Magneton
General Information - [Back to top ]
Sprites - View Gallery Page
Names
Pokédex Numbers
Genderless
English
Magneton
National
82 (1st Gen.)
Japanese
Reakoiru
Sinnoh
--
French
Magneton
Hoenn
83
German
Magneton
Johto
119
Other Information
Species
Magnet
Colour
Gray
Type(s)
Electric / Steel
Gender
Genderless
Height
1 m / 3'3"
Weight
60 kg / 132.2 lbs
Egg Groups
Mineral
--------------------
Baltoy
Beldum
Bronzong
Bronzor
Claydol
Electrode
Froslass
Geodude
Glalie
Golem
Graveler
Lunatone
Magnemite
Magneton
Magnezone
Metagross
Metang
Nosepass
Onix
Porygon
Porygon-Z
Porygon2
Probopass
Shedinja
Snorunt
Solrock
Steelix
Sudowoodo
Voltorb
Wild Item
Metal Coat - 5%
Advanced Information
Tier
(none - see evolutions)
Steps to hatch
5 120
GK/LK Power
80
Max. EXP
1 000 000
Base Happiness
70
Catch Rate
60
Abilities
Magnet Pull
Users
--------------------
Magnemite
Magneton
Magnezone
Nosepass
Probopass
Battle effect: When user is in battle, Steel types cannot switch out. Field effect: 2x chance of running into wild Steel Pokémon if the user is in the leading slot.
Sturdy
Users
--------------------
Aggron
Aron
Bastiodon
Bonsly
Donphan
Forretress
Geodude
Golem
Graveler
Lairon
Magnemite
Magneton
Magnezone
Nosepass
Onix
Pineco
Probopass
Shieldon
Shuckle
Skarmory
Steelix
Sudowoodo
Battle effect: User is immune to OHKO moves.
Locations
Diamond
Evolve from Magnemite [Evolve]
Pearl
Evolve from Magnemite [Evolve]
Pokédex Flavour Text
Red/Blue
Formed by several MAGNEMITEs linked together. They frequently appear when sunspots flare up.
Yellow
Generates strange radio signals. It raises the temperature by 3.6F degrees within 3,300 feet.
Gold
Three MAGNEMITE are linked by a strong magnetic force. Earaches will occur if you get too close.
Silver
The MAGNEMITE are united by a magnetism so powerful, it dries all moisture in its vicinities.
Crystal
When many MAGNETON gather together, the resulting magnetic storm disrupts radio waves.
Ruby
MAGNETON emits a powerful magnetic force that is fatal to mechanical devices. As a result, large cities sound sirens to warn citizens of large-scale outbreaks of this POKéMON.
Sapphire
MAGNETON emits a powerful magnetic force that is fatal to electronics and precision instruments. Because of this, it is said that some towns warn people to keep this POKéMON inside a POKé BALL.
Emerald
It is actually three MAGNEMITE linked by magnetism. It generates powerful radio waves that raise temperatures by 3.6 degrees F within a 3,300-foot radius.
Fire Red
A linked cluster formed of several MAGNEMITE. It discharges powerful magnetic waves at high voltage.
Leaf Green
Formed by several MAGNEMITE linked together. They frequently appear when sunspots flare up.
Diamond
It is actually three MAGNEMITE linked by magnetism. A group can set off a magnetic storm.
Pearl
It is actually three MAGNEMITE linked by magnetism. A group can set off a magnetic storm.
Level-Up Attacks - [Back to top ]
Lv.
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
0
Tri Attack
80
100
20
10
The user strikes with a simultaneous three- beam attack. May also paralyze, burn, or freeze the target.
0
Metal Sound
--
85
--
40
A horrible sound like scraping metal is emitted to sharply reduce the foe's Sp. Def stat.
0
Tackle
35
95
--
35
A physical attack in which the user charges and slams into the foe with its whole body.
0
Thundershock
40
100
10
30
A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed.
0
Supersonic
--
55
--
20
The user generates odd sound waves from its body. It may confuse the target.
6
Thundershock
40
100
10
30
A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed.
11
Supersonic
--
55
--
20
The user generates odd sound waves from its body. It may confuse the target.
