Magnemite
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.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton
at mt coronet
magnezone
Magnezone

Pokédex & Training Data

Classification Magnet Pokémon
Height 0.3 m (0'12")
Weight 6.0 kg (13.2 lbs)
Abilities
EV Yield +1 Sp. Atk
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Kanto (R/B/Y) #081
Johto (G/S/C) #118
Hoenn (R/S/E) #082
Sinnoh (Plat.) #178
Johto (HG/SS) #119
Unova (B2/W2) #048
Kalos (Mountain) #069
Hoenn (OR/AS) #084
Alola (S/M) #047
Alola (US/UM) #054
Hisui #177
Paldea (S/V) #209
National #081
Isle of Armor #105
Blueberry #116

Held Items

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

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)

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