From Bulbapedia, the community-driven Pokémon encyclopedia.
Magnet Rise (Japanese: でんじふゆう Electromagnetic Levitation) is a non-damaging Electric-type move introduced in Generation IV.
Effect
Generation IV
The user becomes immune to Ground-type attacks for five turns. Like Flying-type Pokémon and Pokémon with Levitate, the user is immune to the damage of Spikes and Toxic Spikes, and is unaffected by Arena Trap. Magnet Rise fails if the user is under the effects of Ingrain and cannot be used if Gravity is in effect.
If the user is holding an Iron Ball, Magnet Rise can still be used, but the user remains on the ground until the item is removed from the user.
Magnet Rise can be transferred by Baton Pass.
Generation V onwards
Magnet Rise can now be stolen by Snatch. Magnet Rise is removed if the user is hit by Smack Down or Thousand Arrows. If used again, Magnet Rise fails.
If powered up by an Electrium Z into Z-Magnet Rise, the user's evasiveness is raised by one stage.
Description
Learnset
By leveling up
By breeding
By Move Tutor
Special move
Generation V
In other games
Pokémon Mystery Dungeon series
Magnet Rise gives the user the Magnet Rise status condition, making them immune to Ground-type moves and giving flying movement type. This status lasts for 3-5TDS / 10SMD turns.
Description
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In the anime
In the manga
Pokémon Adventures
In other generations
Core series games
Side series games
Spin-off series games
Trivia

- Magnet Rise displays animation when it ends in Pokémon Battle Revolution.
- Magnet Rise can cause some Pokémon, like Electrode, to have no weaknesses due to only being weak to the Ground type.
- In Generation IV, the Porygon evolutionary line can learn Magnet Rise via level-up, but not via Move Tutor.
In other languages
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