egress is one of the keys to LevelGrinding.
* ''VideoGame/ZanZarahTheHiddenPortal'' had the garlic extract that scares away any attacking wild faeries but you have to buy it beforehand and it only works in the short time between being attacked and the FightWoosh. During a fairy duel, making your way to the miniature sun at the center of the area allows you to escape random encounters (but not boss battles). In a particular bit of cruelty, the wild fairies can use it, too, if
they are losing badly, robbing you of the XP you earned in danger, blood (that is, fairy hit points).
* ''VideoGame/{{Paper Mario|64}}'' and [[VideoGame/PaperMarioTheThousandYearDoor its sequel]] featured a "Run Away" option outside of most scripted fights, though it had a good chance of failing and cost coins (albeit coins that could be picked up afterward).
* ''VideoGame/SuperMarioRPG'' has the standard Run Away command, but it can sometimes fail, causing your turn to be wasted. Halfway through the game, you could get the See Ya! item that lets you run away from fights successfully.
* The ''VideoGame/MarioAndLuigi'' series has a 'Run' option for this. In ''VideoGame/MarioAndLuigiSuperstarSaga'', you had to hammer the A and B buttons to make Mario and Luigi run while coins fell out their pockets, in later games you just hit the run command and immediately flee the battle. As per the norm, it doesn't work in boss battles.
* ''VideoGame/{{MOTHER}}''
** The [[VideoGame/{{MOTHER1}} first game]] has the 4-D Slip PSI, which allows a guaranteed escape from battle. Considering how brutal the late game enemies are, it's very helpful at times.
** The fan midquel ''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' also has 4-D Slip, learned by Col. Saturn, which has early plot significance but is also useful the entire game to escape battles.
* ''VideoGame/KingdomOfLoathing'' has piles of items and abilities which allow for a guaranteed escape, but the truly powerful ones are the ones that let you escape without [[PlayEveryDay spending an adventure]]. One of the most JustForFun/{{egregious}} examples had to have an ObviousRulePatch added to restrict its use to a reasonable number per day, as every one of them that would ever exist had been created during a long-past holiday and yet even the TooAwesomeToUse effect wasn't stopping it from being a central part of {{Speed Run}}s. Nowadays, [[CreatorBacklash the devs are less fond of this idea]] and are more interested in turn-free {{One Hit Kill}}s.
* ''VideoGame/PersonaQShadowOfTheLabyrinth'' has the smoke ball, which is a godsend when trying to run from F.O.E's
* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two games. In the first game, this was the player's ''only'' method of escape. The second game implemented the ability for the player to retreat using the L button (which can fail), and the now-obsoleted Battle Chip disappeared from all subsequent games.
* Obscure DSiWare game Crystal Monsters has the smoke ball item, which does this. The difference? [[GameBreaker It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]
* The Quick Escape skill in ''VideoGame/DigitalDevilSaga'' increases the chance of escaping, but only works if the character
with Quick Escape is the one that uses the Retreat command.
* The Dash Phase in ''VideoGame/AtlasReactor'' is devoted to techniques like this. Dashes resolve before attacks ('blasts'), and thus using
a small delay.dash means giving up a chance for an attack in return for not standing where your target expects you to when their attack resolves.



[[folder:Comic Books]]
* Franchise/MarvelUniverse:
** The Silver Samurai and Viper had teleportation rings that they could use to escape hazardous situations.
** ''ComicBook/AlphaFlight'': The original Guardian armor could cancel out the effects of the Earth's rotation, causing it to instantly move westward at the Earth's rotational speed (about 1,000 miles per hour). This allowed the armor's user to essentially vanish from combat in the blink of an eye.
* In ''X-Men Forever'', Kitty Pryde could do the same thing with her phasing powers to escape a desperate situation. Unfortunately since she can only go in one direction it makes her simple to track down.

to:

[[folder:Comic Books]]
[[folder:Tabletop Games]]
* Franchise/MarvelUniverse:
**
''TabletopGame/DungeonsAndDragons'''s The Silver Samurai and Viper had teleportation rings Deck of Many Things. One of the cards was Fates, which allowed you to avoid any situation, once.
* ''TabletopGame/{{Munchkin}}'' has several cards
that they could use can work this way; however, many of them can also be used to force your opponents to escape hazardous situations.
** ''ComicBook/AlphaFlight'': The original Guardian armor could cancel out the effects of the Earth's rotation, causing it to instantly move westward at the Earth's rotational speed (about 1,000 miles per hour). This allowed the armor's user to essentially vanish
from combat in battles they're actually capable of winning, which is often the blink of an eye.
* In ''X-Men Forever'', Kitty Pryde could do the same thing with her phasing powers to escape a desperate situation. Unfortunately since she can only go in one direction it makes her simple to track down.
preferable option.



