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| Magnet Pull
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.
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.
In Double and Triple Battles, Magnet Pull does not affect allies.
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.
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 with Magnet Pull
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.
|| First Chapter Used In
|| 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
|| 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
In other languages