Magneton
Red/Blue

Formed by several MAGNEMITEs linked together. They frequently appear when sunspots flare up.

Yellow

Generates strange radio signals. It raises the tem­ perature by 3.6F degrees within 3,300 feet.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton

Pokédex & Training Data

Classification Magnet Pokémon
Height 1.0 m (3'03")
Weight 60.0 kg (132.3 lbs)
Abilities N/A in Gen I
EV Yield +2 Sp. Atk
Catch Rate 60
Base Friendship 70
Growth Rate medium

Pokédex Numbers

Kanto (R/B/Y) #082
Johto (G/S/C) #119
Hoenn (R/S/E) #083
Sinnoh (Plat.) #179
Johto (HG/SS) #120
Unova (B2/W2) #049
Kalos (Mountain) #070
Hoenn (OR/AS) #085
Alola (S/M) #048
Alola (US/UM) #055
Hisui #178
Paldea (S/V) #210
National #082
Isle of Armor #106
Blueberry #117

Held Items

None in this generation.

Game Locations

Cerulean Cave 1f
Power Plant Area

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
21 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
25 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
29 Supersonic
— 55% 20 Confuses the target.
38 Thunder Wave
— 90% 20 Paralyzes the target.
46 Swift
60 — 20 Never misses.
54 Screech
— 85% 40 Lowers the target’s Defense by two stages.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
21 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
25 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
29 Supersonic
— 55% 20 Confuses the target.
38 Thunder Wave
— 90% 20 Paralyzes the target.
46 Swift
60 — 20 Never misses.
54 Screech
— 85% 40 Lowers the target’s Defense by two stages.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM30 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
TM31 Mimic
— — 10 Copies the target’s last used move.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
TM39 Swift
60 — 20 Never misses.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Thunder Wave
— 90% 20 Paralyzes the target.
TM50 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 50
Attack 60
Defense 95
Sp. Atk 120
Sp. Def 70
Speed 70
Total 465

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
0.5x
2x
0x
4x
0.25x
0.5x
0.5x
0.5x
0.5x
0.25x
0.5x