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
- 462
- Extended Sinnoh
- 180
- Updated Unova
- 50
- Mountain Kalos
- 71
- New Hoenn
- 86
- Original Alola
- 49
- Original Melemele
- 49
- Original Ula'ula
- 27
- Updated Alola
- 56
- Updated Melemele
- 56
- Updated Ula'ula
- 27
Names
- Japanese
- ジバコイル (jibakoiru)
- ジバコイル
- Official roomaji
- Jibacoil
- Korean
- 자포코일
- Chinese
- 自爆磁怪
- 自爆磁怪
- French
- Magnézone
- German
- Magnezone
- Spanish
- Magnezone
- Italian
- Magnezone
Breeding
Compatibility
Evolution
Baby | Basic | Stage 1 | Stage 2 |
---|---|---|---|
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 | 56.6 | 313 | 344 | |
Attack | 42.7 | 208 | 239 | |
Defense | 89.8 | 298 | 329 | |
Special Attack | 93.8 | 328 | 359 | |
Special Defense | 75.3 | 248 | 279 | |
Speed | 41.3 | 188 | 219 | |
Total | 82.3 |
Pokéathlon Performance
Minimum; Base; Maximum
- Speed
- Power
- Skill
- Stamina
- Jump
- Total
- 9/16/19
Flavor
Flavor Text
-
A group tried to use scientific means to make Magnezone evolve, but their efforts ended in failure.
Sometimes the magnetism emitted by Magnezone is too strong, making them attract each other so they cannot move.
-
Sometimes the magnetism emitted by Magnezone is too strong, making them attract each other so they cannot move.
It evolved from exposure to a special magnetic field. Three units generate magnetism.
Sometimes the magnetism emitted by Magnezone is too strong, making them attract each other so they cannot move.
It evolved from exposure to a special magnetic field. Three units generate magnetism.
-
Three units generate magnetism. There have been many mistaken reports of UFO sightings when Magnezone flies through the night sky.
As it zooms through the sky, this Pokémon seems to be receiving signals of unknown origin, while transmitting signals of unknown purpose.
It uses radar to monitor its territory. Intruders are quickly disposed of with a hyper beam.
There are still people who believe that this Pokémon came from outer space. It emanates a powerful magnetic field.
Sprites
Height
3'11.2"
1.2 m
Weight
396.8 lb
180.0 kg
Locations
- Black 2
- White 2
Pal Park
- Area
- Mountain
- Score
- 80
- Rate
- 10
Moves
Electric and Steel moves get STAB, and have their type highlighted in green.
Special moves better suit Magnezone's higher Special Attack, and have their class highlighted in green.
Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level up: Learned when a Pokémon reaches a certain level. | ||||||||||||||
— | — | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
||||||||
— | — | — | — | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
||||||
— | — | — | — | Magnetic Flux | 20 | — | — | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. |
||||||
— | — | — | — | — | — | — | Mirror Coat | 20 | * | 100% | -5 | Inflicts twice the damage the user received from the last special hit it took. |
||
— | — | — | — | — | — | — | Barrier | 20 | — | — | Raises the user's Defense by two stages. |
|||
— | — | — | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
|||||||
— | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
|||||||||
— | Supersonic | 20 | — | 55% | Confuses the target. |
|||||||||
— | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
|||||||||
— | — | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
||||||||
— | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
|||||||||
— | — | — | — | — | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
||||
— | — | — | — | Supersonic | 20 | — | 55% | Confuses the target. |
||||||
— | — | — | — | — | 5 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
||||
— | Magnet Bomb | 20 | 60 | — | Never misses. |
|||||||||
— | — | — | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
|||||||
— | — | 4 | 4 | 5 | Supersonic | 20 | — | 55% | Confuses the target. |
|||||
6 | 6 | 7 | 7 | 7 | 5 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
||||
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. |
|||||||||
11 | 11 | Supersonic | 20 | — | 55% | Confuses the target. |
||||||||
14 | 14 | 11 | 11 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
||||||
7 | Magnet Bomb | 20 | 60 | — | Never misses. |
|||||||||
17 | 17 | 15 | 15 | 13 | 11 | 7 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
|||
18 | 18 | 17 | 11 | Magnet Bomb | 20 | 60 | — | Never misses. |
||||||
13 | 13 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
||||||||
17 | 17 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
||||||||
22 | 22 | 21 | 21 | 19 | 19 | 19 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
|||
27 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
|||||||||
30 | Magnet Bomb | 20 | 60 | — | Never misses. |
|||||||||
25 | 25 | 23 | 23 | 23 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
|||||
29 | 29 | 25 | 25 | 25 | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
|||||
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. |
||||
39 | 39 | 33 | 33 | 33 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
|||||
30 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
|||||||||
34 | 45 | 45 | 39 | 39 | 39 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
||||
