From Bulbapedia, the community-driven Pokémon encyclopedia.
Magnet Rise (Japanese: でんじふゆう Electromagnetic Levitation) is a non-damaging Electric-type move introduced in Generation IV.
The user becomes immune to Ground-type attacks for five turns. Like Flying-type Pokémon and Pokémon with Levitate, the user is immune to the damage of Spikes and Toxic Spikes, and is unaffected by Arena Trap. Magnet Rise is completely negated by Gravity, Ingrain, and holding an Iron Ball.
Magnet Rise can be transferred by Baton Pass.
Generation V onward
Magnet Rise can now be stolen by Snatch. Magnet Rise is removed if the user is hit by Smack Down or Thousand Arrows. If used again, Magnet Rise fails.
If powered up by an Electrium Z into Z-Magnet Rise, the user's evasiveness is raised by one stage.
In other games
In Explorers of Time, Darkness and Sky, Magnet Rise is a move with 13PP. The user gives itself Magnet Rise status condition for 3-5 turns, making them immune to Ground-type moves and giving flying movement type. This move is affected by Snatch and Taunt.
|| Gives the Pokémon that uses this move the Magnet Rise status. A Pokémon with the Magnet Rise status levitates and can't be hit by Ground-type moves.
|| じぶんを でんじふゆうじょうたいにかえる でんじふゆうじょうたいに なると じめんタイプの わざが あたらない
|| You'll get the Magnet Rise status condition. In the Magnet Rise status condition, you won't take damage from Ground-type moves. You can also move to places like a water surface.
In the anime
In the manga
In the Pokémon Adventures manga
In other generations
Core series games
Side series games
Magnet Rise ending in Battle Revolution.
In other languages