Magnet Pull (Ability): Difference between revisions

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{{AbilityInfobox
{{AbilityInfobox/header
|name=Magnet Pull
|name=Magnet Pull
|jpname=じりょく
|jpname=じりょく
Line 5: Line 5:
|jptranslit=Jiryoku
|jptranslit=Jiryoku
|colorscheme=steel
|colorscheme=steel
|gen=3
|gen=III
|text3=Traps <sc>Steel</sc>-type <sc>Pok</sc>é<sc>mon</sc>.
|text4=Prevents Steel-type Pokémon from escaping.
|text5=Prevents Steel-type Pokémon from escaping.
|text6=Prevents Steel-type Pokémon from escaping.
}}
}}
'''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]]. Five {{OBP|Pokémon|species}} can have this Ability, all of which are {{t|Steel}} types or evolve into a Steel type and evolve into their final forms in a {{cat|Locations with special magnetic fields|location with a special magnetic field}}.
{{AbilityInfobox/desc|III|Traps <sc>Steel</sc>-type <sc>Pok</sc>é<sc>mon</sc>.{{sup/3|RSEFRLG}}<br>Traps <sc>Steel</sc>-type foes.{{sup/ss|Colo}}{{sup/ss|XD}}}}
{{AbilityInfobox/desc|IV|Prevents Steel-type Pokémon from escaping.}}
{{AbilityInfobox/desc|V|Prevents Steel-type Pokémon from escaping.}}
{{AbilityInfobox/desc|VI|Prevents Steel-type Pokémon from escaping.}}
{{AbilityInfobox/desc|VII|Prevents Steel-type Pokémon from escaping using its magnetic force.}}
{{AbilityInfobox/desc|VIII|Prevents Steel-type Pokémon from escaping using its magnetic force.}}
{{AbilityInfobox/desc|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==
==Effect==
===In battle===
===In battle===
Magnet Pull traps {{type|Steel}} Pokémon, making them unable to leave battle except by holding a {{DL|In-battle effect item|Shed Shell}}, using {{m|Baton Pass}}, {{m|U-turn}}, or {{m|Volt Switch}}.
Magnet Pull [[Escape prevention|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 are not prevented from switching out for that turn.


In a [[Double Battle]] or [[Triple Battle]], Magnet Pull does not affect the partner Pokémon.
Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, {{m|Flip Turn}}, or {{m|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 {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or use Teleport, but not switch.


In [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness]], a Pokémon with Magnet Pull immobilizes Steel-type Pokémon that attack it directly, preventing them from moving for a few turns.
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====
{{type|Steel}} Pokémon are now unaffected by Magnet Pull if they have {{t|Ghost}} as another type.


===Outside of battle===
===Outside of battle===
From {{game|Emerald}} onwards, if a Pokémon with Magnet Pull is leading the [[party]], then the likelihood of encountering wild Steel-type Pokémon is 150% of the usual.
From {{game|Emerald}} onwards, if a Pokémon with Magnet Pull is in the first place in the [[party]] (even if [[fainting|fainted]]), then there is a 50% chance the game will force an encounter with a Steel-type Pokémon, if one is possible.
 
====Generation IV====
In {{g|HeartGold and SoulSilver|s}} only, if a Pokémon with Magnet Pull [[breakable rock|breaks a rock]], it receives a flat 5% increase in odds of finding an item.
====Generation VIII====
In {{g|Sword and Shield}} only, the chance is 51% instead.
====Generation IX====
In {{g|Scarlet and Violet}}, this Ability has no effect outside of battle, with its former field function effectively being replaced by {{DL|Sandwich|Meal Powers}}.


==Pokémon with Magnet Pull==
==Pokémon with Magnet Pull==
{{Ability/head|Steel}}
{{Ability/head|Steel}}
{{Ability/entry|081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{ability/entry|0074|form=-Alola|Geodude|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}}
{{Ability/entry|082|Magneton|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{ability/entry|0075|form=-Alola|Graveler|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}}
{{Ability/entry|299|Nosepass|Rock|Rock|Sturdy|Magnet Pull|Sand Force}}
{{ability/entry|0076|form=-Alola|Golem|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}}
{{Ability/entry|462|Magnezone|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|0081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|476|Probopass|Rock|Steel|Sturdy|Magnet Pull|Sand Force}}
{{Ability/entry|0082|Magneton|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|0299|Nosepass|Rock|Rock|Sturdy|Magnet Pull|Sand Force}}
{{Ability/entry|0462|Magnezone|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|0476|Probopass|Rock|Steel|Sturdy|Magnet Pull|Sand Force}}
{{Ability/entry|0808|Meltan|Steel|Steel|Magnet Pull|None|None}}
{{Ability/foot|Steel}}
{{Ability/foot|Steel}}
==In other games==
==={{g|Mystery Dungeon series}}===
In [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team and Blue Rescue Team]], and [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|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 {{g|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===
{{movedesc|Steel}}
{{movedescentry|{{gameabbrevmd|RB}}<br>{{gameabbrevmd|TDS}}|Immobilizes Steel-type attackers.}}
{{movedescentry|{{gameabbrevmd|BSL}}|{{tt|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|Immobilizes Steel-type attackers.}}}}
{{movedescentry|{{gameabbrevmd|GTI}}|Unavailable}}
{{movedescentry|{{gameabbrevmd|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.}}
{{movedescentry|{{gameabbrevmd|DX}}|Steel-type enemies next to the Pokémon can't walk. However, in some special cases, this Ability will have no effect.}}
|}
|}{{left clear}}