40 | 51 | 51 | 43 | 43 | 43 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
||||
56 | 56 | 49 | 49 | 49 | Lock-On | 5 | — | — | Ensures that the user's next move will hit the target. |
|||||
46 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
|||||||||
50 | 62 | 62 | 53 | 53 | 53 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
||||
34 | Magnet Bomb | 20 | 60 | — | Never misses. |
|||||||||
40 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
|||||||||
46 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
|||||||||
50 | Mirror Shot | 10 | 65 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
|||||||||
54 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
|||||||||
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. |
|||
60 | 66 | 73 | 73 | 63 | 63 | 63 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
|||
Level up, learned by Magneton but not Magnezone | ||||||||||||||
— | — | — | — | 30 | Tri Attack | 10 | 80 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
|||||
Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||
Tutor: Can be taught at any time by an NPC. | ||||||||||||||
Electroweb | 15 | 55 | 95% | Lowers the target's Speed by one stage. |
||||||||||
Gravity | 5 | — | — | Disables moves and immunities that involve flying or levitating for five turns. |
||||||||||
Iron Defense | 15 | — | — | Raises the user's Defense by two stages. |
||||||||||
Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
||||||||||
Magic Coat | 15 | — | — | 4 | Reflects back the first effect move used on the user this turn. |
|||||||||
Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
||||||||||
Recycle | 10 | — | — | User recovers the item it last used up. |
||||||||||
Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
||||||||||
Shock Wave | 20 | 60 | — | Never misses. |
||||||||||
Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
||||||||||
Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
||||||||||
Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
||||||||||
Swift | 20 | 60 | — | Never misses. |
||||||||||
Move | Type | Class | PP | Power | Acc | Pri | Effect | |||||||
Machine: Can be taught at any time by using a TM or HM. | ||||||||||||||
06 | 06 | 06 | 06 | 06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
|||
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. |
|||
11 | 11 | 11 | 11 | 11 | 11 | 11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
|||
15 | 15 | 15 | 15 | 15 | 15 | 15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
|||
16 | 16 | 16 | 16 | 16 | 16 | 16 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
|||
17 | 17 | 17 | 17 | 17 | 17 | 17 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
||
18 | 18 | 18 | 18 | 18 | 18 | 18 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
|||
21 | 21 | 21 | 21 | 21 | 21 | 21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
|||
24 | 24 | 24 | 24 | 24 | 24 | 24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
|||
25 | 25 | 25 | 25 | 25 | 25 | 25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
|||
27 | 27 | 27 | 27 | 27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
|||
32 | 32 | 32 | 32 | 32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
|||
33 | 33 | 33 | 33 | 33 | 33 | 33 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
|||
34 | Shock Wave | 20 | 60 | — | Never misses. |
|||||||||
42 | 42 | 42 | 42 | 42 | 42 | 42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
|||
43 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
|||||||||
44 | 44 | 44 | 44 | 44 | 44 | 44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
|||
48 | 48 | 48 | 48 | 48 | 48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
||||
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. |
|||
58 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
||||||||
64 | 64 | 64 | 64 | 64 | 64 | 64 | Explosion | 5 | 250 | 100% | User faints. |
|||
67 | Recycle | 10 | — | — | User recovers the item it last used up. |
|||||||||
68 | 68 | 68 | 68 | 68 | 68 | 68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
|||
70 | 70 | 70 | 70 | 70 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
|||||
72 | 72 | 72 | 72 | 72 | 72 | Volt Switch | 20 | 70 | 100% | User must switch out after attacking. |
||||
73 | 73 | 73 | 73 | 73 | 73 | 73 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
|||
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. |
|||
77 | 77 | 77 | 77 | 77 | 77 | 77 | Psych Up | 10 | — | — | Discards the user's stat changes and copies the target's. |
|||
82 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
|||||||||
83 | Natural Gift | 15 | * | 100% | Power and type depend on the held berry. |
|||||||||
87 | 87 | 87 | 87 | 87 | 87 | 87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
|||
88 | 88 | 88 | 88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
||||||
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. |
|||
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. |
|||
93 | 93 | 93 | 93 | 93 | 93 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
||||
94 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
|||||||||
100 | 100 | 100 | 100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |