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General | Location | Attacks | Stats | Egg Moves |
Gen VIII Dex | 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 |
This Pokédex entry is for Generation VII Pokémon games. or Generation VI Pokémon games. Check out Magnemite Pokémon Sword & Shield data |
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Abilities: Magnet Pull - Sturdy - Analytic (Hidden Ability) | |||||
Magnet Pull: Steel types cannot run nor switch while this Pokémon is in battle. Because the opponent’s switching is blocked, the opponent cannot switch on the turn this Pokémon switches out of battle. The opponent may still switch with Baton Pass. Sturdy: The Pokémon will remain with 1 HP if it was going to be knocked out by a move when at full Hit Points, and it is immune to One Hit KO moves. Hidden Ability (Available): Analytic: Attack power increases by 30% if the Pokémon is the last Pokémon to attack this turn |
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Experience Growth | Base Happiness | Effort Values Earned | S.O.S. Calling | ||
1,000,000 Points Medium Fast |
70 | 1 Sp. Attack Point(s) | Likely |
Weakness |
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*0.5 | *2 | *1 | *0.5 | *0.5 | *0.5 | *2 | *0 | *4 | *0.25 | *0.5 | *0.5 | *0.5 | *1 | *0.5 | *1 | *0.25 | *0.5 |
Wild Hold Item | Catch/Transfer Candy | Egg Groups | ||||||||||
![]() Metal Coat - 5% |
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Evolutionary Chain | |||||
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Locations- In-Depth Details |
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Sun | Route 1, Hau'oli City, Malie City | Details |
Moon | Route 1, Hau'oli City, Malie City | Details |
Ultra Sun | Route 1, Hau'oli City, Malie City | Details |
Ultra Moon | Route 1, Hau'oli City, Malie City | Details |
Let's Go, Pikachu! | Power Plant | Details |
Let's Go, Eevee! | Power Plant | Details |
Trainer Locations | Details |
Flavor Text |
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Sun | They gather in places where electricity is available. They can be found clinging to the steel towers used to support power lines. | |
Moon | It sends out electromagnetic waves, which let it float through the air. Touching it while it’s eating electricity will give you a full-body shock. | |
Ultra Sun | It’s frequently the cause of power outages, which is why some power plants send out electrical signals that it can’t stand. | |
Ultra Moon | Perhaps because electrical lines are often buried these days, the number of Magnemite attacks on power plants has increased. | |
Let's Go, Pikachu! | It is hatched with the ability to defy gravity. It floats while emitting powerful electromagnetic waves. | |
Let's Go, Eevee! |
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Attacks
Level Up Anchors Sun/Moon Ultra Sun/Ultra Moon Sun/Moon Level Up
Level Attack Name Type Cat. Att. Acc. PP Effect % — Tackle 40 100 35 -- A physical attack in which the user charges and slams into the target with its whole body. — Supersonic -- 55 20 -- The user generates odd sound waves from its body that confuse the target. 5 Thunder Shock 40 100 30 10 A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. 7 Magnet Bomb 60 -- 20 -- The user launches steel bombs that stick to the target. This attack never misses. 11 Thunder Wave -- 90 20 -- The user launches a weak jolt of electricity that paralyzes the target. 13 Light Screen -- -- 30 -- A wondrous wall of light is put up to reduce damage from special attacks for five turns. 17 Sonic Boom ?? 90 20 -- The target is hit with a destructive shock wave that always inflicts 20 HP damage. 19 Spark 65 100 20 30 The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. 23 Mirror Shot 65 85 10 30 The user lets loose a flash of energy at the target from its polished body. This may also lower the target's accuracy. 25 Metal Sound -- 85 40 -- A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. 29 Electro Ball ?? 100 10 -- The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. 31 Flash Cannon 80 100 10 10 The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. 