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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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Generation VII
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Prevents Steel-type Pokémon from escaping using its magnetic force.
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Generation VIII
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Prevents Steel-type Pokémon from escaping using its magnetic force.
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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 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.
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
In other games
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
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Description
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MDRB MDTDS
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Immobilizes Steel-type attackers.
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BSL
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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
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MDGtI
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Unavailable
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SMD
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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.
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MDRTDX
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Steel-type enemies next to the Pokémon can't walk. However, in some special cases, this Ability will have no effect.
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In the manga
In the Pokémon Adventures manga
Nosepass
Magnezone
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If the opponent is a Steel-type Pokémon, its movements are restricted. The Pokémon can also attract metal objects to its body.
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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 and Mad Magnezone II
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None
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Trivia
In other languages