Magneton
Sun

When three Magnemite link together, their brains also become one. They do not become three times more intelligent.

Moon

It has about three times the electrical power of Magnemite. For some reason, outbreaks of this Pokémon happen when lots of sunspots appear.

Ultra Sun

Delicate equipment can malfunction in areas inhabited by Magneton, which send out mysterious electrical signals.

Ultra Moon

When rain clouds form, many Magneton gather in high places to wait for lightning to strike.

Lets Go Pikachu/Lets Go Eevee

Generates strange radio signals. It raises the temperature by 3.6 degrees Fahrenheit within 3,300 feet.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton
at mt coronet
magnezone
Magnezone

Pokédex & Training Data

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

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.
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.
1 Magnet Bomb
60 — 20 Never misses.
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 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.
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.
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.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Thunder Wave
— 90% 20 Paralyzes 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.
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 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.
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.
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.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Thunder Wave
— 90% 20 Paralyzes the target.
1 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze 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.
36 Screech
— 85% 40 Lowers the target’s Defense by two stages.
46 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
56 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.
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.
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.
TM28 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
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.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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 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