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 #082 Magneton
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Magneton
Japan: Rarecoil
レアコイル
French: Magnéton
German: Magneton
Korean: 레어코일
National: #082
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #070
Magneton is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Magnet Pokémon 3'03"
1m
132.3lbs
60kg
605,120
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
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,000,000 Points
Medium Fast
70 2 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Metal Coat
- 5%
Mineral
Evolutionary Chain
Locations - In-Depth Details
X Lost Hotel
Friend Safari
Details
Y Lost Hotel
Friend Safari
Details
Omega Ruby Evolve Magnemite
Alpha Sapphire Evolve Magnemite
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.
Tri Attack  
Effectiveness varies depending on when it is used.
Tackle  
Quite an appealing move.
Supersonic  
Makes audience expect little of other contestants.
Thunder Shock  
Quite an appealing move.
Sonic Boom  
An appealing move that can be used repeatedly without boring the audience.
4 Supersonic  
Makes audience expect little of other contestants.
7 Thunder Shock  
Quite an appealing move.
11 Electric Terrain  
Excites the audience a lot if used first.
15 Thunder Wave
Startles all of the Pokémon to act before the user.
18 Magnet Bomb  
Works great if the user goes first this turn.
21 Spark  
Quite an appealing move.
25 Mirror Shot
Startles the last Pokémon to act before the user.
29 Metal Sound
Startles all of the Pokémon to act before the user.
34 Electro Ball  
Excites the audience a lot if used first.
39 Flash Cannon  
Quite an appealing move.
45 Screech  
Makes audience expect little of other contestants.
51 Discharge
Badly startles the last Pokémon to act before the user.
56 Lock-On  
Causes the user to move earlier on the next turn.
62 Magnet Rise  
Makes the remaining Pokémon nervous.
67 Gyro Ball  
Works better the later it is used in a turn.
73 Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.
Electric Terrain  
Excites the audience a lot if used first.
Tackle  
Quite an appealing move.
Supersonic  
Makes audience expect little of other contestants.
Thunder Shock  
Quite an appealing move.
Sonic Boom  
An appealing move that can be used repeatedly without boring the audience.
5 Supersonic  
Makes audience expect little of other contestants.
7 Thunder Shock  
Quite an appealing move.
11 Sonic Boom  
An appealing move that can be used repeatedly without boring the audience.
13 Thunder Wave
Startles all of the Pokémon to act before the user.
17 Magnet Bomb  
Works great if the user goes first this turn.
19 Spark  
Quite an appealing move.
23 Mirror Shot
Startles the last Pokémon to act before the user.
25 Metal Sound
Startles all of the Pokémon to act before the user.
29 Electro Ball  
Excites the audience a lot if used first.
30 Tri Attack  
Effectiveness varies depending on when it is used.
33 Flash Cannon  
Quite an appealing move.
39 Screech  
Makes audience expect little of other contestants.
43 Discharge
Badly startles the last Pokémon to act before the user.
49 Lock-On  
Causes the user to move earlier on the next turn.
53 Magnet Rise  
Makes the remaining Pokémon nervous.
59 Gyro Ball  
Works better the later it is used in a turn.
63 Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM57 Charge Beam  
Works well if the user is pumped up.
TM64 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM72 Volt Switch  
Makes the audience quickly grow bored when an appeal move has little effect.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM91 Flash Cannon  
Quite an appealing move.
TM93 Wild Charge  
A very appealing move, but after using this move, the user is more easily startled.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Electroweb
Badly startles Pokémon that the audience has high expectations of.
Gravity  
Makes the remaining Pokémon nervous.
Iron Defense  
Prevents the user from being startled until the turn ends.
Magic Coat  
Works great if the user goes last this turn.
Magnet Rise  
Makes the remaining Pokémon nervous.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Endure   Gen IV 203
Causes the user to move later on the next turn.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Rollout   Move Tutor - Emerald
An appealing move that can be used repeatedly without boring the audience.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Swift   Move Tutor - Emerald
Works great if the user goes first this turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 465 50 60 95 120 70 70
Max Stats
Hindering Nature
Lv. 50 110 - 157 58 - 100 90 - 132 112 - 154 67 - 109 67 - 109
Lv. 100 210 - 304 112 - 197 175 - 260 220 - 305 130 - 215 130 - 215
Max Stats
Neutral Nature
Lv. 50 110 - 157 65 - 112 100 - 147 125 - 172 75 - 122 75 - 122
Lv. 100 210 - 304 125 - 219 195 - 289 245 - 339 145 - 239 145 - 239
Max Stats
Beneficial Nature
Lv. 50 110 - 157 71 - 123 110 - 161 137 - 189 82 - 134 82 - 134
Lv. 100 210 - 304 137 - 240 214 - 317 269 - 372 159 - 262 159 - 262

<--- #081
Magnemite
#083
Farfetch'd
--->

 
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