Magnet Pull (Ability) - Bulbapedia, the community-driven Pokmon encyclopedia

April 2024 · 3 minute read

From Bulbapedia, the community-driven Pokémon encyclopedia.

Magnet Pullじりょく
Magnetism

Flavor text

Generation VII
Prevents Steel-type Pokémon from escaping using its magnetic force.
Generation VIII
Prevents Steel-type Pokémon from escaping using its magnetic force.
Generation IX
Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.

Magnet Pull (Japanese: じりょく Magnetism) is an Ability introduced in Generation III.

Effect

In battle

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.

Generation III

Magnet Pull affects allies.

Generation IV onward

Magnet Pull no longer affects allies.

Generation VI onward

Steel-type Pokémon are now unaffected by Magnet Pull if they have Ghost as another 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.

Generation VIII

In Pokémon Sword and Shield only, the chance is 51% instead.

Generation IX

In Pokémon Scarlet and Violet, this Ability has no effect outside of battle, with its former field function effectively being replaced by Meal Powers.

Pokémon with Magnet Pull

In other games

Pokémon Mystery Dungeon series

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.

Description

GamesDescription
MDRB
MDTDS
Immobilizes Steel-type attackers.
BSLこうげきしてきた はがねタイプの ポケモンを いどうできなくしてしまう
MDGtIUnavailable
SMDSteel-type Pokémon next to the Pokémon can't move! It has no effects on Pokémon other than Steel types and has no effect on Pokémon with the Run Away Ability.
MDRTDXSteel-type enemies next to the Pokémon can't walk. However, in some special cases, this Ability will have no effect.

In the manga

Pokémon Adventures

In other languages

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