Magnet Rise
Pokémon Champions
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.
- 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: Ingrainadded: Ingrain, Smack Down, ordropped: Smack Down.added: Thousand Arrows. - Gen V
… the replacement will gain the effect.
dropped: Ingrainadded: Ingrain, Smack Down, and Iron Ball override this move … already under this effect or thedropped: effectadded: effects ofdropped: 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.
All 96 Pokémon that learn it in any game → Filter the Pokédex to Champions →