
Diamond/Pearl
The units at its sides generate electromagnetic waves that keep it airborne. It feeds on electricity.
Platinum
The faster the units at its sides rotate, the greater the magnetic force they generate.
Heartgold
It is attracted by electromagnetic waves. It may approach Trainers if they are using their Pokégear.
Soulsilver
The units at the sides of its body generate antigravity energy to keep it aloft in the air.
Pokédex Data
Classification
Magnet Pokémon
Height
0.3 m (0'12")
Weight
6.0 kg (13.2 lbs)
Abilities
Held Items
Metal Coat
5%
Game Locations
- Fuego Ironworks Area
- Johto Route 38 Area
- Johto Route 39 Area
- Johto Safari Zone Zone Peak
- Johto Safari Zone Zone Wasteland
- Kanto Route 11 Area
- Kanto Route 6 Area
- Sinnoh Route 222 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
Diamond/Pearl
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
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. | |
33 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
38 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
43 | Mirror Shot | 65 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | |
46 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
49 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
54 | 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 | 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. | |
33 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
38 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
43 | Mirror Shot | 65 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | |
46 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
49 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
54 | 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 | 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. | |
33 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
38 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
43 | Mirror Shot | 65 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | |
46 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
49 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
54 | 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. | |
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. | |
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. | |
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. | |
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
25
Attack
35
Defense
70
Sp. Atk
95
Sp. Def
55
Speed
45
Total
325
Type Defenses
(vs. Gen 6+ rules)