35 Screech -- 85 40 -- An earsplitting screech harshly lowers the target's Defense stat. 37 Discharge 80 100 15 30 The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. 41 Lock-On -- -- 5 -- The user takes sure aim at the target. This ensures the next attack does not miss the target. 43 Magnet Rise -- -- 10 -- The user levitates using electrically generated magnetism for five turns. 47 Gyro Ball ?? 100 5 -- The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. 49 Zap Cannon 120 50 5 100 The user fires an electric blast like a cannon to inflict damage and cause paralysis. Ultra Sun/Ultra Moon Level Up
Level Attack Name Type Cat. Att. Acc. PP Effect % — Tackle 40 100 35 -- A physical attack in which the user charges and slams into the target with its whole body. — Supersonic -- 55 20 -- The user generates odd sound waves from its body that confuse the target. 5 Thunder Shock 40 100 30 10 A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. 7 Thunder Wave -- 90 20 -- The user launches a weak jolt of electricity that paralyzes the target. 11 Magnet Bomb 60 -- 20 -- The user launches steel bombs that stick to the target. This attack never misses. 13 Light Screen -- -- 30 -- A wondrous wall of light is put up to reduce damage from special attacks for five turns. 17 Sonic Boom ?? 90 20 -- The target is hit with a destructive shock wave that always inflicts 20 HP damage. 19 Spark 65 100 20 30 The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. 23 Mirror Shot 65 85 10 30 The user lets loose a flash of energy at the target from its polished body. This may also lower the target's accuracy. 25 Metal Sound -- 85 40 -- A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. 29 Electro Ball ?? 100 10 -- The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. 31 Flash Cannon 80 100 10 10 The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. 35 Screech -- 85 40 -- An earsplitting screech harshly lowers the target's Defense stat. 37 Discharge 80 100 15 30 The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. 41 Lock-On -- -- 5 -- The user takes sure aim at the target. This ensures the next attack does not miss the target. 43 Magnet Rise -- -- 10 -- The user levitates using electrically generated magnetism for five turns. 47 Gyro Ball ?? 100 5 -- The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. 49 Zap Cannon 120 50 5 100 The user fires an electric blast like a cannon to inflict damage and cause paralysis. TM & HM Attacks
TM/HM # Attack Name Type Cat. Att. Acc. PP Effect % TM06 Toxic -- 90 10 -- A move that leaves the target badly poisoned. Its poison damage worsens every turn. TM10 Hidden Power 60 100 15 -- A unique attack that varies in type depending on the Pokémon using it. TM11 Sunny Day -- -- 5 -- The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. TM16 Light Screen -- -- 30 -- A wondrous wall of light is put up to reduce damage from special attacks for five turns. TM17 Protect -- -- 10 -- Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. TM18 Rain Dance -- -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. TM21 Frustration ?? 100 20 -- This full-power attack grows more powerful the less the user likes its Trainer. TM24 Thunderbolt 90 100 15 10 A strong electric blast crashes down on the target. This may also leave the target with paralysis. TM25 Thunder 110 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. TM27 Return ?? 100 20 -- This full-power attack grows more powerful the more the user likes its Trainer. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. TM33 Reflect -- -- 20 -- A wondrous wall of light is put up to reduce damage from physical attacks for five turns. TM42 Facade 70 100 20 -- This attack move doubles its power if the user is poisoned, burned, or paralyzed. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. TM48 Round 60 100 15 -- The user attacks the target with a song. Others can join in the Round to increase the power of the attack. TM57 Charge Beam 50 90 10 70 The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. TM64 Explosion 250 100 5 -- The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. TM72 Volt Switch 70 100 20 -- After making its attack, the user rushes back to switch places with a party Pokémon in waiting. TM73 Thunder Wave -- 90 20 -- The user launches a weak jolt of electricity that paralyzes the target. TM74 Gyro Ball ?? 