14
Sonicboom
??
90
--
20
The foe is hit with a destructive shock wave that always inflicts 20 HP damage.
17
Thunder Wave
--
100
--
20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
22
Spark
65
100
30
20
The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed.
27
Lock-On
--
--
--
5
The user takes sure aim at the foe. It ensures the next attack does not fail to hit the target.
30
Magnet Bomb
60
--
--
20
The user launches a steel bomb that sticks to the target. This attack will not miss.
34
Screech
--
85
--
40
An earsplitting screech is emitted to sharply reduce the foe's Defense stat.
40
Discharge
80
100
30
15
A flare of electricity is loosed to strike all Pokémon in battle. It may also cause paralysis.
46
Mirror Shot
65
85
30
10
The user looses a flash of energy from its polished body. It may also lower the target's accuracy.
50
Magnet Rise
--
--
--
10
The user levitates using electrically generated magnetism for five turns.
54
Gyro Ball
??
100
--
5
The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
60
Zap Cannon
120
50
100
5
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
TM/HM Attacks - [Back to top ]
TM/HM
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
TM06
Toxic
--
85
--
10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10
Hidden Power
??
100
--
15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11
Sunny Day
--
--
--
5
The user intensifies the sun for five turns, powering up Fire-type moves.
TM15
Hyper Beam
150
90
--
5
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16
Light Screen
--
--
--
30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17
Protect
--
--
--
10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18
Rain Dance
--
--
--
5
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM21
Frustration
??
100
--
20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24
Thunderbolt
95
100
10
15
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25
Thunder
120
70
30
10
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27
Return
??
100
--
20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM32
Double Team
--
--
--
15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33
Reflect
--
--
--
20
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34
Shock Wave
60
--
--
20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM42
Facade
70
100
--
20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43
Secret Power
70
100
30
20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44
Rest
--
--
--
10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM57
Charge Beam
50
90
70
10
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58
Endure
--
--
--
10
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM64
Explosion
250
100
--
5
The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move.
TM67
Recycle
--
--
--
10
The user recycles a single-use item that has been used in battle so it can be used again.
TM68
Giga Impact
150
90
--
5
The user charges at the foe using every bit of its power. The user must rest on the next turn.
TM70
Flash
--
100
--
20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73
Thunder Wave
--
100
--
20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM74
Gyro Ball
??
100
--
5
The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
TM77
Psych Up
--
--
--
10
The user hypnotizes itself into copying any stat change made by the foe.
TM82
Sleep Talk
--
--
--
10
While it is asleep, the user randomly uses one of the moves it knows.
TM83
Natural Gift
??
100
--
15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM87
Swagger
--
90
--
15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90
Substitute
--
--
--
10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91
Flash Cannon
80
100
10
10
The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat.
Statistics - [Back to top ]
Description
HP
ATK
DEF
SP ATK
SP DEF
SPD
Base Stats
50
60
95
120
70
70
EVs Earned
0
0
0
2
0
0
Hindering Nature
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained
110 - 126 142 - 157
210 - 241 273 - 304
59 - 72 87 - 101
113 - 140 169 - 197
90 - 104 118 - 132
176 - 203 232 - 260
113 - 126 141 - 155
221 - 248 277 - 305
68 - 81 96 - 110
131 - 158 187 - 215
68 - 81 96 - 110
131 - 158 187 - 215
Neutral Nature
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained
110 - 126 142 - 157
210 - 241 273 - 304
65 - 81 97 - 112
125 - 156 188 - 219
100 - 116 132 - 147
195 - 226 258 - 289
125 - 141 157 - 172
245 - 276 308 - 339
75 - 91 107 - 122
145 - 176 208 - 239
75 - 91 107 - 122
145 - 176 208 - 239
Beneficial Nature
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained
110 - 126 142 - 157
210 - 241 273 - 304
72 - 89 106 - 123
138 - 172 207 - 241
110 - 127 145 - 162
215 - 249 284 - 318
138 - 155 172 - 189
270 - 304 339 - 373
83 - 100 117 - 134
160 - 194 229 - 263
83 - 100 117 - 134
160 - 194 229 - 263