Quick resume in the way Relocate Abilities work:

When you relocate, one of the squares 1-4 must be available (not blocked). If all of those squares are blocked, you are unable to relocate. When relocating, the unit will automatically end up in the square with the highest priority, that is the square with the smallest number on that picture. 2x2 relocation is a bit more complicated, check the relocate guide for more details.

Pull works exactly with the same mechanics as Relocate, except it has a few extra rules. Here's the one-two-three of pull:

Any relocatable non-adjacent enemy unit within 7 spaces can be pulled.

The pulled unit can never end up further away from the puller than it originally was, but it can end up in a different space equally far as it were before the pull.

When pulled, the unit will go to the square with the highest priority that is not blocked (in the picture above, square number 1 has the highest priority with regards to the Voil Transporter in the picture. Second highest is square number 2, etc.)

A square is considered blocked if it is occupied with another unit or relic, it is impassable, a chasm or lava.

If the unit is unable to reach a square equally far away as the one it is residing in, you cannot pull the unit.

This is where it gets complicated: if the unit being pulled is already on the highest priority space available, it will still be able to be pulled, moving to the next highest priority square the pull can reach (that is, max 3 spaces away).

A few examples with the help of the picture above:

- A unit is standing on square 6 and the Voil Transporter pulls it. The unit will be moved to square 1.

- A unit is standing on square 11, but square 1 is blocked because there's a chasm there. The unit will be moved to square 2.

- A unit is standing on square 7, all squares adjacent to the transporter are blocked, the Voil Transporter pulls. The unit will end up in square 5.

- A unit is standing on square 5, all squares adjacent to the transporter are blocked, the Voil Transporter pulls. Because the unit itself blocks square 5, the smallest number square the unit can reach is square 7. Therefore the unit will end up in square 7.

Swoop works as if the target was relocating the swooping unit.