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Magneton


Main Pokédex page | Flavor text and images

General

Magneton
electric steel

Abilities

Sturdy
One-hit KO moves do not work on this Pokémon.
Magnet Pull
Steel enemies cannot run or be switched out.

Damage Taken

Dex Numbers

Generation
Red/Blue/Yellow RBY
Red/Blue/Yellow Kanto
82
Gold/Silver/Crystal Johto
119
Ruby/Sapphire/Emerald Hoenn
83
Diamond/Pearl Sinnoh
n/a

Names

Japanese
レアコイル
Romaji
Reakoiru

Flavor

Height
3'3.4" or 1 m
Weight
132.3 lb or 60 kg
Species
Magnet
Color
gray
Cry
mp3 here
Fire Red/Leaf Green Habitat
Rough terrain
Pawprint

Misc

R/B/Y code
54 or 0x36

Breeding

Gender
No gender (code: 255 or 0xff)
Breeding groups
10: Mineral
Steps to hatch
5,120
Compatible with
Genderless; can only breed with Ditto

In the Wild

Base EXP
161 or 0xa1
Capture rate
60 or 0x3c
Base happiness
70 or 0x46
Growth rate
medium
Effort points
2 Special Attack
Wild held items
Metal Coat (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1Stage 2
81 Magnemite Base form 82 Magneton Raise to level 30 462 Magnezone Level up while at Mt. Coronet

Stats

Stat Base Max Stat %ile
L50 L100
HP
50
157 304 22.7
Attack
60
112 219 31.2
Defense
95
147 289 79.7
Special Attack
120
172 339 94.7
Special Defense
70
122 239 53.1
Speed
70
122 239 55.4
Average
77.5
- - 62.3

Flavor

See also: All versions' flavor text and sprites

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

Locations

Note: this ONLY shows Diamond locations for the moment. (New Pokédex with all three games' encounters is in the works.)

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Magneton's Special Attack is higher, so it will inflict more damage with special () moves.

Magneton gets the STAB from electric and steel moves.

Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Move Type Dmg PP Power Acc.* Pri. Description
-- -- Metal Sound steel none 40 -- 85% Lowers the target's Special Defense by two levels.
-- -- -- -- Supersonic normal none 20 -- 55% Confuses the target.
-- -- -- -- Tackle normal physical 35 35 95% Inflicts regular damage.
-- -- ThunderShock electric special 30 40 100% Has a 10% chance to Paralyze the target.
-- Tri Attack normal special 10 80 100% Has a 20% chance to Burn, Freeze, or Paralyze the target.
-- -- 6 6 ThunderShock electric special 30 40 100% Has a 10% chance to Paralyze the target.
11 11 Supersonic normal none 20 -- 55% Confuses the target.
-- -- 16 14 SonicBoom normal special 20 varies 90% Inflicts 20 points of damage.
38 -- 21 17 Thunder Wave electric none 20 -- 100% Paralyzes the target.
26 22 Spark electric physical 20 65 100% Has a 30% chance to Paralyze the target.
-- 35 27 Lock-On normal none 5 -- 100% Ensures that the user's next move will hit the target.
30 Magnet Bomb steel physical 20 60 0% Never misses.
34 Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
46 35 Swift normal special 20 60 100% Never misses.
40 Discharge electric special 15 80 100% Has a 30% chance to Paralyze the target.
44 Tri Attack normal special 10 80 100% Has a 20% chance to Burn, Freeze, or Paralyze the target.
46 Mirror Shot steel special 10 65 85% Has a 30% chance to lower the target's Accuracy.
50 Magnet Rise electric none 10 -- 0% Changes the user's ability to Levitate.
54 43 53 Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
54 Gyro Ball steel physical 5 varies 100% Inflicts more damage when the user has lower Speed, with a maximum of 150 power.
53 62 60 Zap Cannon electric special 5 120 50% Has a 100% chance to Paralyze the target.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Tutored moves
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Crystal Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Thunder Wave electric none 20 -- 100% Paralyzes the target.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Swift normal special 20 60 100% Never misses.
Platinum Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 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.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Platinum Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Platinum Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Platinum Signal Beam bug special 15 75 100% Has a 10% chance to Confuse the target.
Platinum Iron Defense steel none 15 -- 100% Raises the user's Defense by two levels.
Platinum Magnet Rise electric none 10 -- 0% Changes the user's ability to Levitate.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Miscellaneous moves
xd Refresh normal none 20 -- 100% Cleanses the user of a Burn, Paralysis, or Poison.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum TMs and HMs
Chains 34 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
Chains 57 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 10 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 64 Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 91 Flash Cannon steel special 10 80 100% Has a 10% chance to lower the target's Special Defense.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 74 Gyro Ball steel physical 5 varies 100% Inflicts more damage when the user has lower Speed, with a maximum of 150 power.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 16 Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Chains 16 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Chains 31 Mimic normal none 10 -- 100% Copies the target's last used move.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 77 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains 20 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
Chains 18 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 67 Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
Chains 33 33 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 50 90 Substitute normal none 10 -- 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.
Chains 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 39 39 Swift normal special 20 60 100% Never misses.
Chains 09 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Chains 30 Teleport psychic none 20 -- 100% Immediately ends wild battles.
Chains 25 25 25 25 Thunder electric special 10 120 70% Has a 30% chance to Paralyze the target.
Chains 45 73 Thunder Wave electric none 20 -- 100% Paralyzes the target.
Chains 24 24 24 Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
Chains 06 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 07 Zap Cannon electric special 5 120 50% Has a 100% chance to Paralyze the target.

Magneton in other Pokédexes