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082 - Magneton

TypeAbility

(1) Analytic
(2) Sturdy
(HA) Magnet Pull
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Magnemite
Level 30
Magneton
Level up at Electric Rock in Chargestone cave
Magnezone

Stats

HP
50
ATK
60
DEF
95
SPA
120
SPD
70
SPE
70
BST
465

Wild Hold Items

  • 5%: Metal Coat

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1SupersonicNone5520Priority: 0. Confuses the target.
1Tackle5010030Priority: 0. Inflicts regular damage.
1Thunder Shock4010025Priority: 0. Has a 10% chance to paralyze the target.
4Thunder WaveNone9020Priority: 0. Paralyzes the target.
7Sonic BoomNone9020Priority: 0. Inflicts exactly 20 damage.
10Spark6510020Priority: 0. Has a 30% chance to paralyze the target.
13Magnet Bomb60None20Priority: 0. Ignores accuracy and evasion modifiers.
16ScreechNone8540Priority: 0. Lowers the target's Defense by two stages.
19Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
22Mirror Shot658510Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
25Electro BallNone10010Priority: 0. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150.

User's Speed | Power
-------------------------------- | ----:
Up to 2× the target's Speed | 60
Up to 3× the target's Speed | 80
Up to 4× the target's Speed | 120
More than 4× the target's Speed | 150
28Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
30Tri Attack8010010Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
32Lock-OnNoneNone5Priority: 0. If the user targets the same target again before the end of the next turn, the move it uses is guaranteed to hit.
36Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
40Gyro BallNone1005Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
44Magic CoatNoneNone15Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
48RecycleNoneNone10Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
53Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
57Discharge8010015Priority: 0. Has a 30% chance to paralyze the target.
61GravityNoneNone5Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop.

Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes.

bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect.

*Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
66Zap Cannon120505Priority: 0. Has a 100% chance to paralyze the target.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16Light ScreenNoneNone30Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM20Tri Attack8010010Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM33ReflectNoneNone20Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM64Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM72Volt Switch7010020Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM74Gyro BallNone1005Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
TM76Bug Buzz9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM91Flash Cannon9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM93Wild Charge9010010Priority: 0. Inflicts regular damage without recoil.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Electroweb559515Priority: 0. Lowers the target's Speed by one stage.
GravityNoneNone5Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop.

Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes.

bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect.

*Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
Magic CoatNoneNone15Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Magnet RiseNoneNone10Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
RecycleNoneNone10Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.

Encounter Locations

Location     Level Spawn Percent
Chargestone Cave B1F Cave 36-40 10.0
Chargestone Cave B2F Cave 38-41 10.0
P2 Laboratory Grass   65 10.0
Victory Road Connecting Caves I Cave 59-62 10.0