Magnemite
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.

Evolution Chain

magnemite
Magnemite
Level 30
magneton
Magneton
at mt coronet
magnezone
Magnezone

Pokédex Data

Classification Magnet Pokémon
Height 0.3 m (0'12")
Weight 6.0 kg (13.2 lbs)
Abilities

Held Items

None in this generation.

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

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)

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