Magnet Pull (Ability): Difference between revisions
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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. | 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 Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Magnet Pull. | 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. | Magnet Pull does not affect allies. | ||
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==In the manga== | ==In the manga== | ||
===In the Pokémon Adventures manga=== | ===In the Pokémon Adventures manga=== | ||
{{movemanga|type=steel|exp=yes|gen=If the opponent is a Steel-type Pokémon, | {{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}} | ||
{{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=Roxanne's Nosepass|startcode=PS190|startname=Blowing Past Nosepass I|notes=Debut}} | {{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=Problematic Probopass | {{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 | ||
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{{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}} | {{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]]}} | |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}} | ||
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.
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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
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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. |