Magnezone
Diamond/Pearl

It evolved from exposure to a special magnetic field. Three units generate magnetism.

Platinum

A group tried to use scientific means to make MAGNEZONE evolve, but their efforts ended in failure.

Heartgold/Soulsilver

Exposure to a special magnetic field changed MAGNETON’s molecular structure, turning it into MAGNEZONE.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton
at mt coronet
magnezone
Magnezone

Pokédex & Training Data

Classification Magnet Area Pokémon
Height 1.2 m (3'11")
Weight 180.0 kg (396.8 lbs)
Abilities
EV Yield +3 Sp. Atk
Catch Rate 30
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Sinnoh (Plat.) #180
Unova (B2/W2) #050
Kalos (Mountain) #071
Hoenn (OR/AS) #086
Alola (S/M) #049
Alola (US/UM) #056
Hisui #179
Paldea (S/V) #211
National #462
Isle of Armor #107
Blueberry #118

Held Items

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Supersonic
— 55% 20 Confuses the target.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Barrier
— — 20 Raises the user’s Defense by two stages.
1 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
1 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
6 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Supersonic
— 55% 20 Confuses the target.
14 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
17 Thunder Wave
— 90% 20 Paralyzes the target.
22 Spark
65 100% 20 Has a 30% chance to paralyze the target.
27 Lock On
— — 5 Ensures that the user’s next move will hit the target.
30 Magnet Bomb
60 — 20 Never misses.
34 Screech
— 85% 40 Lowers the target’s Defense by two stages.
40 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
46 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
50 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
54 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
60 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Supersonic
— 55% 20 Confuses the target.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Barrier
— — 20 Raises the user’s Defense by two stages.
1 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
1 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
6 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Supersonic
— 55% 20 Confuses the target.
14 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
17 Thunder Wave
— 90% 20 Paralyzes the target.
22 Spark
65 100% 20 Has a 30% chance to paralyze the target.
27 Lock On
— — 5 Ensures that the user’s next move will hit the target.
30 Magnet Bomb
60 — 20 Never misses.
34 Screech
— 85% 40 Lowers the target’s Defense by two stages.
40 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
46 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
50 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
54 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
60 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Supersonic
— 55% 20 Confuses the target.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Barrier
— — 20 Raises the user’s Defense by two stages.
1 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
1 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
6 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Supersonic
— 55% 20 Confuses the target.
14 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
17 Thunder Wave
— 90% 20 Paralyzes the target.
22 Spark
65 100% 20 Has a 30% chance to paralyze the target.
27 Lock On
— — 5 Ensures that the user’s next move will hit the target.
30 Magnet Bomb
60 — 20 Never misses.
34 Screech
— 85% 40 Lowers the target’s Defense by two stages.
40 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
46 Mirror Shot
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
50 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
54 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
60 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
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.
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.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM64 Explosion
250 100% 5 User faints.
TM67 Recycle
— — 10 User recovers the item it last used up.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.

Base Stats

Hp 70
Attack 70
Defense 115
Sp. Atk 130
Sp. Def 90
Speed 60
Total 535

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