[[folder:Literature]]
* ''Franchise/StarWarsExpandedUniverse'': If you fight Yoda, you have one of these. Usually a combination of Force Speed and distracting Yoda by endangering someone in the vicinity.

to:

[[folder:Literature]]
[[folder:Web Original]]
* ''Franchise/StarWarsExpandedUniverse'': If you fight Yoda, you have one of these. Usually a combination of Force Speed and distracting Yoda by endangering someone in ''WebVideo/SwordArtOnlineAbridged'': Like the vicinity. original, teleport crystals are meant to allow players to escape battles. However, due to the buggy nature of the game, they tend to fail at the worst possible times... or work at the worst possible times (such when as an allied NPC used as a HumanPackMule escaped an unwinnable battle, leaving the human party members behind).




[[folder:Live-Action Television]]
* In ''Series/DoctorWho'', the Daleks' "Cult of Skaro" has their "Emergency Temporal Shift". As it turns out, this is a rather risky tactic: Dalek Caan ended up inside the [[spoiler:Last Great Time War]] and went utterly bananas.
* From ''Series/StarTrekTheNextGeneration'', Data's EvilTwin Lore has a transporter access button hidden beneath the thumbnail on one of his hands. Jandy when you need to get out of Dodge quickly.
** The transporters have basically been used as this throughout the entirety of the ''Franchise/StarTrek'' franchise.
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons''
** The Deck of Many Things. One of the cards was Fates, which allowed you to avoid any situation, once.
** There were also items like Teleport rings or the Helm of Teleportation that could send you to another location.
* ''TabletopGame/{{Munchkin}}'' has several cards that can work this way; however, many of them can also be used to force your opponents to escape from battles they're actually capable of winning, which is often the preferable option.
* The submarine's special power in ''TabletopGame/AxisAndAllies''.
[[/folder]]

[[folder:Web Original]]
* ''WebVideo/SwordArtOnlineAbridged'': Like the original, teleport crystals are meant to allow players to escape battles. However, due to the buggy nature of the game, they tend to fail at the worst possible times... or work at the worst possible times (such when as an allied NPC used as a HumanPackMule escaped an unwinnable battle, leaving the human party members behind).
[[/folder]]

[[folder:Video Games]]
* ''Franchise/{{Pokemon}}'':
** The move Teleport (which causes problems when teleport is the ''only'' move the wild Mon knows) and the items Poké Doll and Fluffy Tail (when used in battle) and [[SmokeOut Smoke Ball]] (when held in battle).
** Pokémon with the "Run Away" ability can escape from any wild Pokémon guaranteed just by using the normal "Run" command.
** The "Roar" and "Whirlwind" moves are inversions: they end wild Pokémon battles by forcing the ''opponent'' away, rather than the user, therefore working in situations where the user is [[YouWillNotEvadeMe blocked from escaping]]. Starting with [[VideoGame/PokemonGoldAndSilver the second generation]], they can also be used in battles against fellow trainers, though not to ''escape''--instead, when the opposing Pokémon runs, one of the trainer's ''other'' Pokémon is [[SwitchOutMove sent out in its stead]].
** As of Generation VI, all Ghost-type Pokémon can't be prevented from attempting to escape battle or switch, presumably due to a degree of [[IntangibleMan intangibility]].
* A staple of the ''Franchise/FinalFantasy'' series, usually in the form of the "Escape" spell or the occasional consumable item, but also:
** In ''VideoGame/FinalFantasyIV'', Edge can use a smoke bomb to get the party out of a battle.
** Thieves in ''VideoGame/FinalFantasyV'' can learn the Flee command, which allows you to escape instantaneously without fail. Great for getting past all those damn [[BossInMookClothing Jackanapes]] in Walse Castle.
** ''VideoGame/FinalFantasyVI'' has the item variant.
** ''VideoGame/FinalFantasyVII'' has the Exit materia, which lets you use the Escape spell to flee from battles. The materia also contains the Remove spell, which is the inverse of Escape by forcing all enemies to be removed from battle. If you somehow use the spell on your own party, it counts as a TotalPartyWipe.
** ''VideoGame/FinalFantasyIX'' has Zidane the thief, who can learn the Flee skill using his initial sets of weapons.
** ''VideoGame/FinalFantasyX'' has the Flee command, found near Tidus' starting point on the Sphere Grid. Unlike the standard Escape command, which only lets that individual party member flee, the Flee command makes the whole party flee at the same time and it never fails unless you're not supposed to flee.
** ''VideoGame/FinalFantasyXII'' is a subversion to the trope. Since all battles take place in real time, there isn't any escape techniques. Holding the flee button forces the party to put away their weapons and their running speed is slightly increased to help them get away from enemies.
* Present in all three ''VideoGame/EtrianOdyssey'' games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's [[ExactlyWhatItsaysOnTheTin "Retreat"]] skill simply takes you out of the battle.
* The ''VideoGame/ShiningForce'' series has the "Egress" skill, usually only given to the main character. Since you (usually) cannot replay battles after finishing them, using Egress is one of the keys to LevelGrinding.
* ''VideoGame/ZanZarahTheHiddenPortal'' had the garlic extract that scares away any attacking wild faeries but you have to buy it beforehand and it only works in the short time between being attacked and the FightWoosh. During a fairy duel, making your way to the miniature sun at the center of the area allows you to escape random encounters (but not boss battles). In a particular bit of cruelty, the wild fairies can use it, too, if they are losing badly, robbing you of the XP you earned in blood (that is, fairy hit points).
* ''VideoGame/{{Paper Mario|64}}'' and [[VideoGame/PaperMarioTheThousandYearDoor its sequel]] featured a "Run Away" option outside of most scripted fights, though it had a good chance of failing and cost coins (albeit coins that could be picked up afterward).
* ''VideoGame/SuperMarioRPG'' has the standard Run Away command, but it can sometimes fail, causing your turn to be wasted. Halfway through the game, you could get the See Ya! item that lets you run away from fights successfully.
* The ''VideoGame/MarioAndLuigi'' series has a 'Run' option for this. In ''VideoGame/MarioAndLuigiSuperstarSaga'', you had to hammer the A and B buttons to make Mario and Luigi run while coins fell out their pockets, in later games you just hit the run command and immediately flee the battle. As per the norm, it doesn't work in boss battles.
* ''VideoGame/{{MOTHER}}''
** The [[VideoGame/{{MOTHER1}} first game]] has the 4-D Slip PSI, which allows a guaranteed escape from battle. Considering how brutal the late game enemies are, it's very helpful at times.
** The fan midquel ''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' also has 4-D Slip, learned by Col. Saturn, which has early plot significance but is also useful the entire game to escape battles.
* ''VideoGame/KingdomOfLoathing'' has piles of items and abilities which allow for a guaranteed escape, but the truly powerful ones are the ones that let you escape without [[PlayEveryDay spending an adventure]]. One of the most JustForFun/{{egregious}} examples had to have an ObviousRulePatch added to restrict its use to a reasonable number per day, as every one of them that would ever exist had been created during a long-past holiday and yet even the TooAwesomeToUse effect wasn't stopping it from being a central part of {{Speed Run}}s. Nowadays, [[CreatorBacklash the devs are less fond of this idea]] and are more interested in turn-free {{One Hit Kill}}s.
* ''VideoGame/PersonaQShadowOfTheLabyrinth'' has the smoke ball, which is a godsend when trying to run from F.O.E's
* ''VideoGame/MegaManBattleNetwork'' has the Escape Battle Chip in its first two games. In the first game, this was the player's ''only'' method of escape. The second game implemented the ability for the player to retreat using the L button (which can fail), and the now-obsoleted Battle Chip disappeared from all subsequent games.
* Obscure DSiWare game Crystal Monsters has the smoke ball item, which does this. The difference? [[GameBreaker It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.]]
* The Quick Escape skill in ''VideoGame/DigitalDevilSaga'' increases the chance of escaping, but only works if the character with Quick Escape is the one that uses the Retreat command.
* The Dash Phase in ''VideoGame/AtlasReactor'' is devoted to techniques like this. Dashes resolve before attacks ('blasts'), and thus using a dash means giving up a chance for an attack in return for not standing where your target expects you to when their attack resolves.
[[/folder]]

[[folder:Western Animation]]
* On ''WesternAnimation/ChallengeOfTheGoBots'', the "Astro-Beam" used for ultra-long-range teleportation reverses itself after a certain period, and the bad guys are simply not there any more.
[[/folder]]

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