Sword
At times, Magnemite runs out of electricity and ends up on the ground. If you give batteries to a grounded Magnemite, it’ll start moving again.
Legends Arceus
A bizarre Pokémon with but a single eye embedded in an iron sphere. I suspect this creature levitates due to the magnetism it emits from its arms, which resemble horseshoe-shaped magnets.
Pokédex & Training Data
Classification
Magnet Pokémon
Height
0.3 m (0'12")
Weight
6.0 kg (13.2 lbs)
Abilities
- Magnet Pull
- Sturdy
- Analytic (Hidden)
EV Yield
+1 Sp. Atk
Catch Rate
190
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Pokédex Numbers
Kanto (R/B/Y)
#081
Johto (G/S/C)
#118
Hoenn (R/S/E)
#082
Sinnoh (Plat.)
#178
Johto (HG/SS)
#119
Unova (B2/W2)
#048
Kalos (Mountain)
#069
Hoenn (OR/AS)
#084
Alola (S/M)
#047
Alola (US/UM)
#054
Hisui
#177
Paldea (S/V)
#209
National
#081
Isle of Armor
#105
Blueberry
#116
Held Items
None in this generation.
Learned Moves
Level Up Moves
Sword/Shield
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 1 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
| 4 | Supersonic | — | 55% | 20 | Confuses the target. | |
| 8 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| 12 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
| 16 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| 20 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
| 24 | Screech | — | 85% | 40 | Lowers the target’s Defense by two stages. | |
| 28 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 32 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target’s Special Defense by one stage. | |
| 36 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| 40 | Metal Sound | — | 85% | 40 | Lowers the target’s Special Defense by two stages. | |
| 44 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| 48 | Lock On | — | — | 5 | Ensures that the user’s next move will hit the target. | |
| 52 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
BD/SP
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 1 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
| 4 | Supersonic | — | 55% | 20 | Confuses the target. | |
| 8 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| 12 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
| 16 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| 20 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
| 24 | Screech | — | 85% | 40 | Lowers the target’s Defense by two stages. | |
| 28 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 32 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target’s Special Defense by one stage. | |
| 36 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| 40 | Metal Sound | — | 85% | 40 | Lowers the target’s Special Defense by two stages. | |
| 44 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| 48 | Lock On | — | — | 5 | Ensures that the user’s next move will hit the target. | |
| 52 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
Legends: Arceus
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
| 6 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 11 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| 18 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
| 25 | Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target’s Special Defense by one stage. | |
| 34 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| 43 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. |
TM/HM Moves
Sword/Shield
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM14 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| TM16 Screech | — | 85% | 40 | Lowers the target’s Defense by two stages. | |
| TM17 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| TM18 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
| TM21 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| TM24 Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
| TM25 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
| TM33 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
| TM34 Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
| TM39 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
| TM40 Swift | 60 | — | 20 | Never misses. | |
| TM76 Round | 60 | 100% | 15 | Has double power if it’s used more than once per turn. | |
| TM80 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
| TM82 Electroweb | 55 | 95% | 15 | Lowers the target’s Speed by one stage. | |
| TR08 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| TR09 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
| TR20 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. | |
| TR26 Endure | — | — | 10 | Prevents the user’s HP from lowering below 1 this turn. | |
| TR27 Sleep Talk | — | — | 10 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | |
| TR46 Iron Defense | — | — | 15 | Raises the user’s Defense by two stages. | |
| TR52 Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| TR70 Flash Cannon | 80 | 100% | 10 | Has a 10% chance to lower the target’s Special Defense by one stage. | |
| TR80 Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
| TR86 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. |
BD/SP
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM43 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. |
Tutor Moves
Sword/Shield
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Rising Voltage | 70 | 100% | 20 | Inflicts regular damage with no additional effect. | |
| Steel Beam | 140 | 95% | 5 | Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. |
Base Stats
Hp
25
Attack
35
Defense
70
Sp. Atk
95
Sp. Def
55
Speed
45
Total
325
Type Defenses
(vs. Gen 6+ rules)