Magnet Rise

Electric

Summary

Magnet Rise is an Electric-type status move. It has no power or accuracy rating since it does not deal damage. When Magnet Rise is used, the user levitates, making it immune to Ground-type moves for five turns. This can be particularly strategic in battles to avoid powerful Ground-type attacks, which Electric-types are typically weak to. Magnet Rise is commonly used to grant Electric-type Pokémon a temporary immunity to one of their biggest weaknesses.

Effect

For five turns, the user is immune to ground moves. If the user is under the effect of ingrain or has levitate, this move will fail. This effect is temporarily disabled by and cannot be used during gravity. This effect is passed on by baton pass.

Short Effect: User is immune to Ground moves and effects for five turns.

For five turns, the user is immune to ground moves. If the user is under the effect of ingrain or has levitate, this move will fail. This effect is temporarily disabled by and cannot be used during gravity. This effect is passed on by baton pass.

Game Descriptions

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

The user levitates using electrically generated magnetism for five turns.

Move Details

  • Power
  • Accuracy
  • PP 10
  • Priority 0
  • Damage Class Status
  • Generation Generation IV
  • Category Unique