X
A linked cluster formed of several Magnemite. It discharges powerful magnetic waves at high voltage.
Y
Generates strange radio signals. It raises the temperature by 3.6 degrees Fahrenheit within 3,300 feet.
Omega Ruby
Magneton emits a powerful magnetic force that is fatal to mechanical devices. As a result, large cities sound sirens to warn citizens of large-scale outbreaks of this Pokémon.
Alpha Sapphire
Magneton emits a powerful magnetic force that is fatal to electronics and precision instruments. Because of this, it is said that some towns warn people to keep this Pokémon inside a Poké Ball.
Pokédex & Training Data
Classification
Magnet Pokémon
Height
1.0 m (3'03")
Weight
60.0 kg (132.3 lbs)
Abilities
- Magnet Pull
- Sturdy
- Analytic (Hidden)
EV Yield
+2 Sp. Atk
Catch Rate
60
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Pokédex Numbers
Kanto (R/B/Y)
#082
Johto (G/S/C)
#119
Hoenn (R/S/E)
#083
Sinnoh (Plat.)
#179
Johto (HG/SS)
#120
Unova (B2/W2)
#049
Kalos (Mountain)
#070
Hoenn (OR/AS)
#085
Alola (S/M)
#048
Alola (US/UM)
#055
Hisui
#178
Paldea (S/V)
#210
National
#082
Isle of Armor
#106
Blueberry
#117
Held Items
Metal Coat
5%
Game Locations
Lost Hotel Area
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. | |
| 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. | |
| 1 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to 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 | Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. | |
| 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. |
OR/AS
| 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 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze 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. | |
| 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. | |
| 30 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
| 33 | 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. | |
| 49 | Lock On | — | — | 5 | Ensures that the user’s next move will hit the target. | |
| 53 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 59 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| 63 | 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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
50
Attack
60
Defense
95
Sp. Atk
120
Sp. Def
70
Speed
70
Total
465
Type Defenses
(vs. Gen 6+ rules)