Magneton
Black/White

Many mysteriously appear when more sunspots dot the sun. They stop TV sets from displaying properly.

Black 2/White 2

The stronger electromagnetic waves from the three linked Magnemite are enough to dry out surrounding moisture.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton
at mt coronet
magnezone
Magnezone

Pokédex Data

Classification Magnet Pokémon
Height 1.0 m (3'03")
Weight 60.0 kg (132.3 lbs)
Abilities

Held Items

Game Locations

  • P2 Laboratory Area

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

Black/White
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 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.
34 Magnet Bomb
60 20 Never misses.
40 Screech
85% 40 Lowers the target's Defense by two stages.
46 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
50 Mirror Shot
65 85% 10 Has a 30% chance to lower the target's accuracy by one stage.
54 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
60 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
66 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.
1 Supersonic
55% 20 Confuses the target.
1 Sonic Boom
90% 20 Inflicts 20 points of damage.
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.
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.
34 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
39 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
45 Screech
85% 40 Lowers the target's Defense by two stages.
51 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
56 Lock On
5 Ensures that the user's next move will hit the target.
62 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
67 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
73 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.
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.
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.
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.
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 50
Attack 60
Defense 95
Sp. Atk 120
Sp. Def 70
Speed 70
Total 465

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