Essentials
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.
Hidden Ability
- Analytic
Strengthens moves to 1.3× their power when moving last.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 82
- Kanto
- 82
- Original Johto
- 119
- Original Hoenn
- 83
- Extended Sinnoh
- 179
- Updated Johto
- 120
- Updated Unova
- 49
- Mountain Kalos
- 70
- New Hoenn
- 85
- Original Alola
- 48
- Original Melemele
- 48
- Original Ula'ula
- 26
- Updated Alola
- 55
- Updated Melemele
- 55
- Updated Ula'ula
- 26
Names
- Japanese
- レアコイル (reakoiru)
- レアコイル
- Official roomaji
- Rarecoil
- Korean
- 레어코일
- Chinese
- 三合一磁怪
- 三合一磁怪
- French
- Magnéton
- German
- Magneton
- Spanish
- Magneton
- Italian
- Magneton
Breeding
Compatibility
Training
Wild held items
5% | Metal Coat | |
5% | Magnet | |
nothing | ||
5% | Metal Coat | |
5% | Metal Coat | |
5% | Metal Coat | |
nothing | ||
5% | Metal Coat |
Evolution
Baby | Basic | Stage 1 | Stage 2 |
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Magnemite | Magneton Level up, starting at level 30 | Magnezone Level up, around Mt. Coronet (Sinnoh) Level up, around Chargestone Cave (Unova) Level up, around Route 13 (Kalos) Level up |
Stats
Pctile | Min IVs | Max IVs | ||
---|---|---|---|---|
HP | 22.7 | 273 | 304 | |
Attack | 29.8 | 188 | 219 | |
Defense | 77.9 | 258 | 289 | |
Special Attack | 89.9 | 308 | 339 | |
Special Defense | 50.6 | 208 | 239 | |
Speed | 53.9 | 208 | 239 | |
Total | 53.5 |
Pokéathlon Performance
Minimum; Base; Maximum
- Speed
- Power
- Skill
- Stamina
- Jump
- Total
- 8/15/18
Flavor
Flavor Text
-
Many mysteriously appear when more sunspots dot the sun. They stop TV sets from displaying properly.
The stronger electromagnetic waves from the three linked Magnemite are enough to dry out surrounding moisture.
-
A linked cluster formed of several Magnemite. It discharges powerful magnetic waves at high voltage.
Generates strange radio signals. It raises the temperature by 3.6 degrees Fahrenheit within 3,300 feet.
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.
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.
-
When three Magnemite link together, their brains also become one. They do not become three times more intelligent.
It has about three times the electrical power of Magnemite. For some reason, outbreaks of this Pokémon happen when lots of sunspots appear.
Delicate equipment can malfunction in areas inhabited by Magneton, which send out mysterious electrical signals.
When rain clouds form, many Magneton gather in high places to wait for lightning to strike.
Sprites
Height
3'3.4"
1.0 m
Weight
132.3 lb
60.0 kg
Locations
- Red
- Blue
- Yellow
- Ruby
- Sapphire
- Emerald
- FireRed
- LeafGreen
- Platinum
- HeartGold
- SoulSilver
- Black 2
- White 2
- X
- Y
Pal Park
- Area
- Mountain
- Score
- 70
- Rate
- 20
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.
Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||||
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Level up: Learned when a Pokémon reaches a certain level. | ||||||||||||||||||
— | — | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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— | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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— | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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— | — | — | — | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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— | — | — | — | 0 | 0 | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
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— | — | — | — | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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— | — | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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— | — | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
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— | — | — | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | — | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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— | — | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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— | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | — | — | — | — | — | — | — | Supersonic | 20 | — | 55% | Confuses the target. |
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6 | — | — | — | — | — | — | — | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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— | Magnet Bomb | 20 | 60 | — | Never misses. |
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21 | — | — | — | — | — | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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— | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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11 | — | — | 4 | 4 | 5 | Supersonic | 20 | — | 55% | Confuses the target. |
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25 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 5 | 5 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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11 | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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29 | 11 | 11 | 11 | 11 | Supersonic | 20 | — | 55% | Confuses the target. |
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16 | 16 | 16 | 14 | 14 | 11 | 11 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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7 | Magnet Bomb | 20 | 60 | — | Never misses. |
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38 | 21 | 21 | 21 | 17 | 17 | 15 | 15 | 13 | 11 | 7 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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18 | 18 | 17 | 11 | Magnet Bomb | 20 | 60 | — | Never misses. |
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13 | 13 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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17 | 17 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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26 | 22 | 22 | 21 | 21 | 19 | 19 | 19 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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25 | 25 | 23 | 23 | 23 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
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27 | 27 | 35 | 27 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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46 | 35 | Swift | 20 | 60 | — | Never misses. |
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30 | Magnet Bomb | 20 | 60 | — | Never misses. |
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29 | 29 | 25 | 25 | 25 | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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27 | 34 | 34 | 29 | 29 | 29 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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30 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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34 | Magnet Bomb | 20 | 60 | — | Never misses. |
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35 | 44 | 30 | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
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39 | 39 | 33 | 33 | 33 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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54 | 43 | 43 | 53 | 34 | 40 | 45 | 45 | 39 | 39 | 39 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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40 | 46 | 51 | 51 | 43 | 43 | 43 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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56 | 56 | 49 | 49 | 49 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
