#081 Magnemite
General Location Attacks Stats
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture Name Other Names No. Type
GameBoy Game Boy Color
Magnemite
Japan: Coil
コイル
French: Magnéti
German: Magnetilo
Korean: 코일
#081
Classification Height Weight Capture Rate
Magnet Pokémon 1'00"
0.3m
13.2lbs
6.0kg
190
Experience Growth Effort Values Earned
1,000,000 Points
Medium Fast
25 Hit Points
35 Attack
70 Defense
95 Special
45 Speed
Damage Taken
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1
Evolutionary Chain
Locations - In-Depth Details
Red Power PlantDetails
Green (Jp.)Blue (Intl.) Power PlantDetails
Blue (Jp.) Power PlantDetails
Yellow Route 10, Power PlantDetails

Generation I Level Up
LevelAttack NameTypeAtt.Acc.PPEffect %
Tackle 35 95 35 --
A NORMAL-type attack. Many Pokémon know this attack right from the start.
21 Sonic Boom ?? 90 20 --
A NORMAL-type attack. It inflicts a set amount of damage regardless of the target's type.
25 Thunder Shock 40 100 30 --
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
29 Supersonic -- 55 20 --
A special NORMAL-type technique. Supersonic sound waves are used to confuse the target.
35 Thunder Wave -- 100 20 10
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility.
41 Swift 60 100 20 --
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
47 Screech -- 85 40 --
A move that makes a horrible noise. It sharply reduces the target's DEFENSE.
TM & HM Attacks
TM/HM #Attack NameTypeAtt.Acc.PPEffect %
TM06 Toxic -- 85 10 --
A technique that badly poisons the target. The amount of damage from the poison increases every turn.
TM09 Take Down 90 85 20 --
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
TM10 Double-Edge 100 100 15 --
A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker.
TM20 Rage 20 100 20 --
A non-stop attack move. The user's ATTACK power increases every time it sustains damage.
TM24 Thunderbolt 95 100 15 10
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
TM25 Thunder 120 70 10 10
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target.
TM30 Teleport -- 100 20 --
A special technique for instantly escaping from wild Pokémon. Useful in the wild only.
TM31 Mimic -- 100 10 --
A move for learning one of the opponent's moves, for use during that battle only.
TM32 Double Team -- 100 15 --
Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy.
TM33 Reflect -- 100 20 --
Reduces damage from physical attacks by about half. A special PSYCHIC-type technique.
TM34 Bide -- 100 10 --
The user waits for several turns. At the end, it returns double the damage it received.
TM39 Swift 60 100 20 --
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
TM44 Rest -- 100 10 --
The user takes a nap to fully restore its HP and recover from any status abnormalities.
TM45 Thunder Wave -- 100 20 10
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility.
TM50 Substitute -- 100 10 --
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.
HM05 Flash -- 70 20 --
Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy.


Stats
  HP Attack Defense Special Speed
Base Stats - Total: 270 25 35 70 95 45
Max Stats Lv. 50 85 - 131 40 - 86 75 - 121 100 - 146 50 - 96
Lv. 100 160 - 253 75 - 168 145 - 238 195 - 288 95 - 188

<--- #080
Slowbro
#082
Magneton
--->

 
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