Magnet Pull (Ability): Difference between revisions

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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 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}}.


As of {{Generation VI}}, {{t|Ghost}} type Pokémon are unaffected by Magnet Pull, even if they are part {{t|Steel}}.
As of Generation VI, {{t|Ghost}} type Pokémon are unaffected by Magnet Pull, even if they are part {{t|Steel}}.


In a [[Double Battle]] or [[Triple Battle]], Magnet Pull does not affect the partner Pokémon.
In a [[Double Battle]] or [[Triple Battle]], Magnet Pull does not affect the partner Pokémon.

Revision as of 10:36, 24 November 2013

Magnet Pull じりょく
Magnetism
Flavor text
Generation III
Traps Steel-type Pokémon.
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
Currently unknown
Generation VIII
Currently unknown
Generation IX
Currently unknown

Magnet Pull (Japanese: じりょく Magnetism) is an Ability introduced in Generation III. Five Pokémon can have this Ability, all of which are Steel types or evolve into a Steel type and evolve into their final forms in a location with a special magnetic field.

Effect

In battle

Magnet Pull traps Steel-type Pokémon, making them unable to leave battle except by holding a Shed Shell, using Baton Pass, U-turn, or Volt Switch.

As of Generation VI, Ghost type Pokémon are unaffected by Magnet Pull, even if they are part Steel.

In a Double Battle or Triple Battle, Magnet Pull does not affect the partner Pokémon.

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.

Outside of battle

From Pokémon 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.

Pokémon with Magnet Pull

# Pokémon Types First Ability Second Ability Hidden Ability
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
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 the manga

In the Pokémon Adventures manga


In other languages

Language Title
Mandarin Chinese 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
Spain Flag.png Spanish Imán


Variations of the Ability Magnet Pull
Magnet PullArena TrapShadow Tag
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.