#81
Magnemite
81
STEELELECTRIC
#81.81
Magnemite/Magnemite
81.81
STEELELECTRIC

X
HP
ATK
DEF
SP.ATKSP.A
SP.DEFSP.D
SPEEDSPD
TOTALTOT
X
X
25
35
70
95
55
45
325
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.

Entry
The units at its sides are extremely powerful magnets. They generate enough magnetism to draw in iron objects from over 300 feet away.
PokémonPoké.
81
ProfessorProf.
Oak
Entry
The units at its sides are extremely powerful magnets. They generate enough magnetism to draw in iron objects from over 300 feet away
PokémonPoké.
81.81
ProfessorProf.
Oak

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.
1
Supersonic
X
NORMAL
STATUS
-
55
-
20
X
Confuses the target.
1
Tackle
X
NORMAL
PHYSICAL
40
100
-
35
X
Inflicts regular damage.
5
Thunder Shock
X
ELECTRIC
SPECIAL
40
100
10
30
X
Can paralyze the target.
7
Thunder Wave
X
ELECTRIC
STATUS
-
90
-
20
X
Paralyzes the target.
11
Magnet Bomb
X
STEEL
PHYSICAL
60
-
-
20
X
Doesn't miss.
13
Light Screen
X
PSYCHIC
STATUS
-
-
-
30
X
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
17
Sonic Boom
X
NORMAL
SPECIAL
1
90
-
20
X
Inflicts exactly 20 damage.
19
Spark
X
ELECTRIC
PHYSICAL
65
100
30
20
X
Can paralyze the target.
23
Mirror Shot
X
STEEL
SPECIAL
65
85
30
10
X
Can lower the target's accuracy one stage.
25
Metal Sound
X
STEEL
STATUS
-
85
-
40
X
Lowers the target's SP.DEF two stages.
29
Electro Ball
X
ELECTRIC
SPECIAL
1
100
-
10
X
Hits harder the faster the user is to the target, to a maximum power of 150.
31
Flash Cannon
X
STEEL
SPECIAL
80
100
10
10
X
Can lower the target's SP.DEF one stage.
35
Screech
X
NORMAL
STATUS
-
85
-
40
X
Lowers the target's DEF two stages.
37
Discharge
X
ELECTRIC
SPECIAL
80
100
30
15
X
Can paralyze the target.
41
Lock-On
X
NORMAL
STATUS
-
-
-
5
X
Guarantees the next move will hit the target.
43
Magnet Rise
X
ELECTRIC
STATUS
-
-
-
10
X
For five turns, the user is immune to ground moves.
47
Gyro Ball
X
STEEL
PHYSICAL
1
100
-
5
X
Hits harder the slower the user is to the target, to a maximum power of 150.
49
Zap Cannon
X
ELECTRIC
SPECIAL
120
50
100
5
X
Paralyzes the target.

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

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

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Gravity
X
PSYCHIC
STATUS
-
-
-
5
X
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Iron Defense
X
STEEL
STATUS
-
-
-
15
X
Raises the user's DEF two stages.
Magnet Rise
X
ELECTRIC
STATUS
-
-
-
10
X
For five turns, the user is immune to ground moves.
Rollout
X
ROCK
PHYSICAL
30
90
-
20
X
User is forced to use this move for five turns, doubling in power each time up to 16x.
Signal Beam
X
BUG
SPECIAL
75
100
10
15
X
Can confuse the target.
Swift
X
NORMAL
SPECIAL
60
-
-
20
X
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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