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Magnet Pull
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じりょく
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Magnetism
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Flavor text
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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.
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
In the manga
In the Pokémon Adventures manga
Nosepass
Magnezone
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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.
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Pokémon
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Method
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User
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First Chapter Used In
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Notes
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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.
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Roxanne's Nosepass
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Blowing Past Nosepass I
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Debut
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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.
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Cyrus's Magnezone
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Problematic Probopass & Mad Magnezone II
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None
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In other languages