Essentials

Magneton

Magneton

electric steel

Abilities

Magnet Pull

Prevents steel opponents from fleeing or switching out.

Sturdy

Protects against one-hit KO moves.

Damage Taken

  • bug ½
  • dark ½
  • dragon ½
  • electric ½
  • fighting 2
  • fire 2
  • flying ¼
  • ghost ½
  • grass ½
  • ground 4
  • ice ½
  • normal ½
  • poison 0
  • psychic ½
  • rock ½
  • steel ¼
  • water 1
  • ??? 1

Pokédex Numbers

Introduced in
Generation 1
National
82
Kanto
82 Red, Blue, Yellow, FireRed, LeafGreen
Original Johto
119 Gold, Silver, Crystal
Hoenn
83 Ruby, Sapphire, Emerald
Extended Sinnoh
179 Platinum
Updated Johto
120 HeartGold, SoulSilver

Names

Japanese
レアコイル (reakoiru)
Official Roomaji
Rarecoil
Korean
레어코일
Chinese
三合一磁怪
French
Magnéton
German
Magneton

Breeding

Gender
genderless Search:
Egg groups
  • Mineral
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

  • Ditto

Training

Base EXP
161 Search:
2300 EXP at level
Effort points
  • 2 Special Attack
Capture rate
60 Search:
Base happiness
70 Search:
Growth rate
medium Search:

Wild held items

Ruby, Sapphire, Emerald 5% Metal Coat Metal Coat
FireRed, LeafGreen 5% Magnet Magnet
Generation 4 5% Metal Coat Metal Coat

Evolution

Baby Basic Stage 1 Stage 2
MagnemiteMagnemite Magneton Magneton Level up, starting at level 30 MagnezoneMagnezone Level up, around Mt. Coronet

Stats

Pctile Min IVs Max IVs
HP
50
26.4 273 304
Attack
60
32.8 188 219
Defense
95
79.9 258 289
Special Attack
120
94.9 308 339
Special Defense
70
55.0 208 239
Speed
70
57.4 208 239
Total
465
61.8

Flavor

Flavor Text

Generation 4
Diamond, Pearl

It is actually three MAGNEMITE linked by magnetism. A group can set off a magnetic storm.

Platinum

Many mysteriously appear when more sunspots dot the sun. They stop TV sets from displaying properly.

HeartGold

Three MAGNEMITE are linked by a strong magnetic force. Earaches will occur if you get too close.

SoulSilver

The MAGNEMITE are united by a magnetism so powerful, it dries all moisture in its vicinity.

Sprites

Magneton Magneton Magneton Magneton

Miscellany

Species
Magnet Search:
Color
gray Search:
Cry
Habitat Generation 3
rough terrain Search:
Pawprint
Magneton
Shape
Polycephalic Search:

Height

Trainer dude

Magneton
10

3'3.4"
1.0 m

Weight

Trainer dudette

Magneton
600

132.3 lb
60.0 kg

Locations

Red Red
Blue Blue
Yellow Yellow
Platinum Platinum
HeartGold HeartGold
SoulSilver SoulSilver

Moves

Electric and steel moves get STAB, and have their type highlighted in green.

Special moves better suit Magneton's higher Special Attack, and have their class highlighted in green.

Generation 1 Gold, Silver Crystal Generation 3 Generation 4 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Tri Attack normal Special 10 80 100%

Has a 20% chance to burn, freeze, or paralyze the target.

Metal Sound steel None 40 0 85%

Lowers the target's Special Defense by two levels.

Tackle normal Physical 35 35 95%

Inflicts regular damage with no additional effect.

SonicBoom normal Special 20 1 90%

Inflicts 20 points of damage.

ThunderShock electric Special 30 40 100%

Has a 10% chance to paralyze the target.

Supersonic normal None 20 0 55%

Confuses the target.

21 SonicBoom normal Special 20 1 90%

Inflicts 20 points of damage.

25 6 6 6 6 ThunderShock electric Special 30 40 100%

Has a 10% chance to paralyze the target.

29 11 11 11 11 Supersonic normal None 20 0 55%

Confuses the target.

16 16 16 14 SonicBoom normal Special 20 1 90%

Inflicts 20 points of damage.

38 21 21 21 17 Thunder Wave electric None 20 0 100%

Paralyzes the target.

26 22 Spark electric Physical 20 65 100%

Has a 30% chance to paralyze the target.

27 27 35 27 Lock-On normal None 5 0 100%

Ensures that the user's next move will hit the target.

35 44 Tri Attack normal Special 10 80 100%

Has a 20% chance to burn, freeze, or paralyze the target.

46 35 Swift normal Special 20 60 100%

Never misses.

30 Magnet Bomb steel Physical 20 60 0%

Never misses.

54 43 43 53 34 Screech normal None 40 0 85%

Lowers the target's Defense by two levels.

40 Discharge electric Special 15 80 100%

Has a 30% chance to paralyze the target.

46 Mirror Shot steel Special 10 65 85%

Has a 30% chance to lower the target's Accuracy by one level.

50 Magnet Rise electric None 10 0 0%

User is immune to Ground moves and effects for five turns.

54 Gyro Ball steel Physical 5 1 100%

Power raises when the user has lower Speed, up to a maximum of 150.

