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Difference between revisions of "Magnet Pull (Ability)"

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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=PS190.png|image1p=Nosepass}}
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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}}
 
{{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|user1=Roxanne's Nosepass|startcode=PS190|startname=VS. Nosepass I|notes=Debut}}

Revision as of 03:33, 14 November 2012

Magnet Pull じりょく
Magnetism
Flavor text
Generation III
Traps Steel-type Pokémon.
Generation IV
Prevents Steel-type Pokémon from escaping.
Generation V
Prevents Steel-type Pokémon from escaping.
Generation VI
Currently unknown

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 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 Mineral Egg Group (though one family is genderless), are Steel-type or evolve into one, and have Sturdy as a secondary Ability.

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, 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 the 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

# Pokémon Types First Ability Second Ability Hidden Ability
Magnemite Magnemite Electric Steel Magnet Pull Sturdy Analytic
Magneton Magneton Electric Steel Magnet Pull Sturdy Analytic
Nosepass Nosepass Rock Rock Sturdy Magnet Pull Sand Force
Magnezone Magnezone Electric Steel Magnet Pull Sturdy Analytic
Probopass Probopass Rock Steel Sturdy Magnet Pull Sand Force
Please note that this is only 100% accurate to Generation VI games.
  • For Generation III games, ignore Abilities introduced in Generation IV and Hidden Abilities.
  • For Generation IV games, ignore Hidden Abilities.
  • For Generation V games, ignore Abilities introduced in Generation VI.

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
Greece Flag.png Greek Μαγνητική Έλξη
Italy Flag.png Italian Magnetismo
South Korea Flag.png Korean 자력 Jiryeok
Portugal Flag.png Portuguese Magnetismo
Spain Flag.png Spanish Imán


Variations of the Ability Magnet Pull
Magnet PullArena TrapShadow Tag
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.