Prevents Steel-type Pokémon from escaping using its magnetic force.
Magnet Pull (Japanese: じりょく Magnetism) is an Ability introduced in Generation III.
Generation III to V
Magnet Pull prevents adjacent
Steel-type opponents from fleeing (including Teleport) or switching out as long as the user remains in battle.
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
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 In other games
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.
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.
MD R B
MD T D S Immobilizes Steel-type attackers.
B S L 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
MD GtI Unavailable
S MD 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
If the opponent is a Steel-type Pokémon, its movements are restricted. The Pokémon can also attract metal objects to its body.
First Chapter Used In
Nosepass If the opponent is a Steel-type Pokémon, it isn't allowed to leave the battlefield. It also cannot jump into the air, and is stuck to the ground until Nosepass or the opponent is defeated.
Blowing Past Nosepass I Debut
Magnezone A burst of invisible energy comes off Magnezone's body and it can attract all metal objects all around it. It pulls the metal objects onto the magnets on its body.
Problematic Probopass and Mad Magnezone II None
Trivia In other languages