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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 are not prevented from switching out for that turn.
Steel-type Pokémon are now unaffected by Magnet Pull if they have Ghost as another type.
If a wild Pokémon has Magnet Pull and the player's Steel-type Pokémon faints, Magnet Pull doesn't prevent the player from fleeing.
The text was updated successfully, but these errors were encountered:
frutescens
added
Ability
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Checkup
Part of an effort to ensure that moves/abilities/game features are functioning correctly.
labels
Jan 14, 2025
Ability Requirements
Related PRs
Flyout Behaviour
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References
The text was updated successfully, but these errors were encountered: