Magnet Pull (Ability): Difference between revisions
(Magnet Pull worked on allies in Gen 3) |
Nescientist (talk | contribs) |
||
Line 23: | Line 23: | ||
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. | ||
Revision as of 20:31, 28 December 2020
Magnet Pull | じりょく | ||||||||||||||||||||||||||||||||||||||||
Magnetism | |||||||||||||||||||||||||||||||||||||||||
Flavor text
|
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 with an additional Ghost typing are now unaffected by Magnet Pull.
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.
Pokémon with Magnet Pull
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
---|---|---|---|---|---|---|---|
074A | Geodude | Geodude |
Rock | Electric | Magnet Pull | Sturdy | Galvanize |
075A | Graveler | Graveler |
Rock | Electric | Magnet Pull | Sturdy | Galvanize |
076A | Golem | Golem |
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.
|
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
|
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. | |||
Pokémon | Method | ||
---|---|---|---|
User | First Chapter Used In | Notes | |
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. | |||
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 |
Trivia
- Magnet Pull was the first Ability demonstrated in Pokémon Adventures.
In other languages
|
Trapping Abilities | |
---|---|
Magnet Pull • Arena Trap • Shadow Tag | |
Wild Pokémon type-influencing Abilities | |
Static • Magnet Pull |
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. |