#81.82
Magnemite/Magneton
81.82
STEELELECTRIC
#82.81
Magneton/Magnemite
82.81
STEELELECTRIC

X
33(-8)
HP
41(+8)
X
X
51(+8)
ATK
43(-8)
X
X
86(+8)
DEF
78(-8)
X
X
103(-8)
SP.ATKSP.A
111(+8)
X
X
60(-5)
SP.DEFSP.D
65(+5)
X
X
61(+8)
SPEEDSPD
53(-8)
X
X
394(+3)
TOTALTOT
391(-3)
X

Regular
Sturdy: Can't be 1-hit KO'd at full HP.
Magnet Pull: Enemy Steel-type Pokémon can't escape.
Hidden
Analytic: Moves have 1.3x power when attacking last.

x4
GROUND
x4
x2
FIGHTINGFIRE
x2
x1
DARKGHOSTWATER
x1
x1/2
BUGDRAGONELECTRICFAIRYGRASSICENORMALPSYCHICROCK
x1/2
x1/4
FLYINGSTEEL
x1/4
x0
POISON
x0

#81
Magnemite
81
STEELELECTRIC
Lv.30
#82
Magneton
82
STEELELECTRIC
MAGNETSTONE
#263
Magnezone
263
STEELELECTRIC

Classic Mode
Route 9, 10, 23, Celadon Sewers, Power Plant
Pokemon: 81
Route 23, Cerulean Cave, P2 Laboratory, Power Plant, Evolve Magnemite (Lv30)
Pokemon: 82
P2 Laboratory, Evolve Magneton (Magnet Stone)
Pokemon: 263
Remix Mode
Route 9, 10, 23, Celadon Sewers, Power Plant
Pokemon: 81
P2 Laboratory, Evolve Magnemite (Lv30)
Pokemon: 82
P2 Laboratory, Evolve Magneton (Magnet Stone)
Pokemon: 263

LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
EvolveEvo
Tri Attack
Pokemon: 82
NORMAL
SPECIAL
80
100
20
10
Pokemon: 82
Can burn, freeze, or paralyze the target at random.
1
Electric Terrain
Pokemon: 82
ELECTRIC
STATUS
-
-
-
10
Pokemon: 82
For five turns, prevents all Pokémon on the ground from sleeping and strengthens Electric moves by 1.5x power.
1
Supersonic
multiple sources
NORMAL
STATUS
-
55
-
20
multiple sources
Confuses the target.
1
Tackle
multiple sources
NORMAL
PHYSICAL
40
100
-
35
multiple sources
Inflicts regular damage.
1
Thunder Shock
Pokemon: 82
ELECTRIC
SPECIAL
40
100
10
30
Pokemon: 82
Can paralyze the target.
1
Thunder Wave
Pokemon: 82
ELECTRIC
STATUS
-
90
-
20
Pokemon: 82
Paralyzes the target.
1
Tri Attack
Pokemon: 82
NORMAL
SPECIAL
80
100
20
10
Pokemon: 82
Can burn, freeze, or paralyze the target at random.
1
Zap Cannon
Pokemon: 82
ELECTRIC
SPECIAL
120
50
100
5
Pokemon: 82
Paralyzes the target.
5
Thunder Shock
multiple sources
ELECTRIC
SPECIAL
40
100
10
30
multiple sources
Can paralyze the target.
7
Thunder Wave
multiple sources
ELECTRIC
STATUS
-
90
-
20
multiple sources
Paralyzes the target.
11
Magnet Bomb
multiple sources
STEEL
PHYSICAL
60
-
-
20
multiple sources
Doesn't miss.
13
Light Screen
multiple sources
PSYCHIC
STATUS
-
-
-
30
multiple sources
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
17
Sonic Boom
multiple sources
NORMAL
SPECIAL
1
90
-
20
multiple sources
Inflicts exactly 20 damage.
19
Spark
multiple sources
ELECTRIC
PHYSICAL
65
100
30
20
multiple sources
Can paralyze the target.
23
Mirror Shot
multiple sources
STEEL
SPECIAL
65
85
30
10
multiple sources
Can lower the target's accuracy one stage.
25
Metal Sound
multiple sources
STEEL
STATUS
-
85
-
40
multiple sources
Lowers the target's SP.DEF two stages.
29
Electro Ball
multiple sources
ELECTRIC
SPECIAL
1
100
-
10
multiple sources
Hits harder the faster the user is to the target, to a maximum power of 150.
31
Flash Cannon
Pokemon: 81
STEEL
SPECIAL
80
100
10
10
Pokemon: 81
Can lower the target's SP.DEF one stage.
33
Flash Cannon
Pokemon: 82
STEEL
SPECIAL
80
100
10
10
Pokemon: 82
Can lower the target's SP.DEF one stage.
35
Screech
Pokemon: 81
NORMAL
STATUS
-
85
-
40
Pokemon: 81
Lowers the target's DEF two stages.
37
Discharge
Pokemon: 81
ELECTRIC
SPECIAL
80
100
30
15
Pokemon: 81
Can paralyze the target.
39
Screech
Pokemon: 82
NORMAL
STATUS
-
85
-
40
Pokemon: 82
Lowers the target's DEF two stages.
41
Lock-On
Pokemon: 81
NORMAL
STATUS
-
-
-
5
Pokemon: 81
Guarantees the next move will hit the target.
43
Discharge
Pokemon: 82
ELECTRIC
SPECIAL
80
100
30
15
Pokemon: 82
Can paralyze the target.
43
Magnet Rise
Pokemon: 81
ELECTRIC
STATUS
-
-
-
10
Pokemon: 81
For five turns, the user is immune to ground moves.
47
Gyro Ball
Pokemon: 81
STEEL
PHYSICAL
1
100
-
5
Pokemon: 81
Hits harder the slower the user is to the target, to a maximum power of 150.
49
Lock-On
Pokemon: 82
NORMAL
STATUS
-
-
-
5
Pokemon: 82
Guarantees the next move will hit the target.
49
Zap Cannon
Pokemon: 81
ELECTRIC
SPECIAL
120
50
100
5
Pokemon: 81
Paralyzes the target.
53
Magnet Rise
Pokemon: 82
ELECTRIC
STATUS
-
-
-
10
Pokemon: 82
For five turns, the user is immune to ground moves.
59
Gyro Ball
Pokemon: 82
STEEL
PHYSICAL
1
100
-
5
Pokemon: 82
Hits harder the slower the user is to the target, to a maximum power of 150.
63
Zap Cannon
Pokemon: 82
ELECTRIC
SPECIAL
120
50
100
5
Pokemon: 82
Paralyzes the target.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Toxic
multiple sources
POISON
STATUS
-
90
-
10
multiple sources
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hidden Power
multiple sources
NORMAL
SPECIAL
60
100
-
15
multiple sources
Power and type are determined by the user's IVs.
Sunny Day
multiple sources
FIRE
STATUS
-
-
-
5
multiple sources
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
Hyper Beam
Pokemon: 82
NORMAL
SPECIAL
150
90
-
5
Pokemon: 82
The user can't attack or switch out the turn after this is used.
Light Screen
multiple sources
PSYCHIC
STATUS
-
-
-
30
multiple sources
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Protect
multiple sources
NORMAL
STATUS
-
-
-
10
multiple sources
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
multiple sources
WATER
STATUS
-
-
-
5
multiple sources
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Frustration
multiple sources
NORMAL
PHYSICAL
1
100
-
20
multiple sources
Power increases with unhappiness up to 102.
Thunderbolt
multiple sources
ELECTRIC
SPECIAL
90
100
10
15
multiple sources
Can paralyze the target.
Thunder
multiple sources
ELECTRIC
SPECIAL
110
70
30
10
multiple sources
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Return
multiple sources
NORMAL
PHYSICAL
1
100
-
20
multiple sources
Power increases with happiness, up to a maximum of 102.
Double Team
multiple sources
NORMAL
STATUS
-
-
-
15
multiple sources
Raises the user's evasion one stage.
Reflect
multiple sources
PSYCHIC
STATUS
-
-
-
20
multiple sources
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Facade
multiple sources
NORMAL
PHYSICAL
70
100
-
20
multiple sources
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
multiple sources
PSYCHIC
STATUS
-
-
-
10
multiple sources
The user falls asleep and regains all of its HP.
Round
multiple sources
NORMAL
SPECIAL
60
100
-
15
multiple sources
If Round has already been used this turn, this move's power is doubled.
Charge Beam
multiple sources
ELECTRIC
SPECIAL
50
90
70
10
multiple sources
Can raise the user's SP.ATK one stage.
Explosion
multiple sources
NORMAL
PHYSICAL
250
100
-
5
multiple sources
User faints.
Giga Impact
Pokemon: 82
NORMAL
PHYSICAL
150
90
-
5
Pokemon: 82
The user can't attack or switch out the turn after this is used.
Volt Switch
multiple sources
ELECTRIC
SPECIAL
70
100
-
20
multiple sources
Inflicts regular damage, then the user immediately switches out.
Thunder Wave
multiple sources
ELECTRIC
STATUS
-
90
-
20
multiple sources
Paralyzes the target.
Gyro Ball
multiple sources
STEEL
PHYSICAL
1
100
-
5
multiple sources
Hits harder the slower the user is to the target, to a maximum power of 150.
Psych Up
multiple sources
NORMAL
STATUS
-
-
-
10
multiple sources
Copies the target's stat changes.
Swagger
multiple sources
NORMAL
STATUS
-
85
-
15
multiple sources
Raises the target's ATK two stages and then confuses it.
Sleep Talk
multiple sources
NORMAL
STATUS
-
-
-
10
multiple sources
Randomly use one of the user's other three moves. Fails if awake.
Substitute
multiple sources
NORMAL
STATUS
-
-
-
10
multiple sources
The user transfers 1/4 max HP into a doll that will take hits instead.
Flash Cannon
multiple sources
STEEL
SPECIAL
80
100
10
10
multiple sources
Can lower the target's SP.DEF one stage.
Wild Charge
multiple sources
ELECTRIC
PHYSICAL
90
100
-
15
multiple sources
User takes 1/4 the damage it inflicts in recoil.
Shock Wave
multiple sources
ELECTRIC
SPECIAL
60
-
-
20
multiple sources
Doesn't miss.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Teleport
multiple sources
PSYCHIC
STATUS
-
-
-
20
multiple sources
Does nothing. Wild battles end immediately. Has -6 move priority.
Flash
multiple sources
NORMAL
STATUS
-
100
-
20
multiple sources
Lowers the target's accuracy one stage.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Gravity
multiple sources
PSYCHIC
STATUS
-
-
-
5
multiple sources
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Iron Defense
multiple sources
STEEL
STATUS
-
-
-
15
multiple sources
Raises the user's DEF two stages.
Magnet Rise
multiple sources
ELECTRIC
STATUS
-
-
-
10
multiple sources
For five turns, the user is immune to ground moves.
Rollout
multiple sources
ROCK
PHYSICAL
30
90
-
20
multiple sources
User is forced to use this move for five turns, doubling in power each time up to 16x.
Signal Beam
multiple sources
BUG
SPECIAL
75
100
10
15
multiple sources
Can confuse the target.
Swift
multiple sources
NORMAL
SPECIAL
60
-
-
20
multiple sources
Doesn't miss.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Electrify
multiple sources
ELECTRIC
STATUS
-
-
-
20
multiple sources
If moving before the target, its chosen move this turn becomes Electric-type.
Parabolic Charge
multiple sources
ELECTRIC
SPECIAL
65
100
-
20
multiple sources
Heals the user for half the total damage dealt to all targets.

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