Magnet Pull (Ability): Difference between revisions
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|colorscheme=steel | |colorscheme=steel | ||
|gen=3 | |gen=3 | ||
|text3=Traps <sc>Steel</sc>-type <sc>Pok</sc>é<sc>mon</sc>. | |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. | |text6=Prevents Steel-type Pokémon from escaping. | ||
|text7=Prevents Steel-type Pokémon from escaping using its magnetic force. | |||
}} | }} | ||
'''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]] | '''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]]. | ||
==Effect== | ==Effect== | ||
===In battle=== | ===In battle=== | ||
Magnet Pull | Magnet Pull prevents {{type|Steel}} foes from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. | ||
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. | |||
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 | From {{game|Emerald}} onwards, if a Pokémon with Magnet Pull is in the first place in the [[party]] (even if [[fainting|fainted]]), 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|074A|Geodude|Rock|Electric|Magnet Pull|Sturdy|Galvanize|Alola Form}} | |||
{{ability/entry|075A|Graveler|Rock|Electric|Magnet Pull|Sturdy|Galvanize|Alola Form}} | |||
{{ability/entry|076A|Golem|Rock|Electric|Magnet Pull|Sturdy|Galvanize|Alola Form}} | |||
{{Ability/entry|081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | {{Ability/entry|081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | ||
{{Ability/entry|082|Magneton|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | {{Ability/entry|082|Magneton|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 | {{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=Problematic Probopass & Mad Magnezone II}} | {{movebtmManga|type=steel|user=Cyrus's Probopass and Magnezone|user1=Cyrus's Magnezone|startcode=PS369|startname=Problematic Probopass & Mad Magnezone II}} | ||
==In other languages== | ==In other languages== | ||
{{Langtable|color={{steel color}}|bordercolor={{steel color dark}} | {{Langtable|color={{steel color}}|bordercolor={{steel color dark}} | ||
|zh_cmn=磁力 ''Cílì'' | |zh_yue=磁力 ''{{tt|Chìhlihk|Magnetism}}'' | ||
|zh_cmn=磁力 ''{{tt|Cílì|Magnetism}}'' | |||
|fr=Magnépiège | |fr=Magnépiège | ||
|de=Magnetfalle | |de=Magnetfalle | ||
|it=Magnetismo | |it=Magnetismo | ||
|ko=자력 ''Jiryeok'' | |||
|pt=Magnetismo | |||
|ru=Магнетизм ''Magnetizm'' | |||
|es=Imán | |es=Imán | ||
| | |tr=Manyetik Çekim | ||
| | |vi=Từ tính | ||
}} | }} | ||
{{-}} | {{-}} |
Revision as of 03:20, 18 February 2017
Magnet Pull | じりょく | ||||||||||||||||||||||||||||||||||||||||
Magnetism | |||||||||||||||||||||||||||||||||||||||||
Flavor text
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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 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 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 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 | ||
---|---|---|---|---|---|---|---|
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 | |
Please note that abilities marked with a superscript are only available in the stated generation or later.
|
In the manga
In the Pokémon Adventures manga
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. | |||
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 & Mad Magnezone II | None |
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. |