Magnet Pull (Ability)

(Redirected from Magnet Pull)
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
Prevents Steel-type Pokémon from escaping using its magnetic force.
Generation IX
Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.

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

Effect

In battle

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, Flip Turn, 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.

Generation III

Magnet Pull affects allies.

Generation IV onward

Magnet Pull no longer affects allies.

Generation VI onward

Steel-type Pokémon are now unaffected by Magnet Pull if they have Ghost as another 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.

Generation IX

  This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Requires datamining for confirmation.

In Pokémon Scarlet and Violet, Magnet Pull appears to have no effect on the type of wild Pokémon.

Pokémon with Magnet Pull

# Pokémon Types First Ability Second Ability Hidden Ability
  Geodude
Alolan form
Rock Electric Magnet Pull Sturdy Galvanize
  Graveler
Alolan form
Rock Electric Magnet Pull Sturdy Galvanize
  Golem
Alolan form
Rock Electric Magnet Pull Sturdy Galvanize
  Magnemite
Electric Steel Magnet Pull Sturdy Analytic
  Magneton
Electric Steel Magnet Pull Sturdy Analytic
  Nosepass
Rock Rock Sturdy Magnet Pull Sand Force
  Magnezone
Electric Steel Magnet Pull Sturdy Analytic
  Probopass
Rock Steel Sturdy Magnet Pull Sand Force
  Meltan
Steel Steel Magnet Pull None None
Please note that this is only 100% accurate to Generation IX games.
  • For Generation III games, ignore Abilities introduced in Generation IV or later and Hidden Abilities.
  • For Generation IV games, ignore Hidden Abilities.
  • For Generation V games, ignore Abilities introduced in Generation VI or later.
  • For Generation VI games, ignore Abilities introduced in Generation VII or later.
  • For Generation VII games, ignore Abilities introduced in Generation VIII or later.
  • For Generation VIII games, ignore Abilities introduced in Generation IX or later.

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.
MDRTDX Steel-type enemies next to the Pokémon can't walk. However, in some special cases, this Ability will have no effect.


In the manga

Pokémon Adventures


In other languages

Language Title
Chinese Cantonese 磁力 Chìhlihk
Mandarin 磁力 Cílì
  French Magnépiège
  German Magnetfalle
  Italian Magnetismo
  Korean 자력 Jiryeok
  Brazilian Portuguese Magnetismo
  Russian Магнетизм Magnetizm
  Spanish Imán
  Turkish Manyetik Çekim
  Vietnamese Từ tính


Variations of the Ability Arena Trap
Arena TrapMagnet PullShadow Tag
Wild Pokémon type-influencing Abilities
Flash FireHarvestLightning RodMagnet PullStaticStorm Drain


  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.