==In the manga==
==In the manga==
===In the Pokémon Adventures manga===
===Pokémon Adventures===
{{movemanga|type=steel|exp=yes|gen=If the opponent is a Steel-type Pokémon, it isn't allowed to leave the battlefield. The opponent also cannot jump into the air, and is stuck to the ground until the user is defeated.|image1=Roxanne Nosepass Magnet Pull Adventures.png|image1p=Nosepass|image2=Cyrus Magnezone Magnet Pull Adventures.png|image2p=Magnezone}}
{{movemanga|type=steel|exp=yes|gen=The Pokémon prevents Steel-type Pokémon from fleeing or moving freely by pulling them in with magnetism. It can also attract metal objects to its body.|image1=Roxanne Nosepass Magnet Pull Adventures.png|image1p=Nosepass|image2=Cyrus Magnezone Magnet Pull Adventures.png|image2p=Magnezone}}
{{movep|type=steel|ms=299|pkmn=Nosepass|method=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.}}
{{movep|type=steel|ms=299|pkmn=Nosepass|method=Nosepass uses its magnetism to prevent Steel-type Pokémon from leaving the battlefield. The opponent also cannot jump into the air, and is stuck to the ground until Nosepass or the opponent is defeated.}}
{{movemid|type=steel|user=Roxanne|user1=Roxanne's Nosepass|startcode=PS190|startname=Blowing Past Nosepass I|notes=Debut}}
{{movemid|type=steel|user=Roxanne's Nosepass|startcode=PS190|startname=Blowing Past Nosepass I|notes=Debut}}
{{movep|type=steel|ms=462|pkmn=Magnezone|method=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.}}
{{movep|type=steel|ms=462|pkmn=Magnezone|method=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.}}
{{movebtmManga|type=steel|user=Cyrus|user1=Cyrus's Magnezone|startcode=PS369|startname=Problematic Probopass & Mad Magnezone II}}
{{movebtmManga|type=steel|user=Cyrus|user1=Cyrus's Magnezone|startcode=PS369|startname=Problematic Probopass and Mad Magnezone II}}


==In other languages==
==In other languages==
{{Langtable|color={{steel color}}|bordercolor={{steel color dark}}
{{Langtable|color={{steel color}}|bordercolor={{steel color dark}}
|zh_cmn=磁力 ''Cílì''
|zh_yue=磁力 ''{{tt|Chìhlihk|Magnetism}}''
|zh_cmn=磁力 ''{{tt|Cílì|Magnetism}}''
|fr=Magnépiège
|fr=Magnépiège
|de=Magnetfalle
|de=Magnetfalle
|it=Magnetismo
|it=Magnetismo
|ko=자력 ''Jiryeok''
|pt_br=Magnetismo
|ru=Магнетизм ''Magnetizm''
|es=Imán
|es=Imán
|pt=Magnetismo
|tr=Manyetik Çekim
|ko=자력 ''Jiryeok''
|vi=Từ tính
}}
}}
{{-}}
{{-}}
{{AbilityVariations|Magnet Pull|Arena Trap|Shadow Tag|color=Steel|1color={{steel color dark}}|2color={{ground color dark}}|3color={{psychic color dark}}}}
{{AbilityVariations|Arena Trap|Magnet Pull|Shadow Tag|color=Steel|1color={{ground color dark}}|2color={{steel color dark}}|3color={{ghost color dark}}
|1a=Flash Fire|2a=Harvest|3a=Lightning Rod|4a=Magnet Pull|5a=Static|6a=Storm Drain|1acolor={{fire color dark}}|2acolor={{grass color dark}}|3acolor={{electric color dark}}|4acolor={{steel color dark}}|5acolor={{electric color dark}}|6acolor={{water color dark}}|titlea=[[:Category:Abilities that affect appearance of wild Pokémon of specific types|Wild Pokémon type-influencing Abilities]]}}
{{-}}
{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}


[[Category:Trapping Abilities]]
[[Category:Trapping Abilities]]
[[Category:Abilities that affect appearance of wild Pokémon]]
[[Category:Abilities that affect appearance of wild Pokémon]]
[[Category:Abilities that affect appearance of wild Pokémon of specific types]]
[[Category:Abilities with field effects]]
[[Category:Abilities with field effects]]


[[de:Magnetfalle]]
[[de:Magnetfalle]]
[[es:Imán (habilidad)]]
[[fr:Magnépiège]]
[[fr:Magnépiège]]
[[it:Magnetismo (abilità)]]
[[it:Magnetismo]]
[[ja:じりょく]]
[[ja:じりょく]]
[[pl:Magnet Pull (zdolność)]]
[[zh:磁力(特性)]]
[[zh:磁力(特性)]]

Latest revision as of 13:12, 9 August 2024

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 are not prevented from switching out for that turn.

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 IV

In Pokémon HeartGold and SoulSilver only, if a Pokémon with Magnet Pull breaks a rock, it receives a flat 5% increase in odds of finding an item.

Generation VIII

In Pokémon Sword and Shield only, the chance is 51% instead.

Generation IX

In Pokémon Scarlet and Violet, this Ability has no effect outside of battle, with its former field function effectively being replaced by Meal Powers.

Pokémon with Magnet Pull

# Pokémon Types First Ability Second Ability Hidden Ability
0074 Geodude Geodude
Alolan Form
Rock Electric Magnet Pull Sturdy Galvanize
0075 Graveler Graveler
Alolan Form
Rock Electric Magnet Pull Sturdy Galvanize
0076 Golem Golem
Alolan Form
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.
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.