Magnet Pull (Ability): Difference between revisions
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==Effect== | ==Effect== | ||
===In battle=== | ===In battle=== | ||
====Generation III to V==== | |||
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}}, {{m|Volt Switch}}, or {{m|Parting Shot}} will still cause the Pokémon to switch out. Holding 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 [[Shed Shell]] allows the Pokémon to switch out, but not flee or use Teleport. Having the Ability {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or use 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. | ||
====Generation VI==== | ====Generation VI onward==== | ||
{{type|Ghost}} | Magnet Pull may no longer affect {{type|Ghost}} foes (even if they are part Steel-type). | ||
===Outside of battle=== | ===Outside of battle=== | ||
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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== | ||
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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 21:38, 6 October 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
Generation III to V
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 use Teleport. Having the Ability Run Away or holding a Smoke Ball allows the Pokémon to flee or use 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 onward
Magnet Pull may no longer affect Ghost-type foes (even if they are part Steel-type).
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 | |
---|---|
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. |