
Black/White
The faster the units at its sides rotate, the greater the magnetic force they generate.
Black 2/White 2
The electromagnetic waves emitted by the units at the sides of its head expel antigravity, which allows it to float.
Pokédex Data
Classification
Magnet Pokémon
Height
0.3 m (0'12")
Weight
6.0 kg (13.2 lbs)
Abilities
- Magnet Pull
- Sturdy
- Analytic (Hidden)
Held Items
Metal Coat
5%
Game Locations
- Virbank Complex Inner
- Virbank Complex Outer
Training
EV Yield
+1 Sp. Atk
Catch Rate
190
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Learned Moves
Level Up Moves
Black/White
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 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
30 | Lock On | — | — | 5 | Ensures that the user's next move will hit the target. | |
33 | Magnet Bomb | 60 | — | 20 | Never misses. | |
38 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
43 | 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. | |
49 | 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. | |
59 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
Black 2/White 2
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
4 | Supersonic | — | 55% | 20 | Confuses the target. | |
7 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
11 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
15 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
18 | Magnet Bomb | 60 | — | 20 | Never misses. | |
21 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
25 | Mirror Shot | 65 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | |
29 | Metal Sound | — | 85% | 40 | Lowers the target's Special Defense by two stages. | |
32 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
35 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
39 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
43 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
46 | Lock On | — | — | 5 | Ensures that the user's next move will hit the target. | |
49 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
53 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
57 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
TM/HM Moves
Black/WhiteBlack 2/White 2
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. | |
TM42 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM48 Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |
TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
TM64 Explosion | 250 | 100% | 5 | User faints. | |
TM70 Flash | — | 100% | 20 | Lowers the target's accuracy by one stage. | |
TM72 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
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. | |
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. | |
TM93 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. |
Tutor Moves
Black 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Electroweb | 55 | 95% | 15 | Lowers the target's Speed by one stage. | |
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. | |
Recycle | — | — | 10 | User recovers the item it last used up. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
Base Stats
Hp
25
Attack
35
Defense
70
Sp. Atk
95
Sp. Def
55
Speed
45
Total
325
Type Defenses
(vs. Gen 6+ rules)