
Ultra Sun
It’s frequently the cause of power outages, which is why some power plants send out electrical signals that it can’t stand.
Sun
They gather in places where electricity is available. They can be found clinging to the steel towers used to support power lines.
Moon
It sends out electromagnetic waves, which let it float through the air. Touching it while it’s eating electricity will give you a full-body shock.
Ultra Moon
Perhaps because electrical lines are often buried these days, the number of Magnemite attacks on power plants has increased.
Lets Go Pikachu/Lets Go Eevee
It is hatched with the ability to defy gravity. It floats while emitting powerful electromagnetic waves.
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
- Alola Route 1 Hauoli Outskirts
- Alola Route 1 Trainers School
- Hauoli City Shopping District
- Malie City Outer Cape
- Poke Pelago Elite Four Defeated
- Poke Pelago Poni Island Reached
- Poke Pelago Ulaula Island Reached
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
Sun/Moon
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. | |
5 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
7 | Magnet Bomb | 60 | — | 20 | Never misses. | |
11 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
13 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
17 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
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. |
Ultra Sun/Ultra Moon
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. | |
5 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
7 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
11 | Magnet Bomb | 60 | — | 20 | Never misses. | |
13 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
17 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
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. |
Let's Go
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. | |
5 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
10 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
15 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
20 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
26 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
32 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
38 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
44 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. |
TM/HM Moves
Sun/MoonUltra Sun/Ultra Moon
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. | |
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. |
Let's Go
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
TM01 Headbutt | 70 | 100% | 15 | Has a 30% chance to make the target flinch. | |
TM04 Teleport | — | — | 20 | Immediately ends wild battles. No effect otherwise. | |
TM05 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM06 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
TM07 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
TM08 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. | |
TM09 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
TM12 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM16 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM27 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
TM36 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
TM38 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
TM54 Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. |
Tutor Moves
Ultra Sun/Ultra Moon
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)