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 #462 Magnezone
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Magnezone
Japan: Jibacoil
ジバコイル
French: Magnézone
German: Magnezone
Korean: 자포코일
National: #462
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #071
Magnezone is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Magnet Area Pokémon 3'11"
1.2m
396.8lbs
180kg
305,120
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 3 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Mineral
Evolutionary Chain
Locations
X Evolve Magneton
Y Evolve Magneton
Omega Ruby Evolve Magneton
Alpha Sapphire Evolve Magneton
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.
Magnetic Flux  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Mirror Coat  
Works great if the user goes last this turn.
Barrier  
Prevents the user from being startled until the turn ends.
Tackle  
Quite an appealing move.
Supersonic  
Makes audience expect little of other contestants.
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.
Magnetic Flux  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Mirror Coat  
Works great if the user goes last this turn.
Barrier  
Prevents the user from being startled until the turn ends.
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.
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.
Iron Head  
Quite an appealing move.
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.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Tri Attack  
Lv. 30
Effectiveness varies depending on when it is used.
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.
Headbutt   Move Tutor - HGSS
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 535 70 70 115 130 90 60
Max Stats
Hindering Nature
Lv. 50 130 - 177 67 - 109 108 - 150 121 - 163 85 - 127 58 - 100
Lv. 100 250 - 344 130 - 215 211 - 296 238 - 323 166 - 251 112 - 197
Max Stats
Neutral Nature
Lv. 50 130 - 177 75 - 122 120 - 167 135 - 182 95 - 142 65 - 112
Lv. 100 250 - 344 145 - 239 235 - 329 265 - 359 185 - 279 125 - 219
Max Stats
Beneficial Nature
Lv. 50 130 - 177 82 - 134 132 - 183 148 - 200 104 - 156 71 - 123
Lv. 100 250 - 344 159 - 262 258 - 361 291 - 394 203 - 306 137 - 240

<--- #461
Weavile
#463
Lickilicky
--->

 
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