Magnet Pull (Ability): Difference between revisions

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|colorscheme=steel
|colorscheme=steel
|gen=3
|gen=3
|text3=Traps Steel-type Pokémon.
|text3=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}}
|text4=Prevents Steel-type Pokémon from escaping.
|text4=Prevents Steel-type Pokémon from escaping.
|text5=Prevents Steel-type Pokémon from escaping.
|text5=Prevents Steel-type Pokémon from escaping.
|text6=Prevents Steel-type Pokémon from escaping.
}}
}}
'''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]]. Five {{OBP|Pokémon|species}} can have this Ability, all of which are part of an [[evolution]] family that undergoes its final evolution by leveling up at [[Mt. Coronet]] in [[Sinnoh]] or [[Chargestone Cave]] in [[Unova]], are in the {{egg3|Mineral}} (though one family is genderless), are {{type|Steel}} or evolve into one, and have {{a|Sturdy}} as a secondary Ability.
'''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]]. All {{OBP|Pokémon|species}} that have this Ability are {{t|Steel}} types or evolve into one, and all have an evolution that occurs in a {{cat|Locations with special magnetic fields|magnetic field}}.


==Effect==
==Effect==
===In battle===
===In battle===
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 prevents {{type|Steel}} foes from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle.


In a [[Double Battle]] or [[Triple Battle]], Magnet Pull does not affect the partner Pokémon.
Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Parting Shot}} will still cause the Pokémon to switch out. Holding a {{DL|In-battle effect item|Shed Shell}} allows the Pokémon to switch out, but not flee or Teleport. Having the Ability {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or Teleport, but not switch.


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.
If a wild Pokémon has Magnet Pull and the player's Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Magnet Pull.
 
Magnet Pull does not affect allies.
 
====Generation VI====
{{type|Ghost}} Pokémon are now immune to Magnet Pull.


===Outside of battle===
===Outside of battle===
From {{game|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.
From {{game|Emerald}} onwards, if a Pokémon with Magnet Pull is leading the [[party]], then there is a 50% chance the game will force an encounter with a Steel-type Pokémon, if one is possible.
 
===Pokémon Mystery Dungeon===
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.


==Pokémon with Magnet Pull==
==Pokémon with Magnet Pull==
{{Ability/head|Steel}}
{{Ability/head|Steel}}
{{Ability/entry|081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
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{{movemanga|type=steel|exp=yes|gen=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.|image1=Roxanne Nosepass Magnet Pull Adventures.png|image1p=Nosepass|image2=Cyrus Magnezone Magnet Pull Adventures.png|image2p=Magnezone}}
{{movemanga|type=steel|exp=yes|gen=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.|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=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.}}
{{movep|type=steel|ms=299|pkmn=Nosepass|method=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.}}
{{movemid|type=steel|user=Roxanne|user1=Roxanne's Nosepass|startcode=PS190|startname=VS. 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=VS. Probopass and Magnezone II}}
{{movebtmManga|type=steel|user=Cyrus|user1=Cyrus's Magnezone|startcode=PS369|startname=Problematic Probopass & Mad Magnezone II}}


==In other languages==
==In other languages==
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|pt=Magnetismo
|pt=Magnetismo
|ko=자력 ''Jiryeok''
|ko=자력 ''Jiryeok''
|tr=Manyetik Çekim
|vi=Từ tính
}}
}}
{{-}}
{{-}}
{{AbilityVariations|Magnet Pull|Arena Trap|Shadow Tag|color=Steel|1color={{steel color dark}}|2color={{ground color dark}}|3color={{psychic color dark}}}}
{{AbilityVariations|Magnet Pull|Arena Trap|Shadow Tag|color=Steel|1color={{steel color dark}}|2color={{ground color dark}}|3color={{psychic color dark}}|title={{cat|Trapping Abilities}}
|1a=Static|2a=Magnet Pull|1acolor={{electric color dark}}|2acolor={{steel 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}}


[[Category:Trapping Abilities]]
[[Category:Trapping Abilities]]
[[Category:Abilities that affect appearance of wild Pokémon]]
[[Category:Abilities that affect appearance of wild Pokémon]]
[[Category:Abilities that affect appearance of wild Pokémon of specific types]]
[[Category:Abilities with field effects]]
[[Category:Abilities with field effects]]


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[[it:Magnetismo (abilità)]]
[[it:Magnetismo (abilità)]]
[[ja:じりょく]]
[[ja:じりょく]]
[[pl:Magnet Pull (Zdolność)]]
[[pl:Magnet Pull (zdolność)]]
[[zh:磁力(特性)]]

Revision as of 02:29, 24 October 2016

Magnet Pull じりょく
Magnetism
Flavor text
Generation III
Traps Steel-type Pokémon.RSEFRLG
Traps Steel-type foes.ColoXD
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. All Pokémon that have this Ability are Steel types or evolve into one, and all have an evolution that occurs in a magnetic field.

Effect

In battle

Magnet Pull prevents Steel-type foes from fleeing (including Teleport) or switching out as long as the user remains in battle.

Using Baton Pass, U-turn, Volt Switch, 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 Teleport. Having the Ability Run Away or holding a Smoke Ball allows the Pokémon to flee or Teleport, but not switch.

If a wild Pokémon has Magnet Pull and the player's Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Magnet Pull.

Magnet Pull does not affect allies.

Generation VI

Ghost-type Pokémon are now immune to Magnet Pull.

Outside of battle

From Pokémon Emerald onwards, if a Pokémon with Magnet Pull is leading the party, then there is a 50% chance the game will force an encounter with a Steel-type Pokémon, if one is possible.

Pokémon Mystery Dungeon

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.

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
Turkey Flag.png Turkish Manyetik Çekim
Vietnam Flag.png Vietnamese Từ tính


Trapping Abilities
Magnet PullArena TrapShadow Tag
Wild Pokémon type-influencing Abilities
StaticMagnet Pull
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.