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= | |gen=III | ||
}} | }} | ||
{{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]]. | '''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]]. | ||
==Effect== | ==Effect== | ||
===In battle=== | ===In battle=== | ||
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 | 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. | ||
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. | 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. | ||
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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. | 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. | Magnet Pull affects allies. | ||
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====Generation VI onward==== | ====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 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. | 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| | {{ability/entry|0074|form=-Alola|Geodude|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}} | ||
{{ability/entry| | {{ability/entry|0075|form=-Alola|Graveler|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}} | ||
{{ability/entry| | {{ability/entry|0076|form=-Alola|Golem|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}} | ||
{{Ability/entry| | {{Ability/entry|0081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | ||
{{Ability/entry| | {{Ability/entry|0082|Magneton|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | ||
{{Ability/entry| | {{Ability/entry|0299|Nosepass|Rock|Rock|Sturdy|Magnet Pull|Sand Force}} | ||
{{Ability/entry| | {{Ability/entry|0462|Magnezone|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | ||
{{Ability/entry| | {{Ability/entry|0476|Probopass|Rock|Steel|Sturdy|Magnet Pull|Sand Force}} | ||
{{Ability/entry| | {{Ability/entry|0808|Meltan|Steel|Steel|Magnet Pull|None|None}} | ||
{{Ability/foot|Steel}} | {{Ability/foot|Steel}} | ||
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==In the manga== | ==In the manga== | ||
=== | ===Pokémon Adventures=== | ||
{{movemanga|type=steel|exp=yes|gen= | {{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= | {{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'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 and 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== | ||
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|it=Magnetismo | |it=Magnetismo | ||
|ko=자력 ''Jiryeok'' | |ko=자력 ''Jiryeok'' | ||
| | |pt_br=Magnetismo | ||
|ru=Магнетизм ''Magnetizm'' | |ru=Магнетизм ''Magnetizm'' | ||
|es=Imán | |es=Imán | ||
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}} | }} | ||
{{-}} | {{-}} | ||
{{AbilityVariations|Magnet Pull | {{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}} |
Latest revision as of 13:12, 9 August 2024
Magnet Pull | じりょく | ||||||||||||||||||||||||||||
Magnetism | |||||||||||||||||||||||||||||
Flavor text
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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 Alolan Form |
Rock | Electric | Magnet Pull | Sturdy | Galvanize | |
0075 | Graveler Alolan Form |
Rock | Electric | Magnet Pull | Sturdy | Galvanize | |
0076 | Golem Alolan Form |
Rock | Electric | Magnet Pull | Sturdy | Galvanize | |
0081 | Magnemite |
Electric | Steel | Magnet Pull | Sturdy | Analytic | |
0082 | Magneton |
Electric | Steel | Magnet Pull | Sturdy | Analytic | |
0299 | Nosepass |
Rock | Sturdy | Magnet Pull | Sand Force | ||
0462 | Magnezone |
Electric | Steel | Magnet Pull | Sturdy | Analytic | |
0476 | Probopass |
Rock | Steel | Sturdy | Magnet Pull | Sand Force | |
0808 | Meltan |
Steel | Magnet Pull | None | None | ||
Please note that Abilities marked with a superscript are only available in the stated generation or later.
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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
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In the manga
Pokémon Adventures
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. | |||
Pokémon | Method | ||
---|---|---|---|
User | First Chapter Used In | Notes | |
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. | |||
Roxanne's Nosepass | Blowing Past Nosepass I | Debut | |
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. | |||
Cyrus's Magnezone | Problematic Probopass and Mad Magnezone II | None |
In other languages
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Variations of the Ability Arena Trap | |
---|---|
Arena Trap • Magnet Pull • Shadow Tag | |
Wild Pokémon type-influencing Abilities | |
Flash Fire • Harvest • Lightning Rod • Magnet Pull • Static • Storm 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. |