The ability holder prevent steel-type foes from fleeing, including Teleport, or switching out as long as the user is in the battle. Switching moves like Volt Switch or using a Shed Shell allows the Pokémon to switch but not flee. Having the ability Run Away or using a Smoke Ball allows the Pokémon to flee but not switch. If a wild Pokémon with Magnet Pull faints a Steel Pokémon, the player can attempt to flee still.