Magnet Pull (Ability)

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

Generation III to V
Magnet Pull prevents foes from fleeing (including ) or switching out as long as the user remains in battle.

Using, , , or 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 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
Pokémon are now immune to Magnet Pull (even if they are also Steel-type).

Outside of battle
From 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 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, Magnet Pull prevents adjacent Steel-type Pokémon from being able to move. However, they are still able to use moves or items.

Description

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Trivia

 * Magnet Pull was the first Ability demonstrated in Pokémon Adventures.

In other languages
Magnetfalle Imán (habilidad) Magnépiège Magnetismo じりょく 磁力（特性）