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Magnet Rise

In Pokémon ChampionsGen IV
Game

Pokémon Champions

ElectricStatus

For 5 turns, the user has to Ground.

Power
–
Accuracy
—
PP
10
Hits
The user

Changes over time

How Magnet Rise changed from game to game, newest first.

  1. Gen VI

    … the effects of Spikes, Toxic Spikes, added: Sticky Web, and the Arena Trap Ability as … gain the effect. Ingrain, Smack Down, added: Thousand Arrows, and Iron Ball override this move … this effect or the effects of dropped: Ingrain added: Ingrain, Smack Down, or dropped: Smack Down. added: Thousand Arrows.

  2. Gen V

    … the replacement will gain the effect. dropped: Ingrain added: Ingrain, Smack Down, and Iron Ball override this move … already under this effect or the dropped: effect added: effects of dropped: Ingrain. added: Ingrain or Smack Down.

Numbers: PokéAPI’s changelog. Descriptions: Pokémon Showdown’s for each generation, PokéAPI’s notes where Showdown’s don’t differ. Champions: Pokémon Showdown.

See it in the games

No clip of Magnet Rise here yet. Find Magnet Rise on YouTube →

How it works in Champions

For 5 turns, the user is to Ground-type attacks and the effects of Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability as long as it remains active. If the user uses Baton Pass, the replacement will gain the effect. Ingrain, Smack Down, Thousand Arrows, and Iron Ball override this move if the user is under any of their effects. Fails if the user is already under this effect or the effects of Ingrain, Smack Down, or Thousand Arrows.

“The user levitates using electrically generated magnetism for five turns.”

In-game text, Scarlet & Violet

Good to know

Who learns Magnet Rise

8 Pokémon can learn it in Pokémon Champions.