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Magnet Pull
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じりょく
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Magnetism
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Flavor text
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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 or Volt Switch, or holding a Shed Shell will allow the Pokémon to switch out under all circumstances. Run Away and the Smoke Ball will circumvent its effect to prevent fleeing and teleporting, but not to prevent switching.
In Double and Triple Battles, Arena Trap 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 the likelihood of encountering wild Steel-type Pokémon is 150% of the usual.
Pokémon with Magnet Pull
In the manga
In the Pokémon Adventures manga
Nosepass
Magnezone
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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.
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Pokémon
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Method
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User
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First Chapter Used In
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Notes
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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.
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Roxanne's Nosepass
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Blowing Past Nosepass I
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Debut
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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.
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Cyrus's Magnezone
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Problematic Probopass & Mad Magnezone II
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None
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In other languages