Magnet Pull (Ability): Difference between revisions
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|colorscheme=steel | |colorscheme=steel | ||
|gen=3 | |gen=3 | ||
|text3=Traps Steel-type | |text3=Traps <sc>Steel</sc>-type <sc>Pok</sc>é<sc>mon</sc>.{{sup/3|RSEFRLG}}<br>Traps <sc>Steel</sc>-type foes.{{sup/ss|Colo}}{{sup/ss|XD}} | ||
|text4=Prevents Steel-type Pokémon from escaping. | |text4=Prevents Steel-type Pokémon from escaping. | ||
|text5=Prevents Steel-type Pokémon from escaping. | |text5=Prevents Steel-type Pokémon from escaping. | ||
|text6=Prevents Steel-type Pokémon from escaping. | |||
|text7=Prevents Steel-type Pokémon from escaping using its magnetic force. | |||
}} | }} | ||
'''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]] | '''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]]. | ||
==Effect== | ==Effect== | ||
===In battle=== | ===In battle=== | ||
Magnet Pull | Magnet Pull prevents {{type|Steel}} foes from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. | ||
In a [[ | Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Parting Shot}} will still cause the Pokémon to switch out. Holding a {{DL|In-battle effect item|Shed Shell}} allows the Pokémon to switch out, but not flee or Teleport. Having the Ability {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or Teleport, but not switch. | ||
If a wild Pokémon has Magnet Pull and the player's Steel-type Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Magnet Pull. | |||
Magnet Pull does not affect allies. | |||
====Generation VI==== | |||
{{type|Ghost}} Pokémon are now immune to Magnet Pull. | |||
===Outside of battle=== | ===Outside of battle=== | ||
From {{game|Emerald}} onwards, if | From {{game|Emerald}} onwards, if a Pokémon with Magnet Pull is in the first place in the [[party]] (even if [[fainting|fainted]]), then there is a 50% chance the game will force an encounter with a Steel-type Pokémon, if one is possible. | ||
===Pokémon Mystery Dungeon=== | |||
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. | |||
==Pokémon with Magnet Pull== | ==Pokémon with Magnet Pull== | ||
{{Ability/head|Steel}} | {{Ability/head|Steel}} | ||
{{ability/entry|074A|Geodude|Rock|Electric|Magnet Pull|Sturdy|Galvanize|Alola Form}} | |||
{{ability/entry|075A|Graveler|Rock|Electric|Magnet Pull|Sturdy|Galvanize|Alola Form}} | |||
{{ability/entry|076A|Golem|Rock|Electric|Magnet Pull|Sturdy|Galvanize|Alola Form}} | |||
{{Ability/entry|081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | {{Ability/entry|081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | ||
{{Ability/entry|082|Magneton|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | {{Ability/entry|082|Magneton|Electric|Steel|Magnet Pull|Sturdy|Analytic}} | ||
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==In the manga== | ==In the manga== | ||
===In the Pokémon Adventures manga=== | |||
===Pokémon Adventures=== | {{movemanga|type=steel|exp=yes|gen=If the opponent is a Steel-type Pokémon, its movements are restricted. The Pokémon can also attract metal objects to its body.|image1=Roxanne Nosepass Magnet Pull Adventures.png|image1p=Nosepass|image2=Cyrus Magnezone Magnet Pull Adventures.png|image2p=Magnezone}} | ||
{{movemanga|type=steel|exp=yes|gen=If the opponent is a Steel-type Pokémon, | |||
{{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 | {{movemid|type=steel|user=Roxanne's Nosepass|startcode=PS190|startname=Blowing Past Nosepass I|notes=Debut}} | ||
{{movep|type=steel|ms=462|pkmn=Magnezone|method=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.}} | {{movep|type=steel|ms=462|pkmn=Magnezone|method=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.}} | ||
