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Magnet Pull (Ability)

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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
Prevents Steel-type Pokémon from escaping.

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.

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.

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.

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


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.