Serebii.net Header
 #081 Magnemite
General Location Attacks Egg Moves Stats
Gen VII Dex
Let's Go Dex
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture Name Other Names No. Gender Ratio Type
Magnemite
Japan: Coil
コイル
French: Magnéti
German: Magnetilo
Korean: 코일
National: #081
Johto: #118
Magnemite is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Magnet Pokémon 1'00"
0.3m
13.2lbs
6kg
1905,120
Experience Growth Base Happiness Effort Values Earned
1,000,000 Points
Medium Fast
70 25 Hit Points
35 Attack
70 Defense
95 Special Attack
55 Special Defense
45 Speed
Damage Taken
*0.5 *2 *1 *0.5 *0.5 *0.5 *2 *0 *4 *0.25 *0.5 *0.5 *0.5 *0.5 *0.5 *0.5 *0.25
Wild Hold Item Egg Groups
Wild
Metal Coat - 5%
Gen I Trade
- RBY
Mineral
Evolutionary Chain
Locations - In-Depth Details
Gold Route 38, Route 39, Route 6, Route 11Details
Silver Route 38, Route 39, Route 6, Route 11Details
Crystal Route 38, Route 39, Route 6, Route 11Details

Generation II Level Up
LevelAttack NameTypeAtt.Acc.PPEffect %
Tackle 35 95 35 --
A NORMAL-type attack. Many Pokémon know this attack right from the start.
6 ThunderShock 40 100 30 10
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
11 Supersonic -- 55 20 --
A special NORMAL-type move. Supersonic sound waves are used to confuse the target.
16 SonicBoom 20 90 20 --
A NORMAL-type attack. It always inflicts a set amount of damage.
21 Thunder Wave -- 100 20 --
A special move that causes paralysis. The victim has a onein-four chance of immobility.
27 Lock-On -- 100 5 --
An attack that locks on to the target to ensure that the next attack will hit without fail.
33 Swift 60 100 20 --
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
39 Screech -- 85 40 --
A move that makes a horrible noise. It sharply reduces the target's DEFENSE.
45 Zap Cannon 100 50 5 100
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits.
TM & HM Attacks
TM/HM #Attack NameTypeAtt.Acc.PPEffect %
TM03 Curse -- -- 10 --
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type.
TM04 Rollout 30 90 20 --
Attacks for five turns, growing more powerful each time. Power returns to normal if it misses.
TM06 Toxic -- 85 10 --
A move that badly poisons the target. The amount of poison damage increases every turn.
TM07 Zap Cannon 100 50 5 100
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits.
TM10 Hidden Power ?? 100 15 --
A peculiar move that changes type and power depending on the Pokémon using it.
TM13 Snore 40 100 15 30
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon.
TM17 Protect -- 100 10 --
Completely foils an opponent's attack. If used consecutively, its success rate decreases.
TM18 Rain Dance -- 90 5 --
Summons rain for five turns. While it is raining, the power of WATER-type moves increases.
TM20 Endure -- 100 10 --
Always leaves the user with at least one HP. Success rate decreases if used repeatedly.
TM21 Frustration ?? 100 20 --
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move.
TM25 Thunder 120 70 10 30
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target.
TM27 Return ?? 100 20 --
A NORMAL-type attack. The tamer the user, the more powerful the move.
TM32 Double Team -- 100 15 --
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
TM34 Swagger -- 90 15 100
A move that infuriates and confuses the opponent, but it increases the target's ATTACK.
TM35 Sleep Talk -- 100 10 --
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon.
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.
HM05 Flash -- 70 20 --
Blinds the target with a bright flash of light, reducing the opponent's accuracy.
Crystal Move Tutor Attacks
Attack NameTypeAtt.Acc.PPEffect %
Thunderbolt 95 100 15 10
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
Gen I Only Moves (Details)
Attack NameTypeAtt.Acc.PPEffect %Method
Take Down 90 85 20 -- Gen I TM09
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
Double-Edge 120 100 15 -- Gen I TM10
A charging tackle attack. One quarter of the damage comes back to hurt the attacker.
Rage 20 100 20 -- Gen I TM20
A non-stop attack move. The user's ATTACK power increases every time it sustains damage.
Thunderbolt 95 100 15 10 Gen I TM24
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target.
Teleport -- 100 20 -- Gen I TM30
A special move for instantly escaping from wild Pokémon. Useful in the wild only.
Mimic -- 100 10 -- Gen I TM31
A move for learning one of the opponent's moves, for use during that battle only.
Reflect -- 100 20 -- Gen I TM33
Reduces damage from physical attacks by about half. A special PSYCHIC-type move.
Bide -- 100 10 -- Gen I TM34
The user waits for several turns. At the end, it returns double the damage it received.
Substitute -- 100 10 -- Gen I TM50
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 325 25 35 70 95 55 45
Max Stats Lv. 50 85 - 131 40 - 86 75 - 121 100 - 146 60 - 106 50 - 96
Lv. 100 160 - 253 75 - 168 145 - 238 195 - 288 115 - 208 95 - 188

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

 
All Content is ©Copyright of Serebii.net 1999-2015.
Pokémon And All Respective Names are Trademark & © of Nintendo 1996-2015