Essentials

Magneton

Magneton

Electric Steel

Abilities

Magnet Pull

Prevents Steel opponents from fleeing or switching out.

Sturdy

Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

Dream Ability

Analytic

Strengthens moves when moving last.

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

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

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

Breeding

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

Compatibility

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
Generation 5 5% Metal Coat Metal Coat

Evolution

Baby Basic Stage 1 Stage 2
Magnemite Magneton Level up, starting at level 30 Magnezone Level up, around Mt. Coronet Level up, around Chargestone Cave

Stats

Pctile Min IVs Max IVs
HP
50
24.1 273 304
Attack
60
32.0 188 219
Defense
95
81.5 258 289
Special Attack
120
93.9 308 339
Special Defense
70
56.2 208 239
Speed
70
58.0 208 239
Total
465
59.8

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★✯✯
Power
★✯☆
Skill
★★★✯
Stamina
★✯✯☆
Jump
★★✯☆
Total
8/15/18

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.

Generation 5
Black, White

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

Sprites

Magneton Magneton Magneton Magneton

Miscellany

Species
Magnet Search:
Color
Gray Search:
Cry
Habitat FireRed, LeafGreen
rough terrain Search:
Footprint
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
Ruby Ruby
Sapphire Sapphire
Emerald Emerald
FireRed FireRed
LeafGreen LeafGreen
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 Generation 5 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 non-damaging 40 85%

Lowers the target's Special Defense by two stages.

Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

ThunderShock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

Supersonic Normal non-damaging 20 55%

Confuses the target.

21 SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

25 6 6 6 6 6 ThunderShock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

29 11 11 11 11 11 Supersonic Normal non-damaging 20 55%

Confuses the target.

16 16 16 14 14 SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

38 21 21 21 17 17 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

26 22 22 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

27 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

27 27 35 27 30 Lock-On Normal non-damaging 5

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

Never misses.

30 34 Magnet Bomb Steel physical 20 60

Never misses.

54 43 43 53 34 40 Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

40 46 Discharge Electric special 15 80 100%

Has a 30% chance to paralyze the target.

46 50 Mirror Shot Steel special 10 65 85%

Has a 30% chance to lower the target's accuracy by one stage.

50 54 Magnet Rise Electric non-damaging 10

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

54 60 Gyro Ball Steel physical 5 * 100%

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

53 53 62 60 66 Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

Level up, learned by Magnemite but not Magneton
33 38 Swift Normal special 20 60

Never misses.

Generation 1 Gold, Silver Crystal Generation 3 Generation 4 Generation 5 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 non-damaging 10 4

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

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Gravity Psychic non-damaging 5

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

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Iron Defense Steel non-damaging 15

Raises the user's Defense by two stages.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Magic Coat Psychic non-damaging 15 4

Reflects back the first effect move used on the user this turn.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Magnet Rise Electric non-damaging 10

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

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mimic Normal non-damaging 10

Copies the target's last used move.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Role Play Psychic non-damaging 10

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 non-damaging 10

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 non-damaging 10

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 non-damaging 15 90%

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

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swift Normal special 20 60

Never misses.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Thunder Wave Electric non-damaging 20 100%

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 Generation 5 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
03 03 Curse Ghost non-damaging 10

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 06 Toxic Poison non-damaging 10 90%

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 10 Hidden Power Normal special 15 * 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 11 Sunny Day Fire non-damaging 5

Changes the weather to sunny for five turns.

15 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 stage.

16 16 Light Screen Psychic non-damaging 30

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

17 17 17 17 17 Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

18 18 18 18 18 Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

20 20 Endure Normal non-damaging 10 4

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

21 21 21 21 21 Frustration Normal physical 20 * 100%

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

24 24 24 24 Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

25 25 25 25 25 25 Thunder Electric special 10 120 70%

Has a 30% chance to paralyze the target.

30 Teleport Psychic non-damaging 20

Immediately ends wild battles. No effect otherwise.

31 Mimic Normal non-damaging 10

Copies the target's last used move.

27 27 27 27 27 Return Normal physical 20 * 100%

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

32 32 32 32 32 32 Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

34 34 Swagger Normal non-damaging 15 90%

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

35 35 Sleep Talk Normal non-damaging 10

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

33 33 33 33 Reflect Psychic non-damaging 20

Reduces damage from physical attacks by half.

34 34 Shock Wave Electric special 20 60

Never misses.

42 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

User waits for two turns, then hits back for twice the damage it took.

39 39 39 Swift Normal special 20 60

Never misses.

44 44 44 44 44 44 Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

45 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

57 57 Charge Beam Electric special 10 50 90%

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

58 Endure Normal non-damaging 10 4

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

64 64 Explosion Normal physical 5 250 100%

User faints.

67 Recycle Normal non-damaging 10

User recovers the item it last used up.

68 68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

H5 H5 H5 70 70 Flash Normal non-damaging 20 100%

Lowers the target's accuracy by one stage.

72 Volt Switch Electric special 20 70 100%

User must switch out after attacking.

73 73 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

74 74 Gyro Ball Steel physical 5 * 100%

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

77 77 Psych Up Normal non-damaging 10

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

82 Sleep Talk Normal non-damaging 10

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

83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

87 87 Swagger Normal non-damaging 15 90%

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

50 90 90 Substitute Normal non-damaging 10

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 non-damaging 20 100%

Lowers the target's accuracy by one stage.

91 91 Flash Cannon Steel special 10 80 100%

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

93 Wild Charge Electric physical 15 90 100%

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

External Links