Magnezone
No entry available for this game era.

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

None in this generation.

Learned Moves

Level Up Moves

Scarlet/Violet
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 Thunder Wave
— 90% 20 Paralyzes the target.
1 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
1 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
1 Magnetic Flux
— — 20 Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
1 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
12 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
16 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
20 Spark
65 100% 20 Has a 30% chance to paralyze the target.
24 Screech
— 85% 40 Lowers the target’s Defense by two stages.
28 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
34 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
40 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
46 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
52 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
58 Lock On
— — 5 Ensures that the user’s next move will hit the target.
64 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM17 Confuse Ray
— 100% 10 Confuses the target.
TM23 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM32 Swift
60 — 20 Never misses.
TM47 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM48 Volt Switch
70 100% 20 User must switch out after attacking.
TM49 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM50 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM51 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM66 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM70 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM72 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TM74 Reflect
— — 20 Reduces damage from physical attacks by half.
TM75 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM82 Thunder Wave
— 90% 20 Paralyzes the target.
TM85 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM89 Body Press
80 100% 10 No effect description available.
TM93 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM96 Eerie Impulse
— 100% 15 Lowers the target’s Special Attack by two stages.
TM99 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
TM103 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.
TM104 Iron Defense
— — 15 Raises the user’s Defense by two stages.
TM121 Heavy Slam
— 100% 10 Power is higher when the user weighs more than the target, up to a maximum of 120.
TM126 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM130 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM136 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
TM147 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM166 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM170 Steel Beam
140 95% 5 Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
TM171 Tera Blast
80 100% 10 No effect description available.
TM173 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
TM178 Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
TM180 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM204 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM210 Supercell Slam
100 95% 15 No effect description available.
TM211 Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
TM223 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
TM225 Hard Press
0 100% 10 No effect description available.

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