Magnemite
Gold

It is attracted by electromagnetic waves. It may approach trainers if they are using their POKéGEAR.

Silver

The units at the sides of its body generate anti­ gravity energy to keep it aloft in the air.

Crystal

The electricity emitted by the units on each side of its body cause it to become a strong magnet.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton

Pokédex Data

Classification Magnet Pokémon
Height 0.3 m (0'12")
Weight 6.0 kg (13.2 lbs)
Abilities N/A in Gen II

Held Items

None in this generation.

Game Locations

  • Johto Route 38 Area
  • Johto Route 39 Area
  • Kanto Route 11 Area
  • Kanto Route 6 Area

Training

EV Yield +1 Sp. Atk
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Learned Moves

Level Up Moves

Gold/Silver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
6 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Supersonic
55% 20 Confuses the target.
16 Sonic Boom
90% 20 Inflicts 20 points of damage.
21 Thunder Wave
90% 20 Paralyzes the target.
27 Lock On
5 Ensures that the user's next move will hit the target.
33 Swift
60 20 Never misses.
39 Screech
85% 40 Lowers the target's Defense by two stages.
45 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
Crystal
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
6 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Supersonic
55% 20 Confuses the target.
16 Sonic Boom
90% 20 Inflicts 20 points of damage.
21 Thunder Wave
90% 20 Paralyzes the target.
27 Lock On
5 Ensures that the user's next move will hit the target.
33 Swift
60 20 Never misses.
39 Screech
85% 40 Lowers the target's Defense by two stages.
45 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.

TM/HM Moves

Gold/SilverCrystal
Name Class Power Acc. PP Effect
HM05 Flash
100% 20 Lowers the target's accuracy by one stage.
TM03 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
TM04 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM20 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM34 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM35 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM39 Swift
60 20 Never misses.
TM44 Rest
5 User sleeps for two turns, completely healing itself.

Tutor Moves

Crystal
Name Class Power Acc. PP Effect
Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 25
Attack 35
Defense 70
Sp. Atk 95
Sp. Def 55
Speed 45
Total 325

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