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46 | 50 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
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50 | 54 | 62 | 62 | 53 | 53 | 53 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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54 | 60 | 67 | 67 | 59 | 59 | 59 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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53 | 53 | 62 | 60 | 66 | 73 | 73 | 63 | 63 | 63 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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Level up, learned by Magnemite but not Magneton | ||||||||||||||||||
33 | 38 | Swift | 20 | 60 | — | Never misses. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||||
Tutor: Can be taught at any time by an NPC. | ||||||||||||||||||
Double-Edge | 15 | 120 | 100% | User receives 1/3 the damage inflicted in recoil. |
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Electroweb | 15 | 55 | 95% | Lowers the target's Speed by one stage. |
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Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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Gravity | 5 | — | — | Disables moves and immunities that involve flying or levitating for five turns. |
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Iron Defense | 15 | — | — | Raises the user's Defense by two stages. |
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Magic Coat | 15 | — | — | 4 | Reflects back the first effect move used on the user this turn. |
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Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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Mimic | 10 | — | — | Copies the target's last used move. |
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Recycle | 10 | — | — | User recovers the item it last used up. |
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Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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Substitute | 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. |
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Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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Swift | 20 | 60 | — | Never misses. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||||||
Machine: Can be taught at any time by using a TM or HM. | ||||||||||||||||||
03 | 03 | Curse | 10 | — | — | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
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04 | 04 | Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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09 | Take Down | 20 | 90 | 85% | User receives 1/4 the damage it inflicts in recoil. |
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10 | Double-Edge | 15 | 120 | 100% | User receives 1/3 the damage inflicted in recoil. |
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07 | 07 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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13 | 13 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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20 | Rage | 20 | 20 | 100% | If the user is hit after using this move, its Attack rises by one stage. |
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16 | 16 | 16 | 16 | 16 | 16 | 16 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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20 | 20 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | 21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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30 | Teleport | 20 | — | — | Immediately ends wild battles. No effect otherwise. |
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31 | Mimic | 10 | — | — | Copies the target's last used move. |
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27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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34 | 34 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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35 | 35 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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33 | 33 | 33 | 33 | 33 | 33 | 33 | 33 | 33 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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34 | 34 | Shock Wave | 20 | 60 | — | Never misses. |
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42 | 42 | 42 | 42 | 42 | 42 | 42 | 42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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43 | 43 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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34 | Bide | 10 | * | — | 1 | User waits for two turns, then hits back for twice the damage it took. |
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39 | 39 | 39 | Swift | 20 | 60 | — | Never misses. |
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44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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48 | 48 | 48 | 48 | 48 | 48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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45 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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57 | 57 | 57 | 57 | 57 | 57 | 57 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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58 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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64 | 64 | 64 | 64 | 64 | 64 | 64 | Explosion | 5 | 250 | 100% | User faints. |
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67 | Recycle | 10 | — | — | User recovers the item it last used up. |
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68 | 68 | 68 | 68 | 68 | 68 | 68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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H5 | H5 | H5 | 70 | 70 | 70 | 70 | 70 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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72 | 72 | 72 | 72 | 72 | 72 | Volt Switch | 20 | 70 | 100% | User must switch out after attacking. |
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73 | 73 | 73 | 73 | 73 | 73 | 73 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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74 | 74 | 74 | 74 | 74 | 74 | 74 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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77 | 77 | 77 | 77 | 77 | 77 | 77 | Psych Up | 10 | — | — | Discards the user's stat changes and copies the target's. |
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82 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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83 | Natural Gift | 15 | * | 100% | Power and type depend on the held berry. |
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87 | 87 | 87 | 87 | 87 | 87 | 87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | 88 | 88 | 88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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50 | 90 | 90 | 90 | 90 | 90 | 90 | 90 | Substitute | 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. |
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H5 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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91 | 91 | 91 | 91 | 91 | 91 | 91 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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93 | 93 | 93 | 93 | 93 | 93 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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94 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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100 | 100 | 100 | 100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |