Electric · Status move · Gen 4
Magnet Rise
Magnet Rise is a Electric-type status move introduced in Generation 4. It never misses and has 10 PP (16 with PP Max). 100 Pokémon and forms can learn it.
Type
Electric
Category
Status
Power
—
Accuracy
—
PP
10 (max 16)
Priority
0
Effect
For 5 turns, the user has immunity to Ground. For 5 turns, the user is immune 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.
- Targets
- The user
- Scarlet & Violet
- Usable (16 Pokémon)
- Pokémon Champions
- Usable (6 Pokémon)
- Legends: Z-A
- Not usable
Pokémon that learn Magnet Rise
100 Pokémon and forms (Mega Evolutions share their base form's moves). ✓ = can learn it in that game by any method; “Gens” lists every main-series generation it could be learned in.
| Pokémon | Type | Champions | S/V | Z-A | Gens |
|---|---|---|---|---|---|
| Electric | 4–7 | ||||
| Electric | 7 | ||||
| Electric | 4–7 | ||||
| Electric/Psychic | 4–7 | ||||
| Rock/Electric | 7 | ||||
| Rock/Electric | 7 | ||||
| Rock/Electric | 7 | ||||
| Electric/Steel | ✓ | 4–9 | |||
| Electric/Steel | ✓ | 4–9 | |||
| Electric | ✓ | 4–7, 9 | |||
| Electric | ✓ | 4–7, 9 | |||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Normal | ✓ | 4–9 | |||
| Psychic | 4–7 | ||||
| Electric | 4–7 | ||||
| Electric | 4 | ||||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Bug/Steel | ✓ | ✓ | 4–7, 9 | ||
| Steel/Ground | ✓ | 4–8 | |||
| Normal | ✓ | 4–9 | |||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Rock | 4–7 | ||||
| Steel/Fairy | 4–7 | ||||
| Steel/Rock | 4–7 | ||||
| Steel/Rock | 4–7 | ||||
| Steel/Rock | 4–7 | ||||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Steel/Psychic | ✓ | 4–9 | |||
| Steel/Psychic | ✓ | ✓ | 4–9 | ||
| Steel | 4–7 | ||||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Electric | 4–7 | ||||
| Rock/Steel | 4–7 | ||||
| Rock/Steel | 4–7 | ||||
| Bug/Steel | 4–7 | ||||
| Electric | 4–7 | ||||
| Fighting | 4–7 | ||||
| Fighting/Steel | 4–7 | ||||
| Electric/Steel | ✓ | 4–9 | |||
| Electric | 4–7 | ||||
| Normal | ✓ | 4–9 | |||
| Rock/Steel | ✓ | 4–7, 9 | |||
| Steel/Dragon | 4–7 | ||||
| Electric | 5–7 | ||||
| Electric | 5–7 | ||||
| Ground/Steel | 5–7 | ||||
| Ice | 5–8 | ||||
| Ice | 5–8 | ||||
| Ice | ✓ | 5–8 | |||
| Bug/Electric | 5–7 | ||||
| Bug/Electric | 5–7 | ||||
| Grass/Steel | 5–7 | ||||
| Grass/Steel | 5–7 | ||||
| Steel | 5–7 | ||||
| Steel | 5–7 | ||||
| Steel | 5–7 | ||||
| Electric | 5–7 | ||||
| Electric | 5–7 | ||||
| Electric | 5–7 | ||||
| Ground/Electric | 5–7 | ||||
| Dark/Steel | 5–7 | ||||
| Dark/Steel | 5–7 | ||||
| Bug/Fire | 5–7 | ||||
| Bug/Fire | 5–7 | ||||
| Steel/Fighting | 5–7 | ||||
| Dragon/Electric | 5–7 | ||||
| Bug/Steel | 5–8 | ||||
| Steel/Ghost | 6–7 | ||||
| Steel/Ghost | 6–7 | ||||
| Steel/Ghost | 6–7 | ||||
| Electric/Normal | 6–7 | ||||
| Electric/Normal | 6–7 | ||||
| Rock/Ice | 6–7 | ||||
| Rock/Ice | 6–7 | ||||
| Electric/Fairy | ✓ | ✓ | 6–9 | ||
| Rock/Fairy | 6–7 | ||||
| Steel/Fairy | ✓ | ✓ | 6–9 | ||
| Rock/Fairy | 6–7 | ||||
| Bug | 7 | ||||
| Bug/Electric | 7 | ||||
| Bug/Electric | 7 | ||||
| Rock/Flying | 7 | ||||
| Electric/Steel | 7–8 | ||||
| Electric | 7–8 | ||||
| Steel/Flying | 7 | ||||
| Dark/Dragon | 7 | ||||
| Psychic | 7 | ||||
| Steel/Fairy | 7 | ||||
| Rock/Steel | 7–8 | ||||
| Electric | ✓ | 8–9 | |||
| Steel/Poison | ✓ | 9 | |||
| Dark/Steel | 5–7 |
Magnet Rise FAQ
What does Magnet Rise do?
Magnet Rise is a Electric-type status move. For 5 turns, the user is immune 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.
Which Pokémon can learn Magnet Rise?
100 Pokémon and forms can learn Magnet Rise in at least one game: 16 in Scarlet & Violet, 6 in Pokémon Champions and 0 in Legends: Z-A. Examples: Pikachu, Pikachu (Alola Cap), Raichu, Alolan Raichu, Alolan Geodude and Alolan Graveler.
Is Magnet Rise in Pokémon Champions?
Yes — 6 Pokémon can use Magnet Rise in Pokémon Champions, with the same numbers as in Scarlet & Violet.
Move data and effect text from Pokémon Showdown (MIT), generation from PokéAPI; learnsets for Gen 1–9, Pokémon Champions and Legends: Z-A from Showdown. Unofficial fan site.