100 5 -- The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. TM77 Psych Up -- -- 10 -- The user hypnotizes itself into copying any stat change made by the target. TM87 Swagger -- 85 15 -- The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. TM88 Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows. TM90 Substitute -- -- 10 -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. TM91 Flash Cannon 80 100 10 10 The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. TM93 Wild Charge 90 100 15 -- The user shrouds itself in electricity and smashes into its target. This also damages the user a little. TM100 Confide -- -- 20 100 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. Ultra Sun/Ultra Moon Move Tutor Attacks
Attack Name Type Cat. Att. Acc. PP Effect % Signal Beam 75 100 15 10 The user attacks with a sinister beam of light. This may also confuse the target. Magic Coat -- -- 15 -- A barrier reflects back to the target moves like Leech Seed and moves that damage status. Gravity -- -- 5 -- Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can't be used. Magnet Rise -- -- 10 -- The user levitates using electrically generated magnetism for five turns. Iron Defense -- -- 15 -- The user hardens its body's surface like iron, sharply raising its Defense stat. Electroweb 55 95 15 100 The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat. Snore 50 100 15 30 This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. Shock Wave 60 -- 20 -- The user strikes the target with a quick jolt of electricity. This attack never misses. Recycle -- -- 10 -- The user recycles a held item that has been used in battle so it can be used again. Usable Z Moves
Attack Name Type Cat. Max Att. Acc. PP Effect % Breakneck Blitz 200(Phy)/120(Spe) -- 1 -- The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move. Savage Spin-Out 140 -- 1 -- The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move. Corkscrew Crash 160(Phy)/160(Spe) -- 1 -- The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move. Gigavolt Havoc 175(Phy)/190(Spe) -- 1 -- The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. Usable Z Moves (Transfer Only/Improved)
Attack Name Type Cat. Max Att. Acc. PP Effect % Continental Crush
Gen V or earlier100 -- 1 -- The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move. Transfer Only Moves (Details)
Attack Name Type Cat. Att. Acc. PP Effect % Method Flash -- 100 20 -- Gen VI TM70 The user flashes a bright light that cuts the target's accuracy. Secret Power 70 100 20 30 Gen VI TM94 (ΩRαS) The additional effects of this attack depend upon where it was used. Secret Power 70 100 20 30 Gen IV TM43 The additional effects of this attack depend upon where it was used. Endure -- -- 10 -- Gen IV TM58 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Natural Gift ?? 100 15 -- Gen IV TM83 The user draws power to attack by using its held Berry. The Berry determines the move's type and power. Swift 60 -- 20 -- Move Tutor - PtHGSS Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Rollout 30 90 20 -- Move Tutor - PtHGSS The user continually rolls into the target over five turns. It becomes more powerful each time it hits. Double-edge 120 100 15 -- Move Tutor - FRLG A reckless, life-risking tackle. This also damages the user quite a lot. Mimic -- -- 10 -- Move Tutor - FRLG The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. Curse -- -- 10 -- Gen II TM03 A move that works differently for the Ghost type than for all other types. Take Down 90 85 20 -- Gen I TM09 A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Rage 20 100 20 -- Gen I TM20 As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. Teleport -- -- 20 -- Gen I TM30 Use it to flee from any wild Pokémon. Bide ?? -- 10 -- Gen I TM34 The user endures attacks for two turns, then strikes back to cause double the damage taken. Stats
