
Scarlet
Three Magnemite are linked by a strong magnetic force. Earaches will occur if you get too close.
Violet
They're formed by several Magnemite linked together. They frequently appear when sunspots flare up.
Pokédex Data
Classification
Magnet Pokémon
Height
1.0 m (3'03")
Weight
60.0 kg (132.3 lbs)
Abilities
- Magnet Pull
- Sturdy
- Analytic (Hidden)
Held Items
None in this generation.
Training
EV Yield
+2 Sp. Atk
Catch Rate
60
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 | 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. | |
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. | |
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. | |
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. | |
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. |
Base Stats
Hp
50
Attack
60
Defense
95
Sp. Atk
120
Sp. Def
70
Speed
70
Total
465
Type Defenses
(vs. Gen 6+ rules)