
X
The units at the sides of its body generate antigravity energy to keep it aloft in the air.
Y
It moves while constantly hovering. It discharges Thunder Wave and so on from the units at its sides.
Omega Ruby
Magnemite attaches itself to power lines to feed on electricity. If your house has a power outage, check your circuit breakers. You may find a large number of this Pokémon clinging to the breaker box.
Alpha Sapphire
Magnemite floats in the air by emitting electromagnetic waves from the units at its sides. These waves block gravity. This Pokémon becomes incapable of flight if its internal electrical supply is depleted.
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%
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
X/Y
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. |
OR/AS
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
5 | 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. | |
13 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
17 | Magnet Bomb | 60 | — | 20 | Never misses. | |
19 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
23 | Mirror Shot | 65 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | |
25 | Metal Sound | — | 85% | 40 | Lowers the target's Special Defense by two stages. | |
29 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
31 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
35 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
37 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
41 | Lock On | — | — | 5 | Ensures that the user's next move will hit the target. | |
43 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
47 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
49 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
TM/HM Moves
X/Y
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. | |
TM88 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
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. | |
TM100 Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
OR/AS
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. | |
TM88 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
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. | |
TM94 Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |
TM100 Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
Tutor Moves
OR/AS
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. | |
Shock Wave | 60 | — | 20 | Never misses. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
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)