Rotom’s Poké dex
#081 Magnemite
0.3 m
(1'00") —
6.0 kg
(13.2 lbs.)
Magnet Pokémon
*Gen. I:Electric
Ability #1
• Magnet Pull - Prevents Steel-type Pokémon from escaping using
its magnetic force.
Ability #2
• Sturdy - It cannot be knocked out with one hit. One-hit KO
moves cannot knock it out, either.
Hidden Ability
• Analytic - Boosts move power when the Pokémon moves last.
Johto-Dex #118 G SC ~ #119 HG SS
Hoenn-Dex #082 R SE ~ #084 ΩR αS
AlolanDex #047 Su Mo ~ #054 Ul tra
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#081 Magnemite
• Evolution
Basic
Stage 1
Stage 2
➔
➔
#081 Magnemite
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Gen. VI+:
½
2
¼
0
4
½
½
1
¼
2
1
½
½
½
½
½
1
½
Gen. II-V:
½
2
¼
0
4
½
½
½
¼
2
1
½
½
½
½
½
½
-
Gen. I
Electric
:
1
1
½
1
2
1
1
1
-
1
1
1
½
1
1
1
-
-
This table ignores the ability.
#081 Magnemite
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
25
35
70
95
55
45
Special: 95
Level 50[Gen. III+]
85-132
36-95
67-134
90-161
54-117
45-106
Level 100[Gen. III+]
160-254
67-185
130-262
175-317
103-229
85-207
Tot. Base Stats : 325 ; Gen. I: 270
Effort values (1 )[Gen. III+]
0
0
0
1
0
0
Experience : 65 ; Before Black 2 and White 2 : 89
#081 Magnemite
• Pokédex Entries
Red and Blue Uses anti-gravity
to stay suspended.
Appears without
warning and uses
THUNDER WAVE and
similar moves.
Yellow It is born with
the ability to
defy gravity. It
floats in air on
powerful electromagnetic waves.
Stadium Appears as if out of nowhere. It floats using anti-gravity and discharges electricity from two side-mounted units.
Gold It is attracted by
electromagnetic
waves. It may
approach trainers
if they are using
their POKéGEAR.
Silver The units at the
sides of its body
generate antigravity energy to
keep it aloft in
the air.
Crystal The electricity
emitted by the
units on each side
of its body cause
it to become a
strong magnet.
Stadium 2 It is attracted by electromagnetic waves. It may approach trainers if they are using their Pokégear.
Ruby MAGNEMITE attaches itself to power
lines to feed on electricity.
If your house has a power outage,
check your circuit breakers. You may
find a large number of this POKéMON
clinging to the breaker box.
Sapphire MAGNEMITE floats in the air by emitting
electromagnetic waves from the units
at its sides. These waves block gravity.
This POKéMON becomes incapable of
flight if its internal electrical supply
is depleted.
Emerald The units at its sides are extremely
powerful magnets. They generate enough
magnetism to draw in iron objects from
over 300 feet away.
FireRed It moves while constantly hovering.
It discharges THUNDER WAVE and so on
from the units at its sides.
LeafGreen Uses antigravity to stay suspended.
Appears without warning and uses THUNDER
WAVE and similar moves.
Diamond The units at its sides generate
electromagnetic waves that keep it
airborne. It feeds on electricity.
Pearl The units at its sides generate
electromagnetic waves that keep it
airborne. It feeds on electricity.
Platinum The faster the units at its sides
rotate, the greater the magnetic
force they generate.
HeartGold It is attracted by electromagnetic
waves. It may approach Trainers
if they are using their Pokégear.
SoulSilver The units at the sides of its body
generate antigravity energy to
keep it aloft in the air.
Black The faster the units at its sides
rotate, the greater the magnetic
force they generate.
White The faster the units at its sides
rotate, the greater the magnetic
force they generate.
Black 2 and White 2 The electromagnetic waves emitted by
the units at the sides of its head expel
antigravity, which allows it to float.
X The units at the sides of its body generate
antigravity energy to keep it aloft in the air.
Y It moves while constantly hovering. It discharges
Thunder Wave and so on from the units at its sides.
Omega Ruby Magnemite attaches itself to power lines to feed on electricity.
If your house has a power outage, check your circuit breakers.
You may find a large number of this Pokémon clinging to the
breaker box.
Alpha Sapphire Magnemite floats in the air by emitting electromagnetic waves
from the units at its sides. These waves block gravity. This
Pokémon becomes incapable of flight if its internal electrical
supply is depleted.
Sun They gather in places where electricity is
available. They can be found clinging to the
steel towers used to support power lines.
Moon It sends out electromagnetic waves, which let it
float through the air. Touching it while it’s eating
electricity will give you a full-body shock.
Ultra Sun It’s frequently the cause of power outages,
which is why some power plants send out
electrical signals that it can’t stand.
Ultra Moon Perhaps because electrical lines are often
buried these days, the number of Magnemite
attacks on power plants has increased.
#081 Magnemite
• Locations
Red
Power Plant.
Blue
Power Plant.
Yellow
Power Plant, Route 10.
Gold
Route 6, Route 11, Route 38, Route 39.
Silver
Route 6, Route 11, Route 38, Route 39.
Crystal
Route 6, Route 11, Route 38, Route 39.
Ruby
New Mauville.
Sapphire
New Mauville.
Emerald
New Mauville.
FireRed
Power Plant.
LeafGreen
Power Plant.
Diamond
Fuego Ironworks.
Pearl
Fuego Ironworks.
Platinum
Fuego Ironworks, Route 222.
HeartGold
Route 6, Route 11, Route 38, Route 39.
SoulSilver
Route 6, Route 11, Route 38, Route 39.
Black 2
Virbank Complex.
White 2
Virbank Complex.
#081 Magnemite
Held item
Ruby , Sapphire , Emerald , Diamond , Pearl , Platinum , HeartGold , SoulSilver , Black, White, Black 2 , White 2 , X , Y , Sun , Moon , Ultra Sun , Ultra Moon
5% => Metal Coat
#081 Magnemite
Gen. I-V data
#081 Magnemite
• Egg Groups
#081 Magnemite
• Moves, Learnset of Magnemite
By leveling up
Red and Blue
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
By TM/HM
Red and Blue
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Yellow
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
By TM/HM
Yellow
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Gold and Silver
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By TM/HM
Gold and Silver
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Crystal
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
Crystal
Move
Power
Accuracy
PP
Priority
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
By TM/HM
Crystal
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
120
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Steel
--
85%
40
0
A horrible sound like scraping metal harshly lowers
the target’s Sp. Def stat.
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
55%
20
0
The user generates odd sound waves from its body
that confuse the target.
Normal
--
90%
20
0
The target is hit with a destructive shock wave that
always inflicts 20 HP damage.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Electric
65
100%
20
0
The user throws an electrically charged tackle at the
target. This may also leave the target with paralysis.
Normal
--
--
5
0
The user takes sure aim at the target. This ensures
the next attack does not miss the target.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
85%
40
0
An earsplitting screech harshly lowers the target’s
Defense stat.
Electric
120
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
250
100%
5
0
The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Steel
80
100%
10
0
The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#081 Magnemite
• Sprites & extra info…