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<- Magnemite Farfetch'd ->

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 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
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
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.
GTS Information (Updated once daily) - [Back to top]
D/P's In-Game GTS Rankings
Requested (no data) Deposited (no data) Traded #4
GTSPlus Trade Station
Overall #317 Open #302 Traded (no data) Cancelled (no data)
GTSPlus Trade Station Wishlist
Overall #340 Open #340 Obtained (no data) Cancelled (no data)
Evolutions and Alternate Forms - [Back to top]

Magnemite
Base form

Magneton
Level 30

Magnezone
Level up while at Mt. Coronet
Weaknesses and Resistances - [Back to top]
Bug Dark Dragon Electric Fighting Fire Flying Ghost Grass Ground Ice Normal Poison Psychic Rock Steel Water
Without Any Abilities
×0.5 ×0.5 ×0.5 ×0.5 ×2 ×2 ×0.25 ×0.5 ×0.5 ×4 ×0.5 ×0.5 ×0 ×0.5 ×0.5 ×0.25 ×1
Level-Up Attacks - [Back to top]
Lv. Name Type Cat. C. Type Power Acc. Eff. Acc. PP Effect
0 Tri Attack Normal Special Beauty 80 100 20 10 The user strikes with a simultaneous three- beam attack. May also paralyze, burn, or freeze the target.
0 Metal Sound Steel Other Smart -- 85 -- 40 A horrible sound like scraping metal is emitted to sharply reduce the foe's Sp. Def stat.
0 Tackle Normal Physical Tough 35 95 -- 35 A physical attack in which the user charges and slams into the foe with its whole body.
0 Thundershock Electric Special Cool 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 Normal Other Smart -- 55 -- 20 The user generates odd sound waves from its body. It may confuse the target.
6 Thundershock Electric Special Cool 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 Normal Other Smart -- 55 -- 20 The user generates odd sound waves from its body. It may confuse the target.
14 Sonicboom Normal Special Cool ?? 90 -- 20 The foe is hit with a destructive shock wave that always inflicts 20 HP damage.
17 Thunder Wave Electric Other Cool -- 100 -- 20 A weak electric charge is launched at the foe. It causes paralysis if it hits.
22 Spark Electric Physical Cool 65 100 30 20 The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed.
27 Lock-On Normal Other Smart -- -- -- 5 The user takes sure aim at the foe. It ensures the next attack does not fail to hit the target.
30 Magnet Bomb Steel Physical Cool 60 -- -- 20 The user launches a steel bomb that sticks to the target. This attack will not miss.
34 Screech Normal Other Smart -- 85 -- 40 An earsplitting screech is emitted to sharply reduce the foe's Defense stat.
40 Discharge Electric Special Cool 80 100 30 15 A flare of electricity is loosed to strike all Pokémon in battle. It may also cause paralysis.
46 Mirror Shot Steel Special Cute 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 Electric Other Cute -- -- -- 10 The user levitates using electrically generated magnetism for five turns.
54 Gyro Ball Steel Physical Beauty ?? 100 -- 5 The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
60 Zap Cannon Electric Special Cool 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 Poison Other Smart -- 85 -- 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power Normal Special Smart ?? 100 -- 15 A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day Fire Other Beauty -- -- -- 5 The user intensifies the sun for five turns, powering up Fire-type moves.
TM15 Hyper Beam Normal Special Cool 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 Psychic Other Beauty -- -- -- 30 A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect Normal Other Cute -- -- -- 10 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance Water Other Tough -- -- -- 5 The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM21 Frustration Normal Physical Cute ?? 100 -- 20 A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt Electric Special Cool 95 100 10 15 A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25 Thunder Electric Special Cool 120 70 30 10 A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27 Return Normal Physical Cute ?? 100 -- 20 A full-power attack that grows more powerful the more the user likes its Trainer.
TM32 Double Team Normal Other Cool -- -- -- 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect Psychic Other Smart -- -- -- 20 A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34 Shock Wave Electric Special Cool 60 -- -- 20 The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM42 Facade Normal Physical Cute 70 100 -- 20 An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power Normal Physical Smart 70 100 30 20 The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest Psychic Other Cute -- -- -- 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM57 Charge Beam Electric Special Beauty 50 90 70 10 The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure Normal Other Tough -- -- -- 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM64 Explosion Normal Physical Beauty 250 100 -- 5 The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move.
TM67 Recycle Normal Other Smart -- -- -- 10 The user recycles a single-use item that has been used in battle so it can be used again.
TM68 Giga Impact Normal Physical Beauty 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 Normal Other Beauty -- 100 -- 20 The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave Electric Other Cool -- 100 -- 20 A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM74 Gyro Ball Steel Physical Beauty ?? 100 -- 5 The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
TM77 Psych Up Normal Other Smart -- -- -- 10 The user hypnotizes itself into copying any stat change made by the foe.
TM82 Sleep Talk Normal Other Cute -- -- -- 10 While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Normal Physical Cool ?? 100 -- 15 The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM87 Swagger Normal Other Cute -- 90 -- 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute Normal Other Smart -- -- -- 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91 Flash Cannon Steel Special Smart 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

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