HP Attack Defense Sp. Attack Sp. Defense Speed Base Stats - Total: 325 25 35 70 95 55 45 Max Stats
Hindering NatureLv. 50 85 - 132 36 - 78 67 - 109 90 - 132 54 - 96 45 - 87 Lv. 100 160 - 254 67 - 152 130 - 215 175 - 260 103 - 188 85 - 170 Max Stats
Neutral NatureLv. 50 85 - 132 40 - 87 75 - 122 100 - 147 60 - 107 50 - 97 Lv. 100 160 - 254 75 - 169 145 - 239 195 - 289 115 - 209 95 - 189 Max Stats
Beneficial NatureLv. 50 85 - 132 44 - 95 82 - 134 110 - 161 66 - 117 55 - 106 Lv. 100 160 - 254 82 - 185 159 - 262 214 - 317 126 - 229 104 - 207 Let's Go Level Up
Level Attack Name Type Cat. Att. Acc. PP Effect % — Tackle 40 100 35 -- A physical attack in which the user charges and slams into the target with its whole body. — Supersonic -- 55 20 -- The user generates odd sound waves from its body that confuse the target. 5 Thunder Shock 40 100 30 10 A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. 10 Thunder Wave -- 90 20 -- The user launches a weak jolt of electricity that paralyzes the target. 15 Sonic Boom ?? 90 20 -- The target is hit with a destructive shock wave that always inflicts 20 HP damage. 20 Light Screen -- -- 30 -- A wondrous wall of light is put up to reduce damage from special attacks for five turns. 26 Thunderbolt 90 100 15 10 A strong electric blast crashes down on the target. This may also leave the target with paralysis. 32 Screech -- 85 40 -- An earsplitting screech harshly lowers the target's Defense stat. 38 Flash Cannon 80 100 10 10 The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. 44 Thunder 110 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. TM & HM Attacks
TM/HM # Attack Name Type Cat. Att. Acc. PP Effect % TM01 Headbutt 70 100 15 30 The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. TM04 Teleport -- -- 20 -- The user switches places with a different Pokémon instantly, using telekinetic power. TM05 Rest -- -- 10 -- The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. TM06 Light Screen -- -- 30 -- A wondrous wall of light is put up to reduce damage from special attacks for five turns. TM07 Protect -- -- 10 -- Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. TM08 Substitute -- -- 10 -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. TM09 Reflect -- -- 20 -- A wondrous wall of light is put up to reduce damage from physical attacks for five turns. TM12 Facade 70 100 20 -- This attack move doubles its power if the user is poisoned, burned, or paralyzed. TM16 Thunder Wave -- 90 20 -- The user launches a weak jolt of electricity that paralyzes the target. TM27 Toxic -- 90 10 -- A move that leaves the target badly poisoned. Its poison damage worsens every turn. TM36 Thunderbolt 90 100 15 10 A strong electric blast crashes down on the target. This may also leave the target with paralysis. TM38 Thunder 110 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. TM54 Flash Cannon 80 100 10 10 The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. Stats
HP Attack Defense Sp. Attack Sp. Defense Speed Base Stats - Total: 325 25 35 70 95 55 45 Max Stats
Hindering NatureLv. 50 No Candy 85 - 100 36 - 53 67 - 89 90 - 113 54 - 73 45 - 63 Candy 85 - 300 36 - 253 67 - 289 90 - 313 54 - 273 45 - 263 Lv. 100 No Candy 160 - 191 67 - 104 130 - 173 175 - 223 103 - 144 85 - 124 Candy 160 - 391 67 - 304 130 - 373 175 - 423 103 - 344 85 - 324 Max Stats
Neutral NatureLv. 50 No Candy 85 - 100 40 - 60 75 - 99 100 - 126 60 - 82 50 - 71 Candy 85 - 300 40 - 260 75 - 299 100 - 326 60 - 282 50 - 271 Lv. 100 No Candy 160 - 191 75 - 116 145 - 193 195 - 248 115 - 160 95 - 138 Candy 160 - 391 75 - 316 145 - 393 195 - 448 115 - 360 95 - 338 Max Stats
Beneficial NatureLv. 50 No Candy 85 - 100 44 - 67 82 - 108 110 - 139 66 - 91 55 - 79 Candy 85 - 300 44 - 267 82 - 308 110 - 339 66 - 291 55 - 279 Lv. 100 No Candy 160 - 191 82 - 127 159 - 212 214 - 272 126 - 176 104 - 151 Candy 160 - 391 82 - 327 159 - 412 214 - 472 126 - 376 104 - 351 CP (Combat Points) - Toggle Full Details
Level Min CP Max CP Max CP With Candy Level 5 20 CP 25 CP 2,665 CP Level 50 1,218 CP 1,632 CP 6,432 CP Level 100 4,662 CP 6,348 CP 10,000 CP
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