Magnet Pull (Ability): Difference between revisions
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Magnet Pull prevents {{type|Steel}} foes from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. | 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}}, or {{m|Volt Switch}} or holding a {{DL|In-battle effect item|Shed Shell}} will allow the Pokémon to switch out under all circumstances. | Using {{m|Baton Pass}}, {{m|U-turn}}, or {{m|Volt Switch}} or holding a {{DL|In-battle effect item|Shed Shell}} will allow the Pokémon to switch out under all circumstances. Having the Ability {{a|Run Away}} or holding a [[Smoke Ball]] will allow the Pokémon to flee or teleport, but not switch. | ||
In [[Double Battle|Double]] and [[Triple Battle]]s, Arena Trap does not affect allies. | In [[Double Battle|Double]] and [[Triple Battle]]s, Arena Trap does not affect allies. |
Revision as of 12:40, 8 August 2014
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. 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. Having the Ability Run Away or holding a Smoke Ball will allow the Pokémon to flee or teleport, but not switch.
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
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
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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.
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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 | ||
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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
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Trapping Abilities | |
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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. |