Diamond/Pearl
It is actually three MAGNEMITE linked by magnetism. A group can set off a magnetic storm.
Platinum
Many mysteriously appear when more sunspots dot the sun. They stop TV sets from displaying properly.
Heartgold
Three MAGNEMITE are linked by a strong magnetic force. Earaches will occur if you get too close.
Soulsilver
The MAGNEMITE are united by a magnetism so powerful, it dries all moisture in its vicinity.
Pokédex & Training Data
Classification
Magnet Pokémon
Height
1.0 m (3'03")
Weight
60.0 kg (132.3 lbs)
Abilities
EV Yield
+2 Sp. Atk
Catch Rate
60
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
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
Metal Coat
5%
Game Locations
Cerulean Cave 1f
Cerulean Cave 2f
Cerulean Cave B1f
Johto Safari Zone Zone Mountain
Johto Safari Zone Zone Peak
Sinnoh Route 222 Area
Sinnoh Victory Road 2f
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 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
| 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 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
| 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 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
| 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. | |
| 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
50
Attack
60
Defense
95
Sp. Atk
120
Sp. Def
70
Speed
70
Total
465
Type Defenses
(vs. Gen 6+ rules)