Running Away

The successfully running away is determined by the difference between you and your opponent's Reflexes stat. When fighting multiple opponent's all their reflexes are added up and compared to yours.

Successfully running away gives:

You escape <opponent>'s pursuit.

Or, if it is a free run away (see below):

You dash away from <opponent>, quickly shaking off any pursuit.

Or, the message for a pvp opponent running away

<Opponent> fled the fight!

You can also get a few free runaways every day, which do not cost energy. You can get a maximum of X free runaways in a day (where X = square root of your Reflexes). These occur more frequently when your reflexes are significantly higher.

The formula for the chance to successfully do a normal run away is:

(your ref - opp's ref + 1) / (opp's ref + 1), min 0%, max 100%

Or:

Your reflexes
Opponent's Reflexes 0 1 2 3 4 5 6 7 8 9 10
0 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%
1 0% 50% 100% 100% 100% 100% 100% 100% 100% 100% 100%
2 0% 0% 33% 67% 100% 100% 100% 100% 100% 100% 100%
3 0% 0% 0% 25% 50% 75% 100% 100% 100% 100% 100%
4 0% 0% 0% 0% 20% 40% 60% 80% 100% 100% 100%
5 0% 0% 0% 0% 0% 17% 33% 50% 67% 83% 100%

Or, more simply:

You can always run away when (2 x opponent's reflexes) ≤ (your reflexes)

You can never run away when (opponent's reflexes) > (your reflexes)


The following tables can be used to determine opponent's unknown reflexes:

If you fail to run away with this reflexes… 0 1 2 3 4 5 6 7 8 9 10
…your opponent has this reflexes or more 1 1 2 2 3 3 4 4 5 5 6
If you successfully run away with this reflexes… 0 1 2 3 4 5 6 7 8 9 10
…your opponent has this reflexes or less 0 1 2 3 4 5 6 7 8 9 10

Preventing running away

Some opponents can use techniques that prevent you from ever running away, even if you have more reflexes than them. These include:

You can avoid most tight hold techniques if you Evade them, although some techniques work against other moves. See tight hold for complete list.

See also: Walk Away

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