53 53 62 60 Zap Cannon electric Special 5 120 50%

Has a 100% chance to paralyze the target.

Generation 1 Gold, Silver Crystal Generation 3 Generation 4 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Double-Edge normal Physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Endure normal None 10 0 100% 3

Prevents the user's HP from lowering below 1 this turn.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Gravity psychic None 5 0 0%

Disables moves and immunities that involve flying or levitating for five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Iron Defense steel None 15 0 100%

Raises the user's Defense by two levels.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Magnet Rise electric None 10 0 0%

User is immune to Ground moves and effects for five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mimic normal None 10 0 100%

Copies the target's last used move.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Role Play psychic None 10 0 100%

Copies the target's ability.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Rollout rock Physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Signal Beam bug Special 15 75 100%

Has a 10% chance to confuse the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sleep Talk normal None 10 0 100%

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Snore normal Special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Substitute normal None 10 0 100%

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swagger normal None 15 0 90%

Raises the target's Attack by two levels and confuses the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swift normal Special 20 60 100%

Never misses.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Thunder Wave electric None 20 0 100%

Paralyzes the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Thunderbolt electric Special 15 95 100%

Has a 10% chance to paralyze the target.

Generation 1 Gold, Silver Crystal Generation 3 Generation 4 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
03 03 Curse ??? None 10 0 100%

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

04 04 Rollout rock Physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

06 06 06 06 06 Toxic poison None 10 0 85%

Badly poisons the target, inflicting more damage every turn.

09 Take Down normal Physical 20 90 85%

User receives 1/4 the damage it inflicts in recoil.

10 Double-Edge normal Physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

07 07 Zap Cannon electric Special 5 120 50%

Has a 100% chance to paralyze the target.

10 10 10 10 Hidden Power normal Special 15 1 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

13 13 Snore normal Special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

11 11 Sunny Day fire None 5 0 0%

Changes the weather to sunny for five turns.

15 15 15 15 15 Hyper Beam normal Special 5 150 90%

User foregoes its next turn to recharge.

20 Rage normal Physical 20 20 100%

If the user is hit after using this move, its Attack rises by one level.

16 Light Screen psychic None 30 0 100%

Reduces damage from special attacks by 50% for five turns..

17 17 17 17 Protect normal None 10 0 0% 3

Prevents any moves from hitting the user this turn.

18 18 18 18 Rain Dance water None 5 0 0%

Changes the weather to rain for five turns.

20 20 Endure normal None 10 0 100% 3

Prevents the user's HP from lowering below 1 this turn.

21 21 21 21 Frustration normal Physical 20 1 100%

Power increases as happiness decreases, up to a maximum of 102.

24 24 24 Thunderbolt electric Special 15 95 100%

Has a 10% chance to paralyze the target.

25 25 25 25 25 Thunder electric Special 10 120 70%

Has a 30% chance to paralyze the target.

30 Teleport psychic None 20 0 100%

Immediately ends wild battles. No effect otherwise.

31 Mimic normal None 10 0 100%

Copies the target's last used move.

27 27 27 27 Return normal Physical 20 1 100%

Power increases with happiness, up to a maximum of 102.

32 32 32 32 32 Double Team normal None 15 0 100%

Raises the user's Evasion by one level.

34 34 Swagger normal None 15 0 90%

Raises the target's Attack by two levels and confuses the target.

35 35 Sleep Talk normal None 10 0 100%

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

33 33 33 Reflect psychic None 20 0 100%

Reduces damage from physical attacks by half.

34 34 Shock Wave electric Special 20 60 100%

Never misses.

42 42 Facade normal Physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 Secret Power normal Physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

34 Bide normal Physical 10 1 100% 1

User waits for 2-3 turns, then hits back for twice the damage it took.

39 39 39 Swift normal Special 20 60 100%

Never misses.

44 44 44 44 44 Rest psychic None 10 0 100%

User sleeps for two turns, completely healing itself.

57 Charge Beam electric Special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one level.

58 Endure normal None 10 0 100% 3

Prevents the user's HP from lowering below 1 this turn.

64 Explosion normal Physical 5 250 100%

Inflicts double damage. User faints.

67 Recycle normal None 10 0 100%

User recovers the item it last used up.

68 Giga Impact normal Physical 5 150 90%

User foregoes its next turn to recharge.

H5 H5 H5 70 Flash normal None 20 0 100%

Lowers the target's Accuracy by one level.

45 73 Thunder Wave electric None 20 0 100%

Paralyzes the target.

74 Gyro Ball steel Physical 5 1 100%

Power raises when the user has lower Speed, up to a maximum of 150.

77 Psych Up normal None 10 0 100%

Discards the user's stat changes and copies the target's.

82 Sleep Talk normal None 10 0 100%

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 Natural Gift normal Physical 15 1 100%

Power and type depend on the held berry.

87 Swagger normal None 15 0 90%

Raises the target's Attack by two levels and confuses the target.

50 90 Substitute normal None 10 0 100%

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

H5 Flash normal None 20 0 100%

Lowers the target's Accuracy by one level.

91 Flash Cannon steel Special 10 80 100%

Has a 10% chance to lower the target's Special Defense by one level.

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