{{movebtmManga|type=steel|user=Cyrus|user1=Cyrus's Magnezone|startcode=PS369|startname= | {{movebtmManga|type=steel|user=Cyrus|user1=Cyrus's Magnezone|startcode=PS369|startname=Problematic Probopass and Mad Magnezone II}} | ||
==In other languages== | ==In other languages== | ||
{{Langtable|color={{steel color}}|bordercolor={{steel color dark}} | {{Langtable|color={{steel color}}|bordercolor={{steel color dark}} | ||
|zh_cmn=磁力 ''Cílì'' | |zh_yue=磁力 ''{{tt|Chìhlihk|Magnetism}}'' | ||
|zh_cmn=磁力 ''{{tt|Cílì|Magnetism}}'' | |||
|fr=Magnépiège | |fr=Magnépiège | ||
|de=Magnetfalle | |de=Magnetfalle | ||
|it=Magnetismo | |it=Magnetismo | ||
|ko=자력 ''Jiryeok'' | |||
|pt=Magnetismo | |||
|ru=Магнетизм ''Magnetizm'' | |||
|es=Imán | |es=Imán | ||
| | |tr=Manyetik Çekim | ||
| | |vi=Từ tính | ||
}} | }} | ||
{{-}} | {{-}} | ||
{{AbilityVariations|Magnet Pull|Arena Trap|Shadow Tag|color=Steel|1color={{steel color dark}}|2color={{ground color dark}}|3color={{psychic color dark}}}} | {{AbilityVariations|Magnet Pull|Arena Trap|Shadow Tag|color=Steel|1color={{steel color dark}}|2color={{ground color dark}}|3color={{psychic color dark}}|title={{cat|Trapping Abilities}} | ||
|1a=Static|2a=Magnet Pull|1acolor={{electric color dark}}|2acolor={{steel color dark}}|titlea=[[:Category:Abilities that affect appearance of wild Pokémon of specific types|Wild Pokémon type-influencing Abilities]]}} | |||
{{-}} | |||
{{Project Moves and Abilities notice}} | {{Project Moves and Abilities notice}} | ||
[[Category:Trapping Abilities]] | [[Category:Trapping Abilities]] | ||
[[Category:Abilities that affect appearance of wild Pokémon]] | [[Category:Abilities that affect appearance of wild Pokémon]] | ||
[[Category:Abilities that affect appearance of wild Pokémon of specific types]] | |||
[[Category:Abilities with field effects]] | [[Category:Abilities with field effects]] | ||
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[[it:Magnetismo (abilità)]] | [[it:Magnetismo (abilità)]] | ||
[[ja:じりょく]] | [[ja:じりょく]] | ||
[[pl:Magnet Pull ( | [[pl:Magnet Pull (zdolność)]] | ||
[[zh:磁力(特性)]] |
Revision as of 06:48, 26 March 2017
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.
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.
If a wild Pokémon has Magnet Pull and the player's Steel-type Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Magnet Pull.
Magnet Pull does not affect allies.
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 in the first place in the party (even if fainted), then there is a 50% chance the game will force an encounter with a Steel-type Pokémon, if one is possible.
Pokémon Mystery Dungeon
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.
Pokémon with Magnet Pull
# | Pokémon | Types | First Ability | Second Ability | Hidden Ability | ||
---|---|---|---|---|---|---|---|
074A | Geodude | Geodude |
Rock | Electric | Magnet Pull | Sturdy | Galvanize |
075A | Graveler | Graveler |
Rock | Electric | Magnet Pull | Sturdy | Galvanize |
076A | Golem | Golem |
Rock | Electric | Magnet Pull | Sturdy | Galvanize |
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.
|
In the manga
In the Pokémon Adventures manga
If the opponent is a Steel-type Pokémon, its movements are restricted. The Pokémon can also attract metal objects to its body. | |||
Pokémon | Method | ||
---|---|---|---|
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 and Mad Magnezone II | None |
In other languages
|
Trapping Abilities | |
---|---|
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. |