Magnet Pull (Ability)
Magnet Pull prevents adjacent Steel-type opponents from fleeing (including Teleport) or switching out as long as the user remains in battle. However, if a Pokémon with Magnet Pull switches in, Steel-type opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out.
Using Baton Pass, U-turn, Volt Switch, Flip Turn, 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 affects allies.
Generation IV onward
Magnet Pull no longer affects allies.
Generation VI onward
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.
In Pokémon Sword and Shield only, the chance is 51% instead.
In Pokémon Scarlet and Violet, this Ability has no effect outside of battle.
Pokémon with Magnet Pull
|#||Pokémon||Types||First Ability||Second Ability||Hidden Ability|
||Rock||Sturdy||Magnet Pull||Sand Force|
||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 other games
In Red Rescue Team and Blue Rescue Team, and Explorers of Time, Darkness and Sky, a Pokémon with Magnet Pull has a 12% chance of immobilizing Steel-type Pokémon that attack it directly, preventing them from moving for a few turns.
In Pokémon Super Mystery Dungeon, Magnet Pull prevents adjacent Steel-type Pokémon from being able to move. However, they are still able to use moves or items.
In the manga
|The Pokémon prevents Steel-type Pokémon from fleeing or moving freely by pulling them in with magnetism. It can also attract metal objects to its body.|
|User||First Chapter Used In||Notes|
|Nosepass uses its magnetism to prevent Steel-type Pokémon from leaving the battlefield. The opponent 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
|Variations of the Ability Arena Trap|
|Arena Trap • Magnet Pull • Shadow Tag|
|Wild Pokémon type-influencing Abilities|
|Flash Fire • Harvest • Lightning Rod • Magnet Pull • Static • Storm Drain|
|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.|