Magnet Pull (Ability): Difference between revisions

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==Effect==
==Effect==
===In battle===
===In battle===
====Generation III to V====
====Generations III-V====
Magnet Pull prevents adjacent {{type|Steel}} opponents from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. However, if a Pokémon with Magnet Pull switches in, Steel-type opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out.
Magnet Pull prevents adjacent {{type|Steel}} opponents from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. However, if a Pokémon with Magnet Pull switches in, Steel-type opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out.



Revision as of 23:51, 22 October 2019

Magnet Pull じりょく
Magnetism
Flavor text
Generation III
Traps Steel-type Pokémon.RSEFRLG
Traps Steel-type foes.ColoXD
Generation IV
Prevents Steel-type Pokémon from escaping.
Generation V
Prevents Steel-type Pokémon from escaping.
Generation VI
Prevents Steel-type Pokémon from escaping.
Generation VII
Prevents Steel-type Pokémon from escaping using its magnetic force.
Generation VIII
Currently unknown
Generation IX
Currently unknown

Magnet Pull (Japanese: じりょく Magnetism) is an Ability introduced in Generation III.

Effect

In battle

Generations III-V

Magnet Pull prevents adjacent Steel-type opponents from fleeing (including Teleport) or switching out as long as the user remains in battle. However, if a Pokémon with Magnet Pull switches in, Steel-type opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out.

Using Baton Pass, U-turn, Volt Switch, or Parting Shot will still cause the Pokémon to switch out. Holding a Shed Shell allows the Pokémon to switch out, but not flee or use Teleport. Having the Ability Run Away or holding a Smoke Ball allows the Pokémon to flee or use Teleport, but not switch.

If a wild Pokémon has Magnet Pull and the player's Steel-type Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Magnet Pull.

Magnet Pull does not affect allies.

Generation VI onward

Ghost-type Pokémon are now immune to Magnet Pull (even if they are also Steel-type).

Outside of battle

From Pokémon Emerald onwards, if a Pokémon with Magnet Pull is in the first place in the party (even if fainted), then there is a 50% chance the game will force an encounter with a Steel-type Pokémon, if one is possible.

Pokémon with Magnet Pull

# Pokémon Types First Ability Second Ability Hidden Ability
074A Geodude Geodude
Rock Electric Magnet Pull Sturdy Galvanize
075A Graveler Graveler
Rock Electric Magnet Pull Sturdy Galvanize
076A Golem Golem
Rock Electric Magnet Pull Sturdy Galvanize
0081 Magnemite Magnemite
Electric Steel Magnet Pull Sturdy Analytic
0082 Magneton Magneton
Electric Steel Magnet Pull Sturdy Analytic
0299 Nosepass Nosepass
Rock Rock Sturdy Magnet Pull Sand Force
0462 Magnezone Magnezone
Electric Steel Magnet Pull Sturdy Analytic
0476 Probopass Probopass
Rock Steel Sturdy Magnet Pull Sand Force
0808 Meltan Meltan
Steel Steel Magnet Pull None None
Please note that abilities marked with a superscript are only available in the stated generation or later.
  • For Generation III and IV games, ignore Hidden Abilities.

In other games

Pokémon Mystery Dungeon series

In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, a Pokémon with Magnet Pull has a 12% chance of immobilizing Steel-type Pokémon that attack it directly, preventing them from moving for a few turns.

In Pokémon Super Mystery Dungeon, Magnet Pull prevents adjacent Steel-type Pokémon from being able to move. However, they are still able to use moves or items.

Description

Games Description
MDRB
MDTDS
Immobilizes Steel-type attackers.
BSL こうげきしてきた はがねタイプの ポケモンを いどうできなくしてしまう
MDGtI Unavailable
SMD Steel-type Pokémon next to the Pokémon can't move! It has no effects on Pokémon other than Steel types and has no effect on Pokémon with the Run Away Ability.


In the manga

In the Pokémon Adventures manga


Trivia

In other languages

Language Title
Chinese Cantonese 磁力 Chìhlihk
Mandarin 磁力 Cílì
France Flag.png French Magnépiège
Germany Flag.png German Magnetfalle
Italy Flag.png Italian Magnetismo
South Korea Flag.png Korean 자력 Jiryeok
Portugal Flag.png Portuguese Magnetismo
Russia Flag.png Russian Магнетизм Magnetizm
Spain Flag.png Spanish Imán
Turkey Flag.png Turkish Manyetik Çekim
Vietnam Flag.png Vietnamese Từ tính


Trapping Abilities
Magnet PullArena TrapShadow Tag
Wild Pokémon type-influencing Abilities
StaticMagnet Pull


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.