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Description

It evolved from exposure to a special magnetic field. Three units generate magnetism.

Types

Electric
Steel

Weaknesses

Ground4x
Fighting2x
Fire2x

Pokémon Data

Number462
Height1.2m; Weight: 180.0kg
Gender --
Abilities Magnet Pull, Sturdy, Analytic
Generation Generation IV

Base Stats

StatValue
HP
70
Speed
60
Attack
70
Defense
115
Special Attack
130
Special Defense
90

Evolutions

Pokémon sprite

Magnemite

Electric
Steel
Lvl 30
Pokémon sprite

Magneton

Electric
Steel
Level up in Mt. Coronet
or
Level up in Chargestone Cave
or
Level up in Route 13
or
Pokémon sprite

Magnezone

Electric
Steel

Moves List

Move list for Ultra Sun & Ultra Moon

LevelMoveTypeClassPowPPAccEffect
1 Tackle
Normal
Physical 40 35 100 Inflicts regular damage with no additional effect.
1 Tri Attack
Normal
Special 80 10 100 Has a 20% chance to burn, freeze, or paralyze the target.
1 Magnetic Flux
Electric
Status 20 Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
1 Mirror Coat
Psychic
Special 20 100 Inflicts twice the damage the user received from the last special hit it took.
1 Supersonic
Normal
Status 20 55 Confuses the target.
1 Zap Cannon
Electric
Special 120 5 50 Has a 100% chance to paralyze the target.
1 Electric Terrain
Electric
Status 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
1 Barrier
Psychic
Status 20 Raises the user's Defense by two stages.
1 Thunder Wave
Electric
Status 20 90 Paralyzes the target.
1 Thunder Shock
Electric
Special 40 30 100 Has a 10% chance to paralyze the target.
11 Magnet Bomb
Steel
Physical 60 20 Never misses.
13 Light Screen
Psychic
Status 30 Reduces damage from special attacks by 50% for five turns.
17 Sonic Boom
Normal
Special 20 90 Inflicts 20 points of damage.
19 Spark
Electric
Physical 65 20 100 Has a 30% chance to paralyze the target.
23 Mirror Shot
Steel
Special 65 10 85 Has a 30% chance to lower the target's accuracy by one stage.
25 Metal Sound
Steel
Status 40 85 Lowers the target's Special Defense by two stages.
29 Electro Ball
Electric
Special 10 100 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
33 Flash Cannon
Steel
Special 80 10 100 Has a 10% chance to lower the target's Special Defense by one stage.
39 Screech
Normal
Status 40 85 Lowers the target's Defense by two stages.
43 Discharge
Electric
Special 80 15 100 Has a 30% chance to paralyze the target.
49 Lock-On
Normal
Status 5 Ensures that the user's next move will hit the target.
53 Magnet Rise
Electric
Status 10 User is immune to Ground moves and effects for five turns.
59 Gyro Ball
Steel
Physical 5 100 Power raises when the user has lower Speed, up to a maximum of 150.
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