Magnezone
No entry available for this game era.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton
at mt coronet
magnezone
Magnezone

Pokédex Data

Classification Magnet Area Pokémon
Height 1.2 m (3'11")
Weight 180.0 kg (396.8 lbs)
Abilities

Held Items

None in this generation.

Training

EV Yield +3 Sp. Atk
Catch